3.1 RC 2 is now out!

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3.1 RC 2 is now out!

Post by Staff »

3.1 Release Candidate 2 is now available at our Source Forge web page for all platforms, and that is located at the usual location:
http://sourceforge.net/projects/warzone ... s/3.1_rc2/

Release Candidate 1 ran into some issues, and therefore skipped.


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 RC2 (thanks to JDW):

General
  • Change: Clear any remaining pathfinding job for the unit on loading into a transporter. Also fixes minor memory leaks (032956e649, 88e9439166)
  • Change: Log and error reporting improvements (845903e5b6, 3640b024f2)
  • Change: Added checks to detect hard drive failures (134c51c890)
  • Change: Do not halt production in factories on unit template becoming redundant (7621581c8f)
  • Change: Don't rename AI players when there are multiple bots of the same type (ee95d785bd)
  • Change: Make available again some of the decals from the Rockies tileset (087ab8c505)
  • Change: Use codesigning for the mac builds (c4edfed60d, 93f54a4531, 0c9769dd83)
  • Fix: Do not reload VTOLs automatically when unloaded from a Transport (#3554, e1dcb241ab)
  • Fix: Fix dangling pointer when structures are destroyed and you are repositioning the delivery point (#2041, 6382bbb08e)
  • Fix: Destroyed research facilities can no longer permanently hog a research topic (#3570, 6a04b6ad67)
  • Fix: Relocation of Repair Facility delivery point made possible again (#3581, caabd96741)
  • Fix: Fix reverse balanced tree lookup (#3589, 64173cbd08)
  • Fix: Scavengers are now correctly enabled in Challenges (#3630, 95677b02b9)
  • Fix: Rework on the hash checking of maps (#3618, #3614, #3615, #3616, #3617, 398f77ede0)
  • Fix: Certain ground type tiles in the Urban and Rockies tilesets to resemble the old 2.3 version terrain more accurately (#3621, 087ab8c505)
  • Cleanup: Various dead code removal and minor enhancements to code readability (9d82dea37a, 06f10ca89f, 44947ad4a8, adc13fe9fa)
Graphics Savegames UI
  • Change: Add settings / UI support for shaders (7e3be754d4, ef2b23681b)
  • Change: Correctly handle interface image texture pages which are not 256x256, and also simplify adding/removing of images (f879b83605, 26bb105885)
  • Change: Warn when Satellite Uplink Center and/or Laser Satellite Command Post are disabled (1e5fafabb3, 552a60b099)
  • Fix: Bitmap cursor now drawn correctly with Qt backend (#3562, df32833ab8)
Multiplayer
  • Change: Prevent a zero hash from being sent by the host when the user has not selected the map between starting the program and hosting (9784c655af)
  • Change: Minor improvement over silently retrieving the wrong resource on filename hash collisions (74c153cf7b)
Scripting Build System Translations If you are really curious what has been done, then please see: https://github.com/Warzone2100/warzone2 ... s/v3.1_rc2
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Re: 3.1 RC 2 is now out!

Post by Staff »

Note: map-mods & mods may be broken in this release compared to beta 11!

For those of you with intel video, PLEASE UPDATE YOUR VIDEO DRIVERS!
When Warzone crashes in ig4icd32.dll then that is the fault of bad intel drivers. They need to fix the issue, so please report it to them.
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Re: 3.1 RC 2 is now out!

Post by Originway »

Why is the logo so big now in the game?
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Re: 3.1 RC 2 is now out!

Post by Ildradil »

Im not really sure if im doing something wrong, but anyway. Everything i've downloaded afte 2.3.9 dont seem to work. Installs and when im trying to run it doesnt do anything?? :O

Same problem with this release am i doing something wrong, or is there a problem in my pc :oops:

Running windows xp sp2
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Re: 3.1 RC 2 is now out!

Post by NoQ »

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Re: 3.1 RC 2 is now out!

Post by Asgorath »

I first like to thank you Devs & Team for pushing Warzone 2100 even further!
This Release Candidate looks very stable to me and runs very fine.

Sadly my internet is very bad, so all I can do is test skirmish and campaign but even here I noticed huge improvements!

What I think about the RC_2 after playing 4 skirmish-matches:

+ The pathfinding has improved a lot! Units now move exactly to the place I order them to go. When moving a bunch of units they don't try to get to the very same point any longer and stop from moving around which makes it possible to finally place rocket launcher behind MG-units :D
+ The rotating ventilator in the factory looks very good!
+ I also like that you have separated skirmish- and campaign savegames.
+ And I like the "disabled"-display before starting a skirmish match, showing which buildings have been disabled.
+ Saving and loading a game works perfectly.

- After my fancy the new health bar for units is too small. I now find it hard to see if my unit is damaged to 20% or 40% without clicking at it.
- Furthermore I would like to see you focus on developing and improving only one AI for the whole game. Nexus, Semperfi and Nullbot... Who needs three different AI's?
- None of the AI's mentioned above returns his unarmed units. If I build a MG-Tower besides my oil-derrick the AI still always tries to build an oil-derrick on his own, even if the truck will be destroyed even before reaching the building plot...


I hope to find time to do more intensive testing this weekend.
Anything special you guys have trouble with? Something we should pay special attention to when testing the game?

Again - thank you for keeping up the good work!!
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Re: 3.1 RC 2 is now out!

Post by NoQ »

Furthermore I would like to see you focus on developing and improving only one AI for the whole game.
Nobody had developed Nexus for ages, and Semperfi is already dropped as well (for being not JS enough). Also, the only developer of NullBot around is actually focused on NullBot; he doesn't touch any other AIs, even though he did try to have a look at the Semperfi-JS thing a little.
If I build a MG-Tower besides my oil-derrick the AI still always tries to build an oil-derrick on his own, even if the truck will be destroyed even before reaching the building plot...
NullBot is usually fine with it, trying his best not to send trucks to places where some enemy towers exist, and also moving away any unit attacked (as long as the attacked event is not under throttling at the moment, which is disabled in 3.2 but not in 3.1).
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Re: 3.1 RC 2 is now out!

Post by bugmenot »

I decided to test rc2 after playing the 2.3 version.
Overall, i like the new graphics, bugfixes and new features, but from my short test i noticed few things that could use an improvement.

Unit group movement - this is absolutely critical for SP playability - in 2.3, when a damaged unit decided to return to base, other units in the group tried to move out of its path, covering it and allowing it to safely and quickly get out of the line of fire. This drastically increased survivability in missions where you can't build new units but can repair them. In fact, this was the unique feature setting warzone apart from all other strategy games i played (including commercial) - the ability of units to efficiently move as a group while still allowing individual units almost free movement. In rc2, this is no longer the case. While the poor damaged unit at the front tries to escape, units behind it block its path and refuse to move out of the way, making it more likely the unit will be destroyed. I can't even imagine how hard repair vehicles will be to use with this problem - they were very viable in 2.3. I will wait with playing campaign until this problem is fixed.

I also noticed that when i have a group of units, and it is attacked, only the front units will decide to respond to the threat and pursue enemies. This has the potential of splitting the group and causing the smaller and weaker group to rush into a trap (an unrealistic annoyance i seen in almost all strategy games i played, leading to insane micromamagement requirements). If any unit in the group is attacked, the whole group should move forward to pursue enemies and keep formation. Or maybe "group" is the wrong term - i think the "alert" should spread to adjacent units in certain distance like a chain reaction - that is, not only distance from the unit that was actually attacked, but distance from each unit alerted this way with certain maximum radius to avoid undesired grouping.

Another thing about movement - i read about the problems in previous versions with all units trying to move to the same tile. I think the way this was solved is not the best - just adding fixed tolerance to the destination. Now, when you want to precisely position a single unit, it will not go to the destination, but will stop a small distance away. This is imoportant for specialist units like mobile radar (or what is it called). I think the tolearance should be dependent on the size of the group which you currently have selected, with single units moving precisely.

Trees - this is a minor issue - two crossed vertical polygons may be sufficient for background trees in a 3D game when the camera is near the ground, but definitely not in a strategy game with view from above - i think just adding one or 2 horizontal polgons could significantly improve the quality. Also, some trees have a very visible dark outline whch makes them look too ... cartoonish i think.
Projectiles - also a minor issue - i think machinegun particles should not be slow moving bright single shots. Even no particles at all would be more realistic, with impact animation on target instead (like in 2.3 if i remember correctly), or maybe a chain of several small fast dark particles, with impact animation at the end.

To end on a more positive note, i want to thank the developers for their hard work, and keeping this wonderful game alive.
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Re: 3.1 RC 2 is now out!

Post by cue »

Thank you again for your excellent work.
I think the game is very good!

Can you please tell me what version of Nullbot you are using ingame?
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Re: 3.1 RC 2 is now out!

Post by iap »

I also want to thank the developpers for their hard work. I didn't download the game yet, but I'm really excited about it until I will have the time to download :)
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Re: 3.1 RC 2 is now out!

Post by Asgorath »

NoQ wrote:
Furthermore I would like to see you focus on developing and improving only one AI for the whole game.
Nobody had developed Nexus for ages, and Semperfi is already dropped as well (for being not JS enough). Also, the only developer of NullBot around is actually focused on NullBot; he doesn't touch any other AIs, even though he did try to have a look at the Semperfi-JS thing a little.
If I build a MG-Tower besides my oil-derrick the AI still always tries to build an oil-derrick on his own, even if the truck will be destroyed even before reaching the building plot...
NullBot is usually fine with it, trying his best not to send trucks to places where some enemy towers exist, and also moving away any unit attacked (as long as the attacked event is not under throttling at the moment, which is disabled in 3.2 but not in 3.1).
In that case I will start playing against NullBot-AI only to hopefully help improving it a little.

Would it be possible (in the long term) to replace the Nexus-AI in campaign by the NullBot-AI and to set the Nullbot-AI as standard-AI for skirmish-matches?
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Re: 3.1 RC 2 is now out!

Post by NoQ »

replace the Nexus-AI in campaign by the NullBot-AI
Nexus AI has nothing to do with campaign, there is nothing to replace. Each mission has its own unique AI in campaign ... i think.
set the Nullbot-AI as standard-AI for skirmish-matches?
Setting the default AI could be a nice feature, yeah.
Can you please tell me what version of Nullbot you are using ingame?
The latest one, v1.35.
Trees
Jorzi had already made some excellent tree models, but they weren't included yet (even though they were proposed to).
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Re: 3.1 RC 2 is now out!

Post by Emdek »

Asgorath wrote:+ The rotating ventilator in the factory looks very good!
I would like to see transport engines rotating (unless someone fixed them too). ;-)

bugmenot, good points, I especially hate when damaged units die due to "lack of cooperation" from others, I've had lots of issues with stuck (in various ways) units in campaign earlier this year.
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Re: 3.1 RC 2 is now out!

Post by Rman Virgil »

.
replace the Nexus-AI in campaign by the NullBot-AI
NoQ wrote:Nexus AI has nothing to do with campaign, there is nothing to replace. Each mission has its own unique AI in campaign ... i think.
Correct. Two entirely different beasts, really, Cam A.I. and Ski A.I.

To alter the Cam A.I. in any significant way is likely to redesign the experience itself - narrative progression and the victory conditions themselves. Effectively no longer the original.

Though you can increase the difficulty considerably while leaving the narrative and victory conditions intact as Black Project did with his "Hardcore Campaign Mode Mod" a few years back (early v.2.3.x only) by mostly changing stats (.txt editing) and augmenting unit replenishment cycle numbers (in the scripts).
.
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Re: 3.1 RC 2 is now out!

Post by Iluvalar »

Known bugs :

The accuracy system is totaly broken. More than 2 distinct errors are made in it.

Your units will receive between 30% to 80% more damage due to undocumented errors and undocumented factors that was not in the original game design.
Heretic 2.3 improver and proud of it.
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