0.73b1 test release 3 - Page 6

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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jcnossen
Former Engine Dev
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Post by jcnossen »

I've updated the build to revision 2218.
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BvDorp
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Post by BvDorp »

Is there some kind of list of what bugs are still open? For starters:

How are rotated buildings atm?

Is the GUI hanging problem solved yet?

What more bugs are there to list?
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jcnossen
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Post by jcnossen »

Run it and find out! ;)

For rotated buildings, I have to rewrite decal drawing code. I won't adapt it because of the code mess that it is. I won't attempt a rewrite until after this release.
There is also still the problem with produced units not being rotated according to the factories direction, that will be fixed before released.

There is also XmlSettings, which I really want to use. I'm currently trying to add a listbox to it, so it can actually replace the old settings.exe
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Argh
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Post by Argh »

Cool, I will test out Yeha's implementation of the flamethrower code.
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Caydr
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Post by Caydr »

What about dancing battleships? (a bug report, not a feature request...)
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cyclerboy
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Post by cyclerboy »

found an error. when i minimized it and then reopened it this happened
http://fileuniverse.com/images/windowsinspring.jpg
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Zydox
Lobby Developer
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Post by Zydox »

Ohnoes... Windows is taking over again :twisted:
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Comp1337
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Post by Comp1337 »

Ive noticed that the buildning frames no longer flash.. :(
Can I have it back? Pretty Please?
Tobi
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Post by Tobi »

cyclerboy wrote:found an error. when i minimized it and then reopened it this happened
http://fileuniverse.com/images/windowsinspring.jpg
You minimized while loading right? Dont do that :-)
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Neddie
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Post by Neddie »

That screenshot deserves to have a place of honour in the Wiki, possibly a "Strange Happenings" section. Honestly.

Caydr, what are dancing battleships?
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Argh
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Post by Argh »

The flamethrower code is badass! Great job, Yeha, you took my idea and really made it work even better!

However, one (small) gripe: the textures are often drawing with a line on them, probably due to mip-mapping problems. I haven't noticed this before, so I think it may be new. Is easy to see with flamethrowers. It's a fairly major look-and-feel bug, but it may or may not be trivial to fix, depending on how TextureAtlas is working- I'm totally unfamiliar with that part of Spring's code.

Other than that... hmm...

1. Lightning weapons should be able to use custom explosiongenerators. Pleeeeease? I sooo want my blueish HeatClouds that look like static dancing around the victims of the TriRook's nasty electro-beams :twisted:

2. AAI is installed, but doesn't show up in the Lobby. Eh?!? Is this Lobby code, or is the AAI compile bad?

3. Flameweapons that do not have Groundbounce set should explode if they collide with the ground. GroundBounce should never result in a bounce-angle of more than 45 degrees X, either, and should never, ever exceed the max range of the weapon- it does some weird things to the lifetime when GroundBounce comes into play. And Flamethrowers should have CollideFeature=0 and AvoidFeature=0 as default, imo. It's kind've ridiculous that flamethrowers still get stymied by frickin' TREES, when they're supposed to be good for tree-removal ;)

I don't see much else wrong just yet, honestly- the ExplosionSpeed tag seems to work again, thank goodness, so does the collision-detection fix, which works as advertised (again, thanks Yeha, I think that was more elegant than my solution). I will keep looking for Seriously Borked Things, of course, but man... this is a lot closer to sweet digital love! :o

I haven't tested BeamLasers yet, but I will get to that soon, and make sure the ImpulseFactor bug is fixed- that's a pretty major problem.
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jcnossen
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Post by jcnossen »

2. AAI is installed, but doesn't show up in the Lobby. Eh?!? Is this Lobby code, or is the AAI compile bad?
AI dll paths have changed to AI/Bot-libs, and I haven't got an updated tasclient.exe from betalord yet (I can't compile it myself).
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Argh
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Post by Argh »

Aha. Well, minor quibble for the moment, anyhow, as I am still bug-checking.
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NOiZE
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Post by NOiZE »

- the quit window shows up in single player.
- that refractive waterbug is still in.
Image

XTA flamethrower can't set trees on fire

while the weapon has: firestarter=100;
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Argh
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Post by Argh »

Hmm. Screenshotted one bug, found another:

1. Here's the clipping bitmap bug. See the small black lines? No biggie, except that when they're happening a lot (mainly with overlapping squares, like this) it causes a lot've very obvious flickering, which doesn't look good.

Image

2. And a more serious bug, but should be trivial to fix- took a few tests/screens to figure out what I was seeing. Basically, what you're seeing here is that the alpha channel is getting reversed, or is otherwise affecting color. See how the edges are brighter than the centers? This is a grayscale bitmap, and the centers are definately brighter than the edges. It's doing the inverse of what it should be- the transparency is right, but the color values being returned aren't. See how dark the colors are coming out? That's what tipped me off- I just couldn't get the super-bright flames I was looking for. Oops! I was wondering why my flamethrower with default values was looking like crap... aha, there's the culprit! Should be an easy fix, though.

Image
Last edited by Argh on 19 Sep 2006, 11:58, edited 1 time in total.
colorblind
Spring Developer
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Post by colorblind »

NOiZE wrote:- the quit window shows up in single player.
I know, it's just that there is no simple unique way to tell if it's a singleplayer game or not. It'll probably won't get fixed before this release as it's not really critical.
hollowsoul
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Post by hollowsoul »

To tell if its single player
Check if game was started with script.txt
And if it was check how many [PLAYERX] sections there were...

Just an idea
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Argh
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Post by Argh »

Yay, the ImpulseFactor bug has been fixed for BeamLasers, at least for unit hits! I'll have to test cratering next.


<tests>

Cratering seems to be fixed!
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LOrDo
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Post by LOrDo »

cyclerboy wrote:found an error. when i minimized it and then reopened it this happened
http://fileuniverse.com/images/windowsinspring.jpg
Best freaking bug ever.
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BvDorp
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Post by BvDorp »

LOrDo wrote:
cyclerboy wrote:found an error. when i minimized it and then reopened it this happened
http://fileuniverse.com/images/windowsinspring.jpg
Best freaking bug ever.
Made it to desktop here! :lol: :lol:

The lines bug Argh brought up, happens to me also when viewing small units from far away.
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