Why not sticky this with a permanent link which will be kept up-to-date with the latest compile someone's done? Or something like that. Meh. Would be handy, considering how many hard drives I'm going through lately
Development version?
Moderator: Moderators
Development version?
Hi there, I'm dumb. Could someone post a link to the development version for me? I see people talking about it but I don't see a link anywhere...
Why not sticky this with a permanent link which will be kept up-to-date with the latest compile someone's done? Or something like that. Meh. Would be handy, considering how many hard drives I'm going through lately
Why not sticky this with a permanent link which will be kept up-to-date with the latest compile someone's done? Or something like that. Meh. Would be handy, considering how many hard drives I'm going through lately
The dev version is just the svn one. You need to install an SVN client, make it point to https://taspring.clan-sy.com/svn/spring and grab the trunk tree.
Oh, latest compilation? They don't always compile, much less might work as intented; just because it's the lastest, it doesn't mean it's any better than the releases. IMHO, the testing phase for release should be done only with revisions that are trying to be stable, not the ones with dozens of revisions every week(trunk and experimental branches).
That said, the revisions which are trying to stay stable are ways in the tag tree.
Oh, latest compilation? They don't always compile, much less might work as intented; just because it's the lastest, it doesn't mean it's any better than the releases. IMHO, the testing phase for release should be done only with revisions that are trying to be stable, not the ones with dozens of revisions every week(trunk and experimental branches).
That said, the revisions which are trying to stay stable are ways in the tag tree.
But that is just the 0.72b1 code... I assume Caydr means a more recent version built from trunk, including many new features (and bugs too probably) so he can change AA for that.renrutal wrote:That said, the revisions which are trying to stay stable are ways in the tag tree.
Anyway, as I barely use windows I can not help you Caydr..
http://www.unknown-files.net/index.php? ... &dlid=1587
Build 1947 available free of charge
Sensors.tdf under gamedata
Build 1947 available free of charge
Sensors.tdf under gamedata
Code: Select all
//file defining some parameters for sensors
[Sensors]
{
[Los]
{
//MipLevel defines the resolution for LOS calculation, higer MipLevel means lower resolution.
//An increase by one in MipLevel means half the resolution of the LOS map in both x and y direction.
//One miplevel higher leads to less CPU usage for same sightdistance and twice the sightrange possible.
LosMipLevel=1;
AirLosMipLevel=2;
//LosMul=1; //multiply all units los with this, don't use
//AirLosMul=1; //multiply all units airlos with this, don't use
}
}
Last edited by Mugslugs on 26 Aug 2006, 01:56, edited 3 times in total.
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
I heard a "rotating" buildings in there... is there any possiblity of a rotating features option?? even if its ONLY incororated into the XX.tdf file... a "rotation=(1,2,3,4)" meaning 1= 0 degrees, 2= 90 degrees, 3= 180 degrees, and 4= 270 degrees... and possibly code it to understand tho flip the x and z coords of the footprint for 90 and 270 degrees??
that would be uber cool, and easier for map makers.. rather than opening the s3o file, attempting to rotate it, then re-fixing every face, making the textures line up, and then re-doing the bounding sphere, height, and footprints...
and kep me from having to do it for them, and uploading 4 of each file...
just a thought... if its not do-able, ok... but if it is, when you get time, go for it... I'd do it, but frankly, I have a full plate of features to make, people are allready asking my help on units, and I've even got intentions on doing some map work... , and I have no idea where to even start with the code ...
that would be uber cool, and easier for map makers.. rather than opening the s3o file, attempting to rotate it, then re-fixing every face, making the textures line up, and then re-doing the bounding sphere, height, and footprints...
and kep me from having to do it for them, and uploading 4 of each file...
just a thought... if its not do-able, ok... but if it is, when you get time, go for it... I'd do it, but frankly, I have a full plate of features to make, people are allready asking my help on units, and I've even got intentions on doing some map work... , and I have no idea where to even start with the code ...
It's possible that I didn't copy all the necessary files over or copied a file that shouldn't be used on the SVN version. The error happens the moment the commander (or other units for other start scripts) is supposed to spawn.Assertion failed!
Program: J:\Springsource\game\spring.exe
File: rts\Game\Game.cpp
Line: 1454
Expression: good_fpu_control_registers()
[some general talk about assertion failures]
I'm running this on an Athlon 64 in 32bit mode.
No, it is totally unrelated to data files.
It is a pretty serious error actually, apparently something messes up the FPU control register in your build, which basically means that as long as that assert fails it is totally impossible to get that build synced to other builds where the assert doesn't fail. (ie. I really want to know _why_ it fails)
What compiler (name & exact version) was it built with?
Did you use the project files in our SVN (if so, which?) / did you modify the settings or the code?
It is a pretty serious error actually, apparently something messes up the FPU control register in your build, which basically means that as long as that assert fails it is totally impossible to get that build synced to other builds where the assert doesn't fail. (ie. I really want to know _why_ it fails)
What compiler (name & exact version) was it built with?
Did you use the project files in our SVN (if so, which?) / did you modify the settings or the code?
I used the stuff that came with the most recent Dev-Cpp version (Mingw32 gcc 3.4.2 apparently), downloaded the SVN trunk, forced the sconscript file to use mingw (turned out it was a path error, not a detection problem), grabbed those additional includes the Wiki linked to and compiled. That's all I remember doing.

