Test build of new spring version - Page 2

Test build of new spring version

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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Does it have any problems?

No
1
7%
Yes
13
93%
 
Total votes: 14

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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Caydr wrote:...Zaphod I hope you're aware that units are ALSO flipped. On the X-axis, I mean. For instance, say I make a unit with a radar dish on the left size in max, when I put it in spring, the radar dish is on its right side.
Same deal with Rhino3D models. It's be great if this was fixed.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Err, huh? Rhino has nothing to do with it. It's like the whole jpeg vs bmp thing in mapmaking... it doesn't matter, the end result is an entirely different format.

That said, Spring does mirror 3do corpses across the Z axis (from the unit's front to rear), at least sometimes. The actual units display fine, but the corpses are flipped. Go kill a barracks in SWTA to see what I mean. I've never paid attention enough to know if it does it for all corpses or not.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Maybe I should clarify my statement. Models built in Rhino3D appear to be mirrored from left to right in UpSpring, and although most units do have left/right symmetry, if you were to build something that had left-right assymetry (such as the Orion), then the gun would appear on the opposite side of the model. Another example would be the Elemental in BattleTech, which has a different weapon on either arm. For the sake of authenticity, I would have to mirror the unit before importing it into UpSpring so that it gets mirrored again into the correct configuration. It may seem to be splitting hairs, but it is not much different from the problem with inverted faces on features, which was deemed important enough to fix.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

I noticed units being z axis flipped too.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

I confirm mirrored units, too. My model making process chain is Autocad -> DXF file -> 3do builder, and models appear left-right mirrored, so it's not Upspring related.
But I think it was this way in OTA, too. Just there wasn't enough asymmetric units to notice this.
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TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

When I made my commander statue model feature, in 3do builder it was fine, but when I put it on a map in spring, it was mirrored across the z axis (left to right), compared to the commmander in game. But that was only for features. Now I could be wrong, seeing as I used the Evola model, and thats the one used ingame, and both arms are fairly indenticle. **Nope just checked with both 3do builder and Upspring, it only applys to features. I tryed the commanders models I have and they appear as they would ingame. Heres my example:
3do builder & Upspring give me this:
http://www.maj.com/gallery/3dbricks/TAS ... statue.png

But spring gave me this:
http://www.maj.com/gallery/3dbricks/TAS ... fliped.jpg

**P.S. Zaphod, Upsring can see object parts in 3do files that show geometry, but don't show up in the list in 3do builder. Its some sorta glich that 3do builder has. Upspring really helps in that regarde to clean things up** :wink:
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Post by SeanHeron »

GrOuNd_ZeRo wrote:gives me missing file errors for MSVCP71.DLL...
same problem here
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I've been annoyed about that MSVCP71 for ages :S I can't seem to find the settings required to get it out of the dependencies. Upspring needed it too for some reason.
If any other vs2003 developer knows... please tell me!
greenail
Spring Developer
Posts: 80
Joined: 13 Dec 2005, 20:16

Post by greenail »

i think /MD produces that dependency, use /MT

Do you have an updated version to try? the current trunk is broke and i can't get it to build.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Ok thanks,

haven't had any luck debugging spring yet...
I think most of the crashing people have here is because of the group AI dll's that have different calling convention.
However it still loads all the mod archives instead of one :S
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

The build runs fine if I rename all the AI dlls, although significantly slower than 0.67b3. The waterline is also jagged when zoomed out.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Ok I'll look into that too...
I forgot to specify more extensive optimization in visual studio, so that's probably the reason why it doesn't run very fast.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

[quote="colorblind"]The build runs fine if I rename all the AI dlls,[/quote]

This may be because the ABI broke somewhere between the latest windows only release and this platform independent release. Though I'd expect it only matters if you try to use the AI...

To devs: I think we need a policy of some kind regarding ABI compatibility, because broken ABI has already given me a headache when trying to port 1.06 of OTAI to linux...

And AI devs should #include files directly from rts (ie. add trunk/rts, trunk/rts/System and trunk/rts/ExternalAI to include path) instead of copying them. That 'd guarantee API compatibility at least... *sigh*
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Isnt that how ti works already? JCAI and NTAI are the two abse setups that most other AI projects are absed on, even if all the code has been torn out, it usually ends up with the base VS project files, the interface, adn the basic cglobalai structure intact, possibly under a different name, with a new AI built ontop.

I believe the onyl exception to this was OTAI which started that way then shfited because veylon had troubles getting std classes working witht eh itnerface on his machine
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

I did some more testing:

On my computer at home (which has a geforce 5200) the waterline isn't jagged at all. It was jagged when I tested it on an MX 440.
Furthermore the "cmds 1000 res" script doesn't wait for connections anymore, and using XTA the Arm advanced k-bot lab has a white buildpic in the lowerright corner, which will crash Spring if you click on it. Looks like the mod isn't correctly parsed ...
greenail
Spring Developer
Posts: 80
Joined: 13 Dec 2005, 20:16

Post by greenail »

i got it working with a clean install of the old version. it doesn't seem to like multi monitors, and/or if you have it in windowed mode, if you move the window it will not re-paint correctly.
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Crashes on creating sky :/
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