Engine Testing - 99.0-RC6

Engine Testing - 99.0-RC6

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
Spring Developer
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Joined: 01 Jun 2009, 00:08

Engine Testing - 99.0-RC6

Post by abma »

sixth release-candidate for 99.0! delay between RCs decreases, thats a good sign! :)

all major issues which have been found since rc-5 are fixed. please test as its possible the last release candidate!

Changes
  • again fix a lot of bugs
  • fix bomberdropper
  • SpringCam: add config tag to default disable camera rotate on screen edge
  • SpringCam: fix camera shifting when zooming into an underwater position
  • Add Lua.callRules, Lua.callUI to JavaOO
Changes in Detail:
changelog.txt
git diff last rc to HEAD


Download
See the download page for how to get it.

Screenshots
If you have a good screenshot of the development version, please add it to release notes on the wiki so it can be used in the release notes of spring 99.0!

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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PepeAmpere
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Joined: 03 Jun 2010, 01:28

Re: Engine Testing - 99.0-RC6

Post by PepeAmpere »

Looks promising. Im looking forward stable build with no major issue for few years. Will test it more deeply tommorow.
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Silentwings
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Re: Engine Testing - 99.0-RC6

Post by Silentwings »

Split discussion of antinuke flyover issues to viewtopic.php?f=12&t=33590.
hokomoko
Spring Developer
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Re: Engine Testing - 99.0-RC6

Post by hokomoko »

Units currently don't fire at water.
I assume the weapons try to fire on the sea floor instead of the surface.
Google_Frog
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Re: Engine Testing - 99.0-RC6

Post by Google_Frog »

Sure, if we're posting stuff that we have already posted to mantis:
Units can't force fire at water (what hokomoko said but already reported)
Bombers with secondary weapons fail.

Is the gunship mid air vibration just caused by repair pads? If so are repair pads particularly important for gunships? You could disable gunships landing on repair pads modside.
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PepeAmpere
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Re: Engine Testing - 99.0-RC6

Post by PepeAmpere »

Google_Frog wrote:Is the gunship mid air vibration just caused by repair pads?
No, this was investigated a lot and it was never fixed properly (landing issues on empty objects for instance). Also there is some desync between jK's git version and the one which is used for releases, because my tickets for the same bug get closed ("not able to repro"). It repeats last few engine versions releases.
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Silentwings
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Re: Engine Testing - 99.0-RC6

Post by Silentwings »

You have the option to re-open your bug reports and post a new demo, if you believe a bug is still present.
Google_Frog
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Re: Engine Testing - 99.0-RC6

Post by Google_Frog »

I have reported three more bugs which are probably related to the aiming and projectile changes.

Edit: And suddenly they are fixed.
abma
Spring Developer
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Re: Engine Testing - 99.0-RC6

Post by abma »

aww, i forgot to announce to collect screenshots.

did anyone make screenshots with spring 98.0.1-* which looks good? (added to first post, too)

https://springrts.com/wiki/ReleaseNotes:99.0
Google_Frog
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Re: Engine Testing - 99.0-RC6

Post by Google_Frog »

I took screenshots with 98.0.1-451 for ZK release notes. Does that count?
Attachments
ZK_1_3_4_0.jpg
(564.88 KiB) Not downloaded yet
ZK_1_3_6_1.jpg
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ZK_1_3_6_0.jpg
(363.62 KiB) Not downloaded yet
Google_Frog
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Re: Engine Testing - 99.0-RC6

Post by Google_Frog »

I saw the speed propagandaImage
and made a less ugly versionImage
with a speed factor of 56.5 between the slow and fast unit.
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Speed_Propaganda.png
(3.38 MiB) Not downloaded yet
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Floris
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Re: Engine Testing - 99.0-RC6

Post by Floris »

Still prefer the old speed propaganda pic.....

Models are clearer. Better use of perspective. No ugly particle effect. (Sup with the large particle interval/gaps) Not including 'Spring' in text. Completely different type of unit, its not that of a change. Only thing the old pic could have is shadows and a subtle Depth of Field effect.

Not that I care or anything....
hokomoko
Spring Developer
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Re: Engine Testing - 99.0-RC6

Post by hokomoko »

Image
Shadows, I have no idea how to make depth of field
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Silentwings
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Re: Engine Testing - 99.0-RC6

Post by Silentwings »

Here's the depth of field widget (which I only heard about thanks to Floris) http://imolarpg.dyndns.org/trac/balates ... fx_dof.lua
hokomoko
Spring Developer
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Re: Engine Testing - 99.0-RC6

Post by hokomoko »

Image
hokomoko
Spring Developer
Posts: 593
Joined: 02 Jun 2014, 00:46

Re: Engine Testing - 99.0-RC6

Post by hokomoko »

Image

Not sure which is better, just pick your favourite.
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Anarchid
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Re: Engine Testing - 99.0-RC6

Post by Anarchid »

I'm somewhat confused by the terminology of an RC here because it seems that refactorings and even features keep seeping into the branch.
raaar
Metal Factions Developer
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Re: Engine Testing - 99.0-RC6

Post by raaar »

Pictures of cans and zippers...

Do we have quantitative measurements on how much has it really improved?

Does it matter that much? Imo crash/desync fixes, new features, bug fixes and more important.

We could probably boost the performance of BA significantly by increasing the costs of the cheapest units and making them stronger to compensate. I've seem people spamming fleas late game to lag other players out of the game. That and tweaking down some of the weapon effects. When a nuke explodes my framerate drops dramatically.
abma
Spring Developer
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Re: Engine Testing - 99.0-RC6

Post by abma »

raaar wrote:Do we have quantitative measurements on how much has it really improved?
test it yourself! it depends on what/how you are testing. some numbers: https://docs.google.com/spreadsheets/d/ ... aCvxepWvCE
raaar wrote:Does it matter that much? Imo crash/desync fixes, new features, bug fixes and more important.
depends on the point of view. interestes of game devs / players can be very different. for new people coming to springrts.com screenshots are very important.
raaar wrote:We could probably boost the performance of BA significantly by increasing the costs of the cheapest units and making them stronger to compensate. I've seem people spamming fleas late game to lag other players out of the game. That and tweaking down some of the weapon effects. When a nuke explodes my framerate drops dramatically.
thats 100% off-topic, ask in the BA forum if you are interested. this thread is about the release-candidate 6.
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