3.0-beta 1 is released!

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Mr_E
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Re: 3.0-beta 1 is released!

Post by Mr_E » 27 Oct 2010, 06:52

the game crashed when maroy and i were killing each other, i have two theories, A my computer overall sux, or B the game is still a beta so it will crash...
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Re: 3.0-beta 1 is released!

Post by R Hannay » 27 Oct 2010, 07:22

cybersphinx wrote:
hao wrote:One more thing i wanted to discuss here. I'm glad the minimap is fixed now. But i don't like the way it's anti-aliased. I'd prefer inaccurate but crisp and clear not-anti-aliased minimap. At least building and unit dots should be crisp. Probably cliffs and water boundaries also.
The fixed radar will not be blurred on full zoom steps (one mouse wheel click is ±0.25 zoom steps).
Maybe provide an option to antialias the minimap and have that OFF by default? :oops:

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Re: 3.0-beta 1 is released!

Post by NoQ » 27 Oct 2010, 08:10

Maybe call this option "fixed minimap"/"rotating minimap" ;)

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Re: 3.0-beta 1 is released!

Post by aubergine » 27 Oct 2010, 11:24

I totally love the new minimap, and the way that the main map will bounce back on to screen if you jump to close to it's edge via the minimap. Really nice bit of game polish that. :D Sure, antialiased might make it that little bit more precise visually speaking, but it's not something that I really notice that much tbh.
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Re: 3.0-beta 1 is released!

Post by KenAlcock » 27 Oct 2010, 11:59

Super Transports can only carry 3 Heavy Tanks?
I'm on the forums on a limited basis. I play MP late Saturday night or Sunday afternoon/evening; my game handle is Cosmic Raven.

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Re: 3.0-beta 1 is released!

Post by NoQ » 27 Oct 2010, 14:42

Yes (: Looks like heavy tanks have "size 3" (:

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Re: 3.0-beta 1 is released!

Post by Powzone » 27 Oct 2010, 16:14

Works perfectly on my custom PC! :D

Crashes on my EeePC:

Code: Select all

Error occured on Wednesday, October 27, 2010 at 15:30:34.

Program: D:\Games\Warzone 2100 3.0\warzone2100.exe(warzone2100)
Command line: "D:\Games\Warzone 2100 3.0\warzone2100.exe" 
Version: Version 3.0-beta1
Distributor: wz2100.net
Compiled on: Oct 25 2010 02:38:00
Compiled by: GCC 4.2.1-sjlj (mingw32-2)
Compiled mode: Release build
Executed on: Wed Oct 27 15:28:58 2010

Pointers: 32bit

Compiled against PhysicsFS version: 1.0.1
Running with PhysicsFS version: 1.0.1

Misc Data:
[15:29:02]OpenGL Vendor : Intel
[15:29:02]OpenGL Renderer : Intel 945GM
[15:29:02]OpenGL Version : 1.4.0 - Build 7.14.10.4906
[15:29:02]Video Mode 1024 x 600 (32 bpp) (fullscreen)
[15:29:05]OpenAL Vendor: Creative Labs Inc.
[15:29:05]OpenAL Version: 1.1
[15:29:05]OpenAL Renderer: Software
[15:29:05]OpenAL Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE
[15:29:05]Using language: Systemsprache
[15:30:21]Current Level/map is CAM_1A


D:\Games\Warzone 2100 3.0\warzone2100.exe caused an Access Violation at location 026f3a51 in module C:\WINDOWS\system32\iglicd32.dll Reading from location 04752008.

Log message: info    |03:29:02: [screenInitialise] Using VBO extension functions under the core names.
Log message: info    |03:29:02: [screenInitialise] OpenGL 2.0 is not supported by your system, using fixed pipeline.

Registers:
eax=04752008 ebx=00000084 ecx=047d87c0 edx=00244018 esi=04752044 edi=02ace440
eip=026f3a51 esp=0022f530 ebp=0022f66c iopl=0         nv up ei pl nz na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs=0000             efl=00210202

Call stack:
026F3A51  C:\WINDOWS\system32\iglicd32.dll:026F3A51
026E0D89  C:\WINDOWS\system32\iglicd32.dll:026E0D89
Tried different resolutions, bit depths and texture sizes and I alsways get the same error. "iglicd32.dll" is part of the GFX driver.

...I suppose, it's the drivers again, BUT 2.3 didn't work while in beta stage and works perfectly since 2.3.0!! I got hope! :D
Manjaro XFCE / Intel Core i7 6700 / 32GB RAM / NVidia GTX1050Ti

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Re: 3.0-beta 1 is released!

Post by stiv » 27 Oct 2010, 16:28

...I suppose, it's the drivers again, BUT 2.3 didn't work while in beta stage and works perfectly since 2.3.0!! I got hope!
As mentioned elsewhere, the 3.0 version has slightly higher requirements in terms of working OpenGL drivers. You might try upgrading your video driver from the manufacturer's site. Also playing with the display settings like hardware acceleration.

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Re: 3.0-beta 1 is released!

Post by Powzone » 27 Oct 2010, 16:40

stiv wrote:
...I suppose, it's the drivers again, BUT 2.3 didn't work while in beta stage and works perfectly since 2.3.0!! I got hope!
As mentioned elsewhere, the 3.0 version has slightly higher requirements in terms of working OpenGL drivers. You might try upgrading your video driver from the manufacturer's site. Also playing with the display settings like hardware acceleration.
Unfotunately there's no update available! Weather at the Asus site nor at Intel. The log says, it uses the fixed pipeline instead of OGL2. This is okay and I get into the game with a "playable" frame rate (20-25 @ 1024x600), but it crashes something around 3 to 20 seconds after it finished loading without touching anything. But as I said before: It was the same with the 2.3 betas before 2.3.0. ;)
Manjaro XFCE / Intel Core i7 6700 / 32GB RAM / NVidia GTX1050Ti

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Re: 3.0-beta 1 is released!

Post by R Hannay » 27 Oct 2010, 16:49

I have a question, what are the tech prerequisites for the Super Transport?
Much obliged. ;)

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Re: 3.0-beta 1 is released!

Post by R Hannay » 27 Oct 2010, 17:23

Also :) As you can see in the attachment, the mg towers are not firing when they should be.. :hmm:
I also cannot fire with my units from behind my structures, maybe this is a bug as well? :hmm: :hmm: :hmm:
Attachments
wz2100-20101027_112009-Sk-Startup.jpg

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Re: 3.0-beta 1 is released!

Post by Dalton » 27 Oct 2010, 17:40

R Hannay wrote:As you can see in the attachment, the mg towers are not firing when they should be
They are slightly outside the range of the MG tower.

MG Tower - Range = 7.5
MG - Range = 6.0

But you have a power generator (2x2) in front so the MG Tower is 0.5 short of the tank.
Last edited by Dalton on 27 Oct 2010, 17:49, edited 1 time in total.

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Re: 3.0-beta 1 is released!

Post by aubergine » 27 Oct 2010, 17:46

I really wish the buildings didn't have those square foundations, instead building should just go directly in to the ground. I think that would make the buildings look sooo much better against the terrain.
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Re: 3.0-beta 1 is released!

Post by effigy » 27 Oct 2010, 17:51

R Hannay wrote:Also :) As you can see in the attachment, the mg towers are not firing when they should be.. :hmm:
I also cannot fire with my units from behind my structures, maybe this is a bug as well? :hmm: :hmm: :hmm:
Huh, that's strange by me too. :hmm:

I think it was great to have projectiles traveling through ground fixed, but this patch is seeming a bit like The Patriot Act :ninja: . I say that because I can only assume this is another side effect of it (additional to forts/towers/hardpoints not shooting through each other)?

IMHO this is more detrimental to strategy than the hardpoint issue. I understand the logic, but when I see this screen shot I'm reminded of similar counters to new ideas: [img]Warzone2100%20is%20not%20a%20war%20simulator[/img].

Let's allow shooting through friendly structures, Forts shooting over other structures, and likewise > towers > harpoints > walls/bunkers. I'm a bit confused on this minimum firing range, tool. As long as I'm giving the Cannon Fort a hug it won't hurt me and I can slowly murder it in it's sleep? Seems a bit silly to me.
This is why some features aren't implemented: http://forums.wz2100.net/viewtopic.php?f=30&t=7490&view=unread#p87241

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Re: 3.0-beta 1 is released!

Post by Merowingg » 27 Oct 2010, 18:02

Hello gentlemen :)

I dont know where to post about it so I type here..

On 3beta1 when I or any player preview the map, a strange dots are visible.. and they change positions almost every new hosting..

It is visible on this preview..

viewtopic.php?p=72741#p72741

The dots are goin from top to down through the numbers, the other time they were on bridges..

There is nothin that can explain their existence on the map..

They appear on connections between different terrarian tiles.. which are set properly I checked many times, the bridge case, I have no idea..

Also on the map called Dam the dots appeared, they werent there before..
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Regards - Mero

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