Spring 0.77b6 testing - Page 6

Spring 0.77b6 testing

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

Moderator: Moderators

Post Reply
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Spring 0.77b6 testing

Post by TradeMark »

lurker wrote:It's fine as it is, just make sure the +number is documented in the list of commands.
No its not fine. Nobody will remember, and we will hear all the time: "oh it was TO TIME !"
I really suggest you split the commands into:
/skipto (equivalent to /skip seconds)
and
/skip (equivalent to /skip +seconds)
lurker wrote:Any specific tdf tags you mean?
Oh yeah...
viewtopic.php?f=11&t=16463&p=312365
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Spring 0.77b6 testing

Post by lurker »

The svn log suggests that spring never used standingfireorder.
If you want a tag spring hasn't used before to work that way, put it in your unitdefs_post.lua.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Spring 0.77b6 testing

Post by TradeMark »

idk was it standingfireorder or not, but some tag it was which was changed.

I clearly remember how i fixed my buzzaws from shooting automatically to enemies by using some tag which now have been changed in new spring version.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Spring 0.77b6 testing

Post by lurker »

noAutoFire was removed because it was pointless in the face of firestate.
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Spring 0.77b6 testing

Post by quantum »

insaneinside wrote:I've noticed units going in circles around their target movement point. Rather amusing, that.
turnInPlace = 0 seems to cause that, sometimes.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Spring 0.77b6 testing

Post by Auswaschbar »

For clarification:
/skip 500 will take you to the 500th ingame second
/skip f500 will take you to the 500th frame (== 500/30 secons)
/skip +500 will skip the next 500 seconds
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Spring 0.77b6 testing

Post by TradeMark »

Auswaschbar wrote:For clarification:
/skip 500 will take you to the 500th ingame second
/skip f500 will take you to the 500th frame (== 500/30 secons)
/skip +500 will skip the next 500 seconds
More clear commands would be:
/skipto 500
/skiptoframe 500
/skip 500

So, it will use seconds by default (so everyone will remember it), but when you put "frame" in the end, you will know they are frames and not seconds...

Logical, isnt it? this is how you probably would say them in talking:
"skip to the 500th second" = /skipto 500
"skip to the 500th frame" = /skiptoframe 500
"skip 500 seconds" = /skip 500

nice and clear... no way to get confused.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Spring 0.77b6 testing

Post by Argh »

Metal extractor radius is not being rendered correctly as of r7001. It always shows green, even if the zone is currently occupied.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Spring 0.77b6 testing

Post by Argh »

Starting Spring with r7001 and KAIK crashes. Latest SVN revision did not compile on BuildBot.
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Spring 0.77b6 testing

Post by zerver »

lurker wrote:zerver, which callins are in the rendering thread? Is there a list anywhere?
No list, but I believe they are all prefixed with "Draw". DrawWorldPreUnit for instance.
User avatar
Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Spring 0.77b6 testing

Post by Evil4Zerggin »

It appears there are these "Draw" callins:

DrawWorld
DrawWorldPreUnit
DrawWorldShadow
DrawWorldReflection
DrawWorldRefraction

Between the first two, the following things are drawn, in this order (not sure on what all the depth tests are):
Trees
Non-cloaked units
Pathing (if in debug)
Water
Cloaked units
Projectiles
Sun
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Spring 0.77b6 testing

Post by jK »

Zerver isn't able to share a lua enviroment between 2 threads, so it isn't a problem of any callins, it is a problem of rendering in lua in general.
But still it is a problem of lua enviroment sharing and totaly independent of lua itself ... (so it is zerver's problem and not the prob of any lua dev ...)


PS: to complete the Draw callin list:
DrawGenesis
DrawWorldReflection
DrawWorldRefraction
DrawWorldShadow
DrawWorldPreUnit
DrawWorld
DrawScreenEffects
DrawScreen
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Spring 0.77b6 testing

Post by lurker »

So does all unsynced lua run in the rendering thread?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Spring 0.77b6 testing

Post by AF »

DrawGenesis
This seems like a whymsical name that renders a chapter of the bible or a star trek superweapon onto the screen
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Spring 0.77b6 testing

Post by zerver »

jK wrote:Zerver isn't able to share a lua enviroment between 2 threads, so it isn't a problem of any callins, it is a problem of rendering in lua in general.
But still it is a problem of lua enviroment sharing and totaly independent of lua itself ... (so it is zerver's problem and not the prob of any lua dev ...)
Usage of LUA is already properly synchronized between Sim and Draw (at least I'd like to think so).

A bigger problem is that the Sim thread can acquire some mutexes and then try to make a GL call. Certain GL calls require the Sim to wait for the rendering thread (which processes all calls sooner or later), but if the rendering thread then tries to acquire one of the mutexes that the Sim thread already has, we have a deadlock. This is extremely difficult to solve, and I honestly think it is a better solution to fix the mod in question.

I have made things easy for mod makers who want to support the current multithreading version - the console churns out error messages if GL calls are made from the Sim. It should not be hard to track them down.

Code: Select all

[   3646] GML error: Sim thread called gmlGenLists
[   3646] GML error: Sim thread called gmlGenLists
[   3653] GML error: Sim thread called gmlNewList
[   3653] GML error: Sim thread called gmlPushMatrix
[   3653] GML error: Sim thread called gmlTranslatef
[   3653] GML error: Sim thread called gmlBegin
[   3653] GML error: Sim thread called gmlMultiTexCoord2f
[   3653] GML error: Sim thread called gmlMultiTexCoord4f
The things that remain in the Sim thread are mostly creation of display lists and such. For instance in CA 3073, lups_napalm.lua:
GameFrame()
SpawnNapalmFX()
Lups.AddParticles('JitterParticles2',heatFX)
JitterParticles2.Create()
JitterParticles2:CreateParticle()
glCreateList()
User avatar
ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Spring 0.77b6 testing

Post by ginekolog »

I found small bug in 0.77B5:

Units wont return to repair on repair pad until their "Repair level" is changed - clicked. Once this is changed, they work normaly.

Is this perhaps allready fixed?*
Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Re: Spring 0.77b6 testing

Post by Masure »

Mantis it
solis
Posts: 6
Joined: 10 Nov 2008, 21:45

Re: Spring 0.77b6 testing

Post by solis »

ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: Spring 0.77b6 testing

Post by ZellSF »

Disable all graphical effects and see if that works like I asked you to in that thread..
solis
Posts: 6
Joined: 10 Nov 2008, 21:45

Re: Spring 0.77b6 testing

Post by solis »

ZellSF wrote:Disable all graphical effects and see if that works like I asked you to in that thread..
I have try it. I posted my settings in the thread. I will not write here about it anymore to double the thread, but I would be pleased for any help :-)
Post Reply

Return to “Engine”