Release candidate: Spring 0.81.0

Release candidate: Spring 0.81.0

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Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Release candidate: Spring 0.81.0

Post by Tobi »

I'm announcing hereby the first (and hopefully last) release candidate for Spring 0.81.

Changes since the 0.80.5.2 bugfix release include:

Engine / Simulation:
  • Builders are now smart enough to to reclaim features that block their buildsite, which weren't there when they started moving to it
  • Fixed issues with features with 0 metal and 0 energy
  • Fixed crashes / desyncs when using area orders with a large radius
  • Hold position doesn't imply "don't turn" anymore, and units with small firing arcs in general behave a lot better in this case.
  • Units on hold position now don't get confused by nearby invalid targets
  • Smooth ground mesh for better aircraft behaviour (unit tag: useSmoothMesh)
  • Wind fixed to stay in between map boundaries
  • Momentum isn't conserved anymore in unit-unit collisions
  • Impulses decay every frame instead of every slow update
  • Kamikaze units now do a visibility and 3d distance check
  • Fixed ships were able to 'climb' cliffs
  • Fixed multiple issues with pathmap updates after terraforms
Engine / Rendering, UI:
  • Changed default binds of forcestart, singlestep, debug to Alt+f, Alt+o, Alt+b
  • Non-reclaimable features show up as red squares now when placing a building
  • Out-of-LOS features don't show up anymore when placing a building
  • Fixed icons not rendering properly when distance-to-ground method was used
  • Better mipmap handling on SMF maps
  • Fixed specular lighting calculation on SM3 maps
  • Fixed "/shadows" command on SM3 maps
  • Fixed SM3 map holes
  • Fixed "/wiremap 0|1" (argument was inversed)
  • Lots of other drawing fixes
  • Far-textures fixed
  • Load-screens preserve aspect ratio
  • Added checks for insufficent gfx cards
  • Added new shadow rendering option ("/shadows 2"): it disables terrain rendering in the shadow pass, which gives a huge performance increase
  • Changed BumpWaterReflection values: 0 = disable; 1 = enable (no terrain); 2 = enable (with terrain - was '1' before)
  • Fixed occasional hang when word wrapping text
  • S3O transparency is now supported even with AdvUnitShading disabled
Engine / Lua:
  • Added AllowFeatureBuildStep call-in to included gadget handler
  • Fixed typos in certain featuredefs.lua, weapondefs.lua that mutilated error messages
  • Spring.Rehost fixed on Win32 when spaces in install path
  • Added support for modifying CTAAirMoveType (gunships)
  • Add GetUnitMoveTypeData(unitID) call-in, returns a table
  • Fixed Spring.SetFeatureDirection
Engine / System:
  • Fixed incorrect startpositions in skirmish games
  • Proper handling of mod dependencies
  • MAN pages support (Linux)
  • Support for external debug symbols (Linux)
  • Fixed an issue with using the root of a drive as data directory
  • Use less memory when reading from 7z archives
  • Improved handling of spectators in case of sim slowdown and desync
AIs:
  • E323AI: CPU performance improvements & bug fixes
  • KAIK: better D-Gun handling
Thanks everyone for their contributions.


Download links: We will put these links on the download page once the release is live on the lobby server.


Please, test this release candidate and report any bugs you may find (in particular regressions since 0.80.5.2!) on mantis. If no blocking issues are reported, we will officially release this sometime next week. (after the 25th of January)

To test this release on the main/official lobby server, refer to the instructions in this post.


Have fun!
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Release candidate: Spring 0.81.0

Post by FLOZi »

Figured this was coming with all the recent updates to changelog. Great work everyone. :-)
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Release candidate: Spring 0.81.0

Post by smoth »

OMG I LOVE THE WAY BUILDINGS CONSTRUCT NOW!

Was this on purpose or accident? I want this as an option over the old green nano frame!
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Release candidate: Spring 0.81.0

Post by Das Bruce »

I don't have a capable machine to test, what changed about buildings construction?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Release candidate: Spring 0.81.0

Post by smoth »

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Release candidate: Spring 0.81.0

Post by Forboding Angel »

That's awesome!
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Release candidate: Spring 0.81.0

Post by MidKnight »

Nice job, engine peoples! :P

@Cool build gfx: That is, indeed, very cool. Kudos again, engine team! Being able to choose between different methods for individual units would be even more awesome, as would being able to define a CEG to appear along the edges where the unit is building. :wink:
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Release candidate: Spring 0.81.0

Post by AF »

I declare thsi an effective alternative to youtube videos to avoid epic codec self pwnage
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Release candidate: Spring 0.81.0

Post by Gota »

Added support for modifying CTAAirMoveType (gunships)

can u elaborate on this?
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Release candidate: Spring 0.81.0

Post by hoijui »

if you want to test this version on the main/official lobby server, you have to make your lobby ignore the servers required version:

For SpringLobby, make sure springlobby is not running and then edit the config file:
linux: ~/.springlobby/springlobby.conf
Windows (in general): %appdata\.springlobby\springlobby.conf
Windows XP: c:\docs & Settings\username\app data\springlobby\springlobby.conf
Windows vista/win7: c:\users\username\app data\roaming\.springlobby\springlobby.conf
from this:

Code: Select all

DisableVersionCheck=0
to this:

Code: Select all

DisableVersionCheck=1
For TASClient: Ctrl+Shift+F6

@Gota:
check git commit logs of baczek

edit: added SL win cfg paths
edit2: added TASClient description
edit3: fixed typo
Last edited by hoijui on 29 Jan 2010, 00:07, edited 3 times in total.
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: Release candidate: Spring 0.81.0

Post by Satirik »

not in the changelog so it's probably a bug :)
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Release candidate: Spring 0.81.0

Post by SeanHeron »

Gota wrote:Added support for modifying CTAAirMoveType (gunships)

can u elaborate on this?
I would guess the bottommost of these three commands is meant (I was pointed to them recently).

I have absolutely no idea though, and this is just wild speculation on my side (I'm probably misunderstanding).

Edit: um - totally forgot to say cool to see things continue to move forwards! Totally giving this a spin :).

2nd Edit: add quote to clarify what I'm referring to...
Last edited by SeanHeron on 19 Jan 2010, 20:24, edited 2 times in total.
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: Release candidate: Spring 0.81.0

Post by ==Troy== »

Not conserving momentum on the collision?

Isnt it possible to simply do the conservation of momentum + conservation of energy calculation? IMHO its not all that hard and CPU intensive.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Release candidate: Spring 0.81.0

Post by Pxtl »

==Troy== wrote:Not conserving momentum on the collision?

Isnt it possible to simply do the conservation of momentum + conservation of energy calculation? IMHO its not all that hard and CPU intensive.
Realistically, momentum should not be conserved in this case, since the ground below the units would provide a big momentum-sink. These units have their feet grounded. This probably works better for the intended goal of reducing the number of collisions in a big chain than depleting the energy instead of the momentum - inelastic collisions would probably just result in a big unit Katamari.
Pako
Posts: 174
Joined: 12 Jul 2009, 18:57

Re: Release candidate: Spring 0.81.0

Post by Pako »

Issues in this release

-placing a building near buildings often fails
-wind is 20% more efficient
-pathfinder still rarely causes desyncs(at least when called from lua)
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Release candidate: Spring 0.81.0

Post by smoth »

Satirik wrote:
not in the changelog so it's probably a bug :)
Neither is the loading pic aspect ratio fix but it is there... neither was my fireplatform stuff... and so on.
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: Release candidate: Spring 0.81.0

Post by Satirik »

Tobi wrote:
  • Load-screens preserve aspect ratio
smoth wrote:Neither is the loading pic aspect ratio fix but it is there... neither was my fireplatform stuff... and so on.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Release candidate: Spring 0.81.0

Post by FLOZi »

Changelog tends to get updated all at once in multiple commits just before release. Obviously its only a brief summary of all of the preceding git log, plenty of changes are not in it, especially minor ones.
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: Release candidate: Spring 0.81.0

Post by Satirik »

FLOZi wrote:Changelog tends to get updated all at once in multiple commits just before release. Obviously its only a brief summary of all of the preceding git log, plenty of changes are not in it, especially minor ones.
this one is not minor it changes the default TA style building
mammadori
Posts: 35
Joined: 08 Oct 2009, 02:00

Re: Release candidate: Spring 0.81.0

Post by mammadori »

I made packages available for this release candidate to ease testing on my usual testing repository:

http://alioth.debian.org/~mammadori-gue ... /s/spring/

or
deb http://alioth.debian.org/~mammadori-guest/ sid main
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