0.73b1 test build

0.73b1 test build

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

0.73b1 test build

Post by jcnossen »

A new test installer can be downloaded at http://spring.clan-sy.com/dl/spring_0.73b1_dev.exe (revision 2062)

We are probably going to merge a few of the latest changes as well (AF's patch, s3o transparency...) because they are small and probably don't break anything, but let's get the current branch tested first.
What still needs to be fixed?

Note that SM3 support is partial, there are still problems, no shadowing support and no feature rendering.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

When i enable refreactive water this bug happens:

Image
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Tried to do the Global AI test via spring.exe

but it couldn't find the AI's

when choosing LUA missionbuilder and typing .help, Mantis 283 happens :-)

When choosing LUA mission test it says: file maps/smalldivide.smd not found
But the smalldivide.sd7 is in the /maps/ directory so it should work...
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

NOiZE
When choosing LUA mission test it says: file maps/smalldivide.smd not found
But the smalldivide.sd7 is in the /maps/ directory so it should work...
I went in an edited the map name ...

I changed this in the lua missiontest script :
return "smalldivide.smf"

to :
return "SmallDivide.smf"
An it works ...
colorblind
Spring Developer
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Joined: 14 Mar 2005, 12:32

Post by colorblind »

I think you've set the UnitIconDistance in settings.exe a bit too high by default. I myself have the distance at 150 (instead of 4000). Perhaps 200 would be good for a default value. And you can lower the max to 1000 or 2000 :).

:edit1:
When hosting a battle, I get the following error msg:

Code: Select all

\unitsync.cpp:796: Negative or zero buffer length doesn't make sense
:edit2:
I just played a game with the dev build, and everything seemed to run fine :o
Last edited by colorblind on 04 Sep 2006, 18:21, edited 2 times in total.
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Caydr
Omnidouche
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Post by Caydr »

These dev builds are a great help, I can't give enough thanks to everyone who's posted them.
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

Since the original plan was to start release branch at time of first test release, plus there weren't any (code wise) big breaking changes to trunk since the prev release branch, we decided to create a new one.

So all new features you've seen on SVN log since then will be in 0.73 after all 8)
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

Yay :) This is what I like about Spring: the constant sense of progress and the joy of seeing the game improve with each iteration. I remember my first game with a new version when the text rendering system was changed and everyone was "ooh, look, the fonts are so smooth", "wow, looks nice, easy on the eyes" etc instead of placing thir start markers :P Adds another level of enjoyment to the game.

Thanks for all the work you lot put into it!
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

Actually when I try and run my mod in the dev version i get this:
Unitsync Assertion Failed

.\unitsync.cpp:796: Negative or zero buffer length doesn't make sense.
what does that mean..
Last edited by Fanger on 04 Sep 2006, 21:49, edited 2 times in total.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

I gave the dev build a go with colorblind ...
The only problem was the sync error colorblind
already post about.

Other then playing badly ... :lol: It's looking
good..
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

Fanger wrote:Actually when I try and run my mod in the dev version i get this:
Unitsync Assertion Failed

.\unitsync.cpp:796: Negative or zero buffer length doesn't make sense.
what does that mean..
Oops, fixed in SVN
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Argh
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Post by Argh »

I have been seeing the same error as Fanger (in the Spring MP Client) when starting up a new game:

Code: Select all

Unitsync Assertion Failed 

.\unitsync.cpp:796: Negative or zero buffer length doesn't make sense.
It also says something that looks like it doesn't like that NanoBlobs has only one Side, which is dumb- the Client shouldn't care :P I'll post up the exact error message when I can tonight...

All that said, my mod runs just fine...
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AF
AI Developer
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Post by AF »

Does this have NTai XE9.23 then?
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SinbadEV
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Post by SinbadEV »

I HAVE WORDS ON MY BUTTONS!!!!!!!!!!!!
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jackalope
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Post by jackalope »

SinbadEV wrote:I HAVE WORDS ON MY BUTTONS!!!!!!!!!!!!
lol! ATI card?
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SinbadEV
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Post by SinbadEV »

jackalope wrote:
SinbadEV wrote:I HAVE WORDS ON MY BUTTONS!!!!!!!!!!!!
lol! ATI card?
Teh Yesssses!!
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Das Bruce
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Post by Das Bruce »

Attack move should not give reclaim orders probably.
Squares around the units are drawn under wreckages for boats, possibly for others but this is when I noticed it.
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ILMTitan
Spring Developer
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Joined: 13 Nov 2004, 08:35

Post by ILMTitan »

Attack Move works exactly like patrol, but without repeating. (Patrol actually creates internal attack-move commands). Should that not be true, or should patrol not reclaim as well? I can think of several instances where attack-move with reclaim would be helpful, where embedded units (such as SWTA demolition infantry) getting rid of dt's and wreckage and help an advancing army move.
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Acidd_UK
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Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Change the name from attack-move to something more applicable? Like 'assault' or 'special-move' or something better than my two rubbish suggestions. It's early, sorry...
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ILMTitan
Spring Developer
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Post by ILMTitan »

It is currently called "Fight," but I like "Assault." It sounds more general.
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