View topic - Engine Testing - 1. February 2012 (85.0.1-148-g69df6ab)



All times are UTC + 1 hour


Post new topic Reply to topic  [ 15 posts ] 
Author Message
PostPosted: 01 Feb 2012, 14:57 
Spring Developer

Joined: 31 May 2009, 23:08
hopefully the last test release before 86.0:

Changes since last testing release (incomplete list):
  • remove the 'toAirWeapon' WeaponDef tag (use "onlyTargetCategory = VTOL" for the same effect)
  • fix support of ENVVARS in IsolatedDir string
  • Spring.GetTeamResources: Return prev{Metal,Energy}{Sent,Received} instead of (useless?) intermediate values, Also return prev{Metal,Energy}Excess
  • remove "Start SpringSettings" + "Start the Lobby" from the test/develop menu (#2887)
  • try to really flush logfile to disk on crash (win32)
  • fix MoveCtrl.SetRelativeVelocity
  • add LuaRules callin `DrawShield(number unitID, number weaponID) --> boolean`
  • Fix mantis #2912 (Very difficult to select the unit in a factory)
  • always render under-terrain waterplane on voidwater maps
  • fix endless loop in CGround::LineGroundCol() (mantis #2910)
  • fix DivByZero in Projectile.cpp
  • make LuaUnsyncedCtrl::SendSkirmishAIMessage return a table, not N loose strings
  • unitsync: on Init() calls reload IsolatedMode & Dir via the EnvVar
  • add weaponDefID to ProjectileCreated
  • fix SMFFragProg typo (2933)
  • fix transported units being unhittable after (#2875, #2934)
  • fix SetUnitCrashing inconsistency (2924)
  • F2 view: make unpassable squares purple (better contrast), changed colors a little
  • increase color contrast when placing buildings
  • fix obscure targetting bug (2406)
  • add facing parameter to AllowUnitCreation
  • fix 'airmesh is 0 at x >= width or z >= height' (2938)
  • fix GuiHandler crash when unit has no valid selfDExplosion (2852)


full changelog since last test release

See the Testing Release Wiki page for general info about how to obtain the release, and an archive of all testing releases since the last stable one.

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


Last edited by abma on 01 Feb 2012, 15:56, edited 1 time in total.

Top
 Offline Profile  
 
PostPosted: 01 Feb 2012, 15:50 
User avatar

Joined: 30 Nov 2008, 04:31
Location: the flow
Quote:
fix MoveCtrl.SetRelativeVelocity

It was broken? That why i couldn't get Air Raid to work for me?


Top
 Offline Profile  
 
PostPosted: 01 Feb 2012, 16:11 
Spring Developer

Joined: 31 May 2009, 23:08
Anarchid wrote:
Quote:
fix MoveCtrl.SetRelativeVelocity

It was broken? That why i couldn't get Air Raid to work for me?


can't say, see https://github.com/spring/spring/commit ... d96855a071

please try with the test-version or maybe directly ask kloot.


Top
 Offline Profile  
 
PostPosted: 01 Feb 2012, 16:30 
Moderator
User avatar

Joined: 26 Oct 2007, 15:21
Thanks for the hard work, really happy that a release is coming soon!

Bounce feature is still prevalent in wreck fields and tightly packed buildings. Windgens placed at a spacing of 2 and trees are a nightmare for units.

http://www.youtube.com/watch?v=0wHcwzW2QdA&feature=youtu.be

Even relatively small numbers of features with transparency cause massive fps drops: For example look at the grove in Blindside v2 at 12000:4200


Top
 Offline Profile  
 
PostPosted: 01 Feb 2012, 17:28 
Spring 1944 Developer
User avatar

Joined: 30 Jan 2005, 19:44
Location: Backwoods of New Hampshire
Thanks kloot, old paratroopers are back to working just like they ought, and the weird bug with permanently syncing unit velocities is fixed.

Do we need to update any gadgets that use GetTeamResources?


Top
 Offline Profile  
 
PostPosted: 01 Feb 2012, 17:41 
Moderator
User avatar

Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
Anarchid wrote:
Quote:
fix MoveCtrl.SetRelativeVelocity

It was broken? That why i couldn't get Air Raid to work for me?



Yes, KingRaptor was messing with AirRaid too; according to him it is fixed.


Top
 Offline Profile  
 
PostPosted: 02 Feb 2012, 09:15 
Evolution RTS Developer
User avatar

Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Nemo wrote:
Do we need to update any gadgets that use GetTeamResources?


Yeah, that change made me nervous.


Top
 Offline Profile  
 
PostPosted: 02 Feb 2012, 09:25 
Moderator

Joined: 12 Oct 2007, 08:24
Spring.GetTeamResources change should be fine if the change was made without breaking anything else. If any other behaviour was changed I'd notice because Overdrive is tuned to the behaviour of the other callins.

If I wanted to tempt fate I'd rewrite OD using Excess instead of a 10k large hidden energy buffer.


Top
 Offline Profile  
 
PostPosted: 02 Feb 2012, 09:55 
User avatar

Joined: 06 Sep 2010, 21:59
Thanks a lot for the work! I will test asap.

Will the vehicles become faster again with this release? 8)


Top
 Offline Profile  
 
PostPosted: 02 Feb 2012, 11:55 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
marciolino wrote:
Will the vehicles become faster again with this release? 8)
you mean http://springrts.com/mantis/view.php?id=2877 ?
That is unchanged.. :?

Quote:
Bounce feature is still prevalent in wreck fields and tightly packed buildings. Windgens placed at a spacing of 2 and trees are a nightmare for units.
Seems so to me as well. Units do not get thrown away but they still like to hump in this test version.
It also seems as if vehicles with turnInPlace=false do not take their turn radius into account (not sure if they ever did)
But it makes them faceplant into things alot.


Top
 Offline Profile  
 
PostPosted: 02 Feb 2012, 12:58 
Moderator
User avatar

Joined: 26 Oct 2007, 15:21
marciolino wrote:
Will the vehicles become faster again with this release? 8)


If the turninplace changes that were in 7.62 work well with new engine (less bounce) then they will be put back in to BA.


Top
 Offline Profile  
 
PostPosted: 02 Feb 2012, 14:03 
User avatar

Joined: 06 Sep 2010, 21:59
Beherith wrote:
marciolino wrote:
Will the vehicles become faster again with this release? 8)


If the turninplace changes that were in 7.62 work well with new engine (less bounce) then they will be put back in to BA.


Awesome! I hope so.


Top
 Offline Profile  
 
PostPosted: 02 Feb 2012, 14:18 

Joined: 17 Mar 2009, 00:20
add weaponDefID to ProjectileCreated

whats this for?


Top
 Offline Profile  
 
PostPosted: 02 Feb 2012, 14:23 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
the callin:
ProjectileCreated()


Top
 Offline Profile  
 
PostPosted: 02 Feb 2012, 21:51 
Evolution RTS Developer
User avatar

Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
no changes to depthmod? :-/


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 15 posts ] 

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.