View topic - Engine Testing - 29. May 2012 (88.0.1-264-g89ee3b2)



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PostPosted: 29 May 2012, 10:32 
Spring Developer

Joined: 31 May 2009, 23:08
We soon try to make a release, so a new testing version:

For changes look at the "89.0" section in changelog.txt.

Many things were changed, so please test as much as you can. If no major bug is found, this will be released as spring 89.0!

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.

If you find a bugs, please report in this thread or on Mantis.

Remember to attach infolog.txt as file, if you crash!


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PostPosted: 29 May 2012, 11:36 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Will behe's los (fog of war) thingamajig be in this version?


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PostPosted: 29 May 2012, 12:11 
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Joined: 31 May 2009, 23:08
Forboding Angel wrote:
Will behe's los (fog of war) thingamajig be in this version?

afaik no.


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PostPosted: 29 May 2012, 12:21 
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Quote:
- WeaponDef: support 'soundHitWet{Volume}' keys for in-water explosion sounds
(the 'soundHit' key is now deprecated in favor of 'soundHitDry')


Yaaay! Thanks! This is a huge improvement.


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PostPosted: 29 May 2012, 14:07 
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Joined: 06 Dec 2007, 11:12
Hum, after compiling the unitsync library from source it seems it no longer depends on libIL.so on my system, so when I try to load unitsync I have a "undefined symbol: ilInit" error...

"ldd -r libunitsync.so" result for version 88.0.1-264-g89ee3b2

"ldd -r libunitsync.so" result for version 88.0 (same environment, same build commands)


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PostPosted: 29 May 2012, 18:52 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
abma wrote:
Forboding Angel wrote:
Will behe's los (fog of war) thingamajig be in this version?

afaik no.


Arugh! Why not? It's working isn't it?


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PostPosted: 29 May 2012, 18:54 
Spring Developer

Joined: 31 May 2009, 23:08
Forboding Angel wrote:
Arugh! Why not? It's working isn't it?


this question goes to beherith, as we received no pull request...

bibim wrote:
Hum, after compiling the unitsync library from source it seems it no longer depends on libIL.so on my system, so when I try to load unitsync I have a "undefined symbol: ilInit" error...


at my machine with current develop:

Code:
ldd libunitsync.so |grep libIL
   libIL.so.1 => /usr/lib/libIL.so.1 (0x00007f7f8f27a000)


are you sure your build-setup is fine? was this a clean rebuild?


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PostPosted: 29 May 2012, 18:58 
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Joined: 28 Jun 2007, 06:30
bibim wrote:
Hum, after compiling the unitsync library from source it seems it no longer depends on libIL.so on my system, so when I try to load unitsync I have a "undefined symbol: ilInit" error...

"ldd -r libunitsync.so" result for version 88.0.1-264-g89ee3b2

"ldd -r libunitsync.so" result for version 88.0 (same environment, same build commands)

Please pastebin cmake output of you default build enviroment (that one that fails) and of a _clean_ run (no cmake cachefiles).


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PostPosted: 29 May 2012, 19:43 
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Joined: 17 Sep 2010, 14:49
Quote:
- add 'allowUnitCollisionOverlap' (def=true)
Does changing this basically mean units won't get inside each other anymore? And if so does it affect buildings too?

Edit:oops, noticed the line under it now... So I guess not :( It's basically a (default on) option for more clumping instead of less?


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PostPosted: 29 May 2012, 20:55 
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Joined: 08 Oct 2006, 15:58
yes/no

no


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PostPosted: 29 May 2012, 21:08 
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Joined: 06 Dec 2007, 11:12
abma wrote:
at my machine with current develop:
Code:
ldd libunitsync.so |grep libIL
    libIL.so.1 => /usr/lib/libIL.so.1 (0x00007f7f8f27a000)

are you sure your build-setup is fine? was this a clean rebuild?

My build-setup should be fine, unless there are new requirements for this engine version. And yes, this was a clean build with a fresh git clone (not simply a "make clean"). Did you test it with a fresh source directory too?

jK wrote:
Please pastebin cmake output of you default build enviroment (that one that fails) and of a _clean_ run (no cmake cachefiles).
Here it is.

For the record, I found commit 61217809a0b0df69d19af8a13c55f85325f6a091 was the one introducing the problem for me.


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PostPosted: 30 May 2012, 01:24 
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Joined: 31 May 2009, 23:08
@bibim:

can you try to move the line
FIND_PACKAGE_STATIC(DevIL REQUIRED)

from rts/CMakeLists.txt back to /CMakeLists.txt ? it was moved into rts/ in this commit...

unitsync is in tools/unitsync, so this is why it is not defined... afaik if you run cmake . twice it should be defined, too, but thats just a workaround.


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PostPosted: 30 May 2012, 07:08 
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Joined: 22 Sep 2007, 08:51
jk made a fix commit for this already:
https://github.com/spring/spring/commit ... 87432d8d26
(i made a comment there, but your problem should already be gone :-) )


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PostPosted: 30 May 2012, 08:20 
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44
Location: Backwoods of New Hampshire
http://springrts.com/mantis/view.php?id=2877 is still a problem. I know cob scripts are old fashioned at this point, but S44 has a lot of cob still active (specifically infantry scripts) because porting them is going to be a ~150-hour project minimum.

More specifically, SET MAX_SPEED from cob side only takes effect for one frame. After that they're free to move again. To see: grab spring1944.net/files/Build/S44v159_PreMorgenroteTRI.sdz and any map, plug it into 88+. /cheat /give germg42 /give 10 gerhqengineer.

Order the MG42 to fire at the ground near the engineers. they'll dive to the ground, yellow starts will appear indicating suppression (move only while crawling). after a few seconds, red stars will appear, showing pinned status (no moving, no firing). However, if you give the pinned dudes a move order, they'll scoot off.

Edit: otherwise, so far so good. I specced a ~15 minute 1v1 S44 game using the test build and didn't spot any problems.


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PostPosted: 30 May 2012, 11:14 
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Joined: 06 Dec 2007, 11:12
abma wrote:
@bibim:

can you try to move the line
FIND_PACKAGE_STATIC(DevIL REQUIRED)

from rts/CMakeLists.txt back to /CMakeLists.txt ? it was moved into rts/ in this commit...

unitsync is in tools/unitsync, so this is why it is not defined... afaik if you run cmake . twice it should be defined, too, but thats just a workaround.

Actually I tried latest develop commit and it is fixed now.
What I don't understand is why I was the only one having the problem, did you test it with a fresh source directory too?

hoijui wrote:
jk made a fix commit for this already:
https://github.com/spring/spring/commit ... 87432d8d26
(i made a comment there, but your problem should already be gone :-) )

Yeah, problem is fixed for me now, thanks!


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PostPosted: 30 May 2012, 13:03 
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Joined: 03 Jun 2010, 00:28
Hi, some changes sounds good, some of them strange a bit (pathing changed again! :roll:) The bugfixes looks nice, changelog shows good job.

1) what are these new grey spheres in debug mode (ALT+BV)? Now its hard to see where the purple spheres are :). Can you split that for a special key or do you plan it?

2) why you change for example:

Quote:
! replace Game.gameID by synced callin GameID(string gameID)


with no edit in wiki manual with change the old form to correct form of calling. (http://springrts.com/wiki/Lua_ConstGame - theres no mention about upcoming change)

Or is it planned such edit after stable release? If yes, isnt it to late?


Last edited by PepeAmpere on 30 May 2012, 13:11, edited 2 times in total.

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PostPosted: 30 May 2012, 13:09 
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1) alt +v maybe?

2) wiki is rarely updated by the one making the change in engine.
anyone is free to do so. (if you want put a "removed/new in version XY" next to if you add something that is not yet in current releas)


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PostPosted: 30 May 2012, 13:15 
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44
Location: Backwoods of New Hampshire
Played 4 1v1 games of S44 between 15 and 30 minutes each on the test build, no visible issues (apart from aforementioned cob MAX_SPEED) - great work guys, thank you.


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PostPosted: 30 May 2012, 13:22 
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Joined: 03 Jun 2010, 00:28
knorke wrote:
2) wiki is rarely updated by the one making the change in engine. anyone is free to do so. (if you want put a "removed/new in version XY" next to if you add something that is not yet in current releas)


Maybe its offtopic in this thread, but Im unable to change anything on wiki page and my tries to get acces failed two times (creating loggin moves you on forum page, and forum login is not enough). But thats not the point - its matter of guy who makes the change in the engine to write mention to manual about that. Its maybe more important that the change itself. Developers dependant on spring has no other good source the check how the communication with engine should look like.


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PostPosted: 30 May 2012, 13:30 
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Joined: 02 May 2005, 02:56
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[o]PepeAmpere[CZ] wrote:
(creating loggin moves you on forum page, and forum login is not enough)


Forum login is supposed to work on wiki... There is a bug with certain characters aren't accepted (http://springrts.com/mantis/view.php?id=1592), given your box brackets I'm thinking this might be your problem... please add your case to to bug comments.


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