[Widelands-announce] Widelands build-13rc released
Status: Beta
Brought to you by:
sirver
From: Peter S. <Pe...@dr...> - 2008-11-02 20:45:43
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The Widelands Development Team is proud to announce the immediate availability of the release candidate of build-13 of Widelands. Widelands is a Free, cross-platform strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. Please visit our homepage, http://www.widelands.org/ , to learn more. Some of the highlights of build13rc are: - more stable multiplayer - FPS regulation for less CPU usage - improved economy routing - many new sounds - many new graphics and animations especially for the atlanteans - balancing work for all tribes As usual, there have been many more improvements to the usability and performance, as well as numerous gameplay improvements and bugfixes. Widelands uses SDL as graphics and input library and is currently available for Linux/x86, Windows (32-bit), Mac OS X, and in source code. Both binary and source packages are available from http://sourceforge.net/project/showfiles.php?group_id=40163 Simply download the binary package for your operating system and run the widelands executable! If your operating system is not supported, download a source package and try to compile it for yourself. See the homepage for the libraries you need to have installed. If you like what you see, please visit our homepage, http://www.widelands.org/ , and shout out somewhere in the forums. You may also want to check the forums and our IRC channel, #widelands on Freenode, to arrange multiplayer games with other players. We especially welcome every helping hand, even if you just want to contribute by helping us find bugs. If you want to take part even more in the further development of Widelands, you can subscribe to wid...@li... on http://lists.sourceforge.net/mailman/listinfo/widelands-public to keep up with development on a daily basis. Changelog: - Count casualties/kills, military/civilian buildings lost/defeated and present them in the general statistics menu (except for civilian buildings defeated, which is omitted from the user interface). - Improved map options menu. - Implemented counting of casualties and kills and added this data to the general statistics. - Improved progresswindow use and added new loading screens. - Added menu for editor to the mainmenu. - Improved save game dialog. - Improved mapselect and launchgame menu. - Improved ingame UI. - Implemented "/me" command for multiplayer chat. - Improved multiplayermenu. - Improved optionsmenu and added possibility to set autosave interval. - Implemented option for maximum FPS to smaller CPU-usage. - Improved editor new map dialog. - Made automatic roadbuilding mode after creation of non-connected flag optional. - Improved production program handling: * Eliminated the need for line numbers in the programs. * Fixed bug that the consume command required that all wares in a consume-group must be of the same type. For example the command "2=consume smoked_fish,smoked_meat 2" required 2 smoked_fish or 2 smoked_meat. Now it will also work if there is only one of each. * Change the syntax of a consume-group to ware1[,ware2[,...]][:quantitiy] (for example "smoked_fish,smoked_meat:2"). * Extend the consume command to take any number of consume-groups (for example "smoked_fish,smoked_meat:2 bread:2"). This means that unless all consume-groups can be satisfied, nothing is consumed when the command fails. This will fix many bugs in the game data where programs had for example "2=consume smoked_fish,smoked_meat 2" and "3=consume bread 2". If there was not 2 bread, it would consume 2 smoked_fish or 2 smoked_meat and then fail. * Get rid of the command check. It was only a work-around for the previously deficient command consume (and some programs forgot to use it). * Implement the new command return. It can return from a program. There are 3 different return values; Failed, Completed and Skipped. Only programs returning Failed and Completed will affect statistics. A program that reaches the end will be considered to have implicitly returned Completed. The return command can optionally take a condition. Currently only two conditions are supported; economy needs ware_type and workers need experience. The former will allow a program to have a command "return=skipped unless economy needs marblecolumn". It will prevent Game Over as a result of a production deadlock on marble when a user forgets to turn off a stonemason for a while. This fixes the huge problem with production deadlocks that hit every new player in their first games and every experienced player once in a while. The condition makes a query to the economy, which now simply checks if there are no warehouse supplies that supply the ware type. This can of course be made much smarter later. The latter is used in the barbarian micro-brewery to let it practice making beer until the brewer has become a master_brewer even if the economy does not need any beer. * Extend the produce command to take any number of ware types with quantities. * Fix the call command to validate that the called program exists. This requires changing declaration order in some data files (for example if "work" calls "seed", "program=seed" must come before "program=work" in the "global" section of the productionsite definition. (However the definition order of the programs does not matter.) This fixes the bug that a call command may fail at run-time because the called program does not exists. * Extend the call command with an optional error handling specification (call=<program_name> [on failure {ignore|repeat|fail}]). It will make it possible to ignore a failure of a called program and continue the calling program, or repeat the failed program until it succeeds. * Extend the sleep and animate commands. If no duration is given as the last parameter, the return value from a previous action is used for duration. This makes it possible to for example let the mining command calculate how long the following sleep/animation should last, depending on ore concentration and mining depth. * Get rid of the set command and the associated catch and nostats flags. * Fix the mine command to parse and validate its parameters at parse-time instead of at run-time. This fixes the bug that the game engine could fail with the message "Should mine resource <resource_type>, which doesn't exist in world. Tribe is not compatible with world!!" at run-time the first time a mining command is executed. * Fix most other commands that had insufficient validation or did parsing at run-time (for example the consume command reparsed its wares at each execution). * Optimize the parsing by eliminating needless string copying. - Rename the building property "enhance_to" to "enhancement" and validate that the given building type exists. - Improved editor handling of bobs and animals, so they can not be placed on invalid locations. - Implemented loading of savegames in multi player - Only allow attacking seen buildings. - Improved computer player behaviour. - Updated and cleaned up tribes economies. - Introduced automatic update of Campaign-list via campaign-menu. - Added global objects usable in every world. - Added 12 new maps (9 from map contest). - Added atlantean building graphics. - Added a lot of new sounds and integrated them in the game. - Rework of campaign missions. - Fix bugs in parsing of building types'sbuildcosts and inputs. Check that the ware types exist and are not duplicated and that the quantities are within range. - Fix bug in parsing of productionsite types' outputs. Check that the ware types exist and are not duplicated. - Fix bugs in parsing of productionsite types', critter_bob types' and worker types' programs. If a program was declared twice, it was parsed twice and the memory used to store the first instance was leaked. - Fixed bug #1792379 - little trees set with editor don't grow. - Fixed bug #1913902 - collosseum now trains evade 0 and 1. - Fixed bug that upgraded worker were used in buildings instead of training new simple ones. - Fixed crossplatform network bug (win32 path on unix). - Fixed disk_filesystem handling on win32. - Fixed strange, unwanted behaviour of multilined editboxes. - Fixed loading of settlers 2 maps in widelands. - Fixed bug that caused segmentation fault when executing ./widelands --editor=nonexistent_file. - Fixed bug that caused segmentation fault when executing ./widelands --scenario=nonexistent_file. - Fixed bug that caused invalid use of uninitialized memory when an animation configuration defined playercolor=true but a mask file was missing. - Fixed bug #1968196 - Scenario-maps aren't loaded as one. - Fixed bug #1900477 - Objectives description are not translated and objective names are not included in PO templates. - Fixed hotspots of animals. - Fixed editor height tool dialogs. - Fixed language-settings-menu for Linux - now Widelands sets system-language variable correctly. - Fixed bug that prevented releasing the last soldier from a trainingsite. - Fixed memory access errors in the game logic, causing segmentation fault or any kind of strange undefined behaviour. - Fixed memory access error in save game dialog. - Fixed many memory access errors when trying to read missing sections in configuration files. - Fixed bug that the computer player did not check if a planned large building would be completely inside his borders. - Fixed bug that the empire wine bush lived forever, blocking the map. |