really?? i can't reproduce it..colorblind wrote: Also there's some weird going on with the energy usage. You use more energy than what the numbers say ...
0.73b1 test release 3
Moderator: Moderators
Holy hell, that new build is complete toast! My units warp around when given a move order, smoke and other particles are huge and my helicopter constantly rises through the floor (moves upward VERY quickly then reappears on the bottom, repeats about ten times per second). Pausing the game makes everything return to normal (all units are where they should be) but once I unpause it slowly goes nuts again. I've thrown a few screenshots of that in here.
EDIT: Okay, that was from some residue of the previous version it seems. No idea what happened there.
EDIT: Okay, that was from some residue of the previous version it seems. No idea what happened there.
Last edited by KDR_11k on 13 Sep 2006, 14:20, edited 1 time in total.
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- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
* build some stuffNOiZE wrote:really?? i can't reproduce it..
* make sure you E usage != 0
* select everything (ctrl-a), and compare the E stats in the selection info with that in the resource bar.
But there isn't any point in discussing bugs further untill JC has uploaded a new test build that actually contains an .exe from the release branch (and not from /trunk).
It is the correct one. After some thought Tobi and me think the hassle involved with dealing with a seperate release branch is not worth it. Development is too slow to actually gain a bit of difference between the two branches, and people are waiting to work on major reorganising/moving around code, or aren't working on that anyway.
In any case a bugfix branch could be useful when we decide to really break compatibility of things, but not in the current situation.
But yeah, I should have mentioned that in the first post
I'm kindof tired due to the nice construction people working at 7:30 am next to my house :/
In any case a bugfix branch could be useful when we decide to really break compatibility of things, but not in the current situation.
But yeah, I should have mentioned that in the first post

How are you getting buildiconsfirst to work? :Scolorblind wrote:It seems the exe in this installer is compiled from /trunk. (It has some features like BuildIconsFirst that aren't in /branches/073b1).jcnossen wrote:Oh great, I installed the right exe on my pc, but I uploaded the installer from the release branch![]()
Sorry... re-uploading now
Also there's some weird going on with the energy usage. You use more energy than what the numbers say ...
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- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
Actually I'm hoping that TheBlasphemer comes online soon and finishes his XmlSettings, because that is a much much better way of dealing with the settings. However iirc he has the whole university introduction stuff so that might take a while...I guess it should be in settings.exe. JC, if you're not to tired of those construction workers keeping you from your sleep, would you care to add it?
XmlSettings is missing a listbox and a radio box if you're interested

BuildIconsFirst can also be bound to a keyset and toggled in-game:
Code: Select all
ex: /bind Ctrl+Space BuildIconsFirst
game crashes if starting a game with any AI
Hello!
If I start a game with an AI in singleplayer mode (mp does the same), choosing any map and the NTAI / AAI (already implemented in the test-release), playing XTAv7 (also the one implemented by default), the game starts up, asks for pressing enter to do not wait any longer for connections, and then, crashes when I press enter. A tiny window with "Could not find AI..." as title pops up ans tells: NTAI.dll.
Am I the only one getting thios error? I didn't find any other post on this topic. May we fix this? It would increase the fun-factor :-)
hth, pktm
If I start a game with an AI in singleplayer mode (mp does the same), choosing any map and the NTAI / AAI (already implemented in the test-release), playing XTAv7 (also the one implemented by default), the game starts up, asks for pressing enter to do not wait any longer for connections, and then, crashes when I press enter. A tiny window with "Could not find AI..." as title pops up ans tells: NTAI.dll.
Am I the only one getting thios error? I didn't find any other post on this topic. May we fix this? It would increase the fun-factor :-)
hth, pktm
- Forboding Angel
- Evolution RTS Developer
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- 2pacalypse
- Posts: 36
- Joined: 26 Apr 2006, 22:44
I tried the new release, and noticed it being weird when queuing up patrol or guard commands. Telling a builder to build a windmill and then to guard another worker results in the windmill being built and then the worker just waits around. When you shift-click, the guard line doesn't even come up. Other than that, it's looking good!
Detailed review:
1. My flamethrower patch hasn't been applied yet
Please apply that, or the promised visual behaviors will not be present in 0.73b.
This is how a flamethrower looks with the following settings in 0.73b:
RGBcolor=1 1 0.9;
RGBcolor2=0.005 0 0;

As anybody can see, it is not fading from RGBcolor to RGBcolor2, like in my examples and screenshots from my working compiles using my code...
2. The GUI is borking command-queues a bit. Sometimes when assigning a Patrol action after a Move action, I have to hit "p" multiple times to get it to recognize I'm setting up a Patrol. It's like it's not reading the keyboard commands often enough, or doesn't keep it in the command buffer, or something. Weird.
3. I would really like it if guided missiles would quit doing that stupid "circle around and then go a random direction" behavior, which is both un-natural and frequently results in them heading right back at the firer. If they miss, they should continue on their last vector until they reach their maximum range, then explode, like real ones do, or acquire the closest airborne target, if fired at an airborne target, or the nearest land target, if fired at a land target, so that fewer missiles are wasted in a volley. I know that the second behavior is probably not patch-worthy, but the first behavior certainly is- it's probably a lot simpler than the current code, too!
4. No current single-player AI is available.
I don't care about your little war with AF, guys. I read through the thread, and I don't see enough there to judge who was "right" or "wrong".
However, I use AIs as development tools, and so do many modders. The Random Enemies feature is not a good solution, even for a mod as simple as NanoBlobs.
If NTAI's last GPL revisions can be patched to the point of working with 0.73b, that would be better than nothing. As I said, I don't care about your little fight, AF's public tantrum, nor the reasons behind it- all I care about is the practical result, which is that there are now ZERO AIs available for Spring that are remotely compatible with anything other than XTA
5. Can we get a bit more documentation about the sound for SoundHitVolume and SoundStartVolume? It appears to just scale dropoff, and doesn't give us any control over peak volume except indirectly through dropoff range.
This is OK, but it makes it pretty tricky to have sounds over-ride one another in a natural fashion. Some sounds aren't terribly loud, but they should carry a long way. Some sounds should always drown out others (like, say a nuke going off) no matter what is playing in the same area. We really need some sort've variable that allows some sounds to over-power other ones by pushing their volumes down while that sound plays, to emphasize them without causing clipping.
On the issue of sounds in general, the "unit acknowledgement" sound idea is still annoying. I'm sorry, but we don't need audio cues for this- if users are too dumb to check their minimaps, then... I'm not feeling all that sorry for them. All this setting does is immediately drive me towards lowering that volume to zero, which means that I don't hear the sound when I have selected a unit on-screen and have given it orders. If you guys feel that this feature must stay... please, make it fade to zero by the time the camera is more than about 1000 Spring Units away. That way, we can hear it if we're somewhere quiet and fairly close, but it'll rarely be overwhelming like it is now.
6. I'd like to see a working SM3 map included with 0.73b. Is there one available yet? This is a major new feature- we need content to show it off.
7. Is NanoBlobs being included in the distro?
You guys have said nothing about it since this was brought up by Tim Blokdjik on the ML, despite there being little controversy about this within the modder community, since it is well-understood that I intend to release all contents under the GPL and CC, for the benefit of everybody. This is the only mod available for Spring that 100% qualifies, guys. Period. I went to a tremendous effort to make it there...
If the issue is, "is it ready", the answer is "yes, it's feature-complete, as it is right now". I have been adding more to it on my end, but the version on SVN is entirely ready to go, and I can always upload my current beta build whenever you're ready for release- I'm just getting things tweaked, making custom FX stuff, and adding some new things. But none of that has anything to do with the status of what's on SVN right now, and I could wrap up the current version and present it as "done" and 100% ready within 24 hours of you guys saying "yes, we want it in the release".
If you're not going to put it in the release, then I see zero point in maintaining it on SVN, because that just means pointless commits to a mod that is entirely run by and maintained by me. Xect vs. Mynn is another story entirely, and seems like it might become a good model for group-based mod projects. Basically, I have put a lot've effort into making NanoBlobs a learning tool for modders, and I would hate if all that work was a waste of time because only a relative handful knew it even existed
8. The Developer Console view has a number of bugs. FPS counter, frames, etc., are not displaying properly, which leads me to distrust all the other displays. I want to see FPS counters and do some raw FPS tests of various things, but I cannot do that with this build.
9. This build does not seem to respect the ExplosionSpeed tag. Even worse, it is not clear that my code fixing the borked hit-detection spheres is in this build
I haven't even tried to start a game online yet, but if this is how things are going to go, I am going to be very disappointed. None of my hard work is in this build, there are a lot've things that should've been obvious after testing for five minutes with NanoBlobs from SVN head... which is why I put it there in the first place. XTA does not use most of the advanced features of Spring- NanoBlobs is using all of them, except for the Shield code (which, unless it changed a lot, still works).
1. My flamethrower patch hasn't been applied yet

This is how a flamethrower looks with the following settings in 0.73b:
RGBcolor=1 1 0.9;
RGBcolor2=0.005 0 0;

As anybody can see, it is not fading from RGBcolor to RGBcolor2, like in my examples and screenshots from my working compiles using my code...
2. The GUI is borking command-queues a bit. Sometimes when assigning a Patrol action after a Move action, I have to hit "p" multiple times to get it to recognize I'm setting up a Patrol. It's like it's not reading the keyboard commands often enough, or doesn't keep it in the command buffer, or something. Weird.
3. I would really like it if guided missiles would quit doing that stupid "circle around and then go a random direction" behavior, which is both un-natural and frequently results in them heading right back at the firer. If they miss, they should continue on their last vector until they reach their maximum range, then explode, like real ones do, or acquire the closest airborne target, if fired at an airborne target, or the nearest land target, if fired at a land target, so that fewer missiles are wasted in a volley. I know that the second behavior is probably not patch-worthy, but the first behavior certainly is- it's probably a lot simpler than the current code, too!
4. No current single-player AI is available.
I don't care about your little war with AF, guys. I read through the thread, and I don't see enough there to judge who was "right" or "wrong".
However, I use AIs as development tools, and so do many modders. The Random Enemies feature is not a good solution, even for a mod as simple as NanoBlobs.
If NTAI's last GPL revisions can be patched to the point of working with 0.73b, that would be better than nothing. As I said, I don't care about your little fight, AF's public tantrum, nor the reasons behind it- all I care about is the practical result, which is that there are now ZERO AIs available for Spring that are remotely compatible with anything other than XTA

5. Can we get a bit more documentation about the sound for SoundHitVolume and SoundStartVolume? It appears to just scale dropoff, and doesn't give us any control over peak volume except indirectly through dropoff range.
This is OK, but it makes it pretty tricky to have sounds over-ride one another in a natural fashion. Some sounds aren't terribly loud, but they should carry a long way. Some sounds should always drown out others (like, say a nuke going off) no matter what is playing in the same area. We really need some sort've variable that allows some sounds to over-power other ones by pushing their volumes down while that sound plays, to emphasize them without causing clipping.
On the issue of sounds in general, the "unit acknowledgement" sound idea is still annoying. I'm sorry, but we don't need audio cues for this- if users are too dumb to check their minimaps, then... I'm not feeling all that sorry for them. All this setting does is immediately drive me towards lowering that volume to zero, which means that I don't hear the sound when I have selected a unit on-screen and have given it orders. If you guys feel that this feature must stay... please, make it fade to zero by the time the camera is more than about 1000 Spring Units away. That way, we can hear it if we're somewhere quiet and fairly close, but it'll rarely be overwhelming like it is now.
6. I'd like to see a working SM3 map included with 0.73b. Is there one available yet? This is a major new feature- we need content to show it off.
7. Is NanoBlobs being included in the distro?
You guys have said nothing about it since this was brought up by Tim Blokdjik on the ML, despite there being little controversy about this within the modder community, since it is well-understood that I intend to release all contents under the GPL and CC, for the benefit of everybody. This is the only mod available for Spring that 100% qualifies, guys. Period. I went to a tremendous effort to make it there...
If the issue is, "is it ready", the answer is "yes, it's feature-complete, as it is right now". I have been adding more to it on my end, but the version on SVN is entirely ready to go, and I can always upload my current beta build whenever you're ready for release- I'm just getting things tweaked, making custom FX stuff, and adding some new things. But none of that has anything to do with the status of what's on SVN right now, and I could wrap up the current version and present it as "done" and 100% ready within 24 hours of you guys saying "yes, we want it in the release".
If you're not going to put it in the release, then I see zero point in maintaining it on SVN, because that just means pointless commits to a mod that is entirely run by and maintained by me. Xect vs. Mynn is another story entirely, and seems like it might become a good model for group-based mod projects. Basically, I have put a lot've effort into making NanoBlobs a learning tool for modders, and I would hate if all that work was a waste of time because only a relative handful knew it even existed

8. The Developer Console view has a number of bugs. FPS counter, frames, etc., are not displaying properly, which leads me to distrust all the other displays. I want to see FPS counters and do some raw FPS tests of various things, but I cannot do that with this build.
9. This build does not seem to respect the ExplosionSpeed tag. Even worse, it is not clear that my code fixing the borked hit-detection spheres is in this build

I haven't even tried to start a game online yet, but if this is how things are going to go, I am going to be very disappointed. None of my hard work is in this build, there are a lot've things that should've been obvious after testing for five minutes with NanoBlobs from SVN head... which is why I put it there in the first place. XTA does not use most of the advanced features of Spring- NanoBlobs is using all of them, except for the Shield code (which, unless it changed a lot, still works).
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- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
Let me try to answer some of your questions.
1. Are you sure?
https://mail.westberg.se/wsvn/listing.p ... =2102&sc=1
Could it be that JC accidentally has applied a wrong patch?
2. It works for me. I do have to release shift to get the "P" key to select patrol, which is a bit different from 0.72b1. I'm pretty sure you can set up a keybinding in which the "P" key always points to patrol. I'll ask Trepan if it's possible to have this by default.
3. This isn't really 0.73b1 related, is it? But anyway, I can see where you're coming from, but changing to code to something simpler is always more complicated than to just not change the code :).
4. On the unit replies: I tried to fix it some time ago but there's probably a bug in the DxSound code. I'll try to see if I can fix it before 0.73b1, but don't get your hopes up.
7. If it's up to me, yes. I'll poke JC about it.
1. Are you sure?
https://mail.westberg.se/wsvn/listing.p ... =2102&sc=1
Could it be that JC accidentally has applied a wrong patch?
2. It works for me. I do have to release shift to get the "P" key to select patrol, which is a bit different from 0.72b1. I'm pretty sure you can set up a keybinding in which the "P" key always points to patrol. I'll ask Trepan if it's possible to have this by default.
3. This isn't really 0.73b1 related, is it? But anyway, I can see where you're coming from, but changing to code to something simpler is always more complicated than to just not change the code :).
4. On the unit replies: I tried to fix it some time ago but there's probably a bug in the DxSound code. I'll try to see if I can fix it before 0.73b1, but don't get your hopes up.
7. If it's up to me, yes. I'll poke JC about it.
Isnt AAI patched for .73b? As a matter of fact, AAI works in more mods than NTAI ever did (as i recently played a few matches in FF and unit overload against it).Argh wrote:
4. No current single-player AI is available.
I don't care about your little war with AF, guys. I read through the thread, and I don't see enough there to judge who was "right" or "wrong".
However, I use AIs as development tools, and so do many modders. The Random Enemies feature is not a good solution, even for a mod as simple as NanoBlobs.
If NTAI's last GPL revisions can be patched to the point of working with 0.73b, that would be better than nothing. As I said, I don't care about your little fight, AF's public tantrum, nor the reasons behind it- all I care about is the practical result, which is that there are now ZERO AIs available for Spring that are remotely compatible with anything other than XTA
So that argument is null.