Bugs thus far, 0.78

Bugs thus far, 0.78

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Bugs thus far, 0.78

Post by Argh »

1. Starting Capture of Ancient Factories with Engineering Teams in P.U.R.E. leads to a locked game state, every time.

Found the bug- apparently there was an issue with a loop in the unit's opening sequence (before it reports INBUILDSTANCE) that used to operate all right, but now needed a sleep put in, to avoid a lock.

Why was COB changed, and what was changed this time? The Changelog is silent about it, and with the mess with Git changeover, etc., I can't see every commit right now. I'll subscribe to the RSS feed, this is really not good, not even knowing where to check.

Gonna check everything now, I guess I don't get to sleep tonight :P

I'd strongly suggest that other people making games check every single COB for similar lock conditions.

2. Spring apparently no longer considers treetypes to be Features, so my first big World Builder demo map is trashed, until I go and replace the trees.

3. I've watched aircraft fly through hills, and they don't seem to be trying to obey their CruiseAlt during combat now, which means that they fly right through World Builder cities during firefights, because they have collide off, and refuse to try and stay near CruiseAlt.

4. TASClient just flat-out crashed on one map, no warning, nothing, just blip, gone.

5. Neither AAI nor KAIK can fail gracefully, both crash. Is it too much to ask for some better exception handling on them, so that they don't take Spring down, and give me something useful in the way of an error?

I think KAIK is crashing mainly because the new P.U.R.E. maps are metal, dunno for sure yet.

6. The sound volume control in SpringSettings is still screwed up. You can't turn down unit replies, without turning down the main sounds as well. Probably still referring to the wrong variable.

[EDIT]The sound volume vs. sound volume for OGG streams is very, very quiet now, that's another big problem. I'll just fix my Widget, set the volumes lower.[/EDIT]

[EDIT2]No, the problem is that OGG is no longer obeying the parameter that sets the volume.[/EDIT]

[EDIT3]Confirmed, Spring.SetSoundStreamVolume() doesn't work, either, it appears it's just broken, period.[/EDIT]

7. I see little holes in the map, if shadows are off:

Image

Dunno what's up with that, looks like a really weird shader bug. I saw this before 0.77b5, tbh I just forgot to document it, so this isn't "new", but it's still a bug.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Bugs thus far, 0.78

Post by FLOZi »

Cob now spits out errors if your piecenames are not all lowercase :|
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Bugs thus far, 0.78

Post by Argh »

Yeah... I've always used lowercase, though, to keep it the same as in Scriptor. I'm really anal about that stuff. That said, I've had lots of "piece blahblah isn't in model blahblah" errors, where it was usually referring to "base" instead of "body", and the only reference was at the start of the script (I'm also anal about including every single Piece, but in several cases, I was apparently smoking too much crack).

Giant bummer, if you haven't been doing that, though, that's a couple of hours of grind, for such a silly thing :P
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Bugs thus far, 0.78

Post by FLOZi »

More annoying is that the case in scriptor is the same, its just that its forced to lowercase by spring and piecenames (mistakenly) aren't.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Bugs thus far, 0.78

Post by imbaczek »

piece case-sensitivity was already fixed here: http://github.com/spring/spring/commit/ ... 0f7491c06b
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Bugs thus far, 0.78

Post by FLOZi »

What are the changes of a bugfix release? :P
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Bugs thus far, 0.78

Post by imbaczek »

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

Re: Bugs thus far, 0.78

Post by MelTraX »

Argh wrote:6. The sound volume control in SpringSettings is still screwed up. You can't turn down unit replies, without turning down the main sounds as well. Probably still referring to the wrong variable.
That should also be fixed by now.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Bugs thus far, 0.78

Post by manolo_ »

i hear no normal sounds (e.g. when u set an unit to go somewhere) in xta (just the sing-stuff), is it mod or spring-issue?

also this
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Bugs thus far, 0.78

Post by imbaczek »

btw current list:

Code: Select all

$ git shortlog --no-merges 0.78.1.1..

Dylan Petonke (3):
      sim: Units that are out of fuel can still fire weapons that don't use any.
      sim: units trying to stay in LOS of a target account for mip levels
      By default immobile builders don't reactivate on their own.

Karl-Robert Ernst (14):
      fix sourcepackage-generation
      master version bump + make lzma-package by default
      remove old kdevelop-projectfile (newer can be generated with cmake)
      fix GlobalAIs not allowed to give orders when spring started without script
      fix installer generation
      update release checklist
      build lzma instead of zip by default
      don't include ".gitignore" in install
      increase the size of the fragnment-buffer to fix crash with long script.txt
      add startscript.txt to header file like it was before
      make_source_package.sh: fix test-builds, remove gitignore, add RAI
      add RAI to installer
      add missing include "Util.h" (for StringToLower)
      allow the user to close unitsync-users during install

Kloot (1):
      fix the no-commander-for-side-Arm problem for local games not based on TA content

Marek Baczynski (15):
      sim: fix repair level and autoland for planes not toggling correctly
      sim: planes don't take off on CMD_SET_WANTED_MAX_SPEED
      sim: default value for Land At is 0.3, not 0
      sim: aircraft ordered to not land take off now
      sim: add "unit" log subsystem, only active in debug mode
      sim: make planes land on landing pads when damaged
      weapondef: set LightingCannon heightmod default to 1.0f
      sim: fix aircraft not refueling properly even when pad is available
      sim: fix aircraft not trying to return when all pads are reserved
      .gitignore for us poor people stuck with scons
      cob: fix emit-sfx trying to get information from nonexistant piece vertices
      cob: fix for a fix in GetEmitDirPos
      cob: initialize relPos in EmitSfx
      system: add LOG_ARCHIVESCANNER subsystem
      installer: RAI is named RAI.dll

hoijui (3):
      updating /.gitignore and removing the .gitignore's from the subdirs.
      make builddir and location of mingwlibs configurable in scons
      minor adjustments to .gitignore (the empire strikes back!)

jk (2):
      safe deletion in glFont
      cob: removed check if animation is needed

jk3064@arcor.de (3):
      changed error message for invalid pieces in COBs, it is just a warning now
      fix features weren't drawn with advshading=false
      * cob: made modelpiece mapping case-insensitive

unknown (1):
      Include Util.h to fix a compile error.
edit: oh no it lies horribly. don't believe half of it, most of those were in the initial release.
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: Bugs thus far, 0.78

Post by MelTraX »

So now you have jks mail address :P
manolo_ wrote:i hear no normal sounds (e.g. when u set an unit to go somewhere) in xta (just the sing-stuff), is it mod or spring-issue?
that's the setting thing.. that's fixed..
manolo_ wrote:also this
also already fixed :)
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Bugs thus far, 0.78

Post by manolo_ »

MelTraX wrote:So now you have jks mail address :P
manolo_ wrote:i hear no normal sounds (e.g. when u set an unit to go somewhere) in xta (just the sing-stuff), is it mod or spring-issue?
that's the setting thing.. that's fixed..
manolo_ wrote:also this
also already fixed :)
ur fast :), so when will 0.78.1.2 be released?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Bugs thus far, 0.78

Post by Argh »

Excellent, sounds like we'll be shipshape then. I can provide Satirik with the test map I used that produced a crash, if necessary.

BTW, the map thing's probably going to be hard to pin down, don't trouble yourselves with it if there are more important show-stoppers on the list. Just thought I'd note it's happening, is all.
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Bugs thus far, 0.78

Post by thesleepless »

bug on startup of large game with many players

spring: /usr/src/spring_0.78.1.1/rts/System/Net/UDPConnection.cpp:186: void netcode::UDPConnection::ProcessRawPacket(netcode::RawPacket*): Assertion `(wpi->second->length + bufLength) < 4096' failed.
eyu100
Posts: 182
Joined: 05 Jul 2008, 04:10

Re: Bugs thus far, 0.78

Post by eyu100 »

alt-tab crashes spring
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: Bugs thus far, 0.78

Post by MelTraX »

thesleepless wrote:bug on startup of large game with many players
fixed.
eyu100 wrote:alt-tab crashes spring
fixed.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Bugs thus far, 0.78

Post by zwzsg »

Argh wrote:4. TASClient just flat-out crashed on one map, no warning, nothing, just blip, gone.
Happened in 77b5 too. When I changed map, there was like a 20% chance that me or someone in the battlerooom will have his TASClient suddenly close down. When trying to join a room or trying to host, there would also be a similar chance to have a TASClient sudden exit. At first I though it was something related to KP, then I tried with others mods and saw it happening too. I told Satirik and helped him witness and reproduce the problem. I still do not get why it apparently never happens to the BA crowd. Lastest theory was that it was something to do with small map filesizes.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Bugs thus far, 0.78

Post by ginekolog »

games with more than 10 players crash spring a lot of time at start. It crashes for all players. This didnt happen on old ver.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Bugs thus far, 0.78

Post by imbaczek »

that's fixed for a long time. not sure if lurker's fixed exe has this fix, but you're better off using it anyway (less sync errors, hopefully.)
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