Hot off the presses!! - Page 9

Hot off the presses!!

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

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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Oh cool, a way to disable smoothing! Image
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

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
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Thanks Buggi!

I'll try it out...after I back up my files ;)
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Neuralize
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Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Thanks Buggi!
Capturing is in :D :D :D

Now, how do I batch add variables to a group of .fbi's without opening every single one, as now I have to add SmoothAnim to all my Fbis. :(
(Damn you z, damn yoooou.)

And, is there any Sdz/Sd7 file hierarchy in terms of what gets read first versus ccx, hpi, ufo?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Me and min3mat tried to play OTA with zwzsg ota patch and instead we got XTA. So the priorities have been changed.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

AARRGGGHHH

I compiled TAI, I fed it into buggis latest version

"Incorrect AI dll"

I recompiled SJ's test AI using the latest code

"Incorrect AI dll"

Whats wrong here!?!?!?!

edit:: It's not just my computer.
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Neuralize
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Post by Neuralize »

Bummer!

Hey, where are my treadmarks? Can't get them to show up. :(
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AF
AI Developer
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Post by AF »

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.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

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
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Buggi
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Post by Buggi »

Like I said guys... testing only :P

Neuro... There is NO prioritization when it comes to loading the files. They're all basically loaded then parsed in the Virtual File System that was developed.

-Buggi
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

<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
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

in the new vsn of minispring (0.60b1 build 0 or something) it won't let me build rows of DT :( seems to think footprint is bigger than it is or something :S
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Buggi
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Post by Buggi »

I sit corrected.

-Buggi
Gnomre
Imperial Winter Developer
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Post by Gnomre »

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.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

:x 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.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

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!
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Gnome dominating with the answers!

So, say I have two .sdz files, however, I want one to be read before the other without compiling to a hpi extentioned file?

Hmm... maybe treadmarks are an option now in the settings.exe, thus disabled as we don't have a new settings.exe. :(
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Gnome got tracks working in SWTA.

I can also easily add a function to my app to add SmoothAnim=1;, if you can bear to try using it again. :lol:
Fnordia
Former Engine Dev
Posts: 425
Joined: 13 Aug 2004, 16:11

Post by Fnordia »

I could set SmoothAnim to default to 1 instead of 0 I guess.. I only set it to 0 since zwzsg insisted that it broke all 3rd party scripts horribly. :)
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Caydr wrote::x 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.
I truely hope it stays to default as 0, investigate a bit what it really does!

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.
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