Archive for the ‘News’ Category

OpenArena 0.8.8 released!

Monday, February 20th, 2012

- Mac is back!
- Two new single player campaign tiers
- New maps:
am_lavaarena
am_lavactf
am_lavactfxl
am_mckinleyish2
am_spacecont
am_thornish
mlca1
mlctf1beta
oa_bases3p3ta
oasago1
oa_thor
pul1duel-oa
pxlfan

- New player model: Neko.
- Specular maps have been added to many player and weaponsmodels. These can be disabled by turning off detail textures.
- Invulnerability powerup and effects
- Grappling hook model, shader, and sounds
- Angelyss, Gargoyle have been reanimated
- Liz and SMarine animation glitches fixed
- Music
- Many of the old maps got entity tweaks, gametype unlocking and other fixes.
- Benchmark demo
- Fixed TEAMMATE kill message bug.
- Prevent team changing and disconnect from changing team score in Team Deathmatch.
- Don’t let vampire resurrect dead players.
- Now uses FFA spawnpoints in domination.
- Workaround for Kamikaze bug.
- g_autonextmap added (“Auto change level” in the menu). Randomly picks a new map once the current map has ended. The maps allowed for each gametype are configurable.
- You can now see how much health the obelisk have left in Overload
- Autoswitch weapon can now be set to only change to better or new weapons.
- Chat beep can be disabled in options.
- Changed default customvotefile to customvote.cfg.
- Added the possibility for spawning in waves. The cvar g_respawntime says how often players should spawn.
- Added a CVAR g_voteBan X – bans a player for X minutes using the KK-admin system
- Added g_gravityModifier (default 1.0) that modifies g_gravity relatively to the value set by the map.
- Additional dmflags. Most notably “Fast weapon switch” and “No self damage”.
- Added a CVAR g_damageModifier to modify damage of all weapons and triggers.
- Added replace_* cvars like disable_*. Can be used like “set replace_weapon_shotgun weapon_bfg” for replacing shutgun by BFG.
- Handicap is reset to 100 once returned to the main menu. It is no longer changeable thorugh the GUI to prevent new players from hurting themself.
- Added “Click to respawn”-message. Tells the player how long until they are allowed to respawn. Very relevant for wave spawning.
- New specular code, r_specmode 1 to enable
- New environment map code, r_envmode 1 to enable
- Cascaded bloom, which is more ‘natural’, and is much faster on lower end hardware r_bloom_cascade 1 to enable
- Support for GLSL shaders!
- Bloom is not allowed if we don’t have 32-bit color for textures. This stops the user from playing with corrupt bloom in 16-bit color since the bloom code doesn’t really support that yet.

TORCS version 1.3.3 released

Monday, February 20th, 2012

TORCS version 1.3.3 is available for download. The most important changes are new content (two tracks, new car), a pure command line mode (for AI training and testing) and bug/security fixes, hit Read More below to review the full set of changes.

The security fixes are relevant if you download and install content from the internet, otherwise they are not urgent. Nonetheless, I recommend everybody to update anyway.

I would like to thank all the people which contributed to this release, these are Andrew, Gabor, Milestone, Andres, Eckhard and David. Thank you all very much.

If you are interested in the list with the available packages or the changelog hit the Read More link below. In case you run into trouble have a look into the FAQ, there is as well a section about how you should report a problem. If you like TORCS and think you can write a better AI meet us here.

Enjoy, Bernhard

Full Packages

Changes since 1.3.2

  • Adopted trb for newer PHP (>= 5.2) versions (Bernhard).
  • Added race schedule “wizard” to trb, championships are much quicker to set up (Bernhard).
  • Little trb improvements (Bernhard).
  • Created/added new wheels for stock cars (Bernhard).
  • Created/added new stock car category (Bernhard).
  • Created/added new stock car (Bernhard).
  • Created/added textures for drivers of the new stock car, berniw 1, berniw 2, bt 1, bt 2, reconfigured drivers to use this car (Bernhard).
  • Replaced more sprintf’s (Bernhard).
  • Fixed some gcc 4.6 warnings (not yet all though) (Bernhard).
  • Removed *ascar category and car (stock1 is the replacement) (Bernhard).
  • Adopted Windows ports/project files to the changes (Bernhard).
  • trb car users can now choose from all trb wheels (Bernhard).
  • minor setup adjustments for trb cars (suspension can extend a tad more) (Bernhard).
  • Now you can run races in command line mode, have a look at the FAQ for details (Bernhard).
  • Added track “Corkscrew”, created by Gabor Kmetyko and Andrew Sumner (Gabor, Andrew, Bernhard).
  • Added track “Brondehach”, created by Andrew Sumner, “Milestone” and Eckhard Jaeger (Andrew, Milestone, Eckhard, Bernhard).
  • Fixed another possible buffer overflow reported by Andres Gomez (Andres, Bernhard).
  • Fixed #2838393 as suggested by David Zimmerman (added seconds to result file name) (David, Bernhard).
  • Updated the FAQ regarding new command line mode and other questions (Bernhard).
  • Updated installer/version number etc. (Bernhard)

FreeCol 0.10.4 released

Tuesday, February 14th, 2012
FreeCol 0.10.4 has been released. This is primarily a bug-fix release.
A detailed change summary is available here.
Download FreeCol 0.10.4

At long last, Skulltag goes open source!

Tuesday, February 14th, 2012
Behold! What has been discussed and requested countless of times in the past, finally happens: Skulltag is open source now! And this not only covers the current version of the code, but includes the full history from our SVN repository. In particular, the full source of all public and all official beta builds made since I took over the Skulltag development five years ago is included.

Special thanks to AlexMax for spending hours carefully converting our SVN repository to Mercurial and retroactively adding the license to the source history.

License
The Skulltag source is released under a 4-clause license based on the OSI-approved and GPL-compatible Sleepycat License, with the addition of the “No Endorsement” clause from the 3-clause New BSD License. Practically, this means that Skulltag source code is safe to use in either GPL or Doom Source License/Raven Source License/etc. source ports as long as the terms of the Skulltag license are satisfied.

Without further ado, here is the source.

PS: The fate of source versions older than 97c2 is unclear to me. My development time here began with the source of 97c2 and AFAIK Carnevil lost at least some of the older sources. I once got something that was labeled 96f source, I have no way to check if this actually is the 96f source or not though.

Forum changes

Saturday, February 11th, 2012

In case some of you were wondering what is with the new colored names, we have streamlined how we handle contributions now.
For example, if you have made a contribution to the Warzone 2100 Project (art / code / mods / utility programs / …) and it is included in 2.X/3.X then you should be listed in this group: memberlist.php?mode=group&g=29

When finished, you will also be given credit on the appropriate wiki page that is under construction here: Contributors

If anyone is missing from the list and wants to be given credit, then just PM this account with all the details, and we can fix you up.
If you have a better design idea, then PM this account with details.

The people reviewing the addons are listed here: memberlist.php?mode=group&g=30

Site helpers are located here: memberlist.php?mode=group&g=31

(0 comments)

Warzone 2100 3.1 beta2 has been released!

Friday, February 10th, 2012

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 beta1: Fixes for savegames including the missing unit designs. In multiplayer, don’t allow more players to join a game than fit on the selected map. Only allow unit design and radar while an HQ exists in the campaign. See below for more details.

If you notice issues with savegames, please try if they’re reproducible with a game started from the current version. Old savegames can probably be loaded, but they might already contain wrong data.

Known Bugs:
See also: http://developer.wz2100.net/report/17

Changes since the 2.3 series:

  • New terrain renderer
  • Support for 3/5/6/7 player maps

Changes since the 3.0 beta series:

Changelog for 3.1 beta2:
General

Savegames

UI

  • Fix: Show loading indicator when loading the game (#3104, 7859582f13)
  • Fix: Make aborted research disappear from its research facility again (#3130, ae59186a07)
  • Fix: Show obsolete droids in production, to allow cancelling building them (24d0d1b64c)
  • Fix: Properly enable Teams and Ready buttons (108b5ef10a)
  • Fix: Only flash the research button when there is something to research and a free research facility to do so (#1835, 8d92594676)
  • Fix: Only highlight the player’s own ready button on hovering (51b92cd05f)

Multiplayer

  • Fix: Actually consider AIs and closed slots when checking if players can still join (#3089, 7f7390cb7e, 32a7fe731c)
  • Fix: Make the latency guesser less optimistic, should reduce freezes (8ab7ba79bc)
  • Fix: Don’t lock people out of other games after getting kicked from one (415f6fe590)
  • Fix: While loading the game, show the chat console and player status (fc708d6787)

Campaign

Changelog for older versions: https://github.com/Warzone2100/warzone2100/blob/master/ChangeLog
Full list of changes since 3.1_beta1: https://github.com/Warzone2100/warzone2100/compare/v3.1_beta1…v3.1_beta2

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).

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

Simutrans Experimental 10.8 released

Friday, February 10th, 2012

The 10.8 version of Simutrans Experimental has been recently released. This is a bug fix release, with some small feature changes to assist in balancing games, especially online games.

You can download it from the International Simutrans Forum.

3.1 beta2 has been released!

Wednesday, February 8th, 2012

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 beta1: Fixes for savegames including the missing unit designs. In multiplayer, don’t allow more players to join a game than fit on the selected map. Only allow unit design and radar while an HQ exists in the campaign. See below for more details.

If you notice issues with savegames, please try if they’re reproducible with a game started from the current version. Old savegames can probably be loaded, but they might already contain wrong data.

Known Bugs:
See also: http://developer.wz2100.net/report/17

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

Changelog for 3.1 beta2:
General

Savegames

UI

  • Fix: Show loading indicator when loading the game (#3104, 7859582f13)
  • Fix: Make aborted research disappear from its research facility again (#3130, ae59186a07)
  • Fix: Show obsolete droids in production, to allow cancelling building them (24d0d1b64c)
  • Fix: Properly enable Teams and Ready buttons (108b5ef10a)
  • Fix: Only flash the research button when there is something to research and a free research facility to do so (#1835, 8d92594676)
  • Fix: Only highlight the player’s own ready button on hovering (51b92cd05f)

Multiplayer

  • Fix: Actually consider AIs and closed slots when checking if players can still join (#3089, 7f7390cb7e, 32a7fe731c)
  • Fix: Make the latency guesser less optimistic, should reduce freezes (8ab7ba79bc)
  • Fix: Don’t lock people out of other games after getting kicked from one (415f6fe590)
  • Fix: While loading the game, show the chat console and player status (fc708d6787)

Campaign

Changelog for older versions: https://github.com/Warzone2100/warzone2100/blob/master/ChangeLog
Full list of changes since 3.1_beta1: https://github.com/Warzone2100/warzone2100/compare/v3.1_beta1…v3.1_beta2

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).

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

(51 comments)

Linux Game Publishing Shake-Up: CEO Steps Down

Thursday, February 2nd, 2012

There’s some news today out of Linux Game Publishing, but it’s not about a new game being ported to Linux. Rather, it’s an apology from Michael Simms, the CEO of LGP, and to announce his resignation. Linux Game Publishing though isn’t going away but a new CEO has been announced.

Linux Game Publishing has been rather dormant for the past few years. In fact, the last big news out of them was when they disappeared in 2010 after their lone server that powered Linux Game Publishing, their Digital Rights Management platform, and TuxGames store failed and took months for recovery. LGP’s sever was eventually restored and then in early 2011 they announced they were working on something, but it’s been quiet since then with no releases or upcoming previews.

Read more at Phoronix

Wesnoth 1.10

Monday, January 30th, 2012

Almost two years have gone by since we released Wesnoth 1.8. To thank you for more than 5 million downloads via sourceforge.net, we now proudly present Wesnoth 1.10. You can look at the (translated) release notes to get an idea about what has changed since 1.8. For those who just want to play, the new release is available for download. This stable release is compatible with the last two releases from the 1.9.x series. If you have any comments, we would be happy to hear them in the forum thread dedicated to this release. We hope there are no bugs left, but if you find some, please report them to help us fix them in following releases.
We are also looking for help in several areas, so that many other releases of similar caliber can follow this one. We are especially looking for translators, graphic artists (sprite, portraits, terrain, story images), music composers (a background in classical composition, and good equipment required), sound artists (for special effects), authors (writing/maintaining campaigns, creating content like unit descriptions, improving the in-game help) and, of course, coders. If you want to participate in developing Wesnoth, just have a look at the forum or visit us in the IRC channel #wesnoth-dev on irc.freenode.net.