0.73b1 test release 3 - Page 2

0.73b1 test release 3

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

Moderator: Moderators

Post Reply
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

Tobi, with those files and the version i downloaded, i got these ugly effects for xta, and other things, then i added caydrs stuff and it was fixed.
Image
Image
Image

Im not sure what the error is but i do know that spring isnt reading the explo.bmp in xta. Does every mod need to redo this now with resource.tdf to fix this error??

I found another crash, tell the commander to build somthing and then while he is building, click for the repair again on the lab and make an area for repair, let the command go, and instant crash.

Everything above is out of date. PS: the polls are ruined!
Last edited by Noruas on 13 Sep 2006, 00:52, edited 2 times in total.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

No it shouldn't. There's clearly something wrong somewhere. Maybe I'll look at the files Caydr uploaded and see where the differ tomorrow... And I guess I'll take an actual look at the installer :P

Note that it's right explo.bmp isn't read - explo.tga is specified in the resources.tdf in the springcontent I uploaded.
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Oh great, I installed the right exe on my pc, but I uploaded the installer from the release branch :oops:

Sorry... re-uploading now
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Updated now
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I will test thoroughly when I get home tonight. Did my patch for the flamethrower code (I sent edits to JC after compiling with his version) get into this build? It's kind've important...
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

Yes, i noticed it, but i still get the ugly effects as seen from above, it could be just me, but no one else will affirm it.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I remember reading somewhere about somebody referring to an alpha being read "in the wrong order" or somesuch. I'll check my mod and see if I can confirm the bug and its cause.
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Hm no, haven't applied that one yet. I read it while being away from my dev PC and kinda forgot to commit it for this one...
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

This new build works perfectly.

Minor thing I noticed:

Image

~~~

Correction, the bug with laser muzzleflares and other FX items is still present.
User avatar
smartie
NOTA Developer
Posts: 146
Joined: 23 Jun 2005, 19:29

Post by smartie »

I've found some semi-important bugs that should be fixed before the next version

The first thing is high altitude bombers won't land on the repair pads for some reason. Strategic bombers fly at about 550 in the mod i was testing which is too high for them to realize they are supposed to land or something. Currently they circle the landing pads forever while flagging it as occupied so that no other planes can land on it. The guy who is landing in the picture here i took control of myself and flew to a lower altitude, so the bug definately has something to do with their height.
Image

Ok, and here's another thing with the bombers. I was messing around with the fuel tags when I found this one. It's pretty minor, but probably shouldn't be that hard to fix. If you set the bombers so that they have to return after dropping their bombs they immediately start to turn back after dropping the first bomb. This gives you screwy bombing runs like this one. They should probably check how many bombs they have to drop and wait until they've dropped the last one before they turn back.
Image

This bug was in the last version, but i don't think anyone else has really noticed it. If you have a unit such a mech that is only supposed to fire in a forwards arch (think mechwarrior) it doesn't turn towards new enemies that are outside of its firing arch. I'm pretty sure they are supposed to do this, but they don't seem to. In some cases it does work, such as if you spawn in an ak behind it, but if the ak actually walks in from out of range then the mech won't turn around.
Image

And here's a laser making smoke for some reason
Image
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Everything you just said was the mod's fault.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Huge bug. Not so much, huge, as really irritating.

To duplicate:

Load XTA on any water map.

.cheat
.give armbats

tell it to attack an arbitrary point near the edge of its range. Now watch it do the polka.

Boat spins back and forth in place. Works fine otherwise. Affects AA a hundred times worse since most boats have more than one turret, and only boats with more than one turret are affected.

Probably happens with ANYTHING that has more than one gun, just isn't noticable since they aren't as far apart as the average boat's guns are.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

FPS/total frames doesn't work.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Are you sure you applied this patch:
http://www.unknown-files.net/noize/noizegui3.patch

i think you applied a earlier version...

Also when i enable refractive water this bug still happens:

Image
User avatar
smartie
NOTA Developer
Posts: 146
Joined: 23 Jun 2005, 19:29

Post by smartie »

Everything you just said was the mod's fault
well I've been doing the large majority of the scripting for it, so would you care to explain to me how I'd solve these problems. The problem with the bombers not landing on the repair pads is definately an engine bug. I don't know of any way that could be solved by scripting. Same with the mechs not turning towards their targets.

By the way, the aircraft service platforms in AA are half broken. I just noticed this tonight, but it seems only two planes can land on one of them at a time.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Text and build-icons is still warped in 16:9 (or any not 4:3) screen resolutions.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

IMSabbel wrote:Text and build-icons is still warped in 16:9 (or any not 4:3) screen resolutions.
what do you mean exactly? screenshot?
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

NOiZE wrote:
IMSabbel wrote:Text and build-icons is still warped in 16:9 (or any not 4:3) screen resolutions.
what do you mean exactly? screenshot?
There was already a big picture laden thread, search function FTW.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

NOiZE wrote:
IMSabbel wrote:Text and build-icons is still warped in 16:9 (or any not 4:3) screen resolutions.
what do you mean exactly? screenshot?
Sorry, at work right now, so i cannot make a screenshot.

But all bitmaps and fonts are used in the current viewpoints aspect ratio rather than their native one.

So if you start spring in 2000:1000 as an extreme example, all buildpics would have something like 80*40 pixels on screen.

A simple solution would be to just derive _one_ of the dimensions of the icons/text from the viewport size and the other from the aspect ratio of the original bitmap.
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

jcnossen wrote:Oh great, I installed the right exe on my pc, but I uploaded the installer from the release branch :oops:

Sorry... re-uploading now
It seems the exe in this installer is compiled from /trunk. (It has some features like BuildIconsFirst that aren't in /branches/073b1).

Also there's some weird going on with the energy usage. You use more energy than what the numbers say ...
Post Reply

Return to “Engine”