Engine Testing - 28. Feb 2013 (92.0-40-g2d0782c)

Engine Testing - 28. Feb 2013 (92.0-40-g2d0782c)

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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abma
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Engine Testing - 28. Feb 2013 (92.0-40-g2d0782c)

Post by abma »

Again a testing release, (hopefully the last one before 93.0 which should go live... meh, you know!)

For changes since the last test-release see the commit log.

For details of changes since 93.0 look at the "93.0" section in changelog.txt.

See the Testing Release Wiki page for general info about how to obtain the release, and an archive of all testing releases since the last stable one.

If you find a bugs, please report to Mantis.

Remember to attach infolog.txt as file, if you crash!

(Note: no macosx build ready yet)
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smoth
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Re: Engine Testing - 28. Feb 2013 (92.0-40-g2d0782c)

Post by smoth »

Gave it a go, nothing catastrophically broke with my crazy stuff so far.

Any things in particular you would like to see tested?
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Forboding Angel
Evolution RTS Developer
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Re: Engine Testing - 28. Feb 2013 (92.0-40-g2d0782c)

Post by Forboding Angel »

Pathing on the ramps in evorts higher grounds v13 is abysmal. Even with just a few units, they hug the walls and get stuck. Why is it that spring's pathfinder loves to put units next to red areas instead of avoiding those areas?

The next bug is units when given an attack order on the ground slightly outside of their max range will sometimes drive all the way to where the attack order was assigned before firing.

I can make videos if need be.
abma
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Re: Engine Testing - 28. Feb 2013 (92.0-40-g2d0782c)

Post by abma »

@smoth:
hm, can't say what to specificly test, at best: all ;)


@forb:

the second issue you wrote is http://springrts.com/mantis/view.php?id=3375 i guess?! (or at least related to)
Kloot
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Re: Engine Testing - 28. Feb 2013 (92.0-40-g2d0782c)

Post by Kloot »

Pathing on the ramps in evorts higher grounds v13 is abysmal. Even with just a few units, they hug the walls and get stuck. Why is it that spring's pathfinder loves to put units next to red areas instead of avoiding those areas?
Because many maps have hard boundaries between red (actually purple) and green areas and often paths are shorter the closer they skirt impassable squares. Units getting stuck on them is another matter.
The next bug is units when given an attack order on the ground slightly outside of their max range will sometimes drive all the way to where the attack order was assigned before firing.
being looked at
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Forboding Angel
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Re: Engine Testing - 28. Feb 2013 (92.0-40-g2d0782c)

Post by Forboding Angel »

Hmm I was wondering if it was something like that.

Now, I don't know crap about pathfinders, but is there any way that a strip of yellow could be added near hard red boundaries? I dunno , it might just add to the problem, but my thinking was that they would shy away from walls because of the speed decrease.

I'm sure I'm oversimplifying it though.
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smoth
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Re: Engine Testing - 28. Feb 2013 (92.0-40-g2d0782c)

Post by smoth »

forb, wanna play some evo with the test version tonight?
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Silentwings
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Re: Engine Testing - 28. Feb 2013 (92.0-40-g2d0782c)

Post by Silentwings »

is there any way that a strip of yellow could be added near hard red boundaries? I dunno , it might just add to the problem, but my thinking was that they would shy away from walls because of the speed decrease.

I'm sure I'm oversimplifying it though.
I've tried this, via making heighmaps slope up a bit at the bottom of each cliff. I couldn't get it to help. But I only really see this issue with ships, although I know forbs demo showed the same thing with tanks.
abma
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Re: Engine Testing - 28. Feb 2013 (92.0-40-g2d0782c)

Post by abma »

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