New version, 0.71b1 - Page 2

New version, 0.71b1

Discuss Spring news, such as fresh releases and press coverage, here.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

fixing of FPS exploits

Victory is ours! :P

Great, i can't wait to check the ton of new stuff! :D
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

I may have found something screwy, the sounds for units coming under attack either dont play or they play at a very low volume and cant be heard. Im not positive on this but it at least dont work in my mod and I had some other people do some tests to confirm that it was just the sound..
Theotherguy
Posts: 79
Joined: 11 Jul 2005, 02:01

Post by Theotherguy »

the fileuniverse link doesnt work, and the updating installer contains corrupted files :(
alphagamma
Posts: 3
Joined: 10 Apr 2006, 12:31

Post by alphagamma »

The watch replay doesn't seem to be working, when I press watch replay it brings up the script selection dialogue.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Water deformation is the AWSOME!

EandE is also the awsome, just to make note of it.
b1ind
Posts: 48
Joined: 21 Apr 2005, 04:01

Post by b1ind »

The FU download for the regular installer gives a 404. doh!
patmo98
Posts: 188
Joined: 09 Jan 2006, 17:51

Post by patmo98 »

Zoombie wrote:Water deformation is the AWSOME!
I don't see what all the hype is about. All it does is reflect.

Yes, I know it does more. I'm just annoyed that my 30$ graphics card won't support the new renderer. :(
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Muahaha!

- Units with S3O models can explode into pieces.
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

Whats wrong with the release when it cannot be downloaded anywhere ? SY's link is missing and FU says 404 ?
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

patmo98 wrote:
Zoombie wrote:Water deformation is the AWSOME!
I don't see what all the hype is about. All it does is reflect.

Yes, I know it does more. I'm just annoyed that my 30$ graphics card won't support the new renderer. :(
Heh, I have a 400$ graphics card (well it's now half of it), and it was the last card that was produced who didn't support SM3.
Also the check the screenshots section, it's very pritty.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

And yes, the anti-map-deformation stuff seems to work.

Did the ImpulseFactor stuff get in this build?

Image
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Couple of bugs / questions with S3O explosions:

1. It seems to make/render the objects twice, in many cases. This is a weird bug, and sometimes it's even visible when it happens. Mainly, it's just a minor nuisance, but with really big objects, it's completely obvious, and I'll probably be reduced to tricks to get around it.

2. I'd like to know more about the way that FALL/SHATTER etc. are interpreted by the Spring engine, so that I can get the best possible combination of performance and beauty out've them. Where should I look in the source, for some answers? I'd especially like to know how the COB is being interpreted.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

b1ind wrote:The FU download for the regular installer gives a 404. doh!
Sorry, that was my fault. I made a typo in the filename. It's fixed now.
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

Several other smaller fixes and improvements.
what means that in detail? Can we have a full changelog anywhere? I dont think that you fixed the drifting bug did you?
Good work anyway!
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

anyone else get the menu from spring.exe when you try to run a replay?
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

The DepthBufferBits settings doesn't have a 24 bits setting, which is required for my poor geforce 440 mx :(.
Otherwise it's really brilliant work, I have been looking forward to this release! And Zaphod, when's the new map rendere due?
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I assumed from other source that there was either 32 bit or 16 bit Z-buffers, but apparently it's 16 or 24.
If you really want you can go in the registry to HKEY_CURRENT_USER/Software/SJ and change DepthBufferBits to 24.
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

The new endgame statistics are nice, but a bit cryptic. I'm guessing MP/c is mouseclick per minute, etc. The graphs are horrible when you have a lot of energy, as energy is *always* on the graph. So if you produce 12M of E, your two 2 captured units are not visible. Please change this!
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

I would like those graph stats into numerical display
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

colorblind wrote:The new endgame statistics are nice, but a bit cryptic. I'm guessing MP/c is mouseclick per minute, etc. The graphs are horrible when you have a lot of energy, as energy is *always* on the graph. So if you produce 12M of E, your two 2 captured units are not visible. Please change this!
You should try a bit more .... there is tooltip at the bottom left to have a short description.

And energy is NOT always on the graph ... just use your mouse and click !
( Tips : use left and right button )
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