Test results from wednesday sept 19th, SVN revision 4411

Test results from wednesday sept 19th, SVN revision 4411

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Tobi
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Test results from wednesday sept 19th, SVN revision 4411

Post by Tobi »

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
Last edited by Tobi on 13 Oct 2007, 21:51, edited 8 times in total.
imbaczek
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Re: Test results from wednesday sept 19th, SVN revision 4411

Post by imbaczek »

Tobi wrote:6) Some explosions are visible outside LOS (maybe mod bug?)
This is a know issue, I believe all CEGs ignore LOS. Modders know more (at least KDR, Argh and Smoth complained.)
Tobi
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Re: Test results from wednesday sept 19th, SVN revision 4411

Post by Tobi »

imbaczek wrote:
Tobi wrote:6) Some explosions are visible outside LOS (maybe mod bug?)
This is a know issue, I believe all CEGs ignore LOS. Modders know more (at least KDR, Argh and Smoth complained.)
Wasn't there a tag for it or am I mistaken? Or does it not work for all projectiles?
imbaczek
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Post by imbaczek »

I don't know, but it's a known fact that e.g. gundam epic com's thruster exhausts are visible without LOS.
trepan
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Post by trepan »

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?
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KDR_11k
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Post by KDR_11k »

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.
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Forboding Angel
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Post by Forboding Angel »

it's alwaysvisible=0/1;
Tobi
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Post by Tobi »

trepan wrote:4) the mod has 2 fbi syntax errors, related, stacktrace?
(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
Interesting, yet another exception during unwind after an exception has been thrown.

Seems it appears 3) isn't a bug after all.
Tobi
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Post by Tobi »

9) 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...
Tobi
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Re: Test results from wednesday sept 19th, SVN revision 4411

Post by Tobi »

Tobi 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?)
fixed (a ! disappeared :-))
Auswaschbar
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Post by Auswaschbar »

fixed 5)
hopefully fixed 4)
imbaczek
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Post by imbaczek »

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:

Code: Select all

syncer: process units
Loading all definitions:  0.901000
found 370 units
this loops. could this be a lobby problem?

edit2: tasclient loops, springlobby doesn't even get to that point before it crashes on windows ^^
imbaczek
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Post by imbaczek »

1) should be fixed.

replays are broken again.
Tobi
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Post by Tobi »

imbaczek
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Post by imbaczek »

can't watch the replay on windows, spring exits immediately after "waiting for players". (See #581.)
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SwiftSpear
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Post by SwiftSpear »

Those screenshots made me laugh WAY more than they probably should have...
CautionToTheWind
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Post by CautionToTheWind »

Judge me by my size, do you?
imbaczek
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Post by imbaczek »

Any hints how to reproduce this flying thing? With replays sorted, this seems the only major issue left (IMHO.)
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Neddie
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Post by Neddie »

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!
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SwiftSpear
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Post by SwiftSpear »

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!
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.
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