0.73b1 test release 3 - Page 4

0.73b1 test release 3

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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Argh
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Post by Argh »

@Colorblind:

1. I am 100% sure. I have my version and the one on SVN to compare against, and they're totally different animals. I think JC and I are now in agreement about why I wrote it the way I did at this point- we were arguing over three If statements and the structure of an argument, basically, not anything remotely crashy, CPU-eating, or horribly written.

Given how the rest of Spring's weapon code is written (a lot of it is very messy, tbh), I'm not even sure why we were arguing minutia, but meh, I think he was trying to drive home the concept of efficiency and not coding sloppily in general, and I learned a lot from the back-and-forth.

I cleaned up the style to adhere to Spring's general style rules, and in my final version I did the math steps a little different than the last code you can see in the thread about this, but it's doing the same math, with the same results, whereas this version is definately not :-)

2. Changing anything about Spring's interface defaults, which already worked well and have been the same for nearly a year, without any public discussion ... :roll: I hope it's just a bug ;)

3. Not really, I guess, just a gripe I have been sitting on and need to either put on Mantis or fix myself ;)

4. If you can fix it, you are my hero. Whether or not I can ever get a custom UnitIcon to work. BTW, I have one in the SVN version of NanoBlobs... I don't suppose I can get you to look at it and find out what went horribly wrong? I so, so wanted custom icons at release!


@IMSabbel:

The last time I checked, AAI did not work with NanoBlobs. Which means that other non-OTA-based-gameplay mods, of which there will be more and more of... aren't going to work. <shrugs> I will test the current version, maybe Submarine finally made it flexible enough to deal with mods that don't feature mexes :P


[EDIT]

And, after further looking, no AIs have been included with Spring, even though I asked Spring to install them. It installed some folders, but no working AIs, and it didn't even install good ol' "emptyai.dll". So, you must be working with a compile for Linux, which is great and all, but I don't have a working compile for 073b for Windows, and I am not about to figure out how to compile AAI right this minute ;)

Furthermore, I just tested NanoBlobs 0.54 with AAI 0.7, and it crashed the first time something attacked the Lord. Am I done proving my point yet?
Last edited by Argh on 14 Sep 2006, 12:57, edited 1 time in total.
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jcnossen
Former Engine Dev
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Post by jcnossen »

colorblind/argh:

1: That was an old patch, i still have to commit the last one.

6: SM3 still has a number of problems. I played a game against a friend of me and it appeared that after a while rendering started to stutter. Including an SM3 map means that new users will play it and have these problems without knowing it is an experimental format.

7: I'll make 3 releases: the update to XTA, normal XTA release, and a completely legal GPL release with nanoblobs. Linux releases will probably only include nanoblobs, since they have more issues with non-GPL stuff.
But if you don't like SVN, don't use it. In my case it speeds up my coding a lot and I even use it for personal projects.
It shouldn't matter for the release either, I can still pack Nanoblobs in the release if it isn't in SVN..

8: fixed
9: I did commit your (Argh) patch where projectile radii are read from the weapon TDF, like colorblind showed with his link.
Last edited by jcnossen on 14 Sep 2006, 21:25, edited 1 time in total.
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Argh
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Post by Argh »

1. Cool. Everybody will be very happy with it!

6. If there was anything I could do to help, I would. I understand your reluctance, though.

7. That'll work. And I'm not saying SVN is bad, mind you- with Xect vs. Mynn, it's already proving to be a better way to do things ;)

8. Cool.

9. Ok, I'm just tired and blind then (it's about 7AM, and I got up to go to school and work, etc. 20 hours ago, so I'm a little out've it right now and should get to sleep).
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AF
AI Developer
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Post by AF »

Argh youll ahve your NTai when 0.73 is released, just not with spring (if it is with spring then thats a whole storm in a teacup about to explode), and I dont mind other linux distros bundling NTai as long as they keep it upto date to some degree and users are aware it may be out of date which could be done by making NTai itself give the warning as it did in the svn before I removed it (aka to avoid the XE7.5 fiasco you just had to warn users it was out of date on the download page when i first asked many months ago).

And sabbel, NTai works with everything to varying degrees, the only user intevention needed to get it to build something is in space mods where a single tag is required. I wont have any more slander of my AI and its best ti isnt mentioned again in this thread.
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Argh
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Post by Argh »

One more bug, then off to Work. More once I have Worked and gotten some much-needed sleep.

1. The explosion graphic doesn't seem to be drawing at all any more. I'm not sure that was what you were after, Tobi, when you made "explo" the default. I've tried different flavors of TGA, no-go.



And omg, the new sound system for weapons/explosions is PERFECT when tweaked up. Really. It's fricking PERFECT.
Tobi
Spring Developer
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Post by Tobi »

Argh wrote:1. The explosion graphic doesn't seem to be drawing at all any more. I'm not sure that was what you were after, Tobi, when you made "explo" the default. I've tried different flavors of TGA, no-go
You mean the separate texture for the heatcloud?
Because I don't remember changing anything else regarding explo(.tga).
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KDR_11k
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Post by KDR_11k »

AF: I wouldn't worry too much about Linux, as long as NTAI is kept as a separate package (highly likely) in the package manager it'll be updated independently of Spring. The package manager will also remember to update NTAI whenever it's told to do an update, which is probably pretty often. Most likely that wouldn't be the newest NTAI version due to delays in adding it and the whole unstable/testing/stable policy of most distros.
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Argh
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Post by Argh »

Yes, for the HeatCloud Projectile. Sorry for being inexact.
Tobi
Spring Developer
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Post by Tobi »

...meaning he'd get the exact same situation as with 7.5, and additionally he has to test NTAI on linux himself & he has to get people to package it himself instead of other people doing it along the lines when they package spring... :roll:

I'll look into it argh.
hollowsoul
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Post by hollowsoul »

@KDR_11k
Most distro'sl support using other package system servers to grab updates from i.e look @ how fbo did it for deb package systems.

Or even with gentoo could setup an overlay so users just need to update there system to grab latest updates for spring etc. Just aint got bandwidth myself atm to setup a gentoo overlay.

As for getting it into offical repositorys could be a problem, although getting spring in Gentoo could be feasible once it has a free mod
Tobi
Spring Developer
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Post by Tobi »

Problem is that spring assumes there's only 1 version out (for keeping sync etc.), so in general including it in any linux repository at all doesn't work - we'll need to set up our own repos.

Either way, lets stop this discussion or continue it in another thread as it doesn't really belong here.
danzel
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Post by danzel »

Small graphical bug, noticed in AA and XTA:

Get your commander to start building something, once the frame has been placed but before he actually puts resources into it, dgun it.
The health bar for the unbuilt building will go far off to the left as a big red line.
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Das Bruce
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Post by Das Bruce »

danzel wrote:Small graphical bug, noticed in AA and XTA:

Get your commander to start building something, once the frame has been placed but before he actually puts resources into it, dgun it.
The health bar for the unbuilt building will go far off to the left as a big red line.
:shock:

WTF were you doing?
hawkki
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Joined: 01 Jan 2006, 19:47

Post by hawkki »

Das Bruce wrote:
danzel wrote:Small graphical bug, noticed in AA and XTA:

Get your commander to start building something, once the frame has been placed but before he actually puts resources into it, dgun it.
The health bar for the unbuilt building will go far off to the left as a big red line.
:shock:

WTF were you doing?
Hunting bugs? :D
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Caydr
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Post by Caydr »

lol, didn't something like that happen in OTA sometimes too?
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FizWizz
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Post by FizWizz »

I've seen it happen in WarCraft I, CCRA, OTA, and Homeworld as well, believe it or not.
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Caydr
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Post by Caydr »

haha, how weird. One bug that affects an entire genre of games.
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LordMatt
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Post by LordMatt »

A few bugs I noticed:

1. When Quantum and I were reviewing a demo made with the test version, the game was not properly synced either between us or with respect to what actually happened ingame. Things that didn't happen in game, happened sometimes in the demo, but not others times (we watched it three times), such as me losing my com in a demo when I had 30% health in the actual game. It appeared that commands were lost in several situations, also. I have posted the replays to my website here, if that helps.

2. The pause key stuck a couple of times (it behaved as if I was holding it down when I was not). I don't think this is a problem with my keyboard, as it has never happened in another version of spring.

3. Shadows don't look like they should on the reflective water (they look like extensions of the land shadows, with the land texture). I tried to take screenshots with F11, but it wouldn't work (worked for Quantum though, but he didn't have shadows enabled).

4. Drawing was no longer bound to the | key, though this I assume I could fix in the uikeys.txt.
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SinbadEV
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Post by SinbadEV »

you get the same effect sometimes in the resources bar if you self D all but one unit
CautionToTheWind
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Post by CautionToTheWind »

With regard to that pause bug, i've seen something similar before. I don't know how relevant this is, but a few months ago i installed the windows version of spring on Linux with Wine and i joined a game as spec to see if it worked. Surprisingly, i paused the game right at start (the message said i had paused it and it was indeed paused) without me hitting the pause key. We unpaused, but after some seconds it happened again. At the 3rd time i apologized to the players and had to leave the game and didn't try it again (why bother more ppl).
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