Spring 100.0 Released

Spring 100.0 Released

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hokomoko
Spring Developer
Posts: 592
Joined: 02 Jun 2014, 00:46

Spring 100.0 Released

Post by hokomoko »

Two releases in less than a month, has the world come to its end?
Probably not, but a few bugs from the previous version seem to have!

Spring 1.0 100.0 is mostly a bugfix release squashing some nasty bugs from 99.0, made possible by the relentless testing and thorough reporting of the community.

Thanks to everyone who helped in the testing effort and allowed this swift release!

In addition to the bug fixes, this release contains a few minor improvements to performance and LoS: full details in the changelog .

Please test Spring 100.0 as it will be set as default version on lobby server on Thursday, 23. July ~16:00 gmt+1 if no blocking bugs are found.

100.0 is set as default version! (abma)


Most users won't need a download link, as lobbies can download them automatically. For completeness:

Download Links Note: Please report bugs to our bug-tracker. Thanks!
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jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: Spring 100.0 Released

Post by jamerlan »

AWESOME!!! THANKS!!!
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raaar
Metal Factions Developer
Posts: 857
Joined: 20 Feb 2010, 12:17

Re: Spring 100.0 Released

Post by raaar »

Great!
ConfigTags:
- make "MaxParticles" & "MaxNanoParticles" runtime changeable
interesting
! convert UnitDef::attackSafetyDistance to a key recognized by Spring.SetMoveTypeData
It has the "!". What does that do exactly? Will the attackSafetyDistance set in the unitDefs still work?
EDIT: tested and it no longer works as an unitdef...3 weeks heh? this is BS.
EDIT2:so it seems this is how it should work now:
[code] function gadget:UnitCreated(unitID, unitDefID, unitTeam)
if (UnitDefs[unitDefID].canFly and not UnitDefs[unitDefID].hoverAttack) then
Spring.MoveCtrl.SetAirMoveTypeData(unitID,{attackSafetyDistance=350.0})
end
end[/code]

that attribute is relevant enough for an unitDef. Modifying it in real time should be an EXTRA, not a replacement.

-
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Floris
Balanced Annihilation Developer
Posts: 606
Joined: 04 Jan 2011, 20:00

Re: Spring 100.0 Released

Post by Floris »

A recording of yesterdays test match...

https://www.youtube.com/watch?v=mCjAr4mLwR8
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FabriceFABS
Posts: 351
Joined: 28 Jul 2010, 16:20

Re: Spring 100.0 Released

Post by FabriceFABS »

Thanks...
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Silentwings
Moderator
Posts: 3656
Joined: 25 Oct 2008, 00:23

Re: Spring 100.0 Released

Post by Silentwings »

Great work!
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Super Mario
Posts: 815
Joined: 21 Oct 2008, 02:54

Re: Spring 100.0 Released

Post by Super Mario »

"MASSIVE speedup in lategame rendering (cutting rendertime upto 1.5-3 times!)"
What exactly have you done to achieve this? Did you guys did an overall parts of the engine?
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PepeAmpere
Posts: 587
Joined: 03 Jun 2010, 01:28

Re: Spring 100.0 Released

Post by PepeAmpere »

I still observe some air related issues (bombers stop to bomb things, airplanes have problems to land on carriers, etc.).

I created autotest mission for engine devs and tommorow i post it here on forum to prevent refueling and other airpads landing issues for future.

Other features of engine looks cool.
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Spring 100.0 Released

Post by jK »

Super Mario wrote:"MASSIVE speedup in lategame rendering (cutting rendertime upto 1.5-3 times!)"
What exactly have you done to achieve this? Did you guys did an overall parts of the engine?
By removing most std::map, std::list & std::set from rendering code.
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Super Mario
Posts: 815
Joined: 21 Oct 2008, 02:54

Re: Spring 100.0 Released

Post by Super Mario »

jK wrote:
Super Mario wrote:"MASSIVE speedup in lategame rendering (cutting rendertime upto 1.5-3 times!)"
What exactly have you done to achieve this? Did you guys did an overall parts of the engine?
By removing most std::map, std::list & std::set from rendering code.
Oh, I saw that in the comments, that you replace then with std::vector. So that what your doing....
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PepeAmpere
Posts: 587
Joined: 03 Jun 2010, 01:28

Re: Spring 100.0 Released

Post by PepeAmpere »

To be sure the issue with fuel/pads is not forgotten in consideration of stability of this engine release i link the moved comment to new thread: viewtopic.php?f=11&t=33684
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abma
Spring Developer
Posts: 3601
Joined: 01 Jun 2009, 00:08

Re: Spring 100.0 Released

Post by abma »

i've set 100.0 as default version on the lobby server.
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[last]Butters
Posts: 15
Joined: 10 Aug 2014, 20:32

Re: Spring 100.0 Released

Post by [last]Butters »

graphix problems http://i.imgur.com/FQGKRS2.jpg
amd video card, ubuntu 14.04
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hokomoko
Spring Developer
Posts: 592
Joined: 02 Jun 2014, 00:46

Re: Spring 100.0 Released

Post by hokomoko »

Put this in the config:

UsePBO = 0
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[last]Butters
Posts: 15
Joined: 10 Aug 2014, 20:32

Re: Spring 100.0 Released

Post by [last]Butters »

where is config this days? (ubuntu, springlobby_git)
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jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: Spring 100.0 Released

Post by jamerlan »

[last]Butters wrote:where is config this days? (ubuntu, springlobby_git)
you can run spring executable and press settings button
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varikonniemi
Posts: 447
Joined: 03 Jul 2011, 11:54

Re: Spring 100.0 Released

Post by varikonniemi »

So many improvements and fixes across the board that it feels really fresh! Like a 1.0 release.

Hopefully this marks a new page in the history of spring, i almost lost faith during 92-99.
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123vtemp
Posts: 215
Joined: 20 Mar 2008, 11:02

Re: Spring 100.0 Released

Post by 123vtemp »

Spring 100!
Really Cool!
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