3.1 beta7 has been released!

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3.1 beta7 has been released!

Postby cybersphinx » 19 Mar 2012, 00:30

Since beta6 (and 5) would crash at random when units moved, here is beta7.

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=1400x1050
  • 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 beta7:
General
  • Fix: Don't randomly crash when moving units (#3301, fbc600ecdf)
  • Fix: When unloading a transporter, put the units on the terrain and not above or below it (#3169, f54529ae0a)
  • Fix: Improve pathfinding (c9a618cd82)
  • Fix: Save factory numbers to properly restore their order on loading (#3244, c041fb3dab)
MultiplayerTranslationsChangelog for older versions: https://github.com/Warzone2100/warzone2100/blob/master/ChangeLog
Full list of changes since 3.1_beta6: https://github.com/Warzone2100/warzone2100/compare/v3.1_beta6...v3.1_beta7

Download:
As usual, downloads can be found on our download page or directly on Sourceforge.
We want information... information... information.
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Re: 3.1 beta7 has been released!

Postby vexed » 19 Mar 2012, 00:39

Once again, for people that can't run any of the beta series, please run this version, so we can take a look at the file described above, and see what the issue is.

Thanks.

Note: Sorry all you rush fans, but you need to build a HQ/CC first to make more trucks.
Will fix this for the next beta. :stressed:
/facepalm ...Grinch stole Warzone🙈🙉🙊
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Re: 3.1 beta7 has been released!

Postby zany » 19 Mar 2012, 01:14

first bug report! http://developer.wz2100.net/ticket/3337
dibs on beta 8!
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Re: 3.1 beta7 has been released!

Postby driver4 » 19 Mar 2012, 03:27

I guess there won't be a solution to this http://www.youtube.com/watch?v=UoUcrJyV-LY
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Re: 3.1 beta7 has been released!

Postby Slartifartbarstud » 19 Mar 2012, 11:24

Still crashes as per beta 6. I'm running windows 7 on a dell laptop with i5 processor. Running the game in skirmish mode using one of the maps installed with the game, no mods running either. :(
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Re: 3.1 beta7 has been released!

Postby Asgorath » 19 Mar 2012, 12:23

zany wrote:first bug report! http://developer.wz2100.net/ticket/3337
dibs on beta 8!

Same problem here. See reply to the ticket
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Re: 3.1 beta7 has been released!

Postby JDW » 19 Mar 2012, 13:36

I'm glad that the important bugs like crashes are fixed though. Oh Man! those were giving me headaches! They weren't reproduce-able and I believe they were not even traceable from the crashdump files. Great job devs! Thanks again!! :3 :3 :3 :3 :3


P.S. We had an all artillery war with certain very unusual rules yesterday. And we'll keep doing such games on the beta7. :twisted: :twisted: :twisted:
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Re: 3.1 beta7 has been released!

Postby macuser » 19 Mar 2012, 13:45

ooo! arty war ;)
IMHO the arty targeting system is MUCH better than 2.X .

;) thnx devs
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Re: 3.1 beta7 has been released!

Postby Axel » 19 Mar 2012, 16:28

"Still crashes as per beta 6. I'm running windows 7 on a dell laptop with i5 processor. Running the game in skirmish mode using one of the maps installed with the game, no mods running either."

It seems he have crash like my...
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Re: 3.1 beta7 has been released!

Postby NoQ » 19 Mar 2012, 17:15

We can't know until he provides the crash dumps.

P.S. I wonder: modules are no longer removed in "medium bases" mode in 3.1. Is it a bug or a feature?
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Re: 3.1 beta7 has been released!

Postby aubergine » 19 Mar 2012, 17:58

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Re: 3.1 beta7 has been released!

Postby Per » 19 Mar 2012, 18:06

NoQ wrote:We can't know until he provides the crash dumps.

P.S. I wonder: modules are no longer removed in "medium bases" mode in 3.1. Is it a bug or a feature?

Somewhere in between. When I moved the logic from c++ code to js scripts, it was hard/potentially buggy to implement there, so I just left it out. People I talked to about it just shrugged at it, since it appears few people play this setting anyway.
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Re: 3.1 beta7 has been released!

Postby Slartifartbarstud » 19 Mar 2012, 18:24

NoQ, how do i get a crash dump? no pun intended
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Re: 3.1 beta7 has been released!

Postby effigy » 19 Mar 2012, 18:47

Per wrote:
NoQ wrote:We can't know until he provides the crash dumps.

P.S. I wonder: modules are no longer removed in "medium bases" mode in 3.1. Is it a bug or a feature?

Somewhere in between. When I moved the logic from c++ code to js scripts, it was hard/potentially buggy to implement there, so I just left it out. People I talked to about it just shrugged at it, since it appears few people play this setting anyway.


I wouldn't mind having 2 settings for bases. "On" or "Off" which would either give the player whatever structures the map maker placed, or just trucks.

edit: but could we do something about starting tech that exceeds what has been researched? Probably increasing the starting tech research levels would be less disruptive to players accustom to playing with bases on, though, I'd rather base settings didn't effect technology levels at all (start at "T0".
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: 3.1 beta7 has been released!

Postby aubergine » 19 Mar 2012, 20:08

I prefer the 3 base settings TBH, I often use a mixture of settings in skirmish games against AIs...
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