View topic - Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)



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PostPosted: 21 Aug 2011, 12:06 
Spring Developer
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Joined: 22 Sep 2007, 08:51
Tada!!
After more then 900 commits and nearly 2 months after the last testing release... the next one!

We now made a Testing Release Wiki page, with general info about how to obtain the release, and an archive of all testing releases since the last stable one.

Changes
  • sync error fixed, thanks to abma
  • first test release that comes with a MacOS X App Bundle, thanks to daftalx

Bugs and issues
Report in this thread or on Mantis.
Remember to attach infolog.txt as file, if you crash!


Last edited by hoijui on 22 Aug 2011, 16:50, edited 1 time in total.

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PostPosted: 21 Aug 2011, 14:14 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Installed using portable option:
Spring overrides my config changing all my settings to default
^this has existed before.
go to settings.exe to restore settings.
choose advanced.
doesn't save all my settings changes namely:
reflective units
shorewaves
reflection texture size


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PostPosted: 21 Aug 2011, 14:15 
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oh great now it reset my camera to inverted.. most annoying default ever.


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PostPosted: 21 Aug 2011, 18:54 
Spring Developer

Joined: 31 May 2009, 23:08
smoth wrote:
Installed using portable option:
Spring overrides my config changing all my settings to default


then install non-portable? afaik springsettings is buggy and doesn't sometimes use the correct config file for spring. in portable mode there should exist a springsettings.cfg next to spring.exe, in non-portable mode its somewhere in the userprofile: (%USERHOME%\Local Settings\Appdata or so...)


edit: aaah, got it. i didn't understand that you meant your already installed spring. will fix installer soon...

@hoijui: please add "bad things could happen..." ;-)


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PostPosted: 22 Aug 2011, 15:31 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
yay OSX!


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PostPosted: 22 Aug 2011, 15:59 
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OS X loads nicely, liking the screen fade in too, but I lacked any mods/games to test with, will report back


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PostPosted: 22 Aug 2011, 17:38 
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weee something to test!
but dramatic fps drop is dramatic. :?

same settings as far I could tell:
large image warning
current: http://www.abload.de/image.php?img=altle79.png
good fps

test: http://www.abload.de/image.php?img=neu5d4v.png
low fps

test with /advmapshading 0: http://www.abload.de/img/neu2ze4s.png
medium fps, but no shadows


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PostPosted: 22 Aug 2011, 17:41 
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Joined: 30 May 2010, 10:56
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AF wrote:
OS X loads nicely, liking the screen fade in too, but I lacked any mods/games to test with, will report back

FYI, you can expect this to work just like on Linux: stick everything in ~/.spring/{maps|mods} and start AI-kickass-ing solo.

I'll post a springlobby version sometime soon (here or rather in the Mac forum)


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PostPosted: 22 Aug 2011, 17:46 
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Joined: 28 Jun 2007, 06:30
knorke wrote:
weee something to test!
but dramatic fps drop is dramatic. :?

same settings as far I could tell:
large image warning
current: http://www.abload.de/image.php?img=altle79.png
good fps

test: http://www.abload.de/image.php?img=neu5d4v.png
low fps

test with /advmapshading 0: http://www.abload.de/img/neu2ze4s.png
medium fps, but no shadows
You had it running with "/shadows 2" in 82, in 83 you run with "/shadows 1" ...


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PostPosted: 22 Aug 2011, 17:56 
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Location: cheap kitchen
ah ok.
does not make much difference though, still does not go over 30.
even /shadows 0 only gets ~40

with /advmapshading 0 i get no shados at all. normal?
/shadows then still affects fps despite no visible change...


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PostPosted: 22 Aug 2011, 18:15 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
daftalx wrote:
AF wrote:
OS X loads nicely, liking the screen fade in too, but I lacked any mods/games to test with, will report back

FYI, you can expect this to work just like on Linux: stick everything in ~/.spring/{maps|mods} and start AI-kickass-ing solo.

I'll post a springlobby version sometime soon (here or rather in the Mac forum)



If I wanted to build an OS X build of Shard, where would my dylib go? ~/.spring/AI/Skirmish/Shard/dev/ ? I see a copy is already included! Is this Shard Master or the last tagged shard release?


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PostPosted: 22 Aug 2011, 18:17 
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Joined: 31 May 2009, 23:08
AF wrote:
If I wanted to build an OS X build of Shard, where would my dylib go? ~/.spring/AI/Skirmish/Shard/dev/ ? I see a copy is already included! Is this Shard Master or the last tagged shard release?


its the latest commit in pureint branch: https://github.com/Tarendai/Shard/tree/pureint

or see also: https://github.com/spring/spring/tree/m ... I/Skirmish


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PostPosted: 23 Aug 2011, 04:08 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Ungh. I dunno where to start. Lets start with the good stuff...

Isolation mode appears to work. Yay!

The good:
I seem to get more fps, and the default graphics settings no longer look like shit (but why is vsync on by default?).

The Bad:
Lots of lua broken that had already been fixed (and tested) for 0.83. This makes me not so happy.
Sounds STILL cumulate to an indistinguishable mess. Please for the love of christ, limit the sound to a certain threshold instead of allowing it to clip.
Sound is the same volume no matter how far zoomed out I am. I know my sounds are the right format and blah blah blah. I already had to go through this crap for 82.x. This is a problem with spring. On the good side, direction of sounds is still working (placement of sounds in various 3d space locations)
Pathing seems to suck less, but that could be my imagination. I did have some units get stuck on the side of a building which was annoying.

The Fugly:
Actually, it all seems semi-solid despite the re-introduction of old bugs that were fixed long ago.


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PostPosted: 23 Aug 2011, 10:03 
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Forboding Angel wrote:
Lots of lua broken that had already been fixed (and tested) for 0.83. This makes me not so happy.

have a guess how useful this is for us.


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PostPosted: 23 Aug 2011, 10:16 
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Joined: 31 May 2009, 23:08
@Forboding Angel: what is broken? Please read http://www.chiark.greenend.org.uk/~sgtatham/bugs.html


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PostPosted: 23 Aug 2011, 11:04 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
I was referring to the sound bugs that I mentioned previously. They reared their heads in either 80 or 81 irrc and were fixed. Now they're back. A large part of me is quite concerned that you guys will take them as an acceptable loss and go forward with a release.

I find that now I am even more reliant upon engine behavior. If a large bug presents itself in the engine and you guys don't quash it right away, I'm in trouble.

Here is the reason I care:
Image

Currently, there are some engine bugs in 81.7.1, but they don't really effect me or my users. The only thing that I am in dire need of is isolation mode so that existing spring users aren't effectively punished by the ridiculously long write time of archivecachev7 in that instance. Moreover, my regular users never have issues if they have the proper hardware (in other words, not trying to run it on a 486). The issues that I do get notified about on a constant basis are ones caused because of multiple spring installs. If I had isolation mode right now, it would no longer matter, because isolation mode would ensure that no other spring related files would interfere with an evo installation.

The only reason I am so concerned is because of the autohosts. Evo is engine version agnostic, so even if you guys made a release it wouldn't matter, but the autohosts are not version agnostic, and considering that I have more or less entirely thrown in my lot with the autohosts, I sit here thinking "Oh shit I'm fucked".

Imo, support for multiple engine versions should be a priority, but I have been basically shouted down on that.

Hopefully this makes it crystal clear where my thinking lies and explains anything that I didn't explicitly address.


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PostPosted: 23 Aug 2011, 12:24 
Spring Developer

Joined: 31 May 2009, 23:08
@Forboding Angel: that means in short: nothing to fix for us?

many of the version indpendence can't be fixed by the spring devs. Most work has to be done by lobby + lobby-server devs + authost devs.

i/we hoped that you could write, what bugs you found, and how to produce that. You didn't answer:
-what is broken?
-bugs and issues?

if you want to get stuff fixed, answer these questions...


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PostPosted: 23 Aug 2011, 12:38 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Dude... I wasn't unclear. Do you need a map?

Forboding Angel wrote:
The Bad:
Lots of lua broken that had already been fixed (and tested) for 0.83. This makes me not so happy.

Sounds STILL cumulate to an indistinguishable mess. Please for the love of christ, limit the sound to a certain threshold instead of allowing it to clip.

Sound is the same volume no matter how far zoomed out I am. I know my sounds are the right format and blah blah blah. I already had to go through this crap for 82.x. This is a problem with spring. On the good side, direction of sounds is still working (placement of sounds in various 3d space locations)

Pathing seems to suck less, but that could be my imagination. I did have some units get stuck on the side of a building which was annoying.

The Fugly:
Actually, it all seems semi-solid despite the re-introduction of old bugs that were fixed long ago.


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PostPosted: 23 Aug 2011, 12:40 
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
I'll go back to testing once my spring settings are fixed. I have spent my past 2 evenings trying to fix them. That is 2 evenings I could have been testing the dev version. Just fyi


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PostPosted: 23 Aug 2011, 13:41 
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Joined: 31 May 2009, 23:08
Forboding Angel: i can't reproduce that... i don't see this errors. explain what is broken! You seem to expect that i'm a visonary that only have to look into his cristal ball...

Quote:
Lots of lua broken that had already been fixed (and tested) for 0.83. This makes me not so happy.

what is broken? examples! is it the same as this bug? http://springrts.com/mantis/view.php?id=2511

Quote:
Sounds STILL cumulate to an indistinguishable mess. Please for the love of christ, limit the sound to a certain threshold instead of allowing it to clip.

how to reproduce? sound is fine here...

Quote:
Sound is the same volume no matter how far zoomed out I am. I know my sounds are the right format and blah blah blah. I already had to go through this crap for 82.x. This is a problem with spring. On the good side, direction of sounds is still working (placement of sounds in various 3d space locations)

wanted behaviour, its a feature, afaik hoijui can say more about that

Quote:
Pathing seems to suck less, but that could be my imagination. I did have some units get stuck on the side of a building which was annoying.

example/demo please! i/we can't reproduce that.

Quote:
Actually, it all seems semi-solid despite the re-introduction of old bugs that were fixed long ago.

which bugs?


if we can't reproduce bugs, we can't fix them... read http://www.chiark.greenend.org.uk/~sgtatham/bugs.html !


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