View topic - Spring 88.0! hugs and kisses!



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PostPosted: 25 Mar 2012, 00:13 
Spring Developer

Joined: 16 Dec 2006, 20:59
dansan wrote:
Uhm... (i5) 2 cores * 2 HT = 4 log. cores - is such a case?

Yes

dansan wrote:
I'm on Linux - can u tell me the patches or git-commit that went into that? Thank you.

checkout 88.0 and
git cherry-pick c9c1f42


Last edited by zerver on 25 Mar 2012, 01:36, edited 1 time in total.

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PostPosted: 25 Mar 2012, 00:47 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Great job guys!!!


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PostPosted: 25 Mar 2012, 10:28 

Joined: 30 Jan 2009, 13:19
http://www.freeimagehosting.net/n6bze

Nice and fluffy error :mrgreen:


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PostPosted: 25 Mar 2012, 16:09 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Seems like features eat fps now. Probably happened between now and 85..

Don't know when, I have been pretty much stacked with work for the past 3 months. I have been assuming it was gundan's code being shitty. Seems that features EAT FPS.

No idea why.


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PostPosted: 25 Mar 2012, 21:19 
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Joined: 27 Feb 2006, 13:49
Location: Core Prime IA
minor bug, ugly map edges:

Me and Esorp noticed very ugly map edges(distorsions) on Small supreme map. WE both use bumpmaped water. With other water renderes there is no problem. (/water 1 for example)

BA68, nvidia.


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PostPosted: 25 Mar 2012, 21:27 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Hmm, will check it on my end. Only small supreme?


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PostPosted: 26 Mar 2012, 14:30 
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Joined: 23 Feb 2009, 16:29
Location: Finland
I also noticed that on Johns Pond, with 7000 or so trees, the fps is dropping on some machines. I thought it always was like that.


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PostPosted: 27 Mar 2012, 03:00 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Did the fix for changing unit speed get included?
https://github.com/spring/spring/commit/855c78d35c3d87604acb320b193660401df3289d
Not sure if doing it wrong or was not changed yet.

More general, how can one see if a particular commit was included, short of comparing files by hand?
---
units with pushResistant=true get into a deadlock when meeting each other:
http://www.abload.de/img/screen00000z0zrv.png
(the 2 groups of units just bump into each other and nobody gets the idea to dodge)
With pushResistant=false they get past each other, though by clipping into each others footprints a lot.


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PostPosted: 27 Mar 2012, 03:46 
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21
Location: Tucson
knorke wrote:
Did the fix for changing unit speed get included?
https://github.com/spring/spring/commit/855c78d35c3d87604acb320b193660401df3289d
Not sure if doing it wrong or was not changed yet.


I briefly tried it but got no success. Could have been doing it wrong, I didn't spend a ton of time on it.


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PostPosted: 27 Mar 2012, 12:22 

Joined: 30 Jan 2009, 13:19
Another error, this time path following related:
http://www.freeimagehosting.net/otoee < Too many connections
http://imgur.com/y4McO < Hope this hosting cope with the traffic

Build a mobtach, draw a star-shaped waypoints, and watch where it will stop.

:roll:


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PostPosted: 01 Apr 2012, 21:24 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Somewhere between 85 and 88, Spring lost the ability to read the transparency from indexed png.

So if your mod or widget used any, save them as RVBA for transparency to come back.


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PostPosted: 04 Apr 2012, 22:38 
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Joined: 14 Jan 2009, 14:20
this replay illustrates one of the pathing pb I experience quite some times now.

Look at the player noobX: follow the 1st cons: it is supposed to build some AA towers. although spot is extremely close, cons is just moving away and never comes back.


One other bug I think: look at the red energy storage at the top right base. The 2 flashes are in range and don"t fire to it.


BA 7.68: http://www.sendspace.com/file/w8uulg


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PostPosted: 15 Apr 2012, 03:15 

Joined: 15 Apr 2012, 02:31
oh I was wondering where archive mover went

why was it removed? D:

now I have to manually put maps in the map folder :(


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PostPosted: 16 Apr 2012, 23:24 
Spring Developer

Joined: 31 May 2009, 23:08
@Kazori:

archivemover was removed because its incompatible to multiple versions of spring installed, it could move files into the wrong folder if you double-click it them. (and some more reasons...)

if you really "need" it, download the latest build http://springrts.com/dl/buildbot/defaul ... testing.7z and associate .sdz + .sd7 to it. i'm not sure if this version work... if not, sorry you're on your own. imo you would be more happy with this firefox extension: https://addons.mozilla.org/de/firefox/a ... ve-folder/

but in general, you should use the lobby to download maps and games.


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PostPosted: 16 Jul 2012, 17:50 

Joined: 03 Jul 2011, 10:54
OK, since 89 has been deployed on the server, and tested and rejected by the zk dev team linux users are in an sucky situation. Your repository has probably updated to 89.0 but the autohost runs 88.0?

Fear no longer, detrino made a script that produces a standalone zip for 88 and 89 that may or may not work on your setup. For me it enabled online playing again while waiting for that 89.1 or 90.0 release...

http://files.caspring.org/misc/spring-portable-88.zip
http://files.caspring.org/misc/spring-portable-89.zip

Be aware that SL says incompatible spring version even though you have pointed to the right bin and unitsync. Just ignore the message and it works.

Here is an interesting visual quirk with version 88, it does not happen in 89 standalone though. I think it is a nice way of giving continuity to the landscape, only the texture is missing otherwise it would be perfect...
http://i.imgur.com/Mes7Il.jpg


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