0.74 testing
Moderator: Moderators
0.74 testing
Spring 0.74 should be released soon, but to make sure there are no serious bugs or issues before release there is a test installer availble for download.
0.74 test installer can be downloaded from here:
http://taspring.clan-sy.com/temp/spring_0.74b1rc.exe
There is allso a test server up for the tasclient at cheetah.sentvid.org
This is only for test purposes, it might not be compatibel with final release.
Since the spring server is a bit slow at the moment it is mirrored here
http://www.yousendit.com/transfer.php?a ... f85b325e7d
0.74 test installer can be downloaded from here:
http://taspring.clan-sy.com/temp/spring_0.74b1rc.exe
There is allso a test server up for the tasclient at cheetah.sentvid.org
This is only for test purposes, it might not be compatibel with final release.
Since the spring server is a bit slow at the moment it is mirrored here
http://www.yousendit.com/transfer.php?a ... f85b325e7d
Last edited by Yeha on 25 Nov 2006, 04:30, edited 1 time in total.
Long COB sequences are not running properly if their execution time is longer than one tick, causing scripts to jam if not well-ordered, split, or including sleeps (which seem to provide Spring the ability to start the next instructions on the next tick- not bad).
This is a well-known older bug that zswyg can no doubt tell us a lot more about the parameters of- I think this happened more than occasionally in OTA too.
Minor bug, yes, and no show-stopper, but I should note for the record that when I had to add some rather long sequences of:
It seems to jam fairly frequently, if I need a particular bit of code to perform memory access (for example, query the gamestate of the Unit to determine if it is Moving).
This bug is reproducible and, luckily, for the most part preventable. I could see some uber-ridiculous scripting being unworkable because of this, but I doubt it, frankly.
This is a well-known older bug that zswyg can no doubt tell us a lot more about the parameters of- I think this happened more than occasionally in OTA too.
Minor bug, yes, and no show-stopper, but I should note for the record that when I had to add some rather long sequences of:
Code: Select all
Do this now;
Do that now;
Do etc., etc., etc., NOW;
This bug is reproducible and, luckily, for the most part preventable. I could see some uber-ridiculous scripting being unworkable because of this, but I doubt it, frankly.
Under wine it is necessary to give the following command:
I also assume this is not the version in which we can play lin vs win... Any news about that release ?
Besides that I played a game against AI and everything went smoothly...
Code: Select all
dos2unix startscripts/*
Besides that I played a game against AI and everything went smoothly...
What's new in 0.74 that the actual players would benefit from before updated mods and maps?
Other than the sonar desync fixed, I mean. That one I know about.
Edit: ooh, never mind my stupid questions, but, uh....
Other than the sonar desync fixed, I mean. That one I know about.
Edit: ooh, never mind my stupid questions, but, uh....
O_o ?Changelog Rev 2673 wrote:0.74b1
- Linux vs Windows is now synced if binaries are built using gcc 4.0 or higher.
gcc 3.4.5 afaik, http://buildbot.no-ip.org/testing-mingw ... onfigure/0
Just DLed and tested with comms script on smalldivide. Looks good and worked perfectly! I like the new features like the minimap orders, that idea to show your cursor on the main screen when you're in that part of minimap is really good and I like the icon. The new minimap unit icons are good. Didn't test naval units yet. The D-gun "scar" on the terrain is good.
The trees looked a bit weird in tab-view, I have all the lowest details in settings except unit LOD set to max (still I think they turn to dots a bit too early.)
It's got the same shadow fragment error message as 0.73 even if I have all the shadows off in settings.exe. Just cosmetic.
The trees looked a bit weird in tab-view, I have all the lowest details in settings except unit LOD set to max (still I think they turn to dots a bit too early.)
It's got the same shadow fragment error message as 0.73 even if I have all the shadows off in settings.exe. Just cosmetic.
There's some z-fighting going on (for example when the kbot lab is open, on the four corner panels) but maybe it's just xta and my crappy card. It also seemed the units are more passive than before, peewees standing placid when being fired at from just outside their range etc... But I haven't played XTA much, more AA rather.
The engine hung when I was trying the sm3 beta map Canyon_Pass.sm3... I have an old card but still...
The engine hung when I was trying the sm3 beta map Canyon_Pass.sm3... I have an old card but still...
From the new map format thread, does this work for the rest of you?
http://muf.222clan.com/Pass.zip
I have geforce4 mx440 and it just hangs and starts reserving memory right when the map should load (after loading sky)
This is where my infolog ends:
.
.
.
generating blendmap mipmaps...
loading blendmaps into OpenGL...
calculating lightmap
Lightmap generation: 1.037 seconds
initializing terrain node shaders...
deleting temporary blendmap data...
Index buffer data size: 55488
Number of damage types: 4
TA Spring 0.74b1
http://muf.222clan.com/Pass.zip
I have geforce4 mx440 and it just hangs and starts reserving memory right when the map should load (after loading sky)
This is where my infolog ends:
.
.
.
generating blendmap mipmaps...
loading blendmaps into OpenGL...
calculating lightmap
Lightmap generation: 1.037 seconds
initializing terrain node shaders...
deleting temporary blendmap data...
Index buffer data size: 55488
Number of damage types: 4
TA Spring 0.74b1
It is this releasemalric wrote:I also assume this is not the version in which we can play lin vs win... Any news about that release ?
Yes, I built them using MinGW w/ gcc 4.1.1 (latest stable GCC)malric wrote:I know they would sync if they would be build with gcc.
Are the windows binaries build with a gcc higher than 4.0 ?
trepan: the release exes aren't from the automated builds, I've build them manually because I haven't succeeded to build a MinGW crosscompiler from a stable GCC release.
You'll still need to compile from source, unless someone makes binary packages for your distribution. (I myself am trying to motivate me just enough to build debian/ubuntu packages )Will there be a linux release or should linux guys compile from source ?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Nice work! Just been reading through the changelog, and trying things out. DAMN, it's customizable! . I never knew there where so many cool features!
Only thing i couldn't figure out was:
Only thing i couldn't figure out was:
- Added "timewait [seconds] ["queued"]" action
- Added "deathwait ["queued"]" action
- Added "squadwait [count] ["queued"]" action
- Added "gatherwait" action
- Added "gathermode [0|1]" action
Not sure how to make use these- added the "invqueuekey [0|1]" action, and [InvertQueueKey=0] config parameter
- added mouse rocker gestures for immediate mode access when using inverted queue keying