Testing Spring 0.77a

Testing Spring 0.77a

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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Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Testing Spring 0.77a

Post by Crayfish »

We played a few test games today using the new spring and CA 2697.

I have a dual core intel processor and an 8800GT graphics card.

I noticed several issues.

1. Lasers miss - I built exploiters (armed mexxes) which would lock on to a unit in plain sight and fire 2 inches to the right or left of it. The comm laser also did this. Think LLTs may have.

2. I couldn't talk in pregame, and sometimes couldn't talk afterwards either.

3. The gui looked like it was at a different resolution to Spring. This is probably CA lua. It's compressed on a horizontal axis. Text looked crap too but this might be the same issue rather than the new rendering.

4. Alt tabbing made everything dark and nasty. In the new spring settings, putting 'fix render on alt tab' on makes it go dark and nasty but in a different way (possibly even more dark).

5. We had loads of sync issues, but this turned out to be to do with otacontent. You need to leave BA mod on when installing. Copying base files manually led to lobby crash for me.

6. Major one - everyone appears as 'noname' in game.

7. We had a major desync where it carried on playing and we destroyed each others bases but didn't really, while we each stood there but didn't really.

8. One of us had a REALLY weird problem where without us loading any AIs an AI commshared with him, built some mexxes, dgunned planes in mid flight and tried to build an orcone.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Testing Spring 0.77a

Post by imbaczek »

[2] crashed a lot, mainly here:

(gdb) info line *0x008B192F
Line 96 of "rts/Game/UI/StartPosSelecter.cpp"
starts at address 0x8b192f <_ZN17CStartPosSelecter4DrawEv+255>

http://desu.no-ip.info/infolog_013.txt
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Testing Spring 0.77a

Post by imbaczek »

there's no notification of server quitting, the clients just hang; UI is responsive though.
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Crayfish
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Joined: 12 Feb 2008, 12:39

Re: Testing Spring 0.77a

Post by Crayfish »

Update: I got the sync issues and AI taking over my comm too. It said click here to take 1 unit, no one else was moving. I could still see what everyone was saying. Then my comm started building mexxes and I couldn't control him. Then we quit.

ALSO:

Specs showed up as allies in the display field on the bottom right, with the same colour and id as me. However they were apparently true specs apart from this.

ALSO:

The last time I played, on the display field it said everyone except me was dark blue, but on the minimap they were different colours.

ALSO:

The idle builders widget didn't seem to be working. Setting a nano manually to patrol made it help builders, but not factories. Looks like a lot of lua will need reworking.

On a happy note, my loading speed and fps are almost doubled.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Testing Spring 0.77a

Post by imbaczek »

in 3+ player games it desyncs almost immediately and does so badly.

edit: i think it's netcode's fault, since players claimed that they saw everyone ready when the host hasn't.
Last edited by imbaczek on 21 Aug 2008, 00:07, edited 1 time in total.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Testing Spring 0.77a

Post by imbaczek »

crash when speccing 1v1 on small divide in BA:

Code: Select all

(gdb) info line *0x0094D081
Line 442 of "rts/Rendering/InMapDraw.cpp"
   starts at address 0x94d07f <_ZN10CInMapDraw10LocalPointERK6float3RKSsi+143>
   and ends at 0x94d08b <_ZN10CInMapDraw10LocalPointERK6float3RKSsi+155>.

[      0] New connection established in 1 (wanted number was 1)
[      0] Player no name joined as 2
[      0] Player no name joined as 1
[      0] Player no name joined as 0
[      0] Spring 0.77a1+ has crashed.
...
[      0] Stacktrace:
[      0] (0) E:\gry\spring-077\spring.exe [0x0094D081]
[      0] (1) E:\gry\spring-077\spring.exe [0x008157AA]
[      0] (2) E:\gry\spring-077\spring.exe [0x00818D77]
[      0] (3) E:\gry\spring-077\spring.exe [0x005B5B8D]
[      0] (4) E:\gry\spring-077\spring.exe [0x005C0918]
[      0] (5) E:\gry\spring-077\spring.exe [0x005B4BA5]
[      0] (6) E:\gry\spring-077\spring.exe [0x005B4DA6]
[      0] (7) E:\gry\spring-077\spring.exe [0x009F6B11]
[      0] (8) E:\gry\spring-077\spring.exe [0x004010A7]
[      0] (9) E:\gry\spring-077\spring.exe [0x00401123]
[      0] (10) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C817067]
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Testing Spring 0.77a

Post by jK »

Crayfish wrote:3. The gui looked like it was at a different resolution to Spring. This is probably CA lua. It's compressed on a horizontal axis. Text looked crap too but this might be the same issue rather than the new rendering.

4. Alt tabbing made everything dark and nasty. In the new spring settings, putting 'fix render on alt tab' on makes it go dark and nasty but in a different way (possibly even more dark).

5. We had loads of sync issues, but this turned out to be to do with otacontent. You need to leave BA mod on when installing. Copying base files manually led to lobby crash for me.

8. One of us had a REALLY weird problem where without us loading any AIs an AI commshared with him, built some mexxes, dgunned planes in mid flight and tried to build an orcone.
3. are you sure you edit the 77a1 settings? (they are saved at a different place than the 76b1 settings)

4. It is caused by UsePBO. You can turn it off, but this could reduce your FPS a lot.

5. works fine here

8. o_0
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Testing Spring 0.77a

Post by imbaczek »

orcone was being built by [2], but the rest is true - some kind of AI took over. really weird. does CA has a bot in its luas?

oh btw mantis reports open for most of what's here.
Auswaschbar
Spring Developer
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Joined: 24 Jun 2007, 08:34

Re: Testing Spring 0.77a

Post by Auswaschbar »

Crayfish wrote:2. I couldn't talk in pregame, and sometimes couldn't talk afterwards either.

6. Major one - everyone appears as 'noname' in game.
2. please specify "can not talk". Can you get to the chat mode? Does the message appers? etc.

6. fixed
imbaczek wrote:there's no notification of server quitting, the clients just hang; UI is responsive though.
Fixed.
Crayfish wrote:ALSO:

Specs showed up as allies in the display field on the bottom right, with the same colour and id as me. However they were apparently true specs apart from this.

ALSO:

The last time I played, on the display field it said everyone except me was dark blue, but on the minimap they were different colours.
also #1 should be fixed (same bug as 6)
also #2 should be fixed (same bug as 6)
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: Testing Spring 0.77a

Post by Otherside »

has the source of the alt tab texture glitch bug been found ??
Andrej
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Joined: 13 Aug 2006, 18:55

Re: Testing Spring 0.77a

Post by Andrej »

I had the alt-tab black map textures showing only on close zoom bug
then i tried:

UsePBO | AtiHacks | Result
1_______0________black map oh noes
0_______0________black map oh noes
1_______1________works
0_______1________works

see the pattern?>

(i have a geforce8600GT not even ATI...)
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Testing Spring 0.77a

Post by imbaczek »

most likely mipmap issue, then.

btw props to bibim for those debug symbols, those stacktraces would be pretty much worthless without them.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Testing Spring 0.77a

Post by Argh »

Heh. Figures, that it's that. Maybe we should call that "graphics bugfix" instead of ATi hacks...

Also... other than one game with Hoi, where I think it was my firewall being flaky, I haven't seen anything like this level of general trouble or desyncs with P.U.R.E.- in fact, other than that game, I haven't seen desyncs at all, tbh.

I'll check this latest build out asap, of course, just to make sure that these problems haven't suddenly started happening on my end...
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Testing Spring 0.77a

Post by imbaczek »

the whole problem is that 1v1 games work mostly fine, huge problems come when there's a third party.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Testing Spring 0.77a

Post by Argh »

Ah. That's very strange...
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Testing Spring 0.77a

Post by jK »

Andrej wrote:I had the alt-tab black map textures showing only on close zoom bug
then i tried:

UsePBO | AtiHacks | Result
1_______0________black map oh noes
0_______0________black map oh noes
1_______1________works
0_______1________works

see the pattern?>

(i have a geforce8600GT not even ATI...)
imbaczek wrote:most likely mipmap issue, then.
yep, like I said even NV's glGenerateMipmapsEXT is broken :)

Also it is caused by the detailtexture.
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Crayfish
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Joined: 12 Feb 2008, 12:39

Re: Testing Spring 0.77a

Post by Crayfish »

Auswaschbar wrote:
Crayfish wrote:2. I couldn't talk in pregame, and sometimes couldn't talk afterwards either.

2. please specify "can not talk". Can you get to the chat mode? Does the message appers? etc.
No, pressing enter did nothing. I remember this happening every time in the first few games where [2] crashed within 30 seconds. I don't remember if it happened after that, but think it might have. The last few games it worked every time. Might have been to do with general desync issues which were later improved.
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Crayfish
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Joined: 12 Feb 2008, 12:39

Re: Testing Spring 0.77a

Post by Crayfish »

jK wrote:
Crayfish wrote:3. The gui looked like it was at a different resolution to Spring. This is probably CA lua. It's compressed on a horizontal axis. Text looked crap too but this might be the same issue rather than the new rendering.

5. We had loads of sync issues, but this turned out to be to do with otacontent. You need to leave BA mod on when installing. Copying base files manually led to lobby crash for me.

3. are you sure you edit the 77a1 settings? (they are saved at a different place than the 76b1 settings).

5. works fine here
3. I was using the new Springsettings program, which I downloaded from the link in the forum thread. It changed other things e.g. my resolution. The game looks fine, but the luaui is all out a bit (enough to notice). I can get pictures if you want, this happens every time.

5. Maybe I had odd base files in my 76b1 base directory. I just copied the base folder over whole. I have seen at least one other person have sync issues for this reason, albeit not lobby crashes like I did (it couldn't find a .dll on loading). Probably safest to leave BA on when installing.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Testing Spring 0.77a

Post by imbaczek »

the most recent svn build doesn't desync when playing with itself on the same box (but different processes and directories.) not sure if that proves anything.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Testing Spring 0.77a

Post by [Krogoth86] »

Here some of my issues I have encountered so far:

Mod-specific (CA):
Some Core things just won't show up ingame - i.e. they are there and can be selected but are invisible. It also seems they have no collision geometry at all (at least it doesn't get shown):
Image Image

Non mod-specific:
  • Ground decals don't work anymore. Instead of the graphics you get grey geometry:
    Image Image
  • Radar Icons don't work - you just get colored rectangles for everything:
    Image
EDIT:
System specs:
- Phenom 9850
- ATI HD4870 (Catalyst 8.7)
- Windows XP Pro SP3
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