Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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abma
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Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by abma »

Hopefully the last test release before 92.0.

For changes since the last test-release see the commit log.

For details of changes since 91.0 look at the "92.0" section in changelog.txt.

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!

(Note: no macosx build ready yet)
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Silentwings
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by Silentwings »

Tried it a few times but crashed isntantly every time - infolog blames graphics card: http://pastebin.com/5a4NcM9h

But I didn't crash with either of the previous two test builds, on exactly the same system. Also I can move around the map just fine for about 1 second after spring loads, before it freezes and crashes. So I'm suspicious.

Edit: And rightly so. Disabling 3d trees prevents the crash.
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KingRaptor
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by KingRaptor »

[f=0035551] Error: [FeatureDefIndex] ERROR_TYPE for key "deathFeature" in FeatureDefs __index

What does this mean and how do I find out which feature is causing it?
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jK
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by jK »

! replace LuaFeatureDefs.deathFeature(string) by LuaFeatureDefs.deathFeatureID(number)
xyz
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by xyz »

I am seeing some strange graphical glitches with the latest GIT code and running the MT build.
Team color starts flickering at random points in game, and for random teams.
This happens for spectators, I do not know if it will happen while playing.

See the two attachments, the lab and solar panel changed color between the two screen shots.

OS: fedora 18
AMD fx 8350
Nvidia 9800 GT
Attachments
screen00002.png
(1.62 MiB) Downloaded 1 time
screen00001.png
(1.62 MiB) Downloaded 1 time
xyz
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by xyz »

And when trying a new game I got a segfault

Code: Select all

[f=0012723] -> Peewee is being attacked!
[f=0016168] -> Rocko is being attacked!
[f=0017618] -> Rocko is being attacked!
[f=0019089] -> Construction Kbot is being attacked!
[f=0019530] Error: Segmentation fault (SIGSEGV) in spring 92.0.1-11-g31cb0e7 develop (MT-Sim OMP)
[f=0019530] Error: Stacktrace:
[f=0019530] Error: This stack trace indicates a problem with a Skirmish AI library.
[f=0019530] Error:   <0> sigaction.c:?
[f=0019530] Error:   <1> :?
[f=0019530] Error:   <2> :?
[f=0019530] Error:   <3> :?
[f=0019530] Error:   <4> :?
[f=0019530] Error:   <5> ??:?
[f=0019530] Error:   <6> :?
[f=0019530] Error:   <7> :?
[f=0019530] Error:   <8> :?
[f=0019530] Error:   <9> :?
[f=0019530] Error:   <10> :?
[f=0019530] Error:   <11> :?
[f=0019530] Error:   <12> :?
[f=0019530] Error:   <13> :?
[f=0019530] Error:   <14> gml_base.cpp:?
[f=0019530] Error:   <15> :?
[f=0019530] Error:   <16> /lib64/libboost_thread-mt.so.1.50.0() [0x3bd6611629]
[f=0019530] Error:   <17> /usr/lib64/nvidia/libGL.so.1() [0x33738aa764]
Here is the full infolog: http://pastebin.com/dgM9vqGu
abma
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by abma »

mt-sim?

1. 92.0 has been released
2. mt-sim is a feature branch by zerver. next time read the wiki page how to get the correct version.
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Forboding Angel
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by Forboding Angel »

Bugs I've found so far:

Video because I can't seem to type it all up in a coherent manner

http://youtu.be/NbaZFqrhViw

Same vid on twitch in case youtube is still processing:

http://www.twitch.tv/forbodingangel/b/366910338
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knorke
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by knorke »

Forboding Angel wrote:Video because I can't seem to type it all up in a coherent manner
video says: "this weapon is using the color1 and color2 tags and looks different"
changelog says: "removed color1 (hue) & color2 (sat)"
loadscreen says: 91.0 1318, that is not newest.
please use text instead of video.
abma
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by abma »

92.0 is released, so please test 92.0 if you want to help.


(the diff between 1318 and 92.0 is quiet small, so some bugs are possible still there)
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Forboding Angel
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by Forboding Angel »

knorke wrote: loadscreen says: 91.0 1318, that is not newest.
please use text instead of video.
I used video for a reason. 1318 is the latest version on the testing wiki page, or don't you guys bother to check anymore?
abma
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by abma »

abma wrote:Hopefully the last test release before 92.0.
@forb
meh, it seems to be hard to write text that everyone understands... 92.0 is released, so testing this version makes few sense. most of the bugs you found should be still valid, so no worries. but maybe new bugs are introduced / some are already fixed in 92.0, this has to be checked at some point...
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Forboding Angel
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by Forboding Angel »

Yeah, I finally figured out wtf you guys were talking about. It's worth noting, that when jk made his release post, I was making that video.

Beamlasers seem to be acting a bit more normal in 92, but lups distortion effects are all fubared.

And units attack orders in water are still totally fucked and now in 92 even units with waterweapon1 are totally screwed up. So there's that. At least it's uniform! :-)
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Forboding Angel
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by Forboding Angel »

knorke wrote:
Forboding Angel wrote:Video because I can't seem to type it all up in a coherent manner
video says: "this weapon is using the color1 and color2 tags and looks different"
changelog says: "removed color1 (hue) & color2 (sat)"
Since when are colors "Gigantic"? I think you weren't paying attention and only heard what you wanted to hear.
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knorke
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by knorke »

Since when did I say colors are "Gigantic"?
I think you weren't paying attention and only read what you wanted to read.
Video does not have file and unitnames.
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Forboding Angel
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by Forboding Angel »

In the mantis report is thev infolog. It has thev unitnames. Hurr hurr
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knorke
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by knorke »

no is not:
[f=0002758] [GiveUnits] spawned 1 egunship2 unit(s) for team 0
[f=0003204] [GiveUnits] spawned 1 ebomber unit(s) for team 0
[f=0005036] [GiveUnits] spawned 1 burrow unit(s) for team 0

those are not the ones with beamlaser.
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Forboding Angel
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by Forboding Angel »

Pedantic much?
xyz
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by xyz »

abma wrote:mt-sim?

1. 92.0 has been released
2. mt-sim is a feature branch by zerver. next time read the wiki page how to get the correct version.
Switched to Master, same problems. Also the flickering only happens at some certain zoom levels.
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Forboding Angel
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Re: Engine Testing - 7. Feb 2013 (91.0.1-1318-g7fbf6d7)

Post by Forboding Angel »

knorke wrote:Since when did I say colors are "Gigantic"?
I think you weren't paying attention and only read what you wanted to read.
Video does not have file and unitnames.
I was the one that said gigantic. I wasn't talking about the colors though. That's where you misunderstood. Oddly, setting rgbcolors on them fixed the thickness/corethickness issue, which to me, is bizarre, but whatever works. *shrug*

Beamweapon scrolling seems to be ok in 92, would be nice if someone could confirm.

Sorry knorke, maybe it wasn't obvious. I would imagine anyone testing would just flip nocost and build the factory like I did and then build units.

The specific unit names (the ones I believe you were referring to) are:
eamphibbuggy
eamphibmedtank3
eamphibarty
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