0.73b1 test build
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0.73b1 test build
A new test installer can be downloaded at http://spring.clan-sy.com/dl/spring_0.73b1_dev.exe (revision 2062)
We are probably going to merge a few of the latest changes as well (AF's patch, s3o transparency...) because they are small and probably don't break anything, but let's get the current branch tested first.
What still needs to be fixed?
Note that SM3 support is partial, there are still problems, no shadowing support and no feature rendering.
We are probably going to merge a few of the latest changes as well (AF's patch, s3o transparency...) because they are small and probably don't break anything, but let's get the current branch tested first.
What still needs to be fixed?
Note that SM3 support is partial, there are still problems, no shadowing support and no feature rendering.
Tried to do the Global AI test via spring.exe
but it couldn't find the AI's
when choosing LUA missionbuilder and typing .help, Mantis 283 happens
When choosing LUA mission test it says: file maps/smalldivide.smd not found
But the smalldivide.sd7 is in the /maps/ directory so it should work...
but it couldn't find the AI's
when choosing LUA missionbuilder and typing .help, Mantis 283 happens

When choosing LUA mission test it says: file maps/smalldivide.smd not found
But the smalldivide.sd7 is in the /maps/ directory so it should work...
NOiZE
I changed this in the lua missiontest script :
to :
I went in an edited the map name ...When choosing LUA mission test it says: file maps/smalldivide.smd not found
But the smalldivide.sd7 is in the /maps/ directory so it should work...
I changed this in the lua missiontest script :
return "smalldivide.smf"
to :
An it works ...return "SmallDivide.smf"
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- Spring Developer
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- Joined: 14 Mar 2005, 12:32
I think you've set the UnitIconDistance in settings.exe a bit too high by default. I myself have the distance at 150 (instead of 4000). Perhaps 200 would be good for a default value. And you can lower the max to 1000 or 2000 :).
:edit1:
When hosting a battle, I get the following error msg:
:edit2:
I just played a game with the dev build, and everything seemed to run fine
:edit1:
When hosting a battle, I get the following error msg:
Code: Select all
\unitsync.cpp:796: Negative or zero buffer length doesn't make sense
I just played a game with the dev build, and everything seemed to run fine

Last edited by colorblind on 04 Sep 2006, 18:21, edited 2 times in total.
Yay :) This is what I like about Spring: the constant sense of progress and the joy of seeing the game improve with each iteration. I remember my first game with a new version when the text rendering system was changed and everyone was "ooh, look, the fonts are so smooth", "wow, looks nice, easy on the eyes" etc instead of placing thir start markers
Adds another level of enjoyment to the game.
Thanks for all the work you lot put into it!

Thanks for all the work you lot put into it!
Actually when I try and run my mod in the dev version i get this:
what does that mean..Unitsync Assertion Failed
.\unitsync.cpp:796: Negative or zero buffer length doesn't make sense.
Last edited by Fanger on 04 Sep 2006, 21:49, edited 2 times in total.
I have been seeing the same error as Fanger (in the Spring MP Client) when starting up a new game:
It also says something that looks like it doesn't like that NanoBlobs has only one Side, which is dumb- the Client shouldn't care
I'll post up the exact error message when I can tonight...
All that said, my mod runs just fine...
Code: Select all
Unitsync Assertion Failed
.\unitsync.cpp:796: Negative or zero buffer length doesn't make sense.

All that said, my mod runs just fine...
Attack Move works exactly like patrol, but without repeating. (Patrol actually creates internal attack-move commands). Should that not be true, or should patrol not reclaim as well? I can think of several instances where attack-move with reclaim would be helpful, where embedded units (such as SWTA demolition infantry) getting rid of dt's and wreckage and help an advancing army move.