License: only code is open? Textures are still proprietary?
compile_dependencies.sh: you have curl-7.65.1.tar.gz but not in dependencies/
Building: now looking for SDL dependency in SDL2-2.0.14/include/ but I have it in another place
Mouse cursor: sometimes I cannot move it below some X axis value
Crash aftger first single player map fail: "double free or corruption (out) Aborted"
Updated does not fetch anything
Visual defect when click on base
Please provide AppImage with dependencies inside
How to build on windows?
An advanced options would be nice, just let us tweak the 2 ai params to make it easier or harder for ourselves.
[-img src=malicious.png alt=Screenshot from virustotal.com: missing =-]
ZED Online Updater flagged as malicious
Started refactoring waypoints (again)
Added current version of ZED. Removed all SDL dependencies from ZED Online (and replaced by ZED)
more refactoring
Major refactoring, dodge waypoints are more micro-able, implemented panic mode for gatling and gun
Main application now works again for the most part (after refactoring)
Added unit tests for pathfinding. Rewrote waypoint handeling in ZObject. Fixed team color of buildings (finished refactoring on that)
Started major refactoring for the next version
Think your suggestion is great! If this would be possibel, wow, great
Should the current difficulty then be called medium or easy? So, should I create two more difficult settings or one easy mode and one hard mode? I am also not sure how I would save the completed levels with multiple difficulty settings. In old games usually one would have a message like "now try hard mode" at the end. I suggest: Have medium difficulty be the default. Easy difficulty = every map is selectable to make it clear to players that medium difficulty is the way its meant to be played. And...
Thank you so much for your answer! It would be great to get standard difficult like as "Easy-medium-hard". if this would be possible, oh my god :) by the way, thanks for your excellent work on here. greetins from Austria, Harald
Not currently, but I want to work on a kind of handicap system (for multiplayer) that could be reused for singleplayer. Would a hard mode be OK? Or how many difficulty levels would you like to have?
Release of version 0.3.2
Added news message downloaded from gateway server to main menu
possible to set the difficult?
Changed dependency structure and updated build scripts
Small code improvments
Fixed menu windows not opening when an item is pressed in the main menu
Added unit stats menu. Fixed tile info for city maps
Fixed wrong extra_links calculation in ctor of BBridge
Added new loader for Z DOS map files
Improved new z DOS map converter
Added bunch of code to ZED library. Disable Nagle's algorthm for networking
Fixed download of unknown maps from server
lua
Fixed a bunch of thinks for the public beta test. Flag not getting awarded after fort being conquered (in a rare case) for example
Added functions to download replay files from server
Added link to gateway dashboard, made new hotkeys configurable, marked this version as 0.3.2 Beta
Added code for replay seeking
Fixed bugs when playing back a replay
Added user interface for replay seeking
Fixed grenade duplication bug and switched to the new resource manager
Fixed vanishing grenandes when entering vehicle/cannons, but introduced new grenade duplication bug
Additional code cleanup via static analysis
Fixed max unit amount bug in online mode
Fixed replay verifier
Improved update of team changes in lobby (mostly changed the server)
Refactoring and removed memory leaks
Refactoring
Added game time to server list and cleaned up some code
Code improvements via PVS studio
Fixed one crash. Fixed pathfinder bug (vehicle trying to capture a flag on an unreachable island)
Fixed in-game options menu. (Pausing and setting speed)
Reworked path finder accuracy
Rewrote part of the pathfinder
Fixed bug when surrendering in online play. Added code to open Z DOS maps in map editor
Reworked event handler
Added water and water splash effect. And some logic for extinguishing buildings
Code cleanup and fixed one crash
Rewrote event handler and additional refactoring
Fixed replay syncronizaton bug between Debug and Release build due to O2 order of operation bug in ServerFireTurretMissile of BBridge
Added code for extinguish waypoints
Fixed syncronization bug in replay (random number generator when destroying bridges)
Added methods for the application to receive public keys from gateway
Fixed bug with uninitialized memory (fixes replay sync issue)
Another round of code cleanup via PVS Studio
Added client support for reconnecting
More code cleanup. Changed Is_Direct_Path_Possible() to hopefully fix stuck vehicles
More code fixes. Pathfinder works again. Fixed one crash. Fixed disconnect from server issue
Overhauled verifier. Tested renderer in zed namespace
Code cleanup. UI scaling support for ZComp messages. Fixed some glitches with HD mode
Code cleanup
Fixed coding mistakes that were discovered via static code analysis (PVS Studio)
Optimized unit AI (auto waypoints). Angle is now taken into account
Fixed bug: robots not ejecting from cannons. Added test hotkeys Shift+R, Shift+V to select/filter robots/vehicles
ZMap now initializes tileinfos via conctexpr instead of loading files
Factored renderer in separat classes and in new ZED namespace
Added code to remove players and replace their forts
Refactored some code
Added corruption shader for ZPortrait and some code cleanup
Added server side reconnect detection
Code cleanup and more support for 2 players on larger maps and random team colors
After debate with Sulla: fixed some unit behaviour, highscore upload without libcurl, sniper/laser grenade usage, APC sniping behaviour, one crash because of shitty ATI/AMD drivers. Portrait data will go into sperate .zgfx file, beause of HD mode
Marked this commit as version 0.3.1
Fixed Linux build
Fixed gateway login, replay upload and a crash
Fixed "just placed" mode for cannons
/loadreplay now sort of works again. Renamed one function
Fixed UI scaling in SDL renderer, fixed Lua createObject()
Fixed units not moving bug for bots after engaging in a battle on move command
Fixed a rare crash in client code
Fixed a crash on startup when lookup table for post processing shader could not be loaded
Fixed creation of new accounts
Fixed fade to black transition glitch
Code cleanup