Engine Testing - 99.0-RC4

Engine Testing - 99.0-RC4

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abma
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Engine Testing - 99.0-RC4

Post by abma »

fourth release-candidate for 99.0!

now (hopefully) all major issues have been fixed. please test as its possible the last release candidate!

Changes
  • fix a lot of bugs
  • add GetWaterDamage to the ai interface
  • fix some camera issues
  • replace CMAKE_BUILD_TYPE DEBUG2 & DEBUG3 with just DEBUG
  • disallow duplicate basecontent files (spring now shows an error and exists)
Changes in Detail:
changelog.txt
git diff last rc to HEAD


Download
See the download page for how to get it.


Bugs
If you find a bugs, please report to Mantis.
Please attach infolog.txt as file, if you crash!
current release (known) blocking bugs no major bug.
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Silentwings
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Re: Engine Testing - 99.0-RC4

Post by Silentwings »

Great job, I'll try to test at the weekend.

This change https://github.com/spring/spring/commit ... a6003a65ea is missing from the changelog and is a (possibly very) breaking change, both in terms of balance and in terms of the number of places that slow update rate is hard coded in gadgets/basecontent.
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Google_Frog
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Re: Engine Testing - 99.0-RC4

Post by Google_Frog »

I have a freeze on exit with 98.0.1-577-ge3af482.
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abma
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Re: Engine Testing - 99.0-RC4

Post by abma »

stacktrace/infolog.txt?
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enetheru
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Re: Engine Testing - 99.0-RC4

Post by enetheru »

are the changes to map loading too unimportant to be included in the change logs?
or are they not included in 99?
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gajop
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Re: Engine Testing - 99.0-RC4

Post by gajop »

enetheru wrote:are the changes to map loading too unimportant to be included in the change logs?
or are they not included in 99?
usually it's best to also modify the changelog doc in the same PR with your changes, otherwise people forget to add it
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enetheru
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Re: Engine Testing - 99.0-RC4

Post by enetheru »

ahh yes, ok i will do that next time :)
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raaar
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Re: Engine Testing - 99.0-RC4

Post by raaar »

Does this have the aircraft attackSafetyDistance unitdef?

I wanted to add the remaining aircraft behavior changes before the new version comes out.
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hokomoko
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Re: Engine Testing - 99.0-RC4

Post by hokomoko »

As a suggestion, make a rule to not merge any Pull Request that doesn't contain the change in changelog.txt.
That will make life easier and raaar's question will be easier to answer.
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raaar
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Re: Engine Testing - 99.0-RC4

Post by raaar »

hokomoko wrote:As a suggestion, make a rule to not merge any Pull Request that doesn't contain the change in changelog.txt.
That will make life easier and raaar's question will be easier to answer.
That's a bit radical but i understand. I didn't touch the changelog in my commits. I'll add them in my next pull requests.

There are changes to engine internals that don't seem relevant to add to changelog though.

EDIT: the attackSafetyDistance was merged in. Just tested.

there's a growing pull request with other miscellaneous aircraft fixes, that should be included in the next RC
Last edited by raaar on 04 May 2015, 06:56, edited 2 times in total.
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raaar
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Re: Engine Testing - 99.0-RC4

Post by raaar »

The camera is still annoying.

At some point when i was testing the camera started rotating again. It will rotate if you let the cursor stand within a small area of the screen about 33% below the top right corner.

This is going to be another confusing issue for new players, they'll have a hard time knowing which way is north..
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raaar
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Re: Engine Testing - 99.0-RC4

Post by raaar »

I think bursts are no longer following the target. At least by default.

This makes most burst weapons useless against fast moving targets, namely aircraft.

The default behaviour we've had so far should be kept, even if the new option becomes available.
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Silentwings
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Re: Engine Testing - 99.0-RC4

Post by Silentwings »

bursts are ...
Mantis with a demo? I tried to reproduce and couldn't see any change.
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raaar
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Re: Engine Testing - 99.0-RC4

Post by raaar »

try spawning zk heavy fighters
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Silentwings
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Re: Engine Testing - 99.0-RC4

Post by Silentwings »

Mantis with a demo?
This.
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jK
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Re: Engine Testing - 99.0-RC4

Post by jK »

could you please limit this thread to RC4, the latest weapon commits aren't finished yet ...

Split out engine devs discussion of development/release branches to here viewtopic.php?f=12&t=33451. (Silentwings)
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raaar
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Re: Engine Testing - 99.0-RC4

Post by raaar »

I updated to the dev branch on my laptop a day or so after rc4 was released, and that's where i saw that issue.

I tested the same zk version here with the portable rc4 and the fighters work fine.

my bad.
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azaremoth
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Re: Engine Testing - 99.0-RC4

Post by azaremoth »

Where there any additional changes related to attack distance or attack behavior? My melee units refuse to move close enough to enemy buildings/units to be in attack distance. You can manually move them close enough with 2-5 clicks, but that is not the way it should work.

The screenshot shows the distance where the melee unit stopped and did nothing except slowly turning around itself.

Image

Meanwhile I learned it is a bug and not a feature: https://springrts.com/mantis/view.php?id=4721
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hokomoko
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Re: Engine Testing - 99.0-RC4

Post by hokomoko »

We have a very major bug playing this engine with S44 where yards don't produce units. I'm trying to reproduce it without much success.

Image
replay: https://dl.dropboxusercontent.com/u/204 ... evelop.sdf
better replay: https://dl.dropboxusercontent.com/u/204 ... evelop.sdf
first tank yard produces units, second doesn't.


I'm not mantising yet to verify that it's an engine issue and not a S44 issue.

EDIT: probably this commit: https://github.com/spring/spring/commit ... 2b218c2749

EDIT EDIT EDIT: Ok, I think this is a very unfortunate collision between the mentioned commit and S44's building scripts.
The engine code seems OK AFAICS, will continue the investigation.

SUPEREDIT: We think we have fixed the issue in S44, if anything similar happens in any other game, let us know.
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tzaeru
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Re: Engine Testing - 99.0-RC4

Post by tzaeru »

The changelog for 0.99 seems pretty good thus far. :-)

One in particular I'm very curious of; "- fix #4587: (stuck units in labs): remove a failing optimization CPathEstimator::FindOffset()"

Could this fix also affect units sometimes picking a very suboptimal path when trying to reach a point that is near a cliff or similar obstacle? On 0.98, I'm pretty often seeing units trying to walk around a hill or down a hill when trying to reach the edge of the said hill, even when they could really just take a few steps straight ahead. If this behaviour also is going to be improved in 0.99, I'll piss gold!
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