Spring 87.0! 2nd Run! - Page 3

Spring 87.0! 2nd Run!

Discuss Spring news, such as fresh releases and press coverage, here.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Spring 87.0! 2nd Run!

Post by zwzsg »

In a gadget:

Code: Select all

for id,weaponDef in pairs(WeaponDefs) do
   for name,param in weaponDef:pairs() do

   end
end
The second line cause an error in Spring 87.
(It had worked fine for five years.)

The error being:
Error: Lua LoadCode pcall error = 0, LuaRules/main.lua, error = 2, LuaGadgets/gadgets.lua, ERROR_TYPE in WeaponDefs __index
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albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: Spring 87.0! 2nd Run!

Post by albator »

klapmongool wrote:
albator wrote:Rez bug make BA unplayable. Is it possible to switch server back to 0.85 while it is fix ?
I disagree. Rez bug is minor issue in a otherwise great release.
We are obviously taking about different mod, I am talking about balanced annihilation where reclaim is 75% + of your eco. You might talk about 64v64 dsd where reclaim does not matter.

There is a reason why there are only 10 people (included spec) playing BA right now.

So is possible to make server go back to 0.85 or shall we see number of player drop till 0.88 and hope they will come back ?


I know you all done lot of work on that version (and congrats) but imo majors bug issue are more important to the players than huge engine impovment.
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Spring 87.0! 2nd Run!

Post by klapmongool »

albator wrote:
klapmongool wrote:
albator wrote:Rez bug make BA unplayable. Is it possible to switch server back to 0.85 while it is fix ?
I disagree. Rez bug is minor issue in a otherwise great release.
We are obviously taking about different mod, I am talking about balanced annihilation where reclaim is 75% + of your eco. You might talk about 64v64 dsd where reclaim does not matter.

There is a reason why there are only 10 people (included spec) playing BA right now.

So is possible to make server go back to 0.85 or shall we see number of player drop till 0.88 and hope they will come back ?


I know you all done lot of work on that version (and congrats) but imo majors bug issue are more important to the players than huge engine impovment.

I think we are talking about the same game here. As you might have noticed I am one of the most unlikely people to play BADSD1000V1000. Maybe we differ in our estimation of the prioritisation of this issue by the devs. I assumed that this would be on the very top of their list and that a fix would be made ASAP. In the meanwhile the bug forces the player to do a lot more microing of cons and rezzers. Aircons are usefull too :)

So I would agree on reverting to 85 if a fix takes longer than two weeks or so.
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jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: Spring 87.0! 2nd Run!

Post by jamerlan »

klapmongool wrote:So I would agree on reverting to 85 if a fix takes longer than two weeks or so.
Fixes for constructors were ready even before 87 release was set online. So devs please make release ASAP :-)
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Spring 87.0! 2nd Run!

Post by klapmongool »

jamerlan wrote:
klapmongool wrote:So I would agree on reverting to 85 if a fix takes longer than two weeks or so.
Fixes for constructors were ready even before 87 release was set online. So devs please make release ASAP :-)
Yea, sorry I meant the time needed for the fix to be released :)
100Gbps
Posts: 74
Joined: 30 Jan 2009, 13:19

Re: Spring 87.0! 2nd Run!

Post by 100Gbps »

albator wrote: We are obviously taking about different mod, I am talking about balanced annihilation where reclaim is 75% + of your eco. You might talk about 64v64 dsd where reclaim does not matter.

There is a reason why there are only 10 people (included spec) playing BA right now.

So is possible to make server go back to 0.85 or shall we see number of player drop till 0.88 and hope they will come back ?


I know you all done lot of work on that version (and congrats) but imo majors bug issue are more important to the players than huge engine impovment.
IMHO spending resources for reclaim-units are waaaay too inefficient than simply building groups of 3 generators and metal maker. Loosing focus with reclaiming will eat your frontline in early game, and later this could lead to your fall in spam mini battles.
dansan
Server Owner & Developer
Posts: 1203
Joined: 29 May 2010, 23:40

Re: Spring 87.0! 2nd Run!

Post by dansan »

As a quick work-around you can set rez/con to patrol. They will then walk near enough to wrecks to reclaim them. Does not help to rez ofc, but well... it's a work-around :)

Also: I hear that someone (g_f?) made a widget to counter the problem for 0-K... maybe that works for BA too, or can be made to work?
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Spring 87.0! 2nd Run!

Post by klapmongool »

dansan wrote:As a quick work-around you can set rez/con to patrol. They will then walk near enough to wrecks to reclaim them. Does not help to rez ofc, but well... it's a work-around :)

Also: I hear that someone (g_f?) made a widget to counter the problem for 0-K... maybe that works for BA too, or can be made to work?
Actually a rez/con set to patrol will still stop once the next reclaim target is a bit out of its range.

@100Gbps; lets keep focus on fixing 87 instead of discussing tactics :)
dansan
Server Owner & Developer
Posts: 1203
Joined: 29 May 2010, 23:40

Re: Spring 87.0! 2nd Run!

Post by dansan »

klapmongool wrote:Actually a rez/con set to patrol will still stop once the next reclaim target is a bit out of its range.
hmm... right... I guess it worked yesterday bc I used air-cons and their range is bigger (and they circle), so they always got to the next target - just luck :)
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nrv
Posts: 24
Joined: 05 Aug 2010, 10:06

Re: Spring 87.0! 2nd Run!

Post by nrv »

albator wrote:There is a reason why there are only 10 people (included spec) playing BA right now.

So is possible to make server go back to 0.85 or shall we see number of player drop till 0.88 and hope they will come back ?

I know you all done lot of work on that version (and congrats) but imo majors bug
issue are more important to the players than huge engine impovment.

+1
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Spring 87.0! 2nd Run!

Post by knorke »

BA reclaim range thing: http://springrts.com/phpbb/viewtopic.ph ... 6&p=516931
imo first try to fix the game and only if it is unfixable scream for server revert ;)
wolas
Posts: 112
Joined: 30 Jul 2010, 20:40

Re: Spring 87.0! 2nd Run!

Post by wolas »

And here rises need of support multiple spring engine versions in the lobby. Personally I would love two releases of spring, stable with backported fixes and current where things might go wrong.

Of course such thing would be bad for packagers, but maybe spring as engine should disapear from packages completely and there would exist only lobbies. Good example would be playonlinux it autodownloads whatever needed version of WINE you need for whatever game from buildbot and no problems.
Pako
Posts: 174
Joined: 12 Jul 2009, 18:57

Re: Spring 87.0! 2nd Run!

Post by Pako »

Please revert these so I don't have to explain why:
-isCommander tag
-infolog.txt buffering
-removing ArchiveMover
-GL smoothing ON by default
-wdef[id].areaOfEffect, wdef[id].maxVelocity
-network bandwidth limits
-falling damage(or document workaround)
+similarly braindead changes


"--safemode" is not that safe, it crashes always with my ATI which used to work fine for years, works ok after running springsettings. http://www.opengl.org/wiki/Common_Mista ... d_GL_LINES
zwzsg wrote: The error being:
Error: Lua LoadCode pcall error = 0, LuaRules/main.lua, error = 2, LuaGadgets/gadgets.lua, ERROR_TYPE in WeaponDefs __index
Related to WeaponDef.maxVelocity etc. rename, maybe a leftover from testing what the change affects or highly braindead idea to protect game devs of using the tag.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Spring 87.0! 2nd Run!

Post by smoth »

Pako wrote: -isCommander tag
why?
wolas
Posts: 112
Joined: 30 Jul 2010, 20:40

Re: Spring 87.0! 2nd Run!

Post by wolas »

Yeah isComander was good and simple. At least for guy who want to create nothing more but simple lua script which creates some sound after com death by mapmod now WWF_RAW is broken and Trololo works for zk only, because that noob dont know and didint detect comander in each mod :)
Pako
Posts: 174
Joined: 12 Jul 2009, 18:57

Re: Spring 87.0! 2nd Run!

Post by Pako »

smoth wrote:
Pako wrote: -isCommander tag
why?
-Real time strategy games are about commanding
-Almost all strategy games have some more important units.(base, commander, first unit, leader units)
-there was no need for removing it, no speed gain nothing, it just introduced bunch of ugly hacks to get some of the old functionality back
-It is "impossible" to get most of the old functionality back like non-game specific shortcut for selecting(cycling) the "most important unit", now it is hacked to the uikeys for *A with canManualfire tag and is just broken
-current situation: isCommander tag is still left in the engine just hacked to unusable and in engine AIs too used about 50 times.

When removing something remove it completely and make sure all workarounds and old functionality are possible or don't remove at all.
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Spring 87.0! 2nd Run!

Post by very_bad_soldier »

knorke wrote:BA reclaim range thing: http://springrts.com/phpbb/viewtopic.ph ... 6&p=516931
imo first try to fix the game and only if it is unfixable scream for server revert ;)
So every spring game out there is supposed to do a new release immediately to include this hack and then everything the other way round again when a fixed engine is available (2 days? 2 weeks? 2 months?)?
Wow, not cool...
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Spring 87.0! 2nd Run!

Post by knorke »

very_bad_soldier wrote:So every spring game out there is supposed to do a new release immediately to include this hack and then everything the other way round again when a fixed engine is available (2 days? 2 weeks? 2 months?)?
Wow, not cool...
Imo in cases like this it is okay if games temporay have to include a workaround.
Was there ever a actively maintained game that did not release a new version for every engine update anyway?
Games either update so fast* that it seems acceptable, for players too.
*or so slow that their installers uses 0.82 or something. afaik even games with longer release cycles like s44 are usually played with some testversions, that released fast-ish.

Imo there are no alternatives? (beside better testing)
Reverting the server/forcing players to revert engine seems more troublesome then copying one file into some games and publish a new version. It would potentially also break games that were updated.

(just talking about the reclaim-range thing.)
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Spring 87.0! 2nd Run!

Post by zwzsg »

smoth wrote:
Pako wrote: -isCommander tag
why?
It was super convenient to have the same comm-related gadgets and widgets work for every every mod.
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albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: Spring 87.0! 2nd Run!

Post by albator »

knorke wrote:
very_bad_soldier wrote:So every spring game out there is supposed to do a new release immediately to include this hack and then everything the other way round again when a fixed engine is available (2 days? 2 weeks? 2 months?)?
Wow, not cool...
Imo in cases like this it is okay if games temporay have to include a workaround.
Was there ever a actively maintained game that did not release a new version for every engine update anyway?
Games either update so fast (or so slow that their installers uses 0.82 or something) that it seems acceptable, for players too.

Imo there are no alternatives? (beside better testing)
Reverting the server/forcing players to revert engine seems more troublesome then copying one file into some games and publish a new version. It would potentially also break games that were updated.
Yep I asked question 2 times too, but no answer.

In the mean time, at 20h GMT, number of pips playing are less than half what it is usually.

But dev have the rights not caring about the game not being played so we should not ask anymore I guess.......
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