New version, 0.70b2

New version, 0.70b2

Discuss Spring news, such as fresh releases and press coverage, here.
Fnordia
Former Engine Dev
Posts: 425
Joined: 13 Aug 2004, 16:11

New version, 0.70b2

Post by Fnordia »

Since there was so much new code in the 0.70b1 version, a bunch of new bugs have surfaced as well. This release fixes some of the more annoying problems such as the problem with some maps being unusable, full screen always using 60hz, and various keyboard issues.

The current changelog can be found here. There will probably be another update in the near future to fix remaining issues.

You will need to update to this version in order to connect to the multiplayer lobby. If you have 0.70b1 installed, the lobby will offer you a small patch directly when you connect.

To update an earlier version or to do a fresh install, please visit the download page.
Last edited by Fnordia on 27 Feb 2006, 23:31, edited 1 time in total.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Yay! That was quick! :shock:
Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

Lobby changelog can be found here.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Hm
the new codebase has a really bad glitch included that allows easy detection of enemy building/units everywhere :(
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Download page lists them as 0.70b1 still.
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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

It Always comes up with a windows error message when it says "loading maps". The only things in the Spring directory from before was a folder (called my other stuff) and all of the maps I have.
I didn't try the last version.
EDIT: I tried disabling shadows and it works now. Did the requirements for shadows change?
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

Hurray for the new version, for the ARM zipper bug is fixed by the less strict TDF parser! On the other hand, the F2 bug still isn't fixed (for large maps at least. Mars is borked, Metalheck works fine). In relationship to the quote below, this should get fixed *really* soon imho.
IMSabbel wrote:Hm
the new codebase has a really bad glitch included that allows easy detection of enemy building/units everywhere :(
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

colorblind wrote:In relationship to the quote below, this should get fixed *really* soon imho.
IMSabbel wrote:Hm
the new codebase has a really bad glitch included that allows easy detection of enemy building/units everywhere :(
Care to explain more in-depth? is it when placing buildings?
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

I put it in the bug tracker.

But now that you mention it here, yes.

When you select a building, you can move anywhere on the map, and it will still show building position as red and unit positions as yellow squares in the footprint, even if you are out of your LOS.

This is MUCH worse than the "flat areas" glitch, because it shows even cloaked units
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Flint
Posts: 128
Joined: 17 Jan 2006, 08:57

Post by Flint »

This update seemed to fix a lot of issues my friends were having. I already talked to Deci about the submarines not firing properly. He told me you guys already knew so at the moment Ive had no other personal problems with this build yet. Keep up the good work.
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Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

Post by Veylon »

Spring always crashed on my machine with 70b1. It would get up to the point where it said "Creating Sky", and then crash. This happened both with the XTA and the XTA Pimped mods, and on both Small Divide and Mars. Also, the game log said the following:

Number of Damage Types: 3
Spring has crashed.


Will this version fix this? I ask in advance because I won't be able to get back to here in a while. Let me know what other information I should provide if it happens again.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Most crashes in 0.70b1 were caused by a combination of bad error handling (read: crashing on error) and a too strict parser.

So, there's quite some chance b2 will not crash for you...
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

Meh... Naval combat has improved but not all the way fixed.
1. Torpeado launchers work. *YAY*
2. Subs still don't... *boo*
3. Depth Charge Launchers still fire straight into the ground *boo*

I hope this is being brought to the SYs attention because i know that a lot of players ignore the naval aspect of the game, but there are a few of us out there who find it enjoyable.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

I'd play more water if it didn't suck...
gavan
Posts: 53
Joined: 03 Feb 2006, 13:52

my mouse cursor sensitivity degrades during heavier action

Post by gavan »

somehow, when it's busy, my mouse just wont move properly anymore.
when i move it fast, it wont move at all.

the solution is usually to 'let go' for a second or so, and try again.
but it's getting very tiresome.

note that it gets worse when the battle gets heavier.
is the mousehandler now part of the main thread?! ;)
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

I've noticed the same mouse behaviour too.

Also, units now seem to be more reluctant to report that they're under attack. When your commander is attack you don't get the fancy big alert you used to, instead you get no message at all. Kind of annoying, if I may say so ....
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

i like playing water but with these subs issues on this new version im not for sure.
it makes water unbalanced, so im waiting on the next release to bring me back to water hopefully
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I get annoying mouse speed ups and slowdowns.

Submarine says the leviathan still fires though....
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

leviathan fired, however all other subs i tried did not...
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

if only the leviathan still fires its even more unbalancing!
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