99.0-RC1

99.0-RC1

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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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

99.0-RC1

Post by jK »

release-candidate for 99.0!

Changes
  • new shader based InfoTexture
  • new linux crashhandler by Major Bor3d0m
  • bugfixes & improvements
Changes in Detail:
changelog.txt
git diff last rc to HEAD


Download
See the download page for how to get it.


Bugs
If you find a bugs, please report to Mantis.
Please attach infolog.txt as file, if you crash!
current release (known) blocking bugs no major bug.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: 99.0-RC1

Post by Jools »

Water sounds are still not working, would be nice to include this fix.

Still, thanks for the hard work, those of you who deserve it.
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: 99.0-RC1

Post by Silentwings »

I'm afraid I am travelling so won't be able to test this for a couple of weeks, but I will do when I get back. Thanks for all your hard work!
abma
Spring Developer
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Joined: 01 Jun 2009, 00:08

Re: 99.0-RC1

Post by abma »

Silentwings wrote:I'm afraid I am travelling so won't be able to test this for a couple of weeks, but I will do when I get back. Thanks for all your hard work!
same problem here, traveling till ~15.12. :-|
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: 99.0-RC1

Post by smoth »

Just got back sunday, still jetlagged, still have not even reinstalled my HD on my spring pc yet :|
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: 99.0-RC1

Post by Jools »

I'm having peanuts for breakfast, so I won't have so much energy to test the game these days.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: 99.0-RC1

Post by PicassoCT »

Nice excuses, but you hang out in moddev. You all should get tested.
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jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: 99.0-RC1

Post by jamerlan »

Tested RC1+cameras

1) 1 issue was found: http://springrts.com/mantis/view.php?id=4630
(BA 8.06)

2) I think that colors are too bright. For example - radar color. When I saw it - I was shocked at first :-)
I am not reporting this as an issue. Just my opinion. Maybe they are too bright because I have old config or smth? (screenshot is attached)
tooBrightColors.png
(1.41 MiB) Downloaded 2 times
3) I hope JK will implement zoom-in and zoom-out in spring camera like in OTA camera: zoom in should use mouse pointer location.

In general - great release! I had no stuck units! And no skipped orders! :-) Good Job!


Update: actually I played more and I am OK with the colors :-D
But 1 little colors related issue found: sea jammer have no red background coloring like land jammers
Example: armsjam (escort - lvl2 radar jammer ship)
gajop
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Re: 99.0-RC1

Post by gajop »

Are those colors configurable?
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jamerlan
Balanced Annihilation Developer
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Joined: 20 Oct 2009, 13:04

Re: 99.0-RC1

Post by jamerlan »

One more issue in ba 8.06 and Spring 99 RC 1:

When I select "Mex" - view is not switched to metal one.

spring 98: I select commander, press 'z' to build mex -> metal map displayed
spring 99: I select commander, press 'z' to build mex -> regular map displayed (hard to place mex)
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: 99.0-RC1

Post by jK »

jamerlan wrote:One more issue in ba 8.06 and Spring 99 RC 1:

When I select "Mex" - view is not switched to metal one.

spring 98: I select commander, press 'z' to build mex -> metal map displayed
spring 99: I select commander, press 'z' to build mex -> regular map displayed (hard to place mex)
fixed
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: 99.0-RC1

Post by Forboding Angel »

Sadly, it'll take a small miracle to make evo 99 compatible :cry:
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jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: 99.0-RC1

Post by jamerlan »

I compilled spring myself from release branch.
And I tried to play vs AI using springlobbty->singleplayer mode.

Both AAI 0.9 and RAI 0.601 were doing nothing. Just IDLE commander.
I don't know why. Maybe because I compilled myself and they need additional attention.
I just did: cmake .; make -j16

Game: BA 8.06
Maps: DSD and FolsomDamDeluxeV4
springlobby: SpringLobby 0.201-29-g4930bb1

and where are other AIs? :-) like E323AI
Attachments
_script.txt
(1.16 KiB) Downloaded 6 times
infolog.txt
(35.97 KiB) Downloaded 7 times
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: 99.0-RC1

Post by abma »

you've hit http://springrts.com/mantis/view.php?id=3993

from your infolog.txt:
[f=0000000] Loading Skirmish AIs
[f=0000000] Error: /home/revenant/projects/spring99rc1/spring/rts/System/Platform/Linux/SoLib.cpp:18: SoLib::SoLib: /home/revenant/projects/spring99rc1/spring/AI/Interfaces/C/data/libAIInterface.so: cannot open shared object file: No such file or directory
[f=0000000] Error: Loading AI Interface library from file "/home/revenant/projects/spring99rc1/spring/AI/Interfaces/C/data/libAIInterface.so".
run make install and use spring from the installed dir and it will work fine.
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: 99.0-RC1

Post by abma »

ok, tested it a bit, only things i found is a crash: http://springrts.com/mantis/view.php?id=4634

and (missing?) feedback about new camera mode: http://springrts.com/phpbb/viewtopic.ph ... 76#p563876

(because of the crash i didn't test that much except some basic things)
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: 99.0-RC1

Post by raaar »

Tested and it seems to be working.

I agree with jamerlan, the LOS colors are a bit too bright. Other than that, it's great! Looks smoother and updates faster. Now you can spawn a fighter, order it to move and it won't outrun its "fog of war" circle.

There's this issue with non-gunship aircraft behaviour which is still unsolved and has new information!

It still has the annoying bug where if i ALT-tab out of full-screen spring and tab back in it becomes windowed, and then i have to use the maximize and alt-enter again to get it back to full screen

[f=0003589] [InitOpenGL] video mode set to 1280x961:24bit @60Hz (windowed)
[f=0003803] [InitOpenGL] video mode set to 1276x997:24bit @60Hz (windowed)
[f=0004024] [InitOpenGL] video mode set to 1280x1024:24bit @60Hz

(i'm using windows 8 )
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