Test build of new spring version
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Test build of new spring version
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.
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.
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.
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.
i get too many/large unit textures... error 
: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
XP with sp2

: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

Last edited by Masse on 16 Jan 2006, 02:28, edited 2 times in total.
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
.
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

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 =)
The sync took a bit longer than usual in the lobby, but it eventually was fine.
Nice work though =)
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
That's probably the case in current spring too then... I didn't change unit rendering code, only feature code.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.
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
http://www.fileuniverse.com/?p=download ... ip&ID=2197