Testing Spring 0.77a - Page 3

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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koshi
Lobby Developer
Posts: 1059
Joined: 14 Aug 2007, 16:15

Re: Testing Spring 0.77a

Post by koshi »

More work than i'm willing to commit to springsettings at least and please no one come up and say "oh, but you only need a box to show a picture in and some button to clikity" without knowing the codebase. I'd gladly apply a patch ofc ;-)
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Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: Testing Spring 0.77a

Post by Crayfish »

Okay, another day of testing.

Some things are fixed. However, major sync issues hit us in both CA and BA, this appears to be an engine problem. It isn't currently playable in multiplayer as everyone leaves sync within minutes.

Couple other things... still think there's some font rendering problem but I dunno, maybe it's meant to look that way.

Nano widget doesn't work.

Lasers (and possibly other weapons) often miss most units by half a body length or so.

Otherwise it has definitely improved since a couple of days ago. The sync issue is really the rate limiting factor as it makes testing difficult.

I uploaded two demos here http://www.mediafire.com/?sharekey=26f9 ... c91183c879 for any interested parties. Small Divide is CA, Comet Catcher Redux is BA. I didn't do much in the CCR game as was on phone, but it might be useful still.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Testing Spring 0.77a

Post by imbaczek »

also, replays are broken.

1v1s work fine though, I can tell since i got pwned by satirik without any engine problems (maybe except those lasers.)
Patch
Posts: 33
Joined: 15 Aug 2007, 23:14

Re: Testing Spring 0.77a

Post by Patch »

On this day I installed a fresh XP SP3, and then installed this 77a1 release, but again "registerwaitforinput" error with a number of other errors in infolog.

On next day, i will try out the game under vista.
Attachments
infolog.txt
Maybe it's will help for you guys
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el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Testing Spring 0.77a

Post by el_matarife »

Can we go ahead and schedule the next multiplayer test? A few days advance notice would be pretty helpful.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Testing Spring 0.77a

Post by Otherside »

[ 2931] (33) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C816FD7]

when making arm or core fighter in CA

also alt tab still screws up map texture
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Testing Spring 0.77a

Post by KDR_11k »

That's the wrong end of the stack trace.

Overkill and I played a few rounds of THIS using 77a1, worked just fine except the death messages didn't indicate the correct player.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Testing Spring 0.77a

Post by Otherside »

http://www.pastebin.ca/1184072

full stacktrace

happens when any unit is built from a factory

and still crashes with lua disabled

this is with 6314 tho, Is there a link to the latest stable build that is being tested ??
Patch
Posts: 33
Joined: 15 Aug 2007, 23:14

Re: Testing Spring 0.77a

Post by Patch »

Otherside wrote:[ 2931] (33) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C816FD7]

when making arm or core fighter in CA

also alt tab still screws up map texture

Uhh. I got this with air combat test (no matters what mod i choosed), i tried a randoom enemies game, wich works FINE!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Testing Spring 0.77a

Post by AF »

The clipping change in ati hacks is fixing a bug I and hughperkins encountered when running under ATI mobility laptop gpus showing orders and building wire frames.

As such it could be renamed ATI Mobility HackFix, btu arguably this is a catalyst driver bug not a spring bug.
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