Test build of new spring version

Test build of new spring version

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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Does it have any problems?

No
1
7%
Yes
13
93%
 
Total votes: 14

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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Test build of new spring version

Post by jcnossen »

http://spring.clan-sy.com/dl/spring-berlios.zip

Be sure to rename your original spring.exe temporarily.

The only known current problems are bugs in the TDF reader, which reports missing tags even though they aren't missing.
If you have any other problem with this version please report it here.

The features are also fixed with this version, so if you're a mapper you can use this exe to test how your map features will look after the next release.

[edit]Also AI interface is changed, it uses a different calling convention.
For AI developers this means you can get rid of the .def file.
You need to use the DLL_EXPORT define from ExternalAI/aibase.h
Look at JCAIs or NTAIs interface for an example of how this is done.
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Post by Masse »

what all is different it this one ?
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Little is changed from the point of modder/user (changelog), but a lot has changed internally, because this is based on the ported code.

This code compiles on linux as well, so all usage of direct Windows functions has been replaced with functionality portable libraries (boost, SDL, freetype, OpenAL :) ). This is what the porters have been working on all the time...

However, playing a game with both linux and windows users is still impossible because of sync issues.
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Post by Masse »

i get too many/large unit textures... error :cry:

:EDIT: by deleting all other mods... leaving only xta... i got rid of that error
:EDIT: but it still crashes when its just abaut to goto the game

:EDIT: stats... amd xp 1100 - 1700 depends on my mood :lol: XP with sp2
Last edited by Masse on 16 Jan 2006, 02:28, edited 2 times in total.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Crashes for me too.
w2k sp4 amd xp 1.7

no mods in mods folder and using empty script crashes too.

doesn't get to map pathing part, as i dont have any pathing info in maps.

the crash says it will generate a report.. wonder where it is.

pd: nice font, will test it in 67b3 :)
pd2: changing the file changes nothing, replacing with another (renamed) font has no effect either :(.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

Not sure if you're aware, but Spring runs just fine under wine, and I played a game (through the lobby, no less) with a friend of mine running linux. I'm not sure what it is exactly, but it worked..his only problems were the lack of keyboard shortcuts in some areas (a/d/g/p ect, unit groups worked fine) and no sound.

The sync took a bit longer than usual in the lobby, but it eventually was fine.

Nice work though =)
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I think it's reading every archive, not just the files for a single mod :/ Maybe if I fix that the crashing dissappears too...
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Decimator
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Joined: 24 Jul 2005, 04:15

Post by Decimator »

Got the normal Windows error report thing for full screen, and a runtime error for non-fullscreen.
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

same here.

However, trying it gives me hope for a port ;)
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

my numpad is not working with

for the rest it works fine for me
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

gives me missing file errors for MSVCP71.DLL and msvcr71.dll, after I added the files to system, it wont load...
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

For me, it say "too many texture to fit in 2048..."
If I only keep the XTA mod, it freeze "creating sky"
Ans what is the good thread, spring, or springrts ?
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Masse
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Joined: 15 Sep 2004, 18:56

Post by Masse »

Torrasque wrote:For me, it say "too many texture to fit in 2048..."
If I only keep the XTA mod, it freeze "creating sky"
Ans what is the good thread, spring, or springrts ?
thats absolutely same problem as i have
greenail
Spring Developer
Posts: 80
Joined: 13 Dec 2005, 20:16

Post by greenail »

can you post a debug build?
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altaric
Posts: 185
Joined: 28 Oct 2005, 10:07

Post by altaric »

i'd love to be able to get the result of a battle, so i can do stats on win/loose

better would be to gather results from every battle, not only those i participate in :)
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Fixed flipped features, they are now rendered exactly the same as units.
Zaphod I hope you're aware that units are ALSO flipped. On the X-axis, I mean. For instance, say I make a unit with a radar dish on the left size in max, when I put it in spring, the radar dish is on its right side.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Masse wrote:i get too many/large unit textures... error :cry:

:EDIT: by deleting all other mods... leaving only xta... i got rid of that error
:EDIT: but it still crashes when its just abaut to goto the game

:EDIT: stats... amd xp 1100 - 1700 depends on my mood :lol: XP with sp2
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Zaphod I hope you're aware that units are ALSO flipped. On the X-axis, I mean. For instance, say I make a unit with a radar dish on the left size in max, when I put it in spring, the radar dish is on its right side.
That's probably the case in current spring too then... I didn't change unit rendering code, only feature code.
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Caydr
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Post by Caydr »

Think that might be fixed for next version then?
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

I tryed it out, but it crashed when I ran spring.exe and used NTAI and tryed to test with acidbridge. Heres my crash zip:

http://www.fileuniverse.com/?p=download ... ip&ID=2197
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