0.74 testing

0.74 testing

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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Yeha
Posts: 96
Joined: 13 Aug 2004, 19:12

0.74 testing

Post by Yeha »

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
Last edited by Yeha on 25 Nov 2006, 04:30, edited 1 time in total.
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Argh
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Post by Argh »

testing now...
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Argh
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Post by Argh »

UnitLimit does not appear to be working right, under certain conditions.
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Argh
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Post by Argh »

Pieces that are being called by a COB script and do not exist as part of the model are not causing (helpful) error messages.
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Argh
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Post by Argh »

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:

Code: Select all

Do this now;
Do that now;
Do etc., etc., etc., NOW;
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.
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Argh
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Post by Argh »

I haven't found any crash bugs... yet. No seriously borked stuff- I can live without UnitLimit, although I was planning a NB variant for people with slower computers, that would've made use of that heavily.
malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Post by malric »

Under wine it is necessary to give the following command:

Code: Select all

dos2unix startscripts/*
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...
ZellSF
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Joined: 08 Jul 2006, 19:07

Post by ZellSF »

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....
Changelog Rev 2673 wrote:0.74b1

- Linux vs Windows is now synced if binaries are built using gcc 4.0 or higher.
O_o ?
malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Post by malric »

I know they would sync if they would be build with gcc.

Are the windows binaries build with a gcc higher than 4.0 ?

Will there be a linux release or should linux guys compile from source ?
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rattle
Damned Developer
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Post by rattle »

The main executable in 0.74 is a gcc 4+ build afaik.
trepan
Former Engine Dev
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Post by trepan »

bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

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.
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Post by Kloot »

e: outdated post
Last edited by Kloot on 22 Aug 2007, 17:49, edited 1 time in total.
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

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...
bamb
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Joined: 04 Apr 2006, 14:20

Post by bamb »

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
ZellSF
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Joined: 08 Jul 2006, 19:07

Post by ZellSF »

Works for me.

edit: metal/path layers are screwed up though. minimap is showing blank graphics...
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Post by Licho »

I like the new minimap.

But scrolling is much slower (scrolling with mouse3 - hold mouse3 and move around minimap), it's much more laggy than current implementation.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

malric wrote:I also assume this is not the version in which we can play lin vs win... Any news about that release ?
It is this release :-)
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 ?
Yes, I built them using MinGW w/ gcc 4.1.1 (latest stable GCC)

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.
Will there be a linux release or should linux guys compile from source ?
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 ;-) )
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

can someone please take a look into the unit limits? This is something that EE really needs.
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

Nice work! Just been reading through the changelog, and trying things out. DAMN, it's customizable! :shock: :shock: :shock: . I never knew there where so many cool features!

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
- added the "invqueuekey [0|1]" action, and [InvertQueueKey=0] config parameter
- added mouse rocker gestures for immediate mode access when using inverted queue keying
Not sure how to make use these
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