0.74 testing - Page 3

0.74 testing

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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Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

PauloMorfeo wrote:
Tobi wrote:
malric wrote:I also assume this is not the version in which we can play lin vs win... Any news about that release ?
It is this release :-)
...
And about a lobby for Lin? Multiplayer in Linux would actually be inexistant without a lobby for Linux (due to the dificulty to set up multiplayer games)... I haven't been keeping up with the development of the lobbies...

That would earn some major news in Happypenguin!
Lobby isn't totally finished yet :|
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

That's sad considering that the Windows lobby doesn't work with the newest wine :(
Tobi
Spring Developer
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Post by Tobi »

mongus wrote: Also, the select group ai dialog, is now selectable by mouseclick, but is not selectable by arrowkeys.

Also, the spring.exe has lost its icon,

Now you cant control-v paste stuff in command line.
Fixed these.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Greatness

also, the invqueue is in the registry, change it to 1 if ur wise.


now.

"S" key for stop, no longer cancels build orders.

But it does cancel queued commands.

It works fine, except its easier to "delete" accidentally (or bc you are used to), your queue.

Pressing "S", wont cancell an Attack command, or an Dgun command..

So again you will end up messing your buildqueu by mistake if you are used to cancell using "S".

Instead of that you can use ESC.

This will cause some confusion.. and im not sure its functional.

Personally, the only usefull case when i dont want "S" command cancelling the current order is when im "placing" a building.

Then again.. i think that is now addresed by the "invqueue" thing in some way.
(yes it is,.. but i shall not try to explain it.).

Is this change related to the binding system? meaning you can rebind "cancel_current_order" or smt to "S" key?.
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

Okay, after testing Foreboding Angel's Whakamatunga Riri SM3 map, there are still some visual things borked.

I play with L mode on, the latter screenshot:
http://skynet.campus.luth.se/~chosen/bam/screen034.jpg
http://skynet.campus.luth.se/~chosen/bam/screen035.jpg

It's damn ugly! Why can't the normal terrain that is in los, be in normal color and the others be colored weirdly? And then there's the whole radar issue.

All the beautiful maps go to waste if everybody is playing in L mode and everything's dull gray. It doesn't need to be!

Also the metalspots are quite faint on top of the map in f4-mode but I guess it's better this way as you can still see the terrain better than the blackness in the previous versions.
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AF
AI Developer
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Post by AF »

no minimap either....
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

AF wrote:no minimap either....
Yeah, is there one in canyon pass? I wonder if it's a problem with the map or the engine. I can't that map to work... Does anyone know of a third sm3 map?
ZellSF
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Joined: 08 Jul 2006, 19:07

Post by ZellSF »

bamb wrote:
AF wrote:no minimap either....
Yeah, is there one in canyon pass? I wonder if it's a problem with the map or the engine. I can't that map to work... Does anyone know of a third sm3 map?
The no minimap bug was mentioned earlier in this topic, by me, it was in Canyon_Pass.sm3, where also the metal / path layers show really screwed up graphics.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Maps need to provide a minimap image, it isnt automatically generated.
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

err
damn devs couldnt take a break for abit :/

I try & get some sort of lobby battles working asap minus unit limitations.
Have my comboboxs in Battle gtk.TreeView done atlast.
Will be easy enough to get rest of Battle Code done now, may need input for popup window for hosting a battle i.e bug user to pick player numbers / mod / name / password etc...

Really wasnt excepting a release so soon, also didnt have much time free lately with work
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

I'm not sure if this was true in old versions, but in this one, units cannot shoot a target just within their range; they move towards it until it is well within and then shoot...
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

bamb you need to enable shaders for sm3

edit:

Image
looks pretty darn good to me.
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Also - now that we have begun to take steps away from using TA stuff, and now calling this just 'Spring' can we prehaps rename the default filepath, exe, client ect..? It would be silly to have an ip-free version with nanoblobs only to have it be named taspring anyways.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Lippy wrote:I'm not sure if this was true in old versions, but in this one, units cannot shoot a target just within their range; they move towards it until it is well within and then shoot...
try using "Hold Position"

If your units are not on hold position they always go within their max range to get a shot. This is not new.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

we'd have to deal with the 2 copies, and having a taspring and a spring folder with possible gigabytes of copies.....

However I agree, and I think that it could be ammended via a rename script in the installer.
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Just have it so that if a Spring directory is detected (its already stored in the registry), it installs there, or if its a new install it installs to C:/Program Files/Spring. No need to move it if its already installed, just change it for future new installs.
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Post by Licho »

Could you please fix this bug (good for autohosts) - mouse "window" area is not updated on window resize:

- if you start windowed with window size say 2x2. Minimize window during map load and then try to maximize it, you cannot use mouse there. Mouse only works in 2x2 window at top left and so scrolling and other mouse related stuff is disabled.
TallFurryMan
Posts: 1
Joined: 27 Nov 2006, 14:34

Post by TallFurryMan »

I really like the total war style camera, but would it be possible to deform the bounding boxes used when selecting units, so we don't need to turn around a big building to catch the builder in some situations?

Maybe using only the ground silhouette instead of the full volume would be enough.
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

Forboding Angel wrote:bamb you need to enable shaders for sm3

edit:

looks pretty darn good to me.
What do you mean? edit: ah you mean the Never Use Shaders [ ] tick box? I have that blank.

Did you try playing with comms/aai script and hitting L? The map is good looking in normal mode, yes, similar to your shot, but when I hit L, the LOS overlays make it gray. Like I posted before.
Why is it so damn hard to understand what I am writing? Look at the pictures, can't you see a difference?
http://skynet.campus.luth.se/~chosen/bam/screen034.jpg
http://skynet.campus.luth.se/~chosen/bam/screen035.jpg
?????????? :shock: :shock: :shock:
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

in the first picture the shaders are not showing up for you. Otherwise you would see bump mapping and there is none in your first screenshot.

Fix the shader issue and the l mode problem should go away.
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