As the engine is in the pre-release phase now, where we will not change major stuff that would require you to adapt again, and testing should be done now, it would be good to have games to test with.
Please test your game with the latest engine test release and report errors in the Help & Bugs forum or on mantis. When you did all the necessary changes to your game to make it work on this version of spring, it would be nice to have a release so we can engage in more wide-spread testing. The changes should all be backwards compatible (no guarantee, but also no contrary reports so far). If you do not want to officially release, at least make an archive or rapid tag, to make it publicly available (for example by posting in this thread). testing with multiple players with SVN versions of different games is not feasible.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
playing sounds seems to be more strictly now. I get messages like [f=0000238] [Sound] Can't play non-mono "sounds/yea.wav" in 3d. that I do not get in current version. (I guess fixeable by converting all sounds to mono, must have missed some)
Beside this and an issue with unit scripts Spring Tanks seems to work in 0.83, hooray. (at least in SP)
Widget DB very_bad_soldier replaced all ".n" usages with #, where appropriate, for all widgets on the Widget DB and updated some to newer versions (fetched from games). So they should now be spring 0.83 ready! He also made a wiki page about the DB, and linked to it on the Lua dev page. here it is: http://springrts.com/wiki/WidgetDatabaseFAQ (he also fixed the web interface for certain low tech browsers like Konqueror)
Spring Tanks knorkes problem with unit scripts seems to have been a configuration glicht, as can be seen in the mantis report, and is now fixed too. I do not know if this is available as an archive or on rapid already.
Zero-K The latest version (0.8.8.2) should be spring 0.83 ready (good work KingRaptor), except a problem with game-end, which results in the game never ending. Get it through rapid!
thanks jk, i did not remember that anymore (even though i sure got lots of complaints back then :D). abma, with the widget you added there... if it is in this location, doesn't that mean it is again used by all games by default, and so nothing really changed? what would game devs have to do to change the default behavior (whether it is used or unused by default).
the sound log-subsystem is enabled by default anyway, and i saw this message quite a few times already, from people that i am sure would not go enabling log-subsystems manually. anyway can not hurt to mention it, so people are again more likely to notice and change it.
This was already possible if you had your own gamedata/explosions.lua or gamedata/explosions_post.lua but it is now supported by the base springcontent.sdz.
No change required, but I felt that following the CA model makes more sense than having them with the unrelated files in 'gamedata/'.
[23:27:13] <[S44]FLOZi> keeps Gamedata/ pure for the 'important control files' [23:27:53] <[S44]FLOZi> if unitdefs are under units, weapondefs under weapons, featuredefs under features, why are effects under gamedata/explosions [23:28:30] <snackuser> hm true [23:28:45] <snackuser> also not all effects are explosions, makes sense
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