Archive for the ‘News’ Category

Indie of the Year 2012

Saturday, December 1st, 2012

It’s that time of year again.

Posted Image

For those unfamiliar with the event, each year ModDB and IndieDB hold a contest for the best mods and indie games of the year.

In previous years we have been nominated for the Editor’s Choice: Best Upcoming Indie (2008), won third place for Indie Game of the Year (2009) and received an Honorable Mention for Players’ Choice: Best Upcoming Indie (2010).

We’ve come a long way this year too. Just think about it: A year ago we had no Romans in the game, and Hellenes and Celts were grouped into one faction each. There were no technologies or civilization phases, no trading system, and none of the amazing newly implemented graphical effects like specularity, ambient occlusion, etc.

As always, we want to win! More publicity means more players and probably more developers joining development, which is always great.

The nominations for the Top 100 have just begun, and will be ongoing until December 11th.

Please vote for us!

Thanks in advance, from all of us on the 0 A.D. development team, also known as Wildfire Games.

Packing Siege: Work In Progress

Monday, November 26th, 2012

Packing siege is one of the many requested and long-planned features for 0 A.D.  Currently, siege engines in 0 A.D. can move and attack freely like a human unit, which isn’t very realistic. In the real world, siege engines would have to be transported to and constructed on the battle field. We will add the concept of “packing”, where a siege engine is either packed or unpacked. If packed, it can move but can’t attack, whereas if unpacked, it can attack but can’t move. Packing or unpacking will incur a delay, during which the engine will be unable to attack or move. This will enhance the realism of the game, but also add to the strategy of using siege engines — the player will need to carefully consider where and when to deploy them.

Fellow 0 A.D. developer and artist Pureon has been working with me to add this feature. The plan is to have at least packed and unpacked models of the siege engines, many of which have already been added to SVN. In the future, we might add transition animations of the engines packing and unpacking, as well as appropriate sounds.

Here is a rough demo of how siege packing might look in 0 A.D.:

Some of the challenges encountered so far:

  • Add auto-pack and auto-unpack: when a packed engine is ordered to attack, it should move into range and unpack; when an unpacked engine is ordered to move, it should pack, then move into position.
  • Make sure they continue to work with formations.
  • Make sure order queuing works as expected while packing.
  • Determine how or if we’ll want to use animations.
  • Any considerations for the AIs?

Fame and Fortune

Saturday, October 27th, 2012

Woo Woo! Our own dak180 gets a shout-out on ESR’s Armed & Dangerous blog for helping with some build tools:
http://esr.ibiblio.org/?p=4674

Sure, it’s more Fame than Fortune, but still…

And for those who do not know, Eric S. Raymond (esr) is one of the grey beards of the Open Source Software movement, responsible or involved in a whole bunch of things you have never heard of but are probably affected by.

(15 comments)

3.1 rc 3 is now out!

Monday, October 8th, 2012

3.1 Release Candidate 3 is now available at our Source Forge web page for all platforms, and that is located at the usual location:
http://sourceforge.net/projects/warzone … s/3.1_rc3/

NOTE: Window’s Intel integrated graphics users. If you are crashing in ig4icd32.dll as shown in your Warzone2100.RPT file, then please try turning off shaders. There is nothing else that we can do to fix it for intel people, so please report all bugs to Intel so they can fix their problems! http://www.intel.com/support/feedback.h … s#graphics

Bug Reports:
This release probably contains bugs, please report them so they can be fixed. If you have trouble getting the game to work at all, consider a forum thread, you will probably get help faster that way.

See BugReporting for details, in short:

  • Search the existing tickets for your problem, if the problem has already been fixed in git, the ticket will be closed.
  • If there is an open one already, feel free to add more info to it.
  • If there is no report yet, make a new ticket (one per issue).
  • Be as detailed as possible in both summary and description, and either log in with your forum account or leave an email address so we can contact you if we need more information.
  • The more information we have, the easier it is to fix problems (or the other way around, the harder it is for us to reproduce a problem, the less likely it is to get fixed), so include savegames/instructions to reproduce the bug, crashdumps, backtraces, screenshots for graphical problems… whatever is relevant.
  • When you attach files to a ticket, please add each text/image file separately and uncompressed, so we can view them easily in trac (savegames can and should be zipped, they consist of name.gam, possibly name.es, and the files in the name/ folder).

About the 3.1 series:

Spoiler:

Changes since the 2.3 series:

Spoiler:

Changelog for 3.1 rc3:

General

  • Warning: Warn players to downgrade/upgrade PhysFS package from a buggy version 2.0.2 (#3700, 408be743f0)
  • Change: Patch PhysFS in the Mac build until there is a new release (a05e8c980b)
  • Change: Updated license and string files for Mac builds (7720aa641d)
  • Change: HOMING-INDIRECT projectiles no longer collide with large cliffs. Also, if the target is missing, or if it disappears, then the projectile will home in on the terrain where the target was last seen (b256d995b8)
  • Change: Simplify repair logic, where a droid is repairing a droid or structure (240256248c)
  • Change: Auto-repair now works all the time, not just when droids are stopped (8c83693ba6)
  • Fix: Pathfind to area around queued structure to be built, instead of to tile under structure (#3576, 88c1a3c370)
  • Fix: Fixed an overflow effect in structure build points which caused a very long progress bar (#3685, 5b3163b943)
  • Fix: Never add completely researched research topics back again to the list of available research topics (#3454, d37f5276a1)
  • Fix: Fixed a crash when the map included transporters which were placed on it by the map editor (#3714, 508f26a174)
  • Fix: Fixed assertion on scavengers with more than 5 factories (667b54b402)
  • Fix: Do not crash on pressing ‘T’ with a transporter selected (#3683, f395be7185)
  • Fix: Fixed commander-related desynch and crash (#1924, #3296, #3676, e1178b57e9)
  • Fix: Select both Super Transports and Cyborg Transports with Shift+P (#3644, 9f7f7c665b)
  • Fix: Fixed failure to repair commanders on Alt+click (#1997, 56001781bc)
  • Fix: No longer halt factory production assigned to commanders in skirmish on commander limit, or for VTOLs (#2138, 0773a9ff6c)
  • Fix: Automatically relocate delivery points when new structures are going to be built on top of them (#2998, 1cc0d533f4)
  • Fix: Update visible tiles immediately when researching sensor upgrades (#3450, b1a1a8e445)
  • Fix: Use separate stored-template file for skirmish and campaign (#3702, d969dd7756)

Graphics

  • Fix: Droid parts now properly fly away from a droid which explodes above water (#3681, 60c235ab3f)
  • Fix: Turrets no longer appear to bounce when firing from atop a tower (#2789, d608f37fad)

UI

  • Change: Updated disabled Satellite Uplink and Laser Satellite Command Post icons (0d333a1a06)
  • Change: Player list no longer vanishes after the nickname chooser is closed (11f19fbdb7)
  • Change: Scale Warzone2100 logo on the main menu to fit box (#3667, 47011db59e)
  • Change: Only show build cursor over structures for building modules which have been researched (#3327, 4f85a5eaa1)
  • Fix: Fixed location of centre of viewport rendered on radar window (#3619, 0dde269379)
  • Fix: Fixed bug which caused a weird behavior in the way menus worked (#3653, 594b8a6c63)

Multiplayer

  • New: Add new maps by NoQ: Emergence (10p), Monocot (3p), by tmp500: Bloat (5p) and by Ertox: WindFury (9p) (858664124d)
  • Change: Make available again research topics if the Research Facilities researching these particular topics are out-of-order temporarily for construction of Research Modules (5bac6e4273)
  • Change: Allow setting/clearing game password even after a game is hosted. Also, if typing password and pressing Enter, will actually set the password (9575cf93e2)
  • Change: Disabled game name icon in multiplayer, since it didn’t do anything anyway (#1231, 831d22c7d2)

Build System

  • Change: Check for automake v1.11, for dist-xz support (c3ba9625b9)

Translations

If you are really curious what has been done, then please see: https://github.com/Warzone2100/warzone2 … s/v3.1_rc3

(60 comments)

3.1 RC 2 is now out!

Friday, August 24th, 2012

3.1 Release Candidate 2 is now available at our Source Forge web page for all platforms, and that is located at the usual location:
http://sourceforge.net/projects/warzone … s/3.1_rc2/

Release Candidate 1 ran into some issues, and therefore skipped.

Bug Reports:
This release probably contains bugs, please report them so they can be fixed. If you have trouble getting the game to work at all, consider a forum thread, you will probably get help faster that way.

See BugReporting for details, in short:

  • Search the existing tickets for your problem, if the problem has already been fixed in git, the ticket will be closed.
  • If there is an open one already, feel free to add more info to it.
  • If there is no report yet, make a new ticket (one per issue).
  • Be as detailed as possible in both summary and description, and either log in with your forum account or leave an email address so we can contact you if we need more information.
  • The more information we have, the easier it is to fix problems (or the other way around, the harder it is for us to reproduce a problem, the less likely it is to get fixed), so include savegames/instructions to reproduce the bug, crashdumps, backtraces, screenshots for graphical problems… whatever is relevant.
  • When you attach files to a ticket, please add each text/image file separately and uncompressed, so we can view them easily in trac (savegames can and should be zipped, they consist of name.gam, possibly name.es, and the files in the name/ folder).

About the 3.1 series:
The 3.1 series is the first based on the new netcode, with new terrain renderer and many other changes. The main target are systems capable of OpenGL 2.0 (with shaders), but at least the important things like team colours should work with OpenGL 1.4+ (some things might look strange though).

Configuration uses a new directory, if you want to use old mods/maps/savegames, you need to copy them (see FileLocations). Note that savegames from 2.3 and 3.0 are incompatible, only those from newer master snapshots might still work. For mods it depends on what they do, don’t expect old mods to work either.

2.3 is now officially unsupported.

Changes since the 2.3 series:
(Items marked with a * were already in the cancelled 3.0 series)

  • New terrain renderer*
  • Support for 3*/5*/6*/7*/9/10 player maps
  • Targetting by line of sight, preventing shooting through terrain or too early*
  • Gates in multiplayer games
  • New deterministic netcode that makes sure the same things actually happen for all players, should be much more cheating-resistant
  • New power system, power is deducted in full at the start, and when power is low, in the order things were queued
  • Unit targeting is more intelligent, they won’t all shoot one target when one shot is sufficient
  • Remove fog of war/mist options in favour of a combined explored/seen mode
  • Stored templates. Automatically adds a unit design when all needed research is available
  • Command line parameters now need a ‘=’ (which was optional before), e.g. –resolution=1400×1050
  • Apple systems: Drop support for PPC and Mac OS X 10.4, add support for 64 bit Intel on Mac OS X 10.6+

Changelog for 3.1 RC2 (thanks to JDW):

General

  • Change: Clear any remaining pathfinding job for the unit on loading into a transporter. Also fixes minor memory leaks (032956e649, 88e9439166)
  • Change: Log and error reporting improvements (845903e5b6, 3640b024f2)
  • Change: Added checks to detect hard drive failures (134c51c890)
  • Change: Do not halt production in factories on unit template becoming redundant (7621581c8f)
  • Change: Don’t rename AI players when there are multiple bots of the same type (ee95d785bd)
  • Change: Make available again some of the decals from the Rockies tileset (087ab8c505)
  • Change: Use codesigning for the mac builds (c4edfed60d, 93f54a4531, 0c9769dd83)
  • Fix: Do not reload VTOLs automatically when unloaded from a Transport (#3554, e1dcb241ab)
  • Fix: Fix dangling pointer when structures are destroyed and you are repositioning the delivery point (#2041, 6382bbb08e)
  • Fix: Destroyed research facilities can no longer permanently hog a research topic (#3570, 6a04b6ad67)
  • Fix: Relocation of Repair Facility delivery point made possible again (#3581, caabd96741)
  • Fix: Fix reverse balanced tree lookup (#3589, 64173cbd08)
  • Fix: Scavengers are now correctly enabled in Challenges (#3630, 95677b02b9)
  • Fix: Rework on the hash checking of maps (#3618, #3614, #3615, #3616, #3617, 398f77ede0)
  • Fix: Certain ground type tiles in the Urban and Rockies tilesets to resemble the old 2.3 version terrain more accurately (#3621, 087ab8c505)
  • Cleanup: Various dead code removal and minor enhancements to code readability (9d82dea37a, 06f10ca89f, 44947ad4a8, adc13fe9fa)

Graphics

Savegames

UI

  • Change: Add settings / UI support for shaders (7e3be754d4, ef2b23681b)
  • Change: Correctly handle interface image texture pages which are not 256×256, and also simplify adding/removing of images (f879b83605, 26bb105885)
  • Change: Warn when Satellite Uplink Center and/or Laser Satellite Command Post are disabled (1e5fafabb3, 552a60b099)
  • Fix: Bitmap cursor now drawn correctly with Qt backend (#3562, df32833ab8)

Multiplayer

  • Change: Prevent a zero hash from being sent by the host when the user has not selected the map between starting the program and hosting (9784c655af)
  • Change: Minor improvement over silently retrieving the wrong resource on filename hash collisions (74c153cf7b)

Scripting

Build System

Translations

If you are really curious what has been done, then please see: https://github.com/Warzone2100/warzone2 … s/v3.1_rc2

(51 comments)

FlightGear v2.8.0 Released

Friday, August 17th, 2012

 

August 17, 2012 – FlightGear v2.8.0 is Released

The FlightGear development team is happy to announce the v2.8.0 release of FlightGear, the free, open-source flight simulator. This new version contains many exciting new features, enhancements and bugfixes.

V2.8.0 includes improvements making FlightGear world more realistic than ever before.  Placement of random buildings and trees match the underlying terrain texture, and urban areas now have denser random buildings.  Textures can be region specific, and users can select between summer and winter textures in-sim.  An improved atmospheric scattering and terrain haze model means the lighting of the terrain is more realistic.  Finally, a new automated system is now available for scenery submissions that automatically get rolled into the scenery distribution to be enjoyed by everyone.

A very exciting new addition is “Project Rembrandt”.  This is still considered experimental and not enabled by default.  This enables real-time shadows, and support for multiple light sources such as landing lights.  Even rotating beacons illuminate the surroundings correctly.

Founded in 1997, FlightGear celebrated the 15th anniversary of it’s first official release in July.  FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for University research and education, for a variety of aerospace engineering and visualization work in industry, and even for interactive exhibits in museums.

FlightGear features more than 400 aircraft, a worldwide seamless scenery database, a multi-player environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language, and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.

Start downloading FlightGear v2.8.0 for free from http://www.flightgear.org

FlightGear – Fly Free!

 

Some of the major changes include:

AI Traffic

  • Improved aircraft models and textures.

Flight dynamics

  • FlightGear has been synced with the JSBSim project.

Environment

  • Region-specific terrain textures are used for Europe and Hawaii. Now towns in Europe look different from towns in the USA.
  • Cities and towns now look more populated due to random 3D buildings, complete with lighting at night.
  • Scenery looks more realistic due to improved placement of random objects, buildings and trees.
  • Airport signs are now rendered in 3D, with support for double-sided signs. Full apt.dat 850 syntax is supported.
  • You can now select between summer and winter scenery in-sim.

Instruments & HUDs

  • A new flexible, 2D rendering system designed for complex instruments such as CDUs, MFDs, EICAS, HUDs and other glass cockpit interfaces. Canvas allows aircraft designers to easily build complex instruments without needing specialized C++ code.

Interface

  • Support for translation of the main menu into languages other than English.
  • A Nasal API is available allowing access to Navigation and route-manager data.

Highlighted new and improved aircraft

Project infrastructure

  • Various improvements to our scenery database make it easier than ever to add, delete or update objects to the FlightGear world.
  • The new aircraft download page allows you to easily find quality aircraft, by filtering on status indications.

Visual effects

  • Improved simulation of atmospheric light scattering with terrain haze.
  • An experimental renderer, named after the famous painter Rembrandt, is included for testing purposes. The Rembrandt rendered supports multiple light sources (landing lights, instrument lights), real-time shadows and ambient occlusion across aircraft and scenery for a much more realistic visual experience.

Other

  • Additional joysticks and rudder pedals are supported out-of-the-box:
    • InterLink Elite
    • Micorosft Xbox 360 Controller
    • Qware USB
    • Saitek Cyborg X (F.L.Y. 5)
    • Saitek Pro Flight Cessna Yoke
    • Saitek Pro Flight Cessna Trim Wheel
    • Saitek Pro Flight Cessna Rudder Pedals
    • Speedlink Defender
  • A French partial translation of The FlightGear Manual is now available.

Bug fixes

  • See our bugtracker for an extensive list of the bugs fixed in this release.

3.1 beta11 has been released!

Wednesday, June 20th, 2012

Somewhat later than anticipated, here is a new beta. Included among a lot of other changes are multiplayer balance updates, new decals to make cliffs more recognizable, and possibly better support for outdated graphics cards/drivers.

Note: If you can’t start the game for whatever reason, please make a trac ticket and attach the file WZdebuginfo.txt located in your config directory so we can look at it.

Known Issues:

We need your help!

Well, in order to try the find the issues with the dialog message being wrong, and also the odd map errors, we have made a new build with more debug info available to try and help us track down what is going on.

Get it here:
windows: http://buildbot.wz2100.net/files/bugfix … 45903e.exe
linux: http://buildbot.wz2100.net/files/bugfix … 03e.tar.gz

Remember, everyone needs to have this version to play together.

We need logs from both the hosts & players!

Bug Reports:
This release probably contains bugs, please report them so they can be fixed. If you have trouble getting the game to work at all, consider a forum thread, you will probably get help faster that way.

See BugReporting for details, in short:

  • Search the existing tickets for your problem, if the problem has already been fixed in git, the ticket will be closed.
  • If there is an open one already, feel free to add more info to it.
  • If there is no report yet, make a new ticket (one per issue).
  • Be as detailed as possible in both summary and description, and either log in with your forum account or leave an email address so we can contact you if we need more information.
  • The more information we have, the easier it is to fix problems (or the other way around, the harder it is for us to reproduce a problem, the less likely it is to get fixed), so include savegames/instructions to reproduce the bug, crashdumps, backtraces, screenshots for graphical problems… whatever is relevant.
  • When you attach files to a ticket, please add each text/image file separately and uncompressed, so we can view them easily in trac (savegames can and should be zipped, they consist of name.gam, possibly name.es, and the files in the name/ folder).

About the 3.1 series:
The 3.1 series is the first based on the new netcode, with new terrain renderer and many other changes. The main target are systems capable of OpenGL 2.0 (with shaders), but at least the important things like team colours should work with OpenGL 1.4+ (some things might look strange though).

Configuration uses a new directory, if you want to use old mods/maps/savegames, you need to copy them (see FileLocations). Note that savegames from 2.3 and 3.0 are incompatible, only those from newer master snapshots might still work. For mods it depends on what they do, don’t expect old mods to work either.

2.3 is now officially unsupported.

Changes since the 2.3 series:
(Items marked with a * were already in the cancelled 3.0 series)

  • New terrain renderer*
  • Support for 3*/5*/6*/7*/9/10 player maps
  • Targetting by line of sight, preventing shooting through terrain or too early*
  • Gates in multiplayer games
  • New deterministic netcode that makes sure the same things actually happen for all players, should be much more cheating-resistant
  • New power system, power is deducted in full at the start, and when power is low, in the order things were queued
  • Unit targeting is more intelligent, they won’t all shoot one target when one shot is sufficient
  • Remove fog of war/mist options in favour of a combined explored/seen mode
  • Stored templates. Automatically adds a unit design when all needed research is available
  • Command line parameters now need a ‘=’ (which was optional before), e.g. –resolution=1400×1050
  • Apple systems: Drop support for PPC and Mac OS X 10.4, add support for 64 bit Intel on Mac OS X 10.6+

Changelog for 3.1 beta11:
General

Graphics

Multiplayer

Multiplayer balance (ea7b1912fd)

  • Nerf flamers, mostly by decreasing incendiary damage of flamers, to compensate the fact that it is unaffected by armor type modifiers. Also decrease incendiary radius to prevent ground flamers from causing incendiary damage to walls.
    * Inferno: price 80->110, incendiary radius 64->48, incendiary damage 40->32
    * Thermite Cyborg: incendiary damage 38->32
    * Plasmite: price 80->130, incendiary radius 96->60, incendiary damage 63->50
    * incendiary Mortar: price 150->200, pit price 135->170, incendiary damage 30->22
    * incendiary Howitzer: price 250->300, emplacement price 325->400, incendiary damage 60->32
    * Thermite Bombs: incendiary damage 200->120
    * Plasmite Bombs: incendiary damage 200->140
  • Nerf machineguns to compensate the ROF fix that used to decrease with game FPS.
    * HMG: damage 18->17
    * AG: fire pause 3->4, damage 20->19
    * TAG: price 100->120, fire pause 3->4, damage 30->28
    * AG Cyborg: fire pause 4->5, damage 20->18
    * MG: ROF upgrades 15%/30%/45% -> 17%/34%/50%.
    * Whirlwind: fire pause 3->4
  • Slightly nerf rocket branch in comparison to cannons. Most importantly, nerf MRAs to compensate the fix in indirect fire mechanics.
    * Minipod: range 1152->1088
    * MRA: damage 34->29, splash damage 30->29, reload time 145->165
    * MC: research points 4800->3600
    * HPV: research points 7200->4800
  • Make T3 missiles homing, making use of the new homing-indirect targeting class. Nerf Seraphs to compensate that fact.
    * Seraph: damage 120->110, splash 100->90, targeting class INDIRECT->HOMING-INDIRECT
    * Archangel: targeting class INDIRECT->HOMING-INDIRECT
  • Make walls effective even after gates are invented.
    * Gates: price 25->75
  • Make cannon fortresses cheaper, while nerfing range, in order to make them usable in low oil matchups and less effective in high-oil settings.
    * Cannon Fortress: price 1000->900, range 1792->1408

Translations

Changelog for older versions: https://github.com/Warzone2100/warzone2100/blob/master/ChangeLog
Full list of changes since 3.1_beta10: https://github.com/Warzone2100/warzone2100/compare/v3.1_beta10…v3.1_beta11

Download:
As usual, downloads can be found on our Download page or directly on Sourceforge.

(82 comments)

3.1 beta10 has been released!

Sunday, May 13th, 2012

A new beta, loading skirmish games works again, for the few other changes see the changelog below.

Note: If you can’t start the game for whatever reason, please make a trac ticket and attach the file WZdebuginfo.txt located in your config directory so we can look at it.

Known Issues:

Bug Reports:
This release probably contains bugs, please report them so they can be fixed. If you have trouble getting the game to work at all, consider a forum thread, you will probably get help faster that way.

See BugReporting for details, in short:

  • Search the existing tickets for your problem, if the problem has already been fixed in git, the ticket will be closed.
  • If there is an open one already, feel free to add more info to it.
  • If there is no report yet, make a new ticket (one per issue).
  • Be as detailed as possible in both summary and description, and either log in with your forum account or leave an email address so we can contact you if we need more information.
  • The more information we have, the easier it is to fix problems (or the other way around, the harder it is for us to reproduce a problem, the less likely it is to get fixed), so include savegames/instructions to reproduce the bug, crashdumps, backtraces, screenshots for graphical problems… whatever is relevant.
  • When you attach files to a ticket, please add each text/image file separately and uncompressed, so we can view them easily in trac (savegames can and should be zipped, they consist of name.gam, possibly name.es, and the files in the name/ folder).

About the 3.1 series:
The 3.1 series is the first based on the new netcode, with new terrain renderer and many other changes. The main target are systems capable of OpenGL 2.0 (with shaders), but at least the important things like team colours should work with OpenGL 1.4+ (some things might look strange though).

Configuration uses a new directory, if you want to use old mods/maps/savegames, you need to copy them (see FileLocations). Note that savegames from 2.3 and 3.0 are incompatible, only those from newer master snapshots might still work. For mods it depends on what they do, don’t expect old mods to work either.

2.3 is now officially unsupported.

Changes since the 2.3 series:
(Items marked with a * were already in the cancelled 3.0 series)

  • New terrain renderer*
  • Support for 3*/5*/6*/7*/9/10 player maps
  • Targetting by line of sight, preventing shooting through terrain or too early*
  • Gates in multiplayer games
  • New deterministic netcode that makes sure the same things actually happen for all players, should be much more cheating-resistant
  • New power system, power is deducted in full at the start, and when power is low, in the order things were queued
  • Unit targeting is more intelligent, they won’t all shoot one target when one shot is sufficient
  • Remove fog of war/mist options in favour of a combined explored/seen mode
  • Stored templates. Automatically adds a unit design when all needed research is available
  • Command line parameters now need a ‘=’ (which was optional before), e.g. –resolution=1400×1050
  • Apple systems: Drop support for PPC and Mac OS X 10.4, add support for 64 bit Intel on Mac OS X 10.6+

Changelog for 3.1 beta10:
General

Multiplayer

Graphics

  • Change: Updated texture for the urban building features (4a9ac7fc3e)
  • Fix: Team colour mask on Plasmite Flamer, Sunburst AA and AA Flak Cannon (#3433, e36cdf11e8)

Translations

Changelog for older versions: https://github.com/Warzone2100/warzone2100/blob/master/ChangeLog
Full list of changes since 3.1_beta9: https://github.com/Warzone2100/warzone2100/compare/v3.1_beta9…v3.1_beta10

Download:
As usual, downloads can be found on our Download page or directly on Sourceforge.

(69 comments)

3.1 beta9 has been released!

Friday, May 4th, 2012

New beta, hopefully works better than the previous ones.

Note: If you can’t start the game for whatever reason, please make a trac ticket and attach the file WZdebuginfo.txt located in your config directory so we can look at it.

Known Issues:

  • See also: http://developer.wz2100.net/report/17
  • Loading skirmish games doesn’t work (#3451)
  • Note: you can load skirmish games by starting a new skirmish game, and load from within that.
    A new build that fixes Fastplay & skirmish loading from main menu is here:
    You can download this build here: http://buildbot.wz2100.net/files/bugfix … 8216c6.exe
    NOTE, you MUST use beta 9 for MP games, or make sure everyone is using the same version as you are!
  • Spurious desynch at game start, if a player joins and leaves before the game starts, and the slot is not filled before the game starts (note that moving players actually reorders the slots themselves). This means that the "2+2=5" icon will be flashing during the whole game, even with the game in synch, so the icon may probably be ignored (if you’re able to ignore an icon flashing during the whole game).

Bug Reports:
This release probably contains bugs, please report them so they can be fixed. If you have trouble getting the game to work at all, consider a forum thread, you will probably get help faster that way.

See BugReporting for details, in short:

  • Search the existing tickets for your problem, if the problem has already been fixed in git, the ticket will be closed.
  • If there is an open one already, feel free to add more info to it.
  • If there is no report yet, make a new ticket (one per issue).
  • Be as detailed as possible in both summary and description, and either log in with your forum account or leave an email address so we can contact you if we need more information.
  • The more information we have, the easier it is to fix problems (or the other way around, the harder it is for us to reproduce a problem, the less likely it is to get fixed), so include savegames/instructions to reproduce the bug, crashdumps, backtraces, screenshots for graphical problems… whatever is relevant.
  • When you attach files to a ticket, please add each text/image file separately and uncompressed, so we can view them easily in trac (savegames can and should be zipped, they consist of name.gam, possibly name.es, and the files in the name/ folder).

About the 3.1 series:
The 3.1 series is the first based on the new netcode, with new terrain renderer and many other changes. The main target are systems capable of OpenGL 2.0 (with shaders), but at least the important things like team colours should work with OpenGL 1.4+ (some things might look strange though).

Configuration uses a new directory, if you want to use old mods/maps/savegames, you need to copy them (see FileLocations). Note that savegames from 2.3 and 3.0 are incompatible, only those from newer master snapshots might still work. For mods it depends on what they do, don’t expect old mods to work either.

2.3 is now officially unsupported.

Changes since the 2.3 series:
(Items marked with a * were already in the cancelled 3.0 series)

  • New terrain renderer*
  • Support for 3*/5*/6*/7*/9/10 player maps
  • Targetting by line of sight, preventing shooting through terrain or too early*
  • Gates in multiplayer games
  • New deterministic netcode that makes sure the same things actually happen for all players, should be much more cheating-resistant
  • New power system, power is deducted in full at the start, and when power is low, in the order things were queued
  • Unit targeting is more intelligent, they won’t all shoot one target when one shot is sufficient
  • Remove fog of war/mist options in favour of a combined explored/seen mode
  • Stored templates. Automatically adds a unit design when all needed research is available
  • Command line parameters now need a ‘=’ (which was optional before), e.g. –resolution=1400×1050
  • Apple systems: Drop support for PPC and Mac OS X 10.4, add support for 64 bit Intel on Mac OS X 10.6+

Changelog for 3.1 beta9:
General

Multiplayer

Campaign

  • Change: Disable the save option between campaign missions and the autosave, since the resulting savegames don’t always work correctly (#3377, 62da559ebe)
  • Fix: On Away missions, don’t check offscreen tiles. (#3403, 9775d0c4f6)

Graphics

Translations

Changelog for older versions: https://github.com/Warzone2100/warzone2100/blob/master/ChangeLog
Full list of changes since 3.1_beta8: https://github.com/Warzone2100/warzone2100/compare/v3.1_beta8…v3.1_beta9

Download:
As usual, downloads can be found on our Download page or directly on Sourceforge.

(34 comments)

Do you know Python / Django / PHP ?

Thursday, April 26th, 2012

With the upcoming release of 3.1, it would be nice to give a face lift to the site’s design.

If anyone is interested in doing this, let us know. :)

Currently, the source to the site’s design is located here: https://github.com/Warzone2100/wz2100.net

The guide (http://guide.wz2100.net/) is using very old data, and is in dire need of updating for 3.1.
The addons section (http://addons.wz2100.net/) is a work in progress, but lacks many features that are needed and is buggy.
The Frontpage needs new screenshots (among other things).
If you want to make a new WZ themed skin for the forums, we are open to that as well.

While you could improve the current code, you can also use Django & python to make a new design for addons (or whatever else).
We aren’t that picky, we just need something that works, and is easy to maintain.

(21 comments)