Test results from wednesday sept 19th, SVN revision 4411
Moderator: Moderators
Test results from wednesday sept 19th, SVN revision 4411
Test using XTA v9.1 on Small Supreme Battlefield v2.
1) [fixed] Unitsync is still broken (hangs when tasclient reads unit restrictions)
2) [fixed] Reclaim of rocks does not work (you don't get reclaim cursor and area reclaim doesn't pick them up either) and rocks are indestructable (tested on small supreme battlefield). Reclaiming of trees, wrecks and units works fine however. (typo in new LuaTable setup maybe?)
3) [not a bug] /mipmap in chat does nothing? (it should disable/enable minimap right?)
4) [hopefully fixed] Clients that need to path cause a crash of the host: http://pastebin.ca/703871 http://pastebin.ca/703873
5) [fixed] Tab zoom doesn't work anymore (changed default keybindings maybe?)
6) Some explosions are visible outside LOS (maybe mod bug?)
7) [fixed] Still got the sharing to a dead team is allowed but doesn't make the team alive again bug.
8 ) [fixed] Water missile tower / heavy laser tower / flakker aren't buildable in water nor on land.
9) [fixed] Fonts files got moved and my backward compatibility fix wasn't particularly smart wrt to compatibility between test version and official version, will try to fix this sometime...
for reference, the previous test:
http://spring.clan-sy.com/phpbb/viewtopic.php?t=11822
1) [fixed] Unitsync is still broken (hangs when tasclient reads unit restrictions)
2) [fixed] Reclaim of rocks does not work (you don't get reclaim cursor and area reclaim doesn't pick them up either) and rocks are indestructable (tested on small supreme battlefield). Reclaiming of trees, wrecks and units works fine however. (typo in new LuaTable setup maybe?)
3) [not a bug] /mipmap in chat does nothing? (it should disable/enable minimap right?)
4) [hopefully fixed] Clients that need to path cause a crash of the host: http://pastebin.ca/703871 http://pastebin.ca/703873
5) [fixed] Tab zoom doesn't work anymore (changed default keybindings maybe?)
6) Some explosions are visible outside LOS (maybe mod bug?)
7) [fixed] Still got the sharing to a dead team is allowed but doesn't make the team alive again bug.
8 ) [fixed] Water missile tower / heavy laser tower / flakker aren't buildable in water nor on land.
9) [fixed] Fonts files got moved and my backward compatibility fix wasn't particularly smart wrt to compatibility between test version and official version, will try to fix this sometime...
for reference, the previous test:
http://spring.clan-sy.com/phpbb/viewtopic.php?t=11822
Last edited by Tobi on 13 Oct 2007, 21:51, edited 8 times in total.
Re: Test results from wednesday sept 19th, SVN revision 4411
This is a know issue, I believe all CEGs ignore LOS. Modders know more (at least KDR, Argh and Smoth complained.)Tobi wrote:6) Some explosions are visible outside LOS (maybe mod bug?)
Re: Test results from wednesday sept 19th, SVN revision 4411
Wasn't there a tag for it or am I mistaken? Or does it not work for all projectiles?imbaczek wrote:This is a know issue, I believe all CEGs ignore LOS. Modders know more (at least KDR, Argh and Smoth complained.)Tobi wrote:6) Some explosions are visible outside LOS (maybe mod bug?)
1) will have to look into it
2) ditto
3) https://taspring.clan-sy.com/wsvn/filed ... rev=0&sc=0
4) the mod has 2 fbi syntax errors, related, stacktrace?
2) ditto
3) https://taspring.clan-sy.com/wsvn/filed ... rev=0&sc=0
4) the mod has 2 fbi syntax errors, related, stacktrace?
The CEG particles I use only show up in ALOS (can be tagged to show up even without LOS, see e.g. Minovsky Generator in Gundam), I think explosion spheres can show up without ALOS. The com thrusters in gundam show up in ALOS, as do all the dirt effects from hover units. Without ALOS those particles don't appear and being visible in ALOS is normal for all explosions and effects.
Also I'd like to bump this issue: A missile weapon with trajectoryHeight set won't hit anything if it's on a hill and the target in a valley or vice versa.
Also I'd like to bump this issue: A missile weapon with trajectoryHeight set won't hit anything if it's on a hill and the target in a valley or vice versa.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
trepan wrote:4) the mod has 2 fbi syntax errors, related, stacktrace?
Interesting, yet another exception during unwind after an exception has been thrown.(0) ??
??:0
(1) _Unwind_SjLj_RaiseException
/home/tvo/workdir/gcc-release/buildgcc/gcc/../../gcc/gcc/unwind.inc:119
(2) __cxa_throw
/home/tvo/workdir/gcc-release/buildgcc/i586-mingw32msvc/libstdc++-v3/libsupc++/../../../../gcc/libstdc++-v3/libsupc++/eh_throw.cc:0
(3) netcode::CNet::RejectIncomingConnection()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Net/Net.cpp:247
(4) CNetProtocol::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/NetProtocol.cpp:162
(5) CGameServer::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/GameServer.cpp:282
(6) CGameServer::UpdateLoop()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/GameServer.cpp:766
(7) GameServerThreadProc(void*)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/GameServer.cpp:28
Seems it appears 3) isn't a bug after all.
Re: Test results from wednesday sept 19th, SVN revision 4411
fixed (a ! disappearedTobi wrote: 2) Reclaim of rocks does not work (you don't get reclaim cursor and area reclaim doesn't pick them up either) and rocks are indestructable (tested on small supreme battlefield). Reclaiming of trees, wrecks and units works fine however. (typo in new LuaTable setup maybe?)

I used Filemon to check what unitsync is doing while trying to host the game and it looks like it's looping between springcontent.sdz and the selected mod.
edit: added some logging:
this loops. could this be a lobby problem?
edit2: tasclient loops, springlobby doesn't even get to that point before it crashes on windows ^^
edit: added some logging:
Code: Select all
syncer: process units
Loading all definitions: 0.901000
found 370 units
edit2: tasclient loops, springlobby doesn't even get to that point before it crashes on windows ^^
There's a bug with flying units, reported by nemo on IRC (#taspring on FreeNode).
See these screenshots:
http://m8y.org/spring/midair_units.jpeg
http://m8y.org/spring/midair_units2.jpeg
http://m8y.org/spring/midair_units3.jpeg
http://m8y.org/spring/midair_units4.jpeg
http://m8y.org/spring/midair_units5.jpeg
http://m8y.org/spring/midair_units6.jpeg
http://m8y.org/spring/midair_units9.jpeg
Or this replay: http://m8y.org/spring/midair_game.sdf.bz2
(BA / Supreme Battlefield)
First reported 23th of september, it is still broken.
See these screenshots:
http://m8y.org/spring/midair_units.jpeg
http://m8y.org/spring/midair_units2.jpeg
http://m8y.org/spring/midair_units3.jpeg
http://m8y.org/spring/midair_units4.jpeg
http://m8y.org/spring/midair_units5.jpeg
http://m8y.org/spring/midair_units6.jpeg
http://m8y.org/spring/midair_units9.jpeg
Or this replay: http://m8y.org/spring/midair_game.sdf.bz2
(BA / Supreme Battlefield)
First reported 23th of september, it is still broken.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
As I understand it the root of that problem is more the pathfinder and less the fact that units don't by default fly. It's easy enough to break gravity, but it still doesn't make units intelligently navigate mid air.neddiedrow wrote:If you figure out how to reproduce it, I wonder if you can draw upon the cause as a method of adding jetpack support to the engine!