Spring 0.77b6 testing - Page 2

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.

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Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Spring 0.77b6 testing

Post by Kloot »

KAIK still doesn't build any units for me.. it builds a lab and then stops.. (tested on TitanDuel+BA6.5
Does it stop building completely, even if you set the speed to +10 and
wait a few minutes? TitanDuel is a low-energy map, so it may just be the
anti-stall measures.
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: Spring 0.77b6 testing

Post by MelTraX »

I'm pretty sure I have KAIK just like it was in the 0.77b5 installer (I'm not talking about SVN versions now).

No matter what map, it just builds the lab, guards it with its comm and that's it.
Attachments
infolog.txt
(13.25 KiB) Downloaded 41 times
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Re: Spring 0.77b6 testing

Post by Decimator »

imbaczek wrote:
MelTraX wrote:The imperator in THIS still is missing its main body for some reason.
this may have to do with detail levels; try increasing unit detail/icon distances?
I tried setting unit icon distance and unit detail to max. No effect.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Re: Spring 0.77b6 testing

Post by submarine »

MelTraX wrote: [*]AAI crashed on exit: stacktrace[/list]
I have committed AAI v0.875, problem should be fixed
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Spring 0.77b6 testing

Post by [Krogoth86] »

Well I'll point out the two issues I also posted in Help&Bugs:

1.) http://spring.clan-sy.com/phpbb/viewtop ... 11&t=16634
Certain maps give you a strange error parsing the smd file. That's not a lobby issue but an engine one as even if you try to start the map via Spring.exe you get that error...

2.) http://spring.clan-sy.com/phpbb/viewtop ... 11&t=16631
When having several units selected and trying to give them patrol points the patrol mode for clicking gets reset to the standard move/attack/reclaim cursor and so you have to select the patrol mode again after setting up a point...
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Spring 0.77b6 testing

Post by REVENGE »

hoijui wrote:..about the ghosted units:
i did not yet look at them often, but it seems to not work 100% correctly. in BA, i once saw a ghosted level one artillery flying patrol with two planes. (of course, it was actually a plane as well)
though its kind of cool when it fails like this as well :D
Ghosted units are done via a widget, not the engine. Go complain to very_bad_soldier about these problems.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Spring 0.77b6 testing

Post by el_matarife »

Marker text from players with black and near black team colors could use a little bit of white outlining or something like that to improve readability. Right now text from players with black color is almost impossible to read.
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: Spring 0.77b6 testing

Post by MelTraX »

el_matarife wrote:Marker text from players with black and near black team colors could use a little bit of white outlining or something like that to improve readability.
That's more of a feature request though, isn't it? I won't add it to the first post but since it's probably not that hard to implement, maybe a dev can still do it.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Spring 0.77b6 testing

Post by YokoZar »

MelTraX wrote:
el_matarife wrote:Marker text from players with black and near black team colors could use a little bit of white outlining or something like that to improve readability.
That's more of a feature request though, isn't it? I won't add it to the first post but since it's probably not that hard to implement, maybe a dev can still do it.
I don't remember hard to read text before, so it sounds like a regression...
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Spring 0.77b6 testing

Post by el_matarife »

I heard some complaints about it earlier, so I figured I'd make a request for some attention in here since it seems like a quick fix.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Spring 0.77b6 testing

Post by REVENGE »

el_matarife wrote:I heard some complaints about it earlier, so I figured I'd make a request for some attention in here since it seems like a quick fix.
Ye, set a threshold for switching between black/white outline for bright/dark colors.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Spring 0.77b6 testing

Post by TradeMark »

imbaczek wrote:
TradeMark wrote:Still crashes when resizing window, I tested it and it crashes when screen height (or width too?) is smaller than 282 pixels:
try r6903?
Oh yeah the newest release fixed it!
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Spring 0.77b6 testing

Post by Beherith »

About specs not being able to select enemy units:

You can select them with click-drag, BUT when clicking, try clicking around it, it reprodicibly gets selected for me if I click about a solars distance to the left and up. Strange bug.
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: Spring 0.77b6 testing

Post by MelTraX »

It's the offset you have on the radar for enemy units if you're not a spec.. It should be fixed though (as listed in the first post)..
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Spring 0.77b6 testing

Post by Beherith »

Woot, thx for fixing that.
However, in testing R6903 I did find one interesting performance bug, that is very easily reproducible.

I start on dsd, commanders script, BA mod. I get 100 fps on start.
Ill .give 1000 t2 fighters, then fps drops to about 80. Which is all very dandy and normal. Then, Ill stick the fighters on patrol, have them map a lap or two(15 fps, 46% cpu), then I selfd them. Im back to my commander unit only, yet the max frame rate is now only 60, and wont go higher no matter how long I wait. If I selfd the fighters right after /give, without giving them orders, this performance drop doesnt happen.
If I now do a /luaui reload, then my framerate goes back to 100.

Done with vanilla svn installer, no other widgets besides default BA widgets, with FPS manager widget off.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Spring 0.77b6 testing

Post by Beherith »

Sorry about double post, but I got the fastest crash ever, crashed even before showing loading screen:

infolog:

Code: Select all

Using script script.txt
using configuration source "Software\SJ\Spring"
OS: Microsoft Windows XP Professional Service Pack 2 (build 2600)
Hardware: Intel(R) Core(TM)2 Duo CPU     E6750  @ 2.66GHz; 2046MB RAM, 3940MB pagefile
Using read-write data directory: S:\Spring\
Scanning: S:\Spring\maps
Scanning: S:\Spring\base
Scanning: S:\Spring\mods
Spring 0.77b5 (R6841) has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x69621fad
DLL information:
0x00400000	spring
0x7c900000	ntdll
0x7c800000	kernel32
0x77dd0000	ADVAPI32
0x77e70000	RPCRT4
0x73f10000	dsound
0x77c10000	msvcrt
0x7e410000	USER32
0x77f10000	GDI32
0x774e0000	ole32
0x76b40000	WINMM
0x77c00000	VERSION
0x68b20000	GLU32
0x5ed00000	OPENGL32
0x73760000	DDRAW
0x73bc0000	DCIMAN32
0x76c90000	IMAGEHLP
0x6fbc0000	mingwm10
0x7c9c0000	SHELL32
0x77f60000	SHLWAPI
0x71ad0000	WSOCK32
0x71ab0000	WS2_32
0x71aa0000	WS2HELP
0x6ed80000	glew32
0x10000000	SDL
0x7c340000	MSVCR71
0x00dd0000	DevIL
0x66fc0000	freetype6
0x61b80000	zlib1
0x003e0000	ILU
0x76390000	IMM32
0x773d0000	comctl32
0x5d090000	comctl32
0x74720000	MSCTF
0x10100000	lgscroll
0x78130000	MSVCR80
0x7c420000	MSVCP80
0x77690000	NTMARTA
0x76f60000	WLDAP32
0x71bf0000	SAMLIB
0x755c0000	msctfime
0x69500000	nvoglnt
0x59a60000	DBGHELP
Stacktrace:
(0) D:\WINDOWS\system32\nvoglnt.dll(DllMain+0x2524d) [0x69621FAD]
(1) S:\Spring\SDL.dll(SDL_LoadWAV_RW+0x5fc) [0x1002CDEC]
attempt at translating stacktrace:

Code: Select all

[9:28:54 PM] * BuildServ * ----- Start of translation process ( auto=yes file=http://pastebin.com/d93a2828 ) -----
[9:28:54 PM] * BuildServ * Downloading stacktrace...
[9:28:55 PM] * BuildServ *     [OK] Downloaded at 28.9 KB/s
[9:28:55 PM] * BuildServ * Detecting build parameters...
[9:28:55 PM] * BuildServ *     [OK] profile=default sys=windows rev=6841 buildsys=scons
[9:28:55 PM] * BuildServ * Checking debug data availability...
[9:28:55 PM] * BuildServ *     [OK]
[9:28:55 PM] * BuildServ * Parsing stacktrace...
[9:28:55 PM] * BuildServ *     [ERROR] Unable to find translatable stacktrace in file
[9:28:55 PM] * BuildServ * ----- End of translation process (profile=default sys=windows auto=yes rev=6841 file=http://pastebin.com/d93a2828 buildsys=scons ) -----
Script:

Code: Select all

[GAME]
{
	Mapname=DeltaSiegeDry.smf;
	Maphash=9C5AE7BE;
	[modoptions]
	{
		StartMetal=1000;
		StartEnergy=500;
		MaxUnits=1000;
		GameMode=0;
		limitdgun=0;
		ghostedbuildings=1;
		diminishingmms=0;
		fixedallies=1;
		maxspeed=3;
		minspeed=0.3;
		disablemapdamage=0;
		deathmode=com;
	}
	StartPosType=2;
	GameType=BA65.sd7;
	ModHash=-1695258535;
	HostIP=85.177.185.206;
	HostPort=8452;
	MyPlayerNum=8;
	NumPlayers=16;
	NumTeams=14;
	NumAllyTeams=2;
	[PLAYER0]
	{
		Name=[eXe]Freezer;
		countryCode=de;
		Rank=4;
		Spectator=0;
		team=0;
	}
	[PLAYER1]
	{
		Name=edrush_;
		countryCode=fi;
		Rank=3;
		Spectator=0;
		team=1;
	}
	[PLAYER2]
	{
		Name=[STM]TeSS;
		countryCode=fr;
		Rank=4;
		Spectator=0;
		team=2;
	}
	[PLAYER3]
	{
		Name=Dagome;
		countryCode=pl;
		Rank=4;
		Spectator=0;
		team=3;
	}
	[PLAYER4]
	{
		Name=Pi;
		countryCode=fr;
		Rank=3;
		Spectator=0;
		team=4;
	}
	[PLAYER5]
	{
		Name=zyzy;
		countryCode=fr;
		Rank=5;
		Spectator=0;
		team=5;
	}
	[PLAYER6]
	{
		Name=[SmuG]L0v3;
		countryCode=gb;
		Rank=5;
		Spectator=0;
		team=6;
	}
	[PLAYER7]
	{
		Name=zerver;
		countryCode=se;
		Rank=6;
		Spectator=1;
	}
	[PLAYER8]
	{
		Name=[teh]Beherith[PiRO];
		countryCode=hu;
		Rank=6;
		Spectator=1;
	}
	[PLAYER9]
	{
		Name=[MARS]xerio;
		countryCode=fr;
		Rank=5;
		Spectator=0;
		team=7;
	}
	[PLAYER10]
	{
		Name=JJJJJ;
		countryCode=ca;
		Rank=5;
		Spectator=0;
		team=8;
	}
	[PLAYER11]
	{
		Name=[SmuG]P3AC3;
		countryCode=us;
		Rank=5;
		Spectator=0;
		team=9;
	}
	[PLAYER12]
	{
		Name=[UoB]M1ll3nium;
		countryCode=gb;
		Rank=3;
		Spectator=0;
		team=10;
	}
	[PLAYER13]
	{
		Name=[UoB]Vostie;
		countryCode=gb;
		Rank=2;
		Spectator=0;
		team=11;
	}
	[PLAYER14]
	{
		Name=viadimir;
		countryCode=fr;
		Rank=4;
		Spectator=0;
		team=12;
	}
	[PLAYER15]
	{
		Name=iz3;
		countryCode=fr;
		Rank=6;
		Spectator=0;
		team=13;
	}
	[TEAM0]
	{
		TeamLeader=0;
		AllyTeam=0;
		RGBColor=0.00392 0.00392 0.00000;
		Side=CORE;
		Handicap=0;
	}
	[TEAM1]
	{
		TeamLeader=1;
		AllyTeam=1;
		RGBColor=0.00784 0.04706 0.21176;
		Side=ARM;
		Handicap=0;
	}
	[TEAM2]
	{
		TeamLeader=2;
		AllyTeam=0;
		RGBColor=0.35294 0.35294 1.00000;
		Side=ARM;
		Handicap=0;
	}
	[TEAM3]
	{
		TeamLeader=3;
		AllyTeam=1;
		RGBColor=0.75294 0.35686 0.24706;
		Side=ARM;
		Handicap=0;
	}
	[TEAM4]
	{
		TeamLeader=4;
		AllyTeam=0;
		RGBColor=0.03529 0.72549 0.90196;
		Side=ARM;
		Handicap=0;
	}
	[TEAM5]
	{
		TeamLeader=5;
		AllyTeam=1;
		RGBColor=0.11765 0.98039 0.58824;
		Side=CORE;
		Handicap=0;
	}
	[TEAM6]
	{
		TeamLeader=6;
		AllyTeam=1;
		RGBColor=0.11765 0.98039 0.58824;
		Side=ARM;
		Handicap=0;
	}
	[TEAM7]
	{
		TeamLeader=9;
		AllyTeam=0;
		RGBColor=0.07843 0.07843 0.99608;
		Side=CORE;
		Handicap=0;
	}
	[TEAM8]
	{
		TeamLeader=10;
		AllyTeam=0;
		RGBColor=1.00000 1.00000 0.00000;
		Side=ARM;
		Handicap=0;
	}
	[TEAM9]
	{
		TeamLeader=11;
		AllyTeam=1;
		RGBColor=0.00000 0.00000 0.00000;
		Side=ARM;
		Handicap=0;
	}
	[TEAM10]
	{
		TeamLeader=12;
		AllyTeam=1;
		RGBColor=0.94118 0.00000 0.35294;
		Side=CORE;
		Handicap=0;
	}
	[TEAM11]
	{
		TeamLeader=13;
		AllyTeam=1;
		RGBColor=0.07843 0.47843 0.32549;
		Side=ARM;
		Handicap=0;
	}
	[TEAM12]
	{
		TeamLeader=14;
		AllyTeam=0;
		RGBColor=1.00000 0.74902 0.00000;
		Side=ARM;
		Handicap=0;
	}
	[TEAM13]
	{
		TeamLeader=15;
		AllyTeam=0;
		RGBColor=0.00000 1.00000 0.00000;
		Side=ARM;
		Handicap=0;
	}
	[ALLYTEAM0]
	{
		NumAllies=0;
		StartRectLeft=0.76;
		StartRectTop=0;
		StartRectRight=1;
		StartRectBottom=1;
	}
	[ALLYTEAM1]
	{
		NumAllies=0;
		StartRectLeft=0;
		StartRectTop=0;
		StartRectRight=0.24;
		StartRectBottom=1;
	}
	NumRestrictions=0;
}
Btw, does this forum support making code boxes collapsible, that would make feel less guilty for posting such walls of text
User avatar
very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Spring 0.77b6 testing

Post by very_bad_soldier »

REVENGE wrote:
hoijui wrote:..about the ghosted units:
i did not yet look at them often, but it seems to not work 100% correctly. in BA, i once saw a ghosted level one artillery flying patrol with two planes. (of course, it was actually a plane as well)
though its kind of cool when it fails like this as well :D
Ghosted units are done via a widget, not the engine. Go complain to very_bad_soldier about these problems.
I will take a look (but I never encountered this by myself). Do unitIDs get re-used in course of the game?
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Spring 0.77b6 testing

Post by Kloot »

yes (ID's are randomly taken out of and put back into a pool of 10000)
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Spring 0.77b6 testing

Post by el_matarife »

Beherith wrote:I'm back to my commander unit only, yet the max frame rate is now only 60, and wont go higher no matter how long I wait. If I self d the fighters right after /give, without giving them orders, this performance drop doesn't happen.
If I now do a /luaui reload, then my framerate goes back to 100.

Done with vanilla svn installer, no other widgets besides default BA widgets, with FPS manager widget off.
Do you still have high CPU usage or does it just look like the frame rates are being capped? If it looks like the frame rates are being capped, maybe v-sync and your refresh rate is the issue?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Spring 0.77b6 testing

Post by Beherith »

edit: and now i cant reproduce it, even after doing so many times :S
Attachments
fps3.jpg
A shot after luaui get reloaded, and fps is back to normal.
(148.75 KiB) Downloaded 31 times
fps2.jpg
A shot of the debug mode after 1000 fighters patrolled 2 laps around whole map and then got selfdestructed. A good 30 seconds has passed since the selfd.
(151.7 KiB) Downloaded 33 times
fps1.jpg
Shot of debug mode, a bit after game start, fps is stable around this value.
(163.4 KiB) Downloaded 23 times
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