Engine Testing - 101.0-RC4

Engine Testing - 101.0-RC4

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abma
Spring Developer
Posts: 3566
Joined: 01 Jun 2009, 00:08

Engine Testing - 101.0-RC4

Post by abma »

Fourth Release-candidate for 101.0!

Bugs fixed since RC3
  • fix (short) mid-air stuttering due to premature return
  • fix Constructor consistently chooses wrong path to approach construction site. Goes in endless loop.
  • fix Unit shoots into terrain
  • rename .sdf.gz into .sdfz (allows to assoicate files with spring)
  • fix If there is a sleep N; command in a killed() script, then corpsetype is not obeyed, and it will alway use corpsetype=1
  • fix ready up doens't work correctly after rejoining
  • fix Units bumping at desination
  • fix "restore" command is not working
  • fix ZK Invisible units
  • fix Spring.SetUnitSensorRadius(unitID, "los", 0)
  • fix stockpiling weapons report resource usage incorrectly
  • fix commander stuck without reason
Major Changes in 101.0
  • Feature shaders
  • Los refactor
  • Transports refactor + fuel & airbase removal
  • Internal pr-downloader support
  • bugfixes & performance improvements
Changes in Detail:
changelog.txt
git diff last rc to HEAD

Also make sure you've read this and that

Download
See the download page for how to get it.

Bugs
If you find a bugs, please report to Mantis.
Please attach infolog.txt as file, if you crash!
We could reproduce the infinite loop but we weren't able to locate/fix the bug yet: (5095) Would be good if this bug could be reproduced in a online game as it seems to not happen for all players.

Thats why we made a RC4. Thanks a lot for your help, we can hopefully release 101.0 soon when this bug is located and fixed.

Happy testing! :-)
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Forboding Angel
Evolution RTS Developer
Posts: 14616
Joined: 17 Nov 2005, 02:43

Re: Engine Testing - 101.0-RC4

Post by Forboding Angel »

FWIW, pr downloader string is:
"100.0.1-1213-g72c0210 develop"
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jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: Engine Testing - 101.0-RC4

Post by jamerlan »

Third Release-candidate Forth Release-candidate
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hokomoko
Spring Developer
Posts: 587
Joined: 02 Jun 2014, 00:46

Re: Engine Testing - 101.0-RC4

Post by hokomoko »

Third Release-candidate Forth Release-candidate Fourth Release-candidate
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Silentwings
Moderator
Posts: 3613
Joined: 25 Oct 2008, 00:23

Re: Engine Testing - 101.0-RC4

Post by Silentwings »

Done.
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abma
Spring Developer
Posts: 3566
Joined: 01 Jun 2009, 00:08

Re: Engine Testing - 101.0-RC4

Post by abma »

oops, copy-pasta. thanks!

@Forboding Angel
that info was already on the download page: https://springrts.com/wiki/Download_Tes ... downloader :-)
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hokomoko
Spring Developer
Posts: 587
Joined: 02 Jun 2014, 00:46

Re: Engine Testing - 101.0-RC4

Post by hokomoko »

With the freeze fixed in https://github.com/spring/spring/commit ... 847020b1a3 release should be imminent.


Also note https://github.com/spring/spring/commit ... 17f22fdcfc which has breaking changes/fixes
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Forboding Angel
Evolution RTS Developer
Posts: 14616
Joined: 17 Nov 2005, 02:43

Re: Engine Testing - 101.0-RC4

Post by Forboding Angel »

Pathing in 101 is a bit screwy. It works pretty well, but for fast moving units they will do this kinda wiggle thing when first taking off, you can literally see the grid along which they are pathing. In evo it isn't game breaking, but it could be in others (haven't tested).

Additionally when spawning 10 elighttank3 in evo (kites) on Akilon Wastelands v16, on the lower ground I gave them an order from my 4th expansion location to my enemy's third expansion location and most of the tanks took the short way around, but a few branched off, started to take the long way around up on the middle-left high ground by the watchtowers and then a little ways into the trip, changed their minds again and went the short route.

I can see that being a big issue if I'm giving my large army a move order across the map and to back to looking at my base and don't notice that a fourth of my army branches off and can't decide which route to take.

To replicate, you will need the 101 branch of evo on github. Hoko already has it I believe as he was helping me sort out 101 related issues. It might be worth looking into. I can probably scrounge up the replay if needed.
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Forboding Angel
Evolution RTS Developer
Posts: 14616
Joined: 17 Nov 2005, 02:43

Re: Engine Testing - 101.0-RC4

Post by Forboding Angel »

Ok, I lied, the pathing is really messed up. Check out the replay:

You need evo github 101 branch, akilon wastelands v16 + springfeatures v1.6.

Ahh shit can't attach in news forum...
https://drive.google.com/file/d/0B25BbZ ... sp=sharing
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