Planning for 0.77 Release - Page 13

Planning for 0.77 Release

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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zerver
Spring Developer
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Joined: 16 Dec 2006, 20:59

Re: Planning for 0.77 Release

Post by zerver »

imbaczek wrote:forgot to commit scons patch, it has to be passed to linker, too.
edit: committed.
I'm afraid I still cannot get TLS working. Like I said, maybe there is something missing in this experimental GCC 4.3.2 from tdragon.net.
imbaczek
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Re: Planning for 0.77 Release

Post by imbaczek »

have you tried simpler programs than spring? does it work there?
zerver
Spring Developer
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Re: Planning for 0.77 Release

Post by zerver »

imbaczek wrote:have you tried simpler programs than spring? does it work there?
Yes, it appears to work when I compile your sample from pastebin.
For some reason the program crashes, but the output makes sense.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Planning for 0.77 Release

Post by smoth »

the files http://planetspring.free.fr/spring/

the test server on 82.239.138.44:8300

Can this be added to the first post.


also, still wanting an answer for islands in war, will that not be included in the next release? I need to know because I have a newer version that I was working on.
Patch
Posts: 33
Joined: 15 Aug 2007, 23:14

Re: Planning for 0.77 Release

Post by Patch »

I tested this version: spring_0.76b1+svn6372.exe

Graphics are almost good just missing some texture. http://img355.imageshack.us/my.php?image=springye5.jpg


When i start the air combat test i get the same error like before.
Attachments
infolog.txt
For the graphics problem, maybe helpfool.
(1.46 MiB) Downloaded 110 times
imbaczek
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Re: Planning for 0.77 Release

Post by imbaczek »

Patch: have you tried setting AtiHacks to 1?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Planning for 0.77 Release

Post by FLOZi »

Do you have otacontent.sdz in your 'base' folder?
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clericvash
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Joined: 05 Oct 2004, 01:05

Re: Planning for 0.77 Release

Post by clericvash »

FLOZi wrote:Do you have otacontent.sdz in your 'base' folder?
Quoted for truth, that is the exact error i had when i didn't have it in the right folder.
Patch
Posts: 33
Joined: 15 Aug 2007, 23:14

Re: Planning for 0.77 Release

Post by Patch »

imbaczek wrote:Patch: have you tried setting AtiHacks to 1?
No. Where can i find that? Can't see in springsettings.
Patch
Posts: 33
Joined: 15 Aug 2007, 23:14

Re: Planning for 0.77 Release

Post by Patch »

FLOZi wrote:Do you have otacontent.sdz in your 'base' folder?
I have to copy it manualy allmost all install.
tberthel
Posts: 59
Joined: 12 Jan 2008, 06:17

Re: Planning for 0.77 Release

Post by tberthel »

Is the Dedicated Headless Server going to be part of this coming release?

If you need a tester for the coming release just email me when and what you want tested: travisberthelot@hotmail.com
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REVENGE
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Re: Planning for 0.77 Release

Post by REVENGE »

tberthel wrote:Is the Dedicated Headless Server going to be part of this coming release?
+1, I plan on setting up some autohosts if this gets implemented.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Planning for 0.77 Release

Post by imbaczek »

not sure when did it start, but I've started getting this
[ 0] LUARULES-DRAW (GADGETS)
[ 0] LUPS->StaticParticles: Critical Shader Error: Vertex shader(s) failed to link, no fragment shader(s) defined.

[ 0] LUPS->SimpleParticles: Critical Shader Error: Vertex shader(s) failed to link, no fragment shader(s) defined.

[ 0] LUPS->nanoLaserShader: shader error: Fragment shader(s) failed to link, vertex shader(s) failed to link.
ERROR: Not all shaders have valid object code.
ERROR: Not all shaders have valid object code.
[snip, there's more of that]
in CA stable and old stable; 0.76 works on the same box.
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Planning for 0.77 Release

Post by jK »

I tried for a very long time to find the issue with those shaders and ATi's, but couldn't find it (on some systems those shaders should even work I heard).

Also they aren't critical even if the message says so, only the SimpleParticles class is a bit more important cuz it is used for "units on fire" (the nanolaser class has a fallback mode for non-shaders).
And you should get those errors with 76b1, too.
imbaczek
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Re: Planning for 0.77 Release

Post by imbaczek »

that's what I thought, too, but amazingly it works.
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Licho
Zero-K Developer
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Re: Planning for 0.77 Release

Post by Licho »

REVENGE wrote:
tberthel wrote:Is the Dedicated Headless Server going to be part of this coming release?
+1, I plan on setting up some autohosts if this gets implemented.
Its even in current release and springie is prepared for it, but there is small bug which prevents it from working correctly..

Sadly in spring it takes a year to fix such minibug :)
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Planning for 0.77 Release

Post by hoijui »

which error is it?
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Licho
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Re: Planning for 0.77 Release

Post by Licho »

It had been fixed year ago too (the error). It was error in spring itself regarding network message handling.
Satirik
Lobby Developer
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Joined: 16 Mar 2007, 18:27

Re: Planning for 0.77 Release

Post by Satirik »

is the game speed adjustment back in 0.77 ? (or fixed)
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bibim
Lobby Developer
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Joined: 06 Dec 2007, 11:12

Re: Planning for 0.77 Release

Post by bibim »

GML re-enabled in BuildServ since r6423 at zerver's request.
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