Spring 0.77b6 testing

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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MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Spring 0.77b6 testing

Post by MelTraX »

Anything to do or to fix before Spring 0.77b6 should go here.

I'll try to collect all bugs in this first post aswell as mark anything that has been fixed so that devs have a better overview.

Engine:
  • Selecting enemy units as a spec is broken addressed in r6898, r6913
  • The imperator in THIS still is missing its main body for some reason.addressed in r7208
  • Still crashes when resizing window to smaller than 125x282 (either width or height) addressed in r6903
  • End game graphs first 4 stats dont work addressed in r6889
  • Still same weird bug as in this thread (appears randomly when in F5 mode)
  • Still this bug
  • It would be cool if you could fix the start positioning (fixed=random). Thanks! addressed in r6869
  • The game scroll is not as fluid as used to be
  • Mode3 water shader also needs to stop applying refraction to units above the water, and fix custom collision spheres as well. sounds complicated; probably not this release
  • Certain maps give you a strange error parsing the smd file. (see this thread)
  • 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... (see this thread)
Lua:
  • IceUI console doesn't show anything (does AddConsoleLine work?) addressed in r6890
  • IceUI can't load its profile anymore seems to work
  • The minimap start boxes lua script bugs: team 1 box fills whole screen + draws the box in its place. Is this lua fixed already? in BA65 mod it still appears... please send noize the fix if its fixed...
Installer:
  • TASClient: Single player skin default.ssk not found
AIs:
  • KAIK still doesn't build any units for me.. it builds a lab and then stops.. (tested on TitanDuel+BA6.5)works with 1000 energy
  • AAI crashed on exit: stacktrace addressed in r6907
Last edited by MelTraX on 09 Jan 2009, 20:24, edited 18 times in total.
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Re: Spring 0.77b6 testing

Post by Decimator »

The imperator in THIS still is missing its main body for some reason.

I was also having trouble clicking on units on the "enemy" team as a spectator.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Spring 0.77b6 testing

Post by TradeMark »

Still crashes when resizing window, I tested it and it crashes when screen height (or width too?) is smaller than 282 pixels:
Image

LogOutput initialized.
Available log subsystems: VFS-detail, VFS
Enabled log subsystems:
Enable or disable log subsystems using the LogSubsystems configuration key
or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
using configuration source "Software\SJ\Spring SVN"
OS: Microsoft Windows XP Professional Service Pack 1 (build 2600)
Hardware: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz; 3071MB RAM, 4961MB pagefile
Using read-write data directory: I:\Spring77b6b\
Scanning: I:\Spring77b6b\maps
Scanning: I:\Spring77b6b\base
Scanning: I:\Spring77b6b\mods
Video mode set to 1680 x 1050 / 32 bit
[ 0] SDL: 1.2.10
[ 0] GL: 2.1.1
[ 0] GL: NVIDIA Corporation
[ 0] GL: GeForce 8800 GTS/PCI/SSE2
[ 0] GLEW: 1.4.0
[ 0] Connecting to local server using number 0
Last edited by TradeMark on 25 Oct 2008, 19:23, edited 2 times in total.
Posts
Posts: 63
Joined: 02 Oct 2007, 04:00

Re: Spring 0.77b6 testing

Post by Posts »

spring_0.77b5+svn6886.exe

on each startup
Image
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Spring 0.77b6 testing

Post by TradeMark »

1) End game graphs first 4 stats dont work: viewtopic.php?f=11&t=16607

2) Still same weird bug as in this thread: viewtopic.php?f=11&t=16467 (appears randomly when in F5 mode)

3) Still this bug: viewtopic.php?f=11&t=16464


Old bugs:
1) The minimap start boxes lua script bugs: team 1 box fills whole screen + draws the box in its place. Is this lua fixed already? in BA65 mod it still appears... please send noize the fix if its fixed...
Last edited by TradeMark on 25 Oct 2008, 19:16, edited 5 times in total.
Chojin
Posts: 141
Joined: 04 Oct 2006, 11:22

Re: Spring 0.77b6 testing

Post by Chojin »

It would be cool if you could fix the start positioning (fixed=random). Thanks!

viewtopic.php?f=11&t=16645
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: Spring 0.77b6 testing

Post by MelTraX »

Chojin wrote:It would be cool if you could fix the start positioning (fixed=random). Thanks!

viewtopic.php?f=11&t=16645
Did you test this? The changelog says it's fixed.

edit: Just tested 5 games and after 4 times the same positions, the 5th time was different. So it works for me. Also they never used positions bigger than the player count.
Pizzi1
Posts: 4
Joined: 14 Jan 2008, 00:19

Re: Spring 0.77b6 testing

Post by Pizzi1 »

I have seen a scroll problem in 0.77b6 svn6886
The game scroll is not as fluid as used to be ...i have tested all with only a comm unit using 2 mods over 3 different maps and i have the same problem (i have 60 fps with vsync activated and the fps dont go below this value during my test)
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Spring 0.77b6 testing

Post by lurker »

Actually, for a while spring used the gaia team when randomizing. In 1v1 you could get any of spots 1-3. It would be nice to have an option to do set how many spots to use for random.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Spring 0.77b6 testing

Post by REVENGE »

lurker wrote:Actually, for a while spring used the gaia team when randomizing. In 1v1 you could get any of spots 1-3. It would be nice to have an option to do set how many spots to use for random.
Heh, sortof a feature request, but could we get custom point-based start positions? It's nice to override map defaults sometimes, not to mention some maps don't even have proper start positions.

Also, I concur with Decimator's clicking on enemy units in spec mode problem.

Mode3 water shader also needs to stop applying refraction to units above the water, and fix custom collision spheres as well.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Spring 0.77b6 testing

Post by Auswaschbar »

REVENGE wrote:
lurker wrote:Actually, for a while spring used the gaia team when randomizing. In 1v1 you could get any of spots 1-3. It would be nice to have an option to do set how many spots to use for random.
Heh, sortof a feature request, but could we get custom point-based start positions? It's nice to override map defaults sometimes, not to mention some maps don't even have proper start positions.
Already there, and can be used with springlobby in singleplayer, but not in multiplayer because TASClient does not support it.
REVENGE wrote:Also, I concur with Decimator's clicking on enemy units in spec mode problem.
Got fixed in rev 6898.
MelTraX wrote:IceUI console doesn't show anything (does AddConsoleLine work?)
Should work now.
TradeMark wrote:1) End game graphs first 4 stats dont work: viewtopic.php?f=11&t=16607

2) Still same weird bug as in this thread: viewtopic.php?f=11&t=16467 (appears randomly when in F5 mode)

3) Still this bug: viewtopic.php?f=11&t=16464
1) got fixed and should now work again
2) jK already mentioned its most likely a driver bug
3) can not reproduce it, neither with BA nor CA. Try disabling some of your widgets and please give some more details (which mod, widgets etc.)
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Spring 0.77b6 testing

Post by REVENGE »

TradeMark wrote:3) Still this bug: viewtopic.php?f=11&t=16464.
I'm still not quite sure that this is a bug. Try setting selectthrough in your ctrlpanel.txt to 0.
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: Spring 0.77b6 testing

Post by MelTraX »

Hmm, Auswaschbar, we just did the same summary work :P. I try to keep track of things in post 1.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Spring 0.77b6 testing

Post by Auswaschbar »

Pizzi1 wrote:I have seen a scroll problem in 0.77b6 svn6886
The game scroll is not as fluid as used to be ...i have tested all with only a comm unit using 2 mods over 3 different maps and i have the same problem (i have 60 fps with vsync activated and the fps dont go below this value during my test)
Please describe what "not as fluid as used to be" means. Maybe you used a different camera mode (keep in mind that those debug versions use different settings than release)?
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: Spring 0.77b6 testing

Post by MelTraX »

Btw, are those ghosted units (mobile units) a bug or a feature?
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Spring 0.77b6 testing

Post by hoijui »

..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
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Spring 0.77b6 testing

Post by TradeMark »

Auswaschbar wrote:2) jK already mentioned its most likely a driver bug
How its possible, since old spring versions didnt do this?
Auswaschbar wrote:3) can not reproduce it, neither with BA nor CA. Try disabling some of your widgets and please give some more details (which mod, widgets etc.)
Oh yeah its the "mex upgrade helper" mod widget from BA65, and the weird thing is that when i disable and then enable it, this bug doesnt appear... and it says "right click to upgrade" in the help thing, but actually it does it from left click... actually from both o_O

Now I found out that it does the bug every second time when you click with left button o_O yes... like it thinks when you click twice with left, it becomes into right click. O_o

REVENGE wrote:
TradeMark wrote:3) Still this bug: viewtopic.php?f=11&t=16464.
I'm still not quite sure that this is a bug. Try setting selectthrough in your ctrlpanel.txt to 0.
Doesnt help at all.

MelTraX wrote:[*]Still crashes when resizing window, I tested it and it crashes when screen height (or width too?) is smaller than 282 pixels works for others
I tested the width too now, and the minimum dimensions are: 125x282 that smaller when i make the rendering screen, then it makes the error and crashes.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Spring 0.77b6 testing

Post by imbaczek »

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?
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Spring 0.77b6 testing

Post by imbaczek »

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?
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]
Yep thats a known bug, I already posted on AI subforum and Mantis but I havent got any response so far. There mustr have been a change to the AI interface causing AAI to crash when trying to get the path, where it may store its learning data.
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