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[misc] breaking changes: migration to springlobby x64 on Monday, 21.12.

Posted: 19 Dec 2020, 18:28
by abma
To get up to date visual effects a lot of stuff in the spring engine needs to be updated. Engine wise OpenGL 4 needs to be supported which mostly is done in the current development branch of the engine. Because of further enhancements by the Game Developers the memory usage was also increased and the 4GB RAM limit in some cases isn't enough: 64 Bit has to be used to fix such "out of memory" crashes.

To fully support a 64 bit spring engine on windows springlobby has to be 64 bit, too:

A release of springlobby is planned on next monday, 21. December. When Windows is running at 64 Bit, the migration should happen "automatically" by the updater: if windows is 32 bit only, the springlobby updater should fail with an error.

When the migration is done, springlobby x64 can't use the 32 Bit engines of spring any more: the 64 bit engines needs to be downloaded.

Crossing fingers that everything works!

This step will make the official Spring Engine x32 and SpringLobby x32 builds and releases obsolete.

If someone wants to test the 64 bit build before the release, there already exists a 64 bit development version of springlobby.


A picture how it currently can look like in BAR (thanks ivand):

Image

The map extension relies fully on OpenGL 3/4 core features with no old GL (except for the Fog, which is going to be replaced with core profile version in the next BAR branch build.).
8 extension plates are rendered by means of instanced rendering.


:roll:

Re: [engine] breaking changes: migration to 64 bit engine and springlobby on windows on Monday, 21.12.

Posted: 20 Dec 2020, 00:55
by PepeAmpere
Start script size limit stays the same?

Re: [engine] breaking changes: migration to 64 bit engine and springlobby on windows on Monday, 21.12.

Posted: 20 Dec 2020, 01:04
by abma
PepeAmpere wrote: 20 Dec 2020, 00:55 Start script size limit stays the same?
i have only a vague idea what you mean: is there a mantis ticket or pull request wrt your question?

Re: [misc] breaking changes: migration to springlobby x64 on Monday, 21.12.

Posted: 20 Dec 2020, 09:59
by Silentwings
Nice work. I guess PepeAmpere means if the max unit/player/smth number limits will change - and afaik no.

Re: [misc] breaking changes: migration to springlobby x64 on Monday, 21.12.

Posted: 20 Dec 2020, 12:51
by PepeAmpere
abma wrote: 20 Dec 2020, 01:04
PepeAmpere wrote: 20 Dec 2020, 00:55 Start script size limit stays the same?
i have only a vague idea what you mean: is there a mantis ticket or pull request wrt your question?
Sorry for not being specific. If I remember correctly current startup parameters passed to the spring during the program start are limited by 64Kb.

Code: Select all

[game]
{
[allyteam1]
{
numallies=0;
startrectbottom=1;
startrectleft=0.82;
startrecttop=0;
startrectright=1;
}
[ai2]
{
host=0;
name=YOU II;
version=;
isfromdemo=0;
team=2;
shortname=Mission AI;
}
[ai4]
{
host=0;
name=YOU IV;
version=;
isfromdemo=0;
team=4;
shortname=Mission AI;
}
[team1]
{
rgbcolor=1.00000 0.39216 0.00000;
allyteam=1;
advantage=0;
side=ARM;
teamleader=0;
handicap=0;
}
....

Typically some projects are using that for passing procedural generation inputs e.g. for maps or hero-like units (so hitting this limit).

Re: [misc] breaking changes: migration to springlobby x64 on Monday, 21.12.

Posted: 20 Dec 2020, 16:11
by abma
PepeAmpere wrote: 20 Dec 2020, 12:51 Sorry for not being specific. If I remember correctly current startup parameters passed to the spring during the program start are limited by 64Kb.
please create a mantis issue then.

Re: [misc] breaking changes: migration to springlobby x64 on Monday, 21.12.

Posted: 21 Dec 2020, 14:51
by abma
ok, springlobby 0.271 is released