Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
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Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
after installing the test version, replays now try to start with that when doubleclicked. i think when you select 'portable' file assignment should not change.
That is a problem in general..what if you have ie gundam and KP installed?
Only one game can use the doubleclick-on-replay=play thing, other intall will not have the map/game.
That is a problem in general..what if you have ie gundam and KP installed?
Only one game can use the doubleclick-on-replay=play thing, other intall will not have the map/game.
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
Yes Forb I'm afraid you were, please calm down. You say you have many lua errors. Ok;Forboding Angel wrote:Dude... I wasn't unclear. Do you need a map?
- what are they?
- Do they result in an error in the infolog we can see?
- Which gadgets or widgets in Evo do we need to look at?
- How is the behaviour of this lua changed from 82.7?
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
I recommend sound recordings, they're far more effective at saying shutup & listen I have a sound bug and its real, than saying "shutup & listen, I have a sound bug and its real"
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
@knorke:
if distributed with a game, the file-extension shouldn't be registered: so use the minimal-portable in your custom installer/distribution method. if you want to use the installer, then install unattended with /NOREGISTRY: http://answers.springlobby.info/questio ... unattended
if distributed with a game, the file-extension shouldn't be registered: so use the minimal-portable in your custom installer/distribution method. if you want to use the installer, then install unattended with /NOREGISTRY: http://answers.springlobby.info/questio ... unattended
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
just to call more attention to it:
thread on shadows issue
thread on shadows issue
- Forboding Angel
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- Joined: 17 Nov 2005, 02:43
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
Pardon me for being a bit frustrated. In my last post I bolded the bugs I was reporting, therefore, I thought it was very plain. Apparently not.
Ok, the sound culminating...
Exactly what I said. If I take lets say 20 light allterrain raiders and fire them at the same time, the sound peaks (if you don't understand what peaking means please just ask me, it will save a lot of confusion later). This should be fixed by: A limiting sounds that would make it peak, B lowering the threshold for layered sounds (in other words, dynamically adjusting the volume of sounds if they are going to cause peaking), C something I haven't even thought of.
Sound volume... I think I explained this well enough already, but I'll repeat myself. Start a tank shooting, then zoom out. The sound should lessen in volume. It doesn't. This is a bug.
Pathing... I wasn't really reporting this as a bug. Basically, a factory had a waypoint on a mex spot, then I built a mex there. Units still tried to go inside the mex instead of stopping short. I don't even know if this is a bug.
LUA broken... I thought this was a problem that I have to sort through. Don't get me wrong, I need help in the worst way to get it sorted as I'm not really smart enough to do it on my own, but I was under the impression that you guys would say it's a problem with the lua and not the engine therefore shovel it off and I'm not sure I would blame you.
That said, here is a list off the top of my head:
ÔÇó Groupmove Widget
ÔÇó Smart Select (This has to be fixed in the evo code, it cannot simply be overwritten because I have some important customizations) Widget
ÔÇó Engine Hotfixes gadget (this is the one that destroys features in an area where something is being built)
There is more but I'm not sure what right this second, I can be more thorough after further testing.
Evo code repository is here: https://code.google.com/p/evolutionrts/ ... iondev.sdd
http://pastebin.com/fBUXEVSH << this is my infolog
Ok, the sound culminating...
Exactly what I said. If I take lets say 20 light allterrain raiders and fire them at the same time, the sound peaks (if you don't understand what peaking means please just ask me, it will save a lot of confusion later). This should be fixed by: A limiting sounds that would make it peak, B lowering the threshold for layered sounds (in other words, dynamically adjusting the volume of sounds if they are going to cause peaking), C something I haven't even thought of.
Sound volume... I think I explained this well enough already, but I'll repeat myself. Start a tank shooting, then zoom out. The sound should lessen in volume. It doesn't. This is a bug.
Pathing... I wasn't really reporting this as a bug. Basically, a factory had a waypoint on a mex spot, then I built a mex there. Units still tried to go inside the mex instead of stopping short. I don't even know if this is a bug.
LUA broken... I thought this was a problem that I have to sort through. Don't get me wrong, I need help in the worst way to get it sorted as I'm not really smart enough to do it on my own, but I was under the impression that you guys would say it's a problem with the lua and not the engine therefore shovel it off and I'm not sure I would blame you.
That said, here is a list off the top of my head:
ÔÇó Groupmove Widget
ÔÇó Smart Select (This has to be fixed in the evo code, it cannot simply be overwritten because I have some important customizations) Widget
ÔÇó Engine Hotfixes gadget (this is the one that destroys features in an area where something is being built)
There is more but I'm not sure what right this second, I can be more thorough after further testing.
Evo code repository is here: https://code.google.com/p/evolutionrts/ ... iondev.sdd
http://pastebin.com/fBUXEVSH << this is my infolog
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
Lots of lua broken that had already been fixed (and tested) for 0.83.
Somewhat incongruent. There's really no reason why any of your lua should be broken now that wasn't broken when the last test release was done. But anyway;[f=0004904] Error in CommandNotify(): [string "LuaUI/Widgets/unit_group_move.lua"]:40: attempt to perform arithmetic on field 'n' (a nil value)
What's wrong with hotfixes and smart select?
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
New bug, new thread.
http://springrts.com/phpbb/viewtopic.php?f=11&t=26684
If anyone can reproduce it, I will post to mantis.
http://springrts.com/phpbb/viewtopic.php?f=11&t=26684
If anyone can reproduce it, I will post to mantis.
- Forboding Angel
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Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
Oops, smart select is working fine, it's this widget that isn't showing up (doesn't error out, just doesn't show up): http://springrts.com/phpbb/viewtopic.ph ... 8&start=60
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
unit_shapes works now, probably due to zervers mantis #2511 commits?
Also I fixed the other lua issues Forb was having.
Also I fixed the other lua issues Forb was having.
- Forboding Angel
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- Joined: 17 Nov 2005, 02:43
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
I can confirm that if a group of units have a destination, and a building is placed in their way after the order is given, the units pathing instructions do not get updated. (Had this happen yesterday when i was moving a big groupd of units around. They had a move order across the map iirc, and my engineer was going around making mexes, plopped one right in their path about 10 seconds before they got there. Some of the tanks got very stuck on the side of the mex, trying to go through it as tho it were not there.
However, that said, the yardmap on the mex was all fucked up, so if that has any relevance then please take that into account.
However, that said, the yardmap on the mex was all fucked up, so if that has any relevance then please take that into account.
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
Test again with a fixed yardmap? 

Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
summary:
- i could reproduce was that sound is overdriven: http://springrts.com/mantis/view.php?id=2622
- sound is 2d only: http://springrts.com/mantis/view.php?id=2623
- installer/settings should be already fixed in current master/new springsettings
- lua is maybe already reported as this bug: http://springrts.com/mantis/view.php?id=2511
for the other bugs, more info needed: how to reproduce?
- i could reproduce was that sound is overdriven: http://springrts.com/mantis/view.php?id=2622
- sound is 2d only: http://springrts.com/mantis/view.php?id=2623
- installer/settings should be already fixed in current master/new springsettings
- lua is maybe already reported as this bug: http://springrts.com/mantis/view.php?id=2511
for the other bugs, more info needed: how to reproduce?
Last edited by abma on 24 Aug 2011, 23:22, edited 2 times in total.
- Forboding Angel
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- Joined: 17 Nov 2005, 02:43
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
Busy atm, plan to as soon as I have time. But I figured that if I said something then at least others could check and see if they can replicate.FLOZi wrote:Test again with a fixed yardmap?
Edit: It was in fact a yardmap issue. Fixing the yardmaps properly resulted in correct behavior.
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
probably already aware.. but hills on the map edges are having broken shadows again.
map rocky glacier.
http://img856.imageshack.us/img856/7633/screen00138.jpg
^example picture.
I don't really know of a better way to describe it.
it only happens at maps edge.
map rocky glacier.
http://img856.imageshack.us/img856/7633/screen00138.jpg
^example picture.
I don't really know of a better way to describe it.
it only happens at maps edge.
Re: Engine Testing - 21. August 2011 (0.82.3-3299-g94702d5)
@hoijui: please close this thread.
new test-release:
http://springrts.com/phpbb/viewtopic.php?f=12&t=26745
new test-release:
http://springrts.com/phpbb/viewtopic.php?f=12&t=26745