
Hot off the presses!!
Moderator: Moderators
Build 0 of 0.60 B1
EXE ONLY
Testing purposes ONLY Back-up your exe's!
Did I miss any disclaimer that a n00b might mistake for something else?
http://www.epicedit.com/spring-Exes.zip
Seems their release didn't happen as soon as I thought it would so here's something to test with until it does.
Your humble compiler,
-Buggi
EXE ONLY
Testing purposes ONLY Back-up your exe's!
Did I miss any disclaimer that a n00b might mistake for something else?
http://www.epicedit.com/spring-Exes.zip
Seems their release didn't happen as soon as I thought it would so here's something to test with until it does.
Your humble compiler,
-Buggi
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Ah I figured it out, the Engine checks the Interface version of the dll against the interface version it has coded into it, if they dont match they brign up an error and the dll doesnt load. The problem is both global and group AI are checked so that the itnerface version returned isnt 0 but only globalAI dll's are chcked if the itnerface versions are the same, thats why groupAI still works in the latest build but global doesnt, even tho the groupAI interface currently in the dll's is out of date yet they still work.
Also SJ ahs put in the same error messages for both of these checks so you cant distinguish between them without checking through code.
Also SJ ahs put in the same error messages for both of these checks so you cant distinguish between them without checking through code.
hmmm I can compile a lot fo the spring code, but when I try it gets to AVIGenerator and returns:
Project : lesson2
Compiler : Microsoft Visual C++ Toolkit 2003 (called directly)
Directory : F:\taspring\rts\
--------------------------------------------------------------------------------
Switching to target: Release
AVIGenerator.cpp
cl : Command line warning D4025 : overriding '/W1' with '/W3'
C:\Program Files\Microsoft Platform SDK\Include\ComDef.h(23) : fatal error C1083: Cannot open include file: 'comutil.h': No such file or directory
Process terminated with status 1 (0 minutes, 3 seconds)
1 errors, 0 warnings
Project : lesson2
Compiler : Microsoft Visual C++ Toolkit 2003 (called directly)
Directory : F:\taspring\rts\
--------------------------------------------------------------------------------
Switching to target: Release
AVIGenerator.cpp
cl : Command line warning D4025 : overriding '/W1' with '/W3'
C:\Program Files\Microsoft Platform SDK\Include\ComDef.h(23) : fatal error C1083: Cannot open include file: 'comutil.h': No such file or directory
Process terminated with status 1 (0 minutes, 3 seconds)
1 errors, 0 warnings
<Gnomre> does spring follow the HPI < UFO < CCX < GP3 tradition? if so, where do SDZ and SD7 fit in?
<Gnomre> hmm
<Gnomre> <zwzsg> [20:18] <Fnordia> FindHpiFiles(taDir+"*.gp4",taDir);
<Gnomre> <zwzsg> [20:18] <Fnordia> FindHpiFiles(taDir+"*.swx",taDir);
<Gnomre> <zwzsg> [20:18] <Fnordia> FindHpiFiles(taDir+"*.gp3",taDir);
<Gnomre> <zwzsg> [20:18] <Fnordia> FindHpiFiles(taDir+"*.ufo",taDir);
<Gnomre> <zwzsg> [20:18] <Fnordia> FindHpiFiles(taDir+"*.ccx",taDir);
<Gnomre> <zwzsg> [20:18] <Fnordia> FindHpiFiles(taDir+"*.hpi",taDir);
<Gnomre> that works, but i still need to know where sdz and sd7 fit in
<Yeha> its lower priority than the rest
<Gnomre> and they are equal?
<Yeha> sdz first, then sd7
<Gnomre> hmm
<Gnomre> <zwzsg> [20:18] <Fnordia> FindHpiFiles(taDir+"*.gp4",taDir);
<Gnomre> <zwzsg> [20:18] <Fnordia> FindHpiFiles(taDir+"*.swx",taDir);
<Gnomre> <zwzsg> [20:18] <Fnordia> FindHpiFiles(taDir+"*.gp3",taDir);
<Gnomre> <zwzsg> [20:18] <Fnordia> FindHpiFiles(taDir+"*.ufo",taDir);
<Gnomre> <zwzsg> [20:18] <Fnordia> FindHpiFiles(taDir+"*.ccx",taDir);
<Gnomre> <zwzsg> [20:18] <Fnordia> FindHpiFiles(taDir+"*.hpi",taDir);
<Gnomre> that works, but i still need to know where sdz and sd7 fit in

<Yeha> its lower priority than the rest
<Gnomre> and they are equal?
<Yeha> sdz first, then sd7
And I'm slightly corrected as well, as of 0.60 it will be:
<Fnordia> FindArchives(taDir + "*.gp4", taDir);
<Fnordia> FindArchives(taDir + "*.swx", taDir);
<Fnordia> FindArchives(taDir + "*.gp3", taDir);
<Fnordia> FindArchives(taDir + "*.ccx", taDir);
<Fnordia> FindArchives(taDir + "*.ufo", taDir);
<Fnordia> FindArchives(taDir + "*.hpi", taDir);
<Fnordia> FindArchives(taDir + "*.sdz", taDir);
<Fnordia> FindArchives(taDir + "*.sd7", taDir);
So, SD7 is the lowest on the food chain, GP4 the highest.
<Fnordia> FindArchives(taDir + "*.gp4", taDir);
<Fnordia> FindArchives(taDir + "*.swx", taDir);
<Fnordia> FindArchives(taDir + "*.gp3", taDir);
<Fnordia> FindArchives(taDir + "*.ccx", taDir);
<Fnordia> FindArchives(taDir + "*.ufo", taDir);
<Fnordia> FindArchives(taDir + "*.hpi", taDir);
<Fnordia> FindArchives(taDir + "*.sdz", taDir);
<Fnordia> FindArchives(taDir + "*.sd7", taDir);
So, SD7 is the lowest on the food chain, GP4 the highest.
Nah, use a shortcut method...
1. Download Mufter
2. Pick some random tag every unit has in its FBI which Spring doesn't use, you know, something like "Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.;"
3. Replace all occurances of that tag with "SmoothAnim=1;"
4. Repack
And you're done!
1. Download Mufter
2. Pick some random tag every unit has in its FBI which Spring doesn't use, you know, something like "Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.;"
3. Replace all occurances of that tag with "SmoothAnim=1;"
4. Repack
And you're done!
I truely hope it stays to default as 0, investigate a bit what it really does!Caydr wrote:So, what you're saying is, I need to add smoothanim=1; to 498 files... I hope in the official release it's set to default to 1 and only turn off if it's specified.
It doesn't improve anything, and breaks countless thing. Basically everytime there is a move/turn ... now; instead of saying "ok, the one who scripted that choosed now and not speed speed_here;, so we'll do it as he wrote", instead of that so, Spring thinks, "ok, he had the choice between now; and speed ...; and decided to use now; but I'll disregard that and replace that with some arbritrary speed anyway". (yes, it's not just distance/duration_of_next_sleep like the dev said it is, it's just whatever).
Read that before I have to quote it here.