Another 0.72b1 test
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Another 0.72b1 test
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...
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...
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.
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.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
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;
}
}
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.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
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:
~~~
Tried it on my ATI laptop, explosions seem to be fine, although I only tested one of them.
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.
-
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
-
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
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:I get blue fire, when i enable shadows, without shadows it works fine...
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.NOiZE wrote:Also the radar blibs are not appearing on the map for me, they only appear on the minimap
: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.
-
- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
patch for radar dots tooltip
I've uploaded a patch to resolve the issue with the radardots on Mantis:
http://taspring.clan-sy.com/mantis/view.php?id=198
http://taspring.clan-sy.com/mantis/view.php?id=198