Spring 0.80.5.2 bugfix release

Spring 0.80.5.2 bugfix release

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Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Spring 0.80.5.2 bugfix release

Post by Tobi »

Another patch release. This includes most (if not all) fixes that do not break sync with the earlier 0.80.5 releases.

Bugfixes:
  • AI: Properly fix Lua AI loading
  • AI: Fix crash when Lua AI team dies
  • AI: Fixed clean target of ant scripts
  • Fixed deadlock in hang detection
  • Fixed .desktop file
  • Fixed crash on startup on Ubuntu Karmic
  • Fixed reflections
  • MT: Don't crash if draw callins access features
  • Fixed fading features for ATI (atiHacks)
  • Fixed crash when parsing certain chatmessage from autohost
  • Fixed crash if OSC stats sender is enabled and no network is reachable
  • cmake: Fixed 7-zip detection
Changes:
  • AI/cmake: Split system dependent/indepentent install parts (AI_LIBS_DIR, AI_DATA_DIR)
  • AI: Debugging is now enabled by default in the ant scripts
  • Time profiler cleanup, both code and UI
  • Show an AI's shortName + version + nick in tooltips
There've also been some fixes to KAIK, and a new version of E323AI has been included.

Thanks everyone for their contributions.

Download links on the download page
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Spring 0.80.5.2 bugfix release

Post by smoth »

WOO HOO!
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Spring 0.80.5.2 bugfix release

Post by FLOZi »

I'd rather a new full release with improved HoldFire /targetting unattackable units behaviour :wink:
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Spring 0.80.5.2 bugfix release

Post by R-TEAM »

Hi,
Tobi wrote:Another patch release. This includes most (if not all) fixes that do not break sync with the earlier 0.80.5 releases.

Bugfixes:
  • .....
  • Fixed reflections
    ......
nice - but stil probem with Refraction on ATI ....
(with "own rendering pass" no underwater unit display)

and have at my AI testing found that KAIK use massive cpu usage with many units and watermaps,but not the AI self.The AI try to reach targets on the other side of the water (or in water) and bring so manny,manny units on one place stacked and generate massive
pathfinding cpu usage.Maybe this can be better handled ??

Thanks an the Devs.
Regards
R-TEAM
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NTG
Posts: 23
Joined: 15 Nov 2008, 12:49

Re: Spring 0.80.5.2 bugfix release

Post by NTG »

Nice work guys/gals I guess (I haven't tested yet) but could you make installer version to recognise last installation path (if not default)? would be really awesome :roll:

TIA
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Spring 0.80.5.2 bugfix release

Post by Tobi »

FLOZi wrote:I'd rather a new full release with improved HoldFire /targetting unattackable units behaviour :wink:
Yes, me too, I made this release in part as warming up, as I haven't made any releases in quite a while.

I want to make a new full release quite soon.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Spring 0.80.5.2 bugfix release

Post by hoijui »

NTG wrote:Nice work guys/gals I guess (I haven't tested yet) but could you make installer version to recognise last installation path (if not default)?
is already the case.

@R-TEAM
KAIK is not meant to be used on water maps. that is the best/fastest fix (just dont use it there). this is also the reason why it is little taunting to fix the issue you explained.. as it will only help ppl that use the AI on a map where it should not be used.
but yeah.. maybe Kloot has mood to still change it, can not speak for him ;-)
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: Spring 0.80.5.2 bugfix release

Post by ==Troy== »

Is it in the karmic repo already? (tried to udpdate, but still on the .1 version)

It seems that it also screws up the sound on karmic (i.e. scratching noises instead of normal sounds, when running spring, works with any other program)
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Umrug
Posts: 141
Joined: 27 Nov 2006, 12:57

Re: Spring 0.80.5.2 bugfix release

Post by Umrug »

Yohoo spacebugs work again how cool is that! Devs rule!

However... the desync messages... they are not gone... you know, since about 0.80.5 (or 4, not sure) the games often have desync messages for some of the players, but the game is normal... so yeah, that.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Spring 0.80.5.2 bugfix release

Post by hoijui »

could it be that not all the players used this version? was it a game with AIs?
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: Spring 0.80.5.2 bugfix release

Post by Satirik »

replay hosting bug ... not fixed !
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Spring 0.80.5.2 bugfix release

Post by FLOZi »

Tobi wrote:
FLOZi wrote:I'd rather a new full release with improved HoldFire /targetting unattackable units behaviour :wink:
Yes, me too, I made this release in part as warming up, as I haven't made any releases in quite a while.

I want to make a new full release quite soon.
Awesome Tobi, can't wait. :-)
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bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: Spring 0.80.5.2 bugfix release

Post by bartvbl »

nice list :-)
And exited to see E323AI is included too!
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sombriks
Posts: 50
Joined: 03 Jan 2008, 15:40

Re: Spring 0.80.5.2 bugfix release

Post by sombriks »

amazin' announce!

i'm going to compile it as soon as possible, and this time i promise to add -g option in order to send bug report (if any, ;D)
tberthel
Posts: 59
Joined: 12 Jan 2008, 06:17

Re: Spring 0.80.5.2 bugfix release

Post by tberthel »

Any chance of an MT build or it finally part of the distribution.
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Spring 0.80.5.2 bugfix release

Post by R-TEAM »

Hi,
hoijui wrote:
NTG wrote:Nice work guys/gals I guess (I haven't tested yet) but could you make installer version to recognise last installation path (if not default)?
is already the case.

@R-TEAM
KAIK is not meant to be used on water maps. that is the best/fastest fix (just dont use it there). this is also the reason why it is little taunting to fix the issue you explained.. as it will only help ppl that use the AI on a map where it should not be used.
but yeah.. maybe Kloot has mood to still change it, can not speak for him ;-)
yes- i know KAIK use no waterunits in any sanse ;)
I have only testet AAI/RAI/E123AI and KAIK on one map and to give the others AI time to grow and see her T2+ usage i get KAIK out of the way (place it on another part of the map,seperatet by a see that he can attack the other AIs self..).
The plan was to see the other AIs attack KAIK over the water ...

Have then noticed the bad pathfinding cpu usage in conjunction with the constant try from KAIK to target units on the other side of the see..

Regards
R-TEAM
User avatar
bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: Spring 0.80.5.2 bugfix release

Post by bartvbl »

yeah. That desperate thing of KAIK to try to reach units over see is quite annoying at times. At least it managed to screw my CPU i a few occasions..
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Spring 0.80.5.2 bugfix release

Post by zwzsg »

This Spring version is pretty good. Can we please freeze it for the next six monthes?
tberthel
Posts: 59
Joined: 12 Jan 2008, 06:17

Re: Spring 0.80.5.2 bugfix release

Post by tberthel »

Any chance of MT version?
MadRabbit
Posts: 6
Joined: 10 Oct 2008, 16:32

Re: Spring 0.80.5.2 bugfix release

Post by MadRabbit »

tberthel wrote:Any chance of MT version?
+1, it would be great to test a MT version
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