Release candidate: Spring 0.82.1

Release candidate: Spring 0.82.1

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

Release candidate: Spring 0.82.1

Post by Tobi » 05 Aug 2010, 17:09

This version is not yet deployed on the server. For online play, 0.81.2 is still needed.

A lot of issues have been fixed already since the first release candidate, so hereby we present the next release candidate: Spring 0.82.1

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 the last release, 0.81.2.1!) on mantis. If no blocking issues are reported, we will officially release this in one - two weeks, though not earlier than on the 12th of August.


We'd also like to remember game developers to test their games against this build of Spring, and in particular think about the following breaking changes:
To players: due to these changes it may happen that old games are not listed anymore in your lobby client, or that no start units are spawned. In both cases, this is not your fault nor a bug in Spring, but the result of the game not being up to date with these breaking changes in Spring.

Additionally I'd like to highlight that this release will allow mid-game join and rejoin (by replaying the game up to the point where the real game is).


Detailed changes since the first 0.82 release candidate:

Engine / General:
  • fixed source package build
  • fixed MT crash in DrawCommands
  • fixed radar blips seen by spectators
  • fixed dark metal spots in watert
  • reduced default value of max particles
  • increased default LOD/icon distances
  • glFont::GetTextHeight & glFont::GetTextNumLines return now 0 lines for empty strings
  • fixed 3do shadows
  • fixed minimap rendering in dualscreen modes
  • fixed laggy camera update with UnitTracker
  • fixed seismic pings with incorrect size
  • fixed incorrect highlight on end game screen
Engine / Simulation:
  • prevent units from becoming immobile zombies while maneuvering
  • base etaFailures limit on a unit's full-circle turning time
  • decrease etaFailures every frame we are not standing still
  • fixed vibrating planes
  • fixed nanoframe being spawned while game is paused
  • fixed slow response when releasing wait command
  • fixed the silly unit spinning ad-infinitum bug
  • fixed unit occasionally not taking damage when it just left a transport
  • fixed some awkward transport behaviour
  • properly deal with radars/jammers being transported
  • fixed unit returning to pick up point when it dropped out of transport
  • skip waypoints that are behind a unit but within its turning circle
Engine / Lua:
  • added a LuaRules DrawFeature call-in
  • fixed LuaUnsyncedCtrl::SetWaterParams
  • fixed Spring.Restart with Win 2k and OpenAL-soft
  • LuaSyncedRead::GetUnitExperience: also returns limExperience now
  • removed obsolete engine options from EngineOptions.lua
Engine / Dedicated server:
  • use default visibility (hidden) for spring-dedicated under non-windows
AI:
  • RAI: log files are now under _log/_ sub-dir
  • AAI: added config for BA 7.14
  • E323AI: added config for BA 7.14
Installer:
  • made main part mandatory
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: Release candidate: Spring 0.82.1

Post by clericvash » 06 Aug 2010, 11:19

Is it possible to get updated packages in Ubuntu 10.04 when the stable release comes out? The repos are already lagging behind?
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hoijui
Former Engine Dev
Posts: 4342
Joined: 22 Sep 2007, 09:51

Re: Release candidate: Spring 0.82.1

Post by hoijui » 06 Aug 2010, 12:33

the source package is still invalid (does not configure), sorry! :/
nixtux pointed it out to me yesterday, and i pushed a fix, but none of us has tested yet if this was the only problem left.
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daftalx
Posts: 89
Joined: 30 May 2010, 11:56

Re: Release candidate: Spring 0.82.1

Post by daftalx » 06 Aug 2010, 16:44

Interesting, I was about to send a pastebin link and already googled one with (almost) the exact same output (although I'm on Mac)
http://pastebin.com/DxTg3rE6
in the tools/CMakeLists.txt file, commenting out line #8

Code: Select all

Add_Subdirectory(dirchange)
solves the problem (at least for the configure stage). Building now...

UPDATE: the build works, wonder what this line was for...
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hoijui
Former Engine Dev
Posts: 4342
Joined: 22 Sep 2007, 09:51

Re: Release candidate: Spring 0.82.1

Post by hoijui » 06 Aug 2010, 21:13

it configures/compiles a tool that is only possibly useful for source code maintainers/devs, that is why this dir is not included in the official source package. i forgot to make it optional for the configure state.

also got message of a successful linux build with that error fixed, so we should finally have that fixed. :-)
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Jazcash
Posts: 5302
Joined: 08 Dec 2007, 17:39

Re: Release candidate: Spring 0.82.1

Post by Jazcash » 08 Aug 2010, 12:55

You should fix replays so they don't a speedcap. Currently, the speedcap of the actual game also applies for the replay of that game. I don't really want to rewatch 8v8BADSD games at 1.0 speed. I wanna run them through at 20 :P
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Release candidate: Spring 0.82.1

Post by aegis » 08 Aug 2010, 16:40

can't just manually change speed cap while watching?
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elias79
Posts: 57
Joined: 11 May 2008, 23:29

Re: Release candidate: Spring 0.82.1

Post by elias79 » 08 Aug 2010, 17:43

Mega Annihilation 14x do not work.
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Jazcash
Posts: 5302
Joined: 08 Dec 2007, 17:39

Re: Release candidate: Spring 0.82.1

Post by Jazcash » 08 Aug 2010, 17:50

aegis wrote:can't just manually change speed cap while watching?
Dunno haven't tried, but by default replay's speed should be changeable. Newbs like me don't remember all these commands.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Release candidate: Spring 0.82.1

Post by JohannesH » 08 Aug 2010, 23:37

But replays speed is changable up to 20 by default for me?
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Jazcash
Posts: 5302
Joined: 08 Dec 2007, 17:39

Re: Release candidate: Spring 0.82.1

Post by Jazcash » 08 Aug 2010, 23:47

JohannesH wrote:But replays speed is changable up to 20 by default for me?
Well I just assumed it was locked to something because I watched 2 replays recently where one I couldn't go above 5.0 and the other I couldn't shift from 1.0 up or down.
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Release candidate: Spring 0.82.1

Post by aegis » 09 Aug 2010, 01:37

/setmaxspeed
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: Release candidate: Spring 0.82.1

Post by oksnoop2 » 13 Aug 2010, 05:35

I tested Conflict Terra in the RC. It ran but I got some errors when I /give all.
http://codepad.org/xTYIHBh6

Any suggestions?
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Release candidate: Spring 0.82.1

Post by jK » 13 Aug 2010, 05:53

oksnoop2 wrote:I tested Conflict Terra in the RC. It ran but I got some errors when I /give all.
http://codepad.org/xTYIHBh6

Any suggestions?
[ 6184] Unknown weapon type LightingCannon
read the changelog
[ 6184] LuaRules::RunCallIn: error = 2, UnitCreated, [string "scripts/terraunit.lua"]:50: attempt to call global 'lowerkeys' (a nil value)
stack traceback:
[C]: in function 'sp_CallAsUnit'
[string "LuaGadgets/Gadgets/unit_script.lua"]:282: in function 'CallAsUnitNoReturn'
[string "LuaGadgets/Gadgets/unit_script.lua"]:657: in function 'UnitCreated'
[string "LuaGadgets/gadgets.lua"]:1231: in function <[string "LuaGadgets/gadgets.lua"]:1229>
(tail call): ?
seems you are doing strange things in scripts/terraunit.lua
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