Spring 92.0!
Re: Spring 92.0!
try to set 3DTrees=0 this should make things visible again (known bug...)
Re: Spring 92.0!
like I said in the post, the moment I ran settings via spring lobby and did my normal settings stuff rectified. No idea why
Re: Spring 92.0!
you disabled 3dtrees with springsettings then i guess...
Re: Spring 92.0!
according to settings in springlobby I didn't. but I don't see it in my springsettings.cfg which looks like:
AdvSky = 1
CamMode = 0
DepthBufferBits = 24
FSAA = 1
FSAALevel = 2
GrassDetail = 3
GroundDetail = 148
InputTextGeo = 0.26 0.73 0.02 0.028
LastSelectedMap = Fields_Of_Isis
LastSelectedMod = testiclies 001
LastSelectedScript = Player vs. AI: NullAI 0.1
MinimapOnLeft = 0
ReflectiveWater = 4
ScreenshotCounter = 2
ShadowMapSize = 8192
Shadows = 1
ShowFPS = 1
ShowPlayerInfo = 0
SmoothLines = 0
SmoothPoints = 0
VSync = -1
VerboseLevel = 0
snd_general = 0
Re: Spring 92.0!
great work guys,
thank you
greets djmad
thank you
greets djmad
Re: Spring 92.0!
Only issue so far is that i cannot set waypoints for factories anymore (cursor becomes stuck until i deselect).
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Spring 92.0!
I had this same problem. Your factory now must have a canMove = true for this to work.Erik wrote:Only issue so far is that i cannot set waypoints for factories anymore (cursor becomes stuck until i deselect).
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Re: Spring 92.0!
It seems kind of wrong putting this here but I can't find a thread for AAI and it was coming with spring, you may direct me to a better place to say this.
Seems like AAI 0.9 and spring 0.92 don't go together, AAI seems to ignore the learning files with the new version, all other AIs seems to work perfectly, but AAI, ignores all settings and just builds air.
/Zorbeltuss
Seems like AAI 0.9 and spring 0.92 don't go together, AAI seems to ignore the learning files with the new version, all other AIs seems to work perfectly, but AAI, ignores all settings and just builds air.
/Zorbeltuss
Re: Spring 92.0!
What is the test version for 92.1?
Re: Spring 92.0!
Now Spring is playable on linux with Intel CPU-integrated graphics. Unfortunatelly, there is a bug, at least when playing with bots: if you pause the game on ~5 minutes then it eats all the memory and breaks.
Re: Spring 92.0!
mantis itSorcerer wrote:Now Spring is playable on linux with Intel CPU-integrated graphics. Unfortunatelly, there is a bug, at least when playing with bots: if you pause the game on ~5 minutes then it eats all the memory and breaks.
Re: Spring 92.0!
Please don't make release without MT, lot of player cannot play without it
Re: Spring 92.0!
what? please explain, this makes no sense? MT isn't/wasn't removed, and ALL players should be able to play with ST.albator wrote:Please don't make release without MT, lot of player cannot play without it
Re: Spring 92.0!
Sorry If Misinterpreted that but for example, in ffa with about 3/4k units (time~30 min) I have 2 fps with ST, 20 with MTi also would suggest to make a release soon without MTsim merged as its not ready for merge. (still needs discussion / cleanup)
all detail to low, 1680*1050 (i5 750)
So no MT mean no games for me....
Re: Spring 92.0!
No need to worry alba, spring-multithreaded.exe has been renamed to spring.exe
There will also be another unofficial "Spring MT", which is ~100% faster than the official release.
There will also be another unofficial "Spring MT", which is ~100% faster than the official release.
Re: Spring 92.0!
@wolas:
please try the current x32 development version, i've downgraded to glibc 2.12... x64 is still the same glibc version.
@zerver:
"which is ~100% faster ": not true, on a single core system it is much slower i guess
sadly we have no statistics about how many multi-core users we have...
please try the current x32 development version, i've downgraded to glibc 2.12... x64 is still the same glibc version.
@zerver:
"which is ~100% faster ": not true, on a single core system it is much slower i guess
sadly we have no statistics about how many multi-core users we have...
Re: Spring 92.0!
That can't be to many...abma wrote:sadly we have no statistics about how many multi-core users we have...
Some time ago springlobby showed the CPU-freq of users. So the lobby server knows this? IMO every CPU > 1,6 GHz is multi-core.
Re: Spring 92.0!
Copied from wikipedia/AMD Palomino CPU wrote: Specifications
L1-Cache: 64 + 64 kB (Data + Instructions)
L2-Cache: 256 kB, fullspeed
MMX, 3DNow!, SSE
Socket A (EV6)
Front side bus: 133 MHz (266 MT/s)
VCore: 1.50 to 1.75 V
Power consumption: 68 W
First release: October 9, 2001
Clockrate:
Athlon 4: 850–1400 MHz
Athlon XP: 1333–1733 MHz (1500+ to 2100+)
Athlon MP: 1000–1733 MHz
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Re: Spring 92.0!
Dansan, assuming everything over a certain clock speed is multicore isnt a very accurate method. It would be awesome if you could see what is actually used ingame. Every game you see who connects on normal spring or on MT, can you extract that info from replays? That would give you the current info on MT users.
After 92 launches, would there be information extractable on whether the user has multiple cores?
After 92 launches, would there be information extractable on whether the user has multiple cores?
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Spring 92.0!
Yes, you can't use clock speed to determine the number of cores in a processor, but Dansan is almost right in what he is saying; the lobby does know which executable each player is using during a currently running game.
My feeling is that >50% of people now have multi-core computers.
My feeling is that >50% of people now have multi-core computers.