Planning for 0.77 Release
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Re: Planning for 0.77 Release
several issues with pathing. it's not fixed yet, but a workaround that stops desyncs is in place. full-scale testing can commence.
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Re: Planning for 0.77 Release
Excellent, when is everyone planning the first large scale multiplayer tests?
Re: Planning for 0.77 Release
ASAP, maybe tonight? (that is, like, in 20 minutes?)
What's the ubuntu timelimit btw? (with timezone?)
What's the ubuntu timelimit btw? (with timezone?)
Re: Planning for 0.77 Release
A teeny tiny question:
Is bumpwater designed to work using ATi Radeon? It can't seem to work on my comp though...
Is bumpwater designed to work using ATi Radeon? It can't seem to work on my comp though...
Re: Planning for 0.77 Release
Designed for ATi is nothing, there is just OpenGL and stuff that works on one card should work on any other, too. (as long it supports the same extensions)
So you should call it ati driver bugfixing :p
det helped a bit, so most parts of it should work on HD-series cards (except shorewaves). Because ATi only fixes their drivers for newer cards it doesn't have to work on older series.
So you can just try to disable parts of it like shorewaves etc. and check if it works then.
So you should call it ati driver bugfixing :p
det helped a bit, so most parts of it should work on HD-series cards (except shorewaves). Because ATi only fixes their drivers for newer cards it doesn't have to work on older series.
So you can just try to disable parts of it like shorewaves etc. and check if it works then.
Re: Planning for 0.77 Release
OK did a bit more testing on your Bumpwater offline (mind you) and....
here are the results...
First test:
Everything:- No no. WTH
Second test:
Everything without shorewaves:-Got a big blank. WTH
Third test:
without softening of the beach/whatever:- Got a big blank. WTH
Forth test:
Without blur reflections:- Got a big blank. WTH
Fifth test:
Just ol' bumpwater: Loaded. Hooray!
Sixth test:
reflections:- Got a big blank.WTH
Seventh test:
Everything without shorewaves and reflections:- Loaded. Hooray!
So it seems that reflections cannot be loaded on my Radeon...which is a X1050, typically a 2007 model, but it works. Hooray!
Strangely, when I entered "/water 4" into Spring, it shows nuisance (for me) except this "no vertex shader defined." X1050 HAS support for this vertex shader thing-thing-thing. Oh well, that's just the shorewaves...
And one more thing: what is Atihacks?
here are the results...
First test:
Everything:- No no. WTH
Second test:
Everything without shorewaves:-Got a big blank. WTH
Third test:
without softening of the beach/whatever:- Got a big blank. WTH
Forth test:
Without blur reflections:- Got a big blank. WTH
Fifth test:
Just ol' bumpwater: Loaded. Hooray!
Sixth test:
reflections:- Got a big blank.WTH
Seventh test:
Everything without shorewaves and reflections:- Loaded. Hooray!
So it seems that reflections cannot be loaded on my Radeon...which is a X1050, typically a 2007 model, but it works. Hooray!
Strangely, when I entered "/water 4" into Spring, it shows nuisance (for me) except this "no vertex shader defined." X1050 HAS support for this vertex shader thing-thing-thing. Oh well, that's just the shorewaves...
And one more thing: what is Atihacks?
Re: Planning for 0.77 Release
Seems as ATi's have issues with shader programs, which only use one of shader stages and rely in the other on the Fixed Function Pipeline."no vertex shader defined."
Good to know, perhaps I can get the other stuff now working, too :)
(btw ATi's error messages are always such vacant, that makes the bugfixing so hard on ATi's)
AtiHacks enables a number of ATi driver bugfixes, it should be enabled by default on ATi's as long as you didn't run Settings.exe before Spring.exe or already started an older svn build. If it was turned off, it is also possible that reflections work with bumpwater after you enabled it.
Re: Planning for 0.77 Release
6485 seems to work. What is needed?
Re: Planning for 0.77 Release
So how do I enable it?jK wrote: AtiHacks enables a number of ATi driver bugfixes, it should be enabled by default on ATi's as long as you didn't run Settings.exe before Spring.exe or already started an older svn build. If it was turned off, it is also possible that reflections work with bumpwater after you enabled it.
Re: Planning for 0.77 Release
with settings.exe
Re: Planning for 0.77 Release
Installed a fresh windows XP, 8.9 catalyst, svn6486, 6492
Now, our problem with crashing mothership (or something) is fixed, but i get some visual problems, ulpoaded 3 pictures from the game, and 1 from settings.
Maybe it's helps in ati problems.
Now, our problem with crashing mothership (or something) is fixed, but i get some visual problems, ulpoaded 3 pictures from the game, and 1 from settings.
Maybe it's helps in ati problems.
- Attachments
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- Spring.zip
- the pictures
- (3.17 MiB) Downloaded 26 times
Re: Planning for 0.77 Release
1. Bug found, "Unit Reply Volume" registry setting does NOT result in changes to actual volume of those sounds.
2. Bug found, Lua reports a "recursive" error with Spring.DestroyUnit() callouts in Lua, if included within a UnitKilled() callin. This error is displayed whether or not the DestroyUnit callout refers back to the UnitID of the unit that has been killed this gameframe.
It's just an error message, and does not cause a halting state or serious problems, since I'm not trying to destroy units that are already killed, for obvious reasons, but I'd appreciate if somebody could find it and kill it.
2. Bug found, Lua reports a "recursive" error with Spring.DestroyUnit() callouts in Lua, if included within a UnitKilled() callin. This error is displayed whether or not the DestroyUnit callout refers back to the UnitID of the unit that has been killed this gameframe.
It's just an error message, and does not cause a halting state or serious problems, since I'm not trying to destroy units that are already killed, for obvious reasons, but I'd appreciate if somebody could find it and kill it.
Re: Planning for 0.77 Release
Annoyance found:
When a Unit is selected, Spring draws the text, "Selected units #". I can't seem to find a reference to this anywhere in Lua, so I'm guessing that this hardcoded as to position and value. Can this get removed or at least turn-offable? Sorry, it really appears that this is hardcoded, I've searched through pretty much every file in Spring, trying to find a reference to this behavior, and came up with nothing.
When a Unit is selected, Spring draws the text, "Selected units #". I can't seem to find a reference to this anywhere in Lua, so I'm guessing that this hardcoded as to position and value. Can this get removed or at least turn-offable? Sorry, it really appears that this is hardcoded, I've searched through pretty much every file in Spring, trying to find a reference to this behavior, and came up with nothing.
Re: Planning for 0.77 Release
Yes, it is hardcoded (CGuiHandler::DrawSelectionInfo()).
Re: Planning for 0.77 Release
no, it's not ..
PS for the lazy ones: ctrlpanel.txt -> [x|y]SelectionPos
PS for the lazy ones: ctrlpanel.txt -> [x|y]SelectionPos
Re: Planning for 0.77 Release
I don't want the position... I just want the text removed entirely. Duplicating it in Lua is trivial.
Re: Planning for 0.77 Release
lua callout provided for control, see one of the recent revisions.
Re: Planning for 0.77 Release
negative values, values >1, ... be a bit creativeArgh wrote:I don't want the position... I just want the text removed entirely. Duplicating it in Lua is trivial.