Spring 94.0/1

Spring 94.0/1

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

Spring 94.0/1

Post by jK »

Release Message
<singing>Step by step ...</singing>

Kudos
Again, thanks everyone for your contributions!

Download links: Major changes:
  • more random UnitIDs again
  • many bugfixes
  • some new Lua functions regarding weapons
  • Assimp fixes
  • ETC1 support for ground textures
  • ...
Full changelog here.
Last edited by jK on 26 Mar 2013, 14:08, edited 2 times in total.
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albator
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Joined: 14 Jan 2009, 14:20

Re: Spring 94.0

Post by albator »

nice , I tryed it a bit.

When force fire unit (leveler and raider in ba 7.72) the unit move to the position point they are ask to force fire too. Eventually they do not fire since they at the location they are supposed to fire...

Looks like a mismatch between move and fire command ?

mint 14 x64
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jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: Spring 94.0

Post by jamerlan »

Thanks a lot!!! Very glad to see this release!
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Silentwings
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Re: Spring 94.0

Post by Silentwings »

:mrgreen: :mrgreen: :mrgreen:
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zerver
Spring Developer
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Joined: 16 Dec 2006, 20:59

Re: Spring 94.0

Post by zerver »

DDoS attack on github right now, so good timing...
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Silentwings
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Re: Spring 94.0

Post by Silentwings »

Someone should tell springfiles about new engines ;)
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Vermind
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Joined: 14 Feb 2013, 18:08

Re: Spring 94.0

Post by Vermind »

Works well with an Intel integrated card on Linux. Tested Zero-K with just the bots lab so far. Now let's hope all the mods/games will support this one soon.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Spring 94.0

Post by Forboding Angel »

albator wrote:nice , I tryed it a bit.

When force fire unit (leveler and raider in ba 7.72) the unit move to the position point they are ask to force fire too. Eventually they do not fire since they at the location they are supposed to fire...

Looks like a mismatch between move and fire command ?

mint 14 x64
Make sure that you mantis this. It's a known bug in the 92+ series of test versions. Make sure you mantis it so that they don't think that it has been fixed.

@jk, thanks a lot man. 93.2 was making me die a little inside.
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Silentwings
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Re: Spring 94.0

Post by Silentwings »

@Alba: Having tested lots of BA versions with 93.2/94.0, that bug has never happened for me and I've not seen it for any other players. My best guess is that you have smth going wrong with the widgets in your /luaui/widgets folder.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Spring 94.0

Post by Jools »

@alba: Was that location on sea? Test it with ba 7.73, because it sounds like a variant of the CF2/range-haxx bug. It has been fixed.

NB "alba" means scotland
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albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: Spring 94.0

Post by albator »

I do not know if that is a BA or a spring issue tbh:

I test i mention imply lines of stacked unit that cannot fire because of collision volume pb I guess. So ba or spring ? mantis ?

I have only bet & eco widget:

cmd_bet_commands.lua
cmd_bet_engine.lua
cmd_bet_marker.lua
gui_ecostats

http://pastebin.com/pVTYUWj9
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Silentwings
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Re: Spring 94.0

Post by Silentwings »

Oh, if you tell me your units were clumped together when they did that my response is completely different :P

Collision volumes were partly a mod-based issue and partly engine; in that they used to be mostly the engine defaults and then the engine defaults then changed to be much larger than before -> not firing because of friendly fire worries when clumped.

It's fixed in BA7.73 which has custom colvols for almost everything. There is a fix in 94.0 that also matters slightly.
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albator
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Re: Spring 94.0

Post by albator »

I dont think that should prevent 94 to go live anyway since it is so much better than 93
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Silentwings
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Re: Spring 94.0

Post by Silentwings »

Definately not, its a very small problem and imo mods should make collision volumes when it matters to do so.
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PepeAmpere
Posts: 586
Joined: 03 Jun 2010, 01:28

Re: Spring 94.0

Post by PepeAmpere »

Thx to all engine contributors for fixing hard, changelog seems promising. Ill test ASAP, i hope this evening.
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zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Spring 94.0

Post by zerver »

Spring MT 94.01, largely untested
http://springrts.com/wiki/Spring_MT
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PixelOfDeath
Posts: 24
Joined: 27 Nov 2011, 10:38

Re: Spring 94.0

Post by PixelOfDeath »

@zerver: How do I get src for MT test release?

Btw im for pushing 94. Pathing problems are really terrible in 93 and 94 got that fixed.

EDIT:
I cant get the linux64 binary MT to start, just this error message for both executables:
Error: Spring: Incorrect/Missing content: Archive "map helper v1" not found

And where shall I put problems with MT? Mantis only shows the 94 or 94git Version.
Last edited by PixelOfDeath on 24 Mar 2013, 19:20, edited 1 time in total.
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zerver
Spring Developer
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Re: Spring 94.0

Post by zerver »

PixelOfDeath wrote:@zerver: How do I get src for MT test release?
Page now updated with source links.
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PepeAmpere
Posts: 586
Joined: 03 Jun 2010, 01:28

Re: Spring 94.0

Post by PepeAmpere »

Possible bug (test of 94.01 + NOTA 1.71): damaged enemy units that are not in LOS still smoke on position where they are. So via smoke position of moving unit is revealed.
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PixelOfDeath
Posts: 24
Joined: 27 Nov 2011, 10:38

Re: Spring 94.0

Post by PixelOfDeath »

Can't compile the MT version.

Doing this:

Code: Select all

git clone https://github.com/spring/spring.git
git checkout 67f92b36cf99c9374fb8f6a1b989bc86e7b50e74
cd spring
cmake .
make
Getting a missing file error:

Code: Select all

[  8%] Building CXX object rts/lib/streflop/CMakeFiles/streflop.dir/libm/flt-32/e_acosf.cpp.o
c++: Fehler: MT/git/spring/rts/lib/streflop/libm/headers: Datei oder Verzeichnis nicht gefunden
make[2]: *** [rts/lib/streflop/CMakeFiles/streflop.dir/libm/flt-32/e_acosf.cpp.o] Fehler 1
make[1]: *** [rts/lib/streflop/CMakeFiles/streflop.dir/all] Fehler 2
make: *** [all] Fehler 2
Second line is just saying: "Can not find directory of file"
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