Spring 0.76: pending stuff
Moderator: Moderators
AFLobby Unit Restrictions are still borked with svn unitsync but they are not borked with 0.75b2 unitsync. No values at all are listed using the svn unitsync.
Debug VS2005 builds instantly crash when running in a debugger with aflobby. Running the VS debugger with the command java -jar aflobby.jar and starting a game with a debug build of spring causes a VC++ runtime error dialog to popup saying spring has caused the program to be interrupted or something similar, nothing helpful.
Debug VS2005 builds instantly crash when running in a debugger with aflobby. Running the VS debugger with the command java -jar aflobby.jar and starting a game with a debug build of spring causes a VC++ runtime error dialog to popup saying spring has caused the program to be interrupted or something similar, nothing helpful.
If that's still the problem that tasclient worked fine and aflobby stopped getting units, it's because you overinterpreted the comment in ProcessUnits. It states this:AF wrote:AFLobby Unit Restrictions are still borked with svn unitsync but they are not borked with 0.75b2 unitsync. No values at all are listed using the svn unitsync.
Code: Select all
/**
* @brief process another unit and return how many are left to process
* @return int The number of unprocessed units to be handled
*
* Call this function repeatedly untill it returns 0 before calling any other function related to units.
*/
If it's something new, paste contents of unitsync.log.
works for meAF wrote:AFLobby Unit Restrictions are still borked with svn unitsync but they are not borked with 0.75b2 unitsync. No values at all are listed using the svn unitsync.
In the directory where you put the new unitsync, did you put the new springcontent.sdz there too? That is required for unitsync to return units because it contains the LUA TDF parsers. (just figured this out now)
Ogg/vorbis development library will be added, boost 1.34 is now supported too. I think that's it.Agon wrote:Has the new release new dependence or new version of depending library's?
"Error: Error at position -1 near "!!ARBfp1.0
# water reflect" when loading fragment program file waterRefractTR.fp"
Happens when I set water to 3 when the entire map is visible, specifically the borders because it goes beyond them in mode 3. This is present in 4796, dunno when it was introduced. I'm using the latest shader files too.
# water reflect" when loading fragment program file waterRefractTR.fp"
Happens when I set water to 3 when the entire map is visible, specifically the borders because it goes beyond them in mode 3. This is present in 4796, dunno when it was introduced. I'm using the latest shader files too.
hey
What about those custom hitspheres? Is that going to be included? I'm interested in it, and apparently smoth wants it for his huge commanders.
Here is the Forum Thread
Here is the Forum Thread
Re: hey
He's slower than I am!rcdraco wrote:What about those custom hitspheres? Is that going to be included? I'm interested in it, and apparently smoth wants it for his huge commanders.
Here is the Forum Thread
tobi is there any possibility that CEGs can be looked into?
Currently if I have a water=1 tag on a CEG and that shot hits an aircraft over water(NOT IN or ON mind you) the explosion will do the water effect way up in the air.
If it would side track things too much I can understand a big fat no but I was wondering if someone could look into it?
Currently if I have a water=1 tag on a CEG and that shot hits an aircraft over water(NOT IN or ON mind you) the explosion will do the water effect way up in the air.
If it would side track things too much I can understand a big fat no but I was wondering if someone could look into it?
bugger. Square etc hitboxes for features would make a city map possible. I'll have to wait longer. As long as it comes eventually I will be happy to wait. :).
The reason I keep pushing about it is that everything from walls, to gates, to buildings can benefit from this. MOST importantly features, with a square collision system an urban map would finally be possible for me :).
thanks for the update, I await the day when it is implemented.
The reason I keep pushing about it is that everything from walls, to gates, to buildings can benefit from this. MOST importantly features, with a square collision system an urban map would finally be possible for me :).
thanks for the update, I await the day when it is implemented.