3.1 beta11 has been released!

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cybersphinx
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3.1 beta11 has been released!

Post by cybersphinx »

Somewhat later than anticipated, here is a new beta. Included among a lot of other changes are multiplayer balance updates, new decals to make cliffs more recognizable, and possibly better support for outdated graphics cards/drivers.

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:
We need your help!

Well, in order to try the find the issues with the dialog message being wrong, and also the odd map errors, we have made a new build with more debug info available to try and help us track down what is going on.

Get it here:
windows: http://buildbot.wz2100.net/files/bugfix ... 45903e.exe
linux: http://buildbot.wz2100.net/files/bugfix ... 03e.tar.gz

Remember, everyone needs to have this version to play together.

We need logs from both the hosts & players!



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 beta11:
GeneralGraphicsMultiplayerMultiplayer balance (ea7b1912fd)
  • Nerf flamers, mostly by decreasing incendiary damage of flamers, to compensate the fact that it is unaffected by armor type modifiers. Also decrease incendiary radius to prevent ground flamers from causing incendiary damage to walls.
    * Inferno: price 80->110, incendiary radius 64->48, incendiary damage 40->32
    * Thermite Cyborg: incendiary damage 38->32
    * Plasmite: price 80->130, incendiary radius 96->60, incendiary damage 63->50
    * incendiary Mortar: price 150->200, pit price 135->170, incendiary damage 30->22
    * incendiary Howitzer: price 250->300, emplacement price 325->400, incendiary damage 60->32
    * Thermite Bombs: incendiary damage 200->120
    * Plasmite Bombs: incendiary damage 200->140
  • Nerf machineguns to compensate the ROF fix that used to decrease with game FPS.
    * HMG: damage 18->17
    * AG: fire pause 3->4, damage 20->19
    * TAG: price 100->120, fire pause 3->4, damage 30->28
    * AG Cyborg: fire pause 4->5, damage 20->18
    * MG: ROF upgrades 15%/30%/45% -> 17%/34%/50%.
    * Whirlwind: fire pause 3->4
  • Slightly nerf rocket branch in comparison to cannons. Most importantly, nerf MRAs to compensate the fix in indirect fire mechanics.
    * Minipod: range 1152->1088
    * MRA: damage 34->29, splash damage 30->29, reload time 145->165
    * MC: research points 4800->3600
    * HPV: research points 7200->4800
  • Make T3 missiles homing, making use of the new homing-indirect targeting class. Nerf Seraphs to compensate that fact.
    * Seraph: damage 120->110, splash 100->90, targeting class INDIRECT->HOMING-INDIRECT
    * Archangel: targeting class INDIRECT->HOMING-INDIRECT
  • Make walls effective even after gates are invented.
    * Gates: price 25->75
  • Make cannon fortresses cheaper, while nerfing range, in order to make them usable in low oil matchups and less effective in high-oil settings.
    * Cannon Fortress: price 1000->900, range 1792->1408
Translations Changelog for older versions: https://github.com/Warzone2100/warzone2 ... /ChangeLog
Full list of changes since 3.1_beta10: https://github.com/Warzone2100/warzone2 ... 3.1_beta11

Download:
As usual, downloads can be found on our Download page or directly on Sourceforge.
We want information... information... information.
Reg312
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Re: 3.1 beta11 has been released!

Post by Reg312 »

thanks for release. i waited for this long time :)

still "Latest beta version – 3.1 Beta 10" on http://wz2100.net/download
Reg312
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Re: 3.1 beta11 has been released!

Post by Reg312 »

dload from sourceforge - 2hours seems something wrong.. i cannot dload
fixed..

did you fixed this: #3437 ? this bug can annoy MP players very much
fixed
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JDW
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Re: 3.1 beta11 has been released!

Post by JDW »

Reg312 wrote:did you fixed this: #3437 ? this bug can annoy MP players very much
This bug never existed in any of the recent 3.1 betas, it only exists in some other development branches. You won't see this bug in 3.1 beta 11.
"Speak when you are angry and you will make the best speech you will ever regret."
-- Ambrose Bierce
Reg312
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Re: 3.1 beta11 has been released!

Post by Reg312 »

cybersphinx wrote: [*] Change: Structures with no cost to build (oil derricks) deconstruct when abandoned, taking one minute for 100% build progress (5ba90fec42)
this is the best change! wanted it for long time...
Urnight
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Re: 3.1 beta11 has been released!

Post by Urnight »

beta 11
:D
fraggle
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Re: 3.1 beta11 has been released!

Post by fraggle »

Hi,
what happened to the CLIFF Rendering??? If you have bigger fields of cliffs it looks very ugly!! Looks like there are lots of lines. Why changed this???
Will be nice if you can do the old cliff rendering in next Beta.
Reg312
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Re: 3.1 beta11 has been released!

Post by Reg312 »

two players got problem with run beta11, but beta10 worked for them

Warzone has terminated unexpectedly

[screenInitialise:189] OpenGL 1.2 + TEC
is not supported by your system. The game requires this.
Please upgrade your graphics drivers/hardware, if possible.

Please check the file (Video Mode 1366 x 768 (fullscreeb)) in your
configuration directory for more details.

Do not forget to upload the Video Mode 1366 x 768 (fullscreen) file,
WZdebuginfo.txt and the warzone 2100.rpt files in your bug reports at
http://developer.wz2100.net/newticket!



UPDATE: new drivers solved problem
Last edited by Reg312 on 20 Jun 2012, 16:02, edited 1 time in total.
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Iluvalar
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Re: 3.1 beta11 has been released!

Post by Iluvalar »

Open GL 1.2 :o goood job ! :D
Heretic 2.3 improver and proud of it.
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NoQ
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Re: 3.1 beta11 has been released!

Post by NoQ »

fraggle wrote:Hi,
what happened to the CLIFF Rendering??? If you have bigger fields of cliffs it looks very ugly!! Looks like there are lots of lines. Why changed this???
Will be nice if you can do the old cliff rendering in next Beta.
What map are you playing?

Any map that looks fine on 2.3 should look correctly, even with bigger fields of cliffs. Any map made too much specifically for v3.1+ may break, then these maps can be fixed with a method i just published, but such maps are relatively rare. Well, this can be considered to be a certain tradeoff for making a map for a game version that's not considered to be stable.

Finally, if you have discovered a certain case when cliff decals don't look good even on a well-made map that follows standard texturing traditions, then that's why i ask.
fraggle
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Re: 3.1 beta11 has been released!

Post by fraggle »

Hi again,

I have attached the map witch looks good in Beta3.10 - and now Beta 3.11 it looks bad.

see the lines in the cliffs - no good.
Attachments
4c-NoWayOut.wz
This maps looks bad in Beta 3.11
(14.56 KiB) Downloaded 824 times
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Giani
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Re: 3.1 beta11 has been released!

Post by Giani »

Beta 11 :D
And I can finally play whit scavs whit debug mode :yahoo: But I can't produce their units :(
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
iap
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Re: 3.1 beta11 has been released!

Post by iap »

Yeah!!
A changelog AND pathfinder fixes!! :P

Thank you guys :-) :-)
Paul
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Re: 3.1 beta11 has been released!

Post by Paul »

What do the little numbers mean when you select maps now?
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NoQ
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Re: 3.1 beta11 has been released!

Post by NoQ »

Checksums, they allow you to distinguish between several maps with the same name.
4c-NoWayOut.wz
O_o weird non-natural texturing. Cliffs painted on flat ground as diagonal tiles :shock: i wouldn't imagine anybody doing that. Probably 1.5 maps that have this sort of texturing might deserve manual fixing rather than changing the game for them, i can do that tomorrow if you want.
Last edited by NoQ on 20 Jun 2012, 19:26, edited 1 time in total.
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