Spring SP - Page 2

Spring SP

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Android_X
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Joined: 24 Dec 2005, 06:13

Post by Android_X »

Good timing AF, I am very close to releasing 0.4.
First off, make the program remember the settings from last time/last battle played
As it happens I have already added this. I can easily change springSPscript.txt to script.txt *opens vb, types in script.txt* done!. And I am very sorry about the background color :oops: , I forgot it changes - will fix.

PS mapname not found bug FIXED!
Chocapic
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Post by Chocapic »

woot!!
im hell looking forward to have that version! :-)
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Android_X
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Post by Android_X »

SpringSP version 0.4 is out!

get it here: http://www.fileuniverse.com/?p=showitem&ID=2225

As I mentioned before mapname not found bug has been fixed :-) but to do this I had to use 7zip. The result of this is that the time SpringSP takes to load is much greater now because SpringSP has to wait for 7zip to extract a bunch of files. :?

I am hoping to use unitsync.dll insted of 7zip but I've hit a problem http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3487 . If anyone can help that would be great! The loading times should be close to instant if I can get unitsync.dll working from vb.

All the best,

Android_X
Chocapic
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Post by Chocapic »

hmm ,the map loading times should be something for you to see further more , either cache it or load just the map we want to play cause load map times can be outrageous! (in my pc takes about 2 or 3 min, i have 100 and something maps).
Another thing sometimes loading map fails wich will ultimately fail to play in that map , giving the same old map not found error (or so i guess).
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AF
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Post by AF »

When I select the takingdoms mod and go to select the race, it shows as arm core tll, which is odd considering immediatly above TA:K is the TLL mod
Fnordia
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Post by Fnordia »

If you only need the mapnames from the map archives, you could perhaps parse archivecache.txt instead of getting that information through unitsync.dll.
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AF
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Post by AF »

hmm, but that wouldnt allow him to see the names of races, or in future updates display the minimap of maps.
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Android_X
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Post by Android_X »

load map times can be outrageous!(in my pc takes about 2 or 3 min, i have 100 and something maps)
OMG :shock: That is not good.

As far as I can see archivecache.txt is created by TASclient, so if SP was to use this it would have to rely on TASclient being run to update archivecache.txt with new maps/mods. I would rather SP create its own cache(only as long as it uses 7zip) and handle refreshing it. It shouldn't take long to release a caching version.
When I select the takingdoms mod and go to select the race, it shows as arm core tll, which is odd considering immediatly above TA:K is the TLL mod
I will have a look over the mods code after I release a cache version.

Android_X
Chocapic
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Post by Chocapic »

other than that its just getting each time better :-)
Fnordia
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Post by Fnordia »

The archivecache.txt refreshing is actually handled by unitsync.dll, when you call InitArchiveScanner. But it is indeed just a workaround and only useful for getting map names, so other options are probably better. :)
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Android_X
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Post by Android_X »

The archivecache.txt refreshing is actually handled by unitsync.dll, when you call InitArchiveScanner.
I have no problem calling InitArchiveScanner so I will get SP to call it and then read archivecache.txt for the map names. Extra features such as minimap and other map info will have to wait till I can get unitsync.dll fully working in vb. SP will still use 7zip for loading mods cause it has to open the mods files.

I think this is the best option for now and it should make SP loading time much faster.

Android_x
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Android_X
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Post by Android_X »

SpringSP version 0.4.1 can be downloaded here http://www.fileuniverse.com/?p=showitem&ID=2256

SpringSP loads much faster now :-) , loading the maps list from archivecache.txt.

I also add a basic replay menu.
Chocapic
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Post by Chocapic »

well loading time is much better now , for me its about half a minute, but i still get some errors on loading maps and so.
Any ideas why ?
i get some overflow error and path/file access error.

Edit:the replay's menu looks nice :-)
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Android_X
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Post by Android_X »

i get some overflow error and path/file access error.
Could you please give the exact error message(s), that would help.
well loading time is much better now , for me its about half a minute
What cpu do you have? I can load 45 maps in 1 second.
Chocapic
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Post by Chocapic »

Android_X wrote:
i get some overflow error and path/file access error.
Could you please give the exact error message(s), that would help.
well loading time is much better now , for me its about half a minute
What cpu do you have? I can load 45 maps in 1 second.
my cpu is nothing to be proud of (not even close) its a 2.0 and 512ram , however i very rarely get problems about performance.
Nevertheless i have 125 maps (a lot of the v0..v1..v2..v3 issues, im cleaning that out now , cause i already find it outrageous).
(btw my system is already in a need of a format too.. lol)
The exact error messages were :
"Overflow No.6" and "Path/File access error No. 75", this last one i get on loading maps and on loading mods too
patmo98
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Joined: 09 Jan 2006, 17:51

Post by patmo98 »

Chocapic wrote: The exact error messages were :
"Overflow No.6" and "Path/File access error No. 75", this last one i get on loading maps and on loading mods too
I get these exact same errors. Any advice?
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Android_X
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Post by Android_X »

I get these exact same errors. Any advice?
Until I release a new fixed version my only advice is to use version 0.4 :( as that seemed more stable and does the same stuff(except replays) but slower.
Chocapic
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Joined: 16 Oct 2005, 03:35

Post by Chocapic »

Android_X wrote:
I get these exact same errors. Any advice?
Until I release a new fixed version my only advice is to use version 0.4 :( as that seemed more stable and does the same stuff(except replays) but slower.
naaa.
It gives those errors but i dont see (havent seen) any effect on the game or maps or anything at all!
If i see it doest then ill switch it back :P
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Android_X
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Post by Android_X »

When you get an error loading SP but it seems to work normally, is the background colour of the maps list a different colour to the background of the players list? If it is a blue colour then loading maps using archivecache.txt failed so it loaded the maps useing 7zip(the same as v0.4). If it is a red colour then loading the maps with 7zip failed and it loaded the maps the old v0.3 way(with mapname.smf not found bug).
Chocapic
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Joined: 16 Oct 2005, 03:35

Post by Chocapic »

Android_X wrote:When you get an error loading SP but it seems to work normally, is the background colour of the maps list a different colour to the background of the players list? If it is a blue colour then loading maps using archivecache.txt failed so it loaded the maps useing 7zip(the same as v0.4). If it is a red colour then loading the maps with 7zip failed and it loaded the maps the old v0.3 way(with mapname.smf not found bug).
it is blue and and know that due to the times , the old way took me quite some minutes :P
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