0.73b1 test release 3 - Page 5

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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LordMatt
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Post by LordMatt »

5. Ghoasted buildings don't appear to work.

Edit: nm I'm an idiot. It's turned off by default now.
Last edited by LordMatt on 16 Sep 2006, 04:26, edited 1 time in total.
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Foxomaniac
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Post by Foxomaniac »

I've noticed that while holding shift to view orders, pressing a hotkey does no effect at all!
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LordMatt
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Post by LordMatt »

I've noticed that while holding shift to view orders, pressing a hotkey does no effect at all!
The hotkeys seem to work sporadically, usually only when the orders menu is visable, and sometimes not even then.
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KDR_11k
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Post by KDR_11k »

Foxomaniac: Because Spring now knows the difference between a hotkey and shift plus a hotkey and it's not been told that those hotkeys should work together with shift so they don't.
Tobi
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Post by Tobi »

LordMatt wrote: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.
Are you really really sure you were reviewing the demo with the same spring binary?

Was it a hosted replay or local replay?
el_matarife
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Post by el_matarife »

Pressing F10 to record a video desynchs the game for whoever presses it. Also, static defense units don't have the option to change fire modes from Hold Fire / Return Fire / Fire at Will.
Tobi
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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.
AFAICS the heatcloud= tag in resources.tdf works fine. I tried setting it to e.g. Bark.bmp and wake.tga and it overrides fine (tested with xta armcom dgun). Also commenting out the heatcloud= line seems to make a difference so I'm pretty sure the heatcloud renders fine.
el_matarife
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Post by el_matarife »

Two more bugs/issues/design flaws with the new keybind system. They're actually more like one bug. The problem is the shift key is used for multiple commands now. This means if you are queuing a bunch of orders up, you have to release the shift key to use other hotkeys. Also, shift+enter being the default for switch to spectator is an annoying bind if you hold the shift key when you start typing for a capital letter or whatever have you. I'd suggest not using shift for anything but queuing unit orders. I'm sure I could fix the second bug myself by changing the default bind, but I'm pretty sure that won't fix the queuing bug.
colorblind
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Post by colorblind »

About the keybindings:

The new system is pretty flexible and you'll probably be able to bing everything to your likings. The shift / queue issues people are experiencing are not really issues, but are due to non-standard bindings that happened to get into the test build.

If you have any more questions on the keybindings, please read

https://mail.westberg.se/wsvn/filedetai ... rev=0&sc=0

first before making a post.
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LordMatt
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Post by LordMatt »

Tobi wrote: Are you really really sure you were reviewing the demo with the same spring binary?

Was it a hosted replay or local replay?
I'm sure, Quantum and I just compared their size and timestamp. The replay was hosted over the client, we tried it with Quantum hosting (he was the game host) and with me hosting, and had desyncs each time (without error messages, just different things happening in our versions of the game).
el_matarife
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Post by el_matarife »

el_matarife wrote:Pressing F10 to record a video desynchs the game for whoever presses it.
Okay, this just steals focus and delays sync usually, but on two occasions it did start causing sync errors. Is the sync debugger code in the game? How can we use that stuff to trace sync errors? Would submitting replays help?
Tobi
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Post by Tobi »

The sync debugger is a compile time option - it increases compile time, memory & cpu usage quite a bit.

Also, to use it you need to understand what you're doing - ie. you must be skilled in C++ & debugging and preferably know quite a bit about spring internals. The syncdebugger isn't written for endusers but for developers after all.
danzel
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Joined: 30 Sep 2005, 01:49

Post by danzel »

Changing playback speed when watching a replay makes weird output over 2 lines:
speed
1.50000
Compared to when playing:
Speed set to 1.5
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Das Bruce
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Post by Das Bruce »

Numpad + doesn't work.
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Belmakor
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Post by Belmakor »

Noticed a couple of bugs:

The << and >> buttons in the build/orders menu for the commander stopped working for me at one stage, but came good again later. i.e. mouse hover over them did not highlight the arrows, and clicking on them did nothing, so I was stuck on page 3 of the commander's orders menu. At the same time, the menu worked fine for other units.

In the AA2.11 mod, the arm lvl 1 minelayer vehicle could not guard other construction units, i.e. build-assist functionality did not work. The same unit in 0.72b1 was able to guard/build-assist other construction units.
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Das Bruce
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Post by Das Bruce »

Belmakor wrote:In the AA2.11 mod, the arm lvl 1 minelayer vehicle could not guard other construction units, i.e. build-assist functionality did not work. The same unit in 0.72b1 was able to guard/build-assist other construction units.
Mod issue I'm pretty sure.
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Belmakor
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Post by Belmakor »

Das Bruce wrote:
Belmakor wrote:In the AA2.11 mod, the arm lvl 1 minelayer vehicle could not guard other construction units, i.e. build-assist functionality did not work. The same unit in 0.72b1 was able to guard/build-assist other construction units.
Mod issue I'm pretty sure.
May be a mod issue, but the fact is it behaved differently in 0.72b1 vs 0.73b1, so some change to the engine has caused the bug to show.
Tobi
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Post by Tobi »

It's probably because canAssist/canBuild etc. is now implemented.

I also experienced the GUI hang at one time, but I didn't manage to reproduce it.
colorblind
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Post by colorblind »

Belmakor wrote:The << and >> buttons in the build/orders menu for the commander stopped working for me at one stage, but came good again later. i.e. mouse hover over them did not highlight the arrows, and clicking on them did nothing, so I was stuck on page 3 of the commander's orders menu. At the same time, the menu worked fine for other units.
Tobi wrote:I also experienced the GUI hang at one time, but I didn't manage to reproduce it.
Same for me.
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Belmakor
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Post by Belmakor »

Tobi wrote:It's probably because canAssist/canBuild etc. is now implemented.
Ahh... That would explain it.
I also experienced the GUI hang at one time, but I didn't manage to reproduce it.
It's happened more than once to me, but I haven't found a way to reliably reproduce the behaviour, unfortunately.
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