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Posted: 07 Feb 2007, 22:35
by elio
search the forums for customising start a start script for use. Or see the new wiki page.

Posted: 08 Feb 2007, 12:21
by elio
I wish to publicly announce my total frustration(to be polite) for the bane that is endianess:


:evil:

Stupid egg shapes.
:x


Thank you.

Posted: 08 Feb 2007, 16:53
by grzywa
Hit em with a shovel ;)

Posted: 08 Feb 2007, 22:57
by blitzoid2
I'll get on testing that graphical thing again as soon as I get home, later today most likely.

Posted: 08 Feb 2007, 23:04
by elio
Thanks. :-)


btw I'll be away today, but there's a lua patch being uploaded. it's a subdownload of the last link. I'll be more clear and fix it up when I'm back.

Link: http://fileuniverse.com/?p=show&a=it&id=4258

(you'll need Universal Build 0.7gU first)

Known Issues: http://spring.clan-sy.com/wiki/Spring_o ... own_issues

Posted: 09 Feb 2007, 10:40
by kiwi-flyer
Thank You for bringing this to Mac elio!!

I've was getting the same graphical glitches of either top corners, top half screen or full screen going black or grey. It happens during the building when the coloured graphics start making there way onto the object and goes away when the object is complete.

Had a flick through the preferances and turing off AdvUnitShading gets rid of the problem, seems to introduce a small full screen grey flick every time you select a building to make though but much more playable :-)

Computers Specs are:
G5 1.6 Ghz
OS X 10.4.7
Nvidea GeForce FX 5200

Posted: 09 Feb 2007, 12:13
by elio
Had a flick through the preferances and turing off AdvUnitShading gets rid of the problem, seems to introduce a small full screen grey flick every time you select a building to make
This is the kind of info that helps tremendously; It appears related to nvidia code, both intel and ppc. I'll see what I can do, but thanks!



Also for anyone who has the time and ability, to compare and contrast (sounds like back at highschool :P) any differences seen between the intel and ppc builds. Again, thanks for your support :-)

Posted: 09 Feb 2007, 20:25
by AF
Had a flick through the preferances and turing off AdvUnitShading gets rid of the problem, seems to introduce a small full screen grey flick every time you select a building to make
I get this in windows, it happens everytime you draw a transparent virtual unit, be it via an AI or by selecting a build item.

http://img157.imageshack.us/img157/14/d ... ity5dm.png

Posted: 09 Feb 2007, 23:25
by elio
is the other nvidia problem there in windows?

Posted: 10 Feb 2007, 00:32
by AF
other nvidia problem?

Posted: 10 Feb 2007, 01:53
by elio
I've was getting the same graphical glitches of either top corners, top half screen or full screen going black or grey. It happens during the building when the coloured graphics start making there way onto the object and goes away when the object is complete.

Posted: 10 Feb 2007, 02:25
by AF
nope, never seen that...

Posted: 10 Feb 2007, 02:27
by elio
Thought so. maybe it's just mac nvidia drivers missing something, but I'll have a look.

Posted: 10 Feb 2007, 03:56
by elio
Just a fyi posted in the wiki:
Note: Due to moving interstate soon, my development box shall be packed from tomorrow for potentially up to three weeks. I'll still be contactable for bug reports, info etc, though with potential delay. Spring for the Mac development shall continue its progress asap; this is not the end of my efforts. --Elio 10 Feb 2007
Even more reason to have had a more modern laptop :wink:

Edit: while we're on FYIs, you may need to unbind Expos├â┬® key bindings to use those function keys in Spring, like to use the lua widget controls.

Posted: 10 Feb 2007, 06:45
by Ling_Lover
elio wrote:Edit: while we're on FYIs, you may need to unbind Expos├â┬® key bindings to use those function keys in Spring, like to use the lua widget controls.
I think holding command when you press the function key works... maybe i should test it first...

EDIT: yep, worked :)

Posted: 10 Feb 2007, 06:48
by elio
aye, that will, but it is kinda alkward; I'm sure there's something simple that makes those keys when used in expos├â┬® in spring require being held down like F12 on ejectless small keyboards. But it's another alternative for people to try :-)

Posted: 10 Feb 2007, 08:26
by kiwi-flyer
Been trying to get a basic single player script running that I got off the forums here and the app quits just after opening, no crash log but info.txt is:

Using read-write data directory: /Games/SpringRTS 0.74b3+ Universal Mac Build 0.7gU/SpringRTS.app/data/
Junk in buffer :{\rtf1\mac\ansicpg10000\cocoartf824\cocoasubrtf410
Junk in buffer :{\fonttbl\f0\fmodern\fcharset77 Courier;
Content error: Parse error in buffer at line 76 column 2 near
}

It was the second one posted in ht tp://spring.clan-sy.com/phpbb/viewtopic.php?t=8634

I've changed the map to the Small Divide and the AI directory route, although the AAI file has .dylib not .co
:?

Thanks for any help

Posted: 10 Feb 2007, 08:34
by elio
can you either pm me your start script, or if not post it here?

Posted: 10 Feb 2007, 10:00
by kiwi-flyer
Just sent in a private message

Posted: 10 Feb 2007, 13:09
by elio

Code: Select all

[GAME]
{
	Mapname=SmallDivide.smf;
	StartMetal=4000;
	StartEnergy=4000;
	MaxUnits=500;
	StartPosType=0;
	GameMode=0;
	GameType=XTAPE.sd7;
	LimitDGun=0;
	DiminishingMMs=0;
	GhostedBuildings=1;

	HostIP=127.0.0.1;
	HostPort=8452;


	MyPlayerNum=0; 

        NumPlayers=2; 
        NumTeams=2; 
        NumAllyTeams=2; 


       [PLAYER0] 
        { 
                Name=Player0; 
                Spectator=0; 
                Team=TEAM0; 
        } 
        [PLAYER1] 
        { 
                Name=Bot0; 
                Spectator=0; 
                Team=TEAM1; 
        } 

        [TEAM0] 
        { 
                TeamLeader=Player0; 
                RgbColor=1 0 0; 
                Side=Arm; 
                Handicap=100; 
                AllyTeam=0; 
        } 
        [TEAM1] 
        { 
                TeamLeader=Bot0; 
                RgbColor=0 0 1; 
                Side=Core; 
                Handicap=100; 
                AllyTeam=1;
		AiDLL=/Games/SpringRTS\ 0.74b3+\ Universal\ Mac\ Build\ 0.7gU/SpringRTS.app/data/AI/Bot-libs/KAI-0.22.dylib; 
        } 

        [ALLYTEAM0] 
        { 
                NumAllies=0; 
        } 
        [ALLYTEAM1] 
        { 
                NumAllies=0; 
        } 
} 
Give that a go and see...

I'll fix the AI path, so you only need to specify the AI name itself in the next release.