Another 0.72b1 test

Another 0.72b1 test

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Another 0.72b1 test

Post by jcnossen »

This is another test installer for 0.72b1. Revision 1458
The blue explosions are hopefully gone now (at least for NOiZE they were), I have a feeling the whole bug was just Visual Studio screwing up the dependency checks and not building correctly. That has happened before for me.

So test away please...
If everything is ok we'll release this as the current version.

http://spring.clan-sy.com/dl/taspring_0.72b1_test.exe

Betalord wasn't able to start it properly through the lobby, maybe someone can confirm this? It worked for me...
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Hmm, my explosions are definitely still blue...
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Yes sir, testing sir.
zizu
Posts: 14
Joined: 12 Jun 2006, 01:51

Post by zizu »

Some observations:
Fails to start a game because it can├óÔé¼Ôäót find a file named ├óÔé¼┼ôunits3o.vp├óÔé¼┬Ø.
First person mode doesn├óÔé¼Ôäót work.
Flying over an enemy shield generator crashes the game (tested in AA 1.50).
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

The shield generator thing... no clue why that's happening but maybe when I've set up real shields with the new system it'll be fine.

Can't connect to the lobby server, I guess that's to be expected?

Observations:

Not having any of the problems I had before with starting the game. No black map, either. Seems stable.

Playing Small Divide. When I move the camera from side to side at a certain range of zoom values, the tree models seem to be LoDding in and out and their shadows shift around oddly.

Shadows look different, I think. Just an observation, I know it's irrelivant.

Text looks cleaner.

Buildpics look much cleaner, not pixelated as it was in .71 (to me anyway)

Unit shadows seem to be somewhat cleaner, not as jagged as they were before. Is ths the proper z-buffer at work or is it just an improvement, I wonder. Maybe it's just an illusion; I don't get to play very often, and it's been a while since I've played on SmallDivide.

I seem to be able to safely alt-tab in and out of Spring now.

Again I'm probably just not used to this map, but colors seem richer somehow than what I remember.

There does not appear to be any lag when selecting newly built factories/constructors that I've never built before. Precaching of buildpics now? Or maybe just because I'm in single player.

First person mode appears to work fine, though while I'm in it, if I alt-tab out, my mouse cursor is locked to the middle of the screen.

Firing on features is still disallowed :(

Switching to Altored Divide at this point.

Pathing when a new map loads seems to be faster.

Tab and alt-scroll both work very nicely, although if the map is very big, the shadows get glitchy or disappear.

I like the new L mode, though it updates pretty slowly.

Going to put in some custom explosions and try to get shields working.
Last edited by Caydr on 12 Jun 2006, 02:42, edited 6 times in total.
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Yes, you'll have to use compstomp.de
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

works just fine for me
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

AASpring.sdz shows up in the list of mods to load, although it's not actually a mod. It should be hidden since it has no modtype=; entry in the modinfo file.

Total War style camera has the X-axis inveted.

I did a .give armgate (my repulsor/shield unit)... it has a visible shield according to the weapon file. The shield appears for a split second then disappears again. No idea what's wrong. It does nothing to stop incoming shots. Do you see something wrong with it?

[SHIELD1]
{
ID=133;
name=Plasmashield;
IsShield=1;
ShieldRepulsor=0;
SmartShield=1;
ExteriorShield=1;
VisibleShield=1;
VisibleShieldRepulse=0;
ShieldEnergyUse=1000;
//ShieldForce=500;
ShieldRadius=600;
//ShieldMaxSpeed=500;
ShieldPower=10000;
ShieldPowerRegen=50;
ShieldPowerRegenEnergy=250;
ShieldInterceptType=1;
ShieldGoodColor=0 0.5 0;
ShieldBadColor=0.05 0.2 0.05;
ShieldAlpha=0.5;
[DAMAGE]
{
default=1500;
}
}
Last edited by Caydr on 12 Jun 2006, 03:28, edited 1 time in total.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

deci has been getting the shields in ee to work just fine. Hmm... FBI problem maybe?
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Ugh, so no i'm the only one with blue explosions?
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Let me try it on my laptop FireCrack. It's got an ATI chipset...

On my PC, Spring just did that strange crash-windows-on-exit thing I reported in the bug reporting forum.

I can confirm that aircraft flying over an old-style repulsor causes the game to crash. Dunno if you want to fix that or not... how many mods currently use repulsors?

Hmm. Ok, I just mounted the shield onto a Bulldog successfully. I guess there's something extra the FBI needs that it didn't need before.

edit: nope, it's not the FBI. I think it's the script. Whereas before you could just slap a repulsor onto any old thing whether it actually had a weapon scripted for it or not, I guess now it actually needs it in the script. I'll test this.

~~~

Yeah, that was it. I put this in the script and now it's fine:

Code: Select all

AimPrimary(heading, pitch)
{
	sleep 100;
	return (1);
}

FirePrimary()
{
	sleep 100;
}

QueryPrimary(piecenum)
{
	sleep 100;
}

AimFromPrimary(piecenum)
{
	piecenum = base;
}
~~~

Tried it on my ATI laptop, explosions seem to be fine, although I only tested one of them.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Shockwaves still happen on the ground below a unit being fired upon NOT where the projectile is hitting. This really needs to be fixed. Explosions hitting air units look really weird.

Also, as I said in the other thread beam weapons do not have the usage of the explosion system.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Beam weapons, as in XTA-style lasers, or AA-style lasers? Or both? Does that mean lightning weapons are also affected?
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Image
Note the rocket trails leading offscreen due to being repulsed. :P

I hope that the repulsing effect could be applied to solid shields as well, as it looks cool, and the solid shield feels rather lacking in effects.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Woot.
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Solid sheild?
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

In settings.exe the 'Rot overhead' and 'TW' cameras have their labels mixed. It isn't a big thing, although it's quite annoying to find you've disabled the Total War camera instead of the rotational overhead while you're in-game ...
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

I get blue fire, when i enable shadows, without shadows it works fine...

Also the radar blibs are not appearing on the map for me, they only appear on the minimap
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

NOiZE wrote:I get blue fire, when i enable shadows, without shadows it works fine...
The fire from the trees is the normal color for me, whether I enable shadows or not. I'm at an Nvidia geforce fx 5200 with driver 8.1.8.5.
NOiZE wrote:Also the radar blibs are not appearing on the map for me, they only appear on the minimap
The do show for me (didn't you have an Ati card, Noize?). But the dots have a complete unit description in the tooltip! 0.71b1 didn't show anything at all (which is better), but a tooltip "enemy unit" would be better.

:edit:
As it turns out, I myself introduced the radardots tooltip description (in the tooltip for features patch). I'm working on a patch to resolve this.
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

patch for radar dots tooltip

Post by colorblind »

I've uploaded a patch to resolve the issue with the radardots on Mantis:
http://taspring.clan-sy.com/mantis/view.php?id=198
Post Reply

Return to “Engine”