Sunday, December 30, 2018

[log] SoundRTS 1.2 continuous 11 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c11-windows.zip

Changes from 1.2 continuous 10:

Water squares:


- shipyard (trains water units; must be built near water and not on a plateau)
- boat (transport), destroyer (fires arrows), battleship (fires like a catapult), submarine (invisible and detector)
- 2 maps with water: jl6 and jl7 (in jl7 aerial units move 4 times slower over water)


Various bug fixes:

- the client will recover from minor errors (sturdier)
- bug fixed: a unit entering a zero speed square would be stuck and couldn't go back
- bug fixed: the "say group status and follow group" command (space key) would say the initial square instead of the new one
- bug fixed: when changing player the name would be the same
- by default, add_units will choose "a1" (instead of raising an error)

New verbosity parameter in SoundRTS.ini:

- by default: menu_changed, unit_added, unit_complete, scout_info, food, resources, resource_exhausted
- unit_added may be too verbose in most cases (raise_dead and summon)
- scout_info and resource_exhausted are probably useful

For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c11.zip

Thursday, December 20, 2018

[log] SoundRTS 1.2 continuous 10 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c10-windows.zip

Changes from 1.2 continuous 9:
- now auto-gather and auto-repair can be disabled (enabled by default)
- now workers will auto repair allied buildings (or repairable units)
- fixed "harm_target_type unit" and "harm_target_type building"
- fixed: now equivalent types of units won't be applied to campaign missions (in chapter 1 of the crazy_traditional campaign, the farm was erroneously replaced by random equivalent types; another solution would consist in using a new name for traditional farms, like "traditional_farm")
 
Terrain (experimental):
- improved terrain in map jl5, and in chapter 1 and chapter 2 of the default campaign
- now terrain and resources are known when a unit is one square away
- new cosmetic terrains (title, ambient and footsteps): river, lake, sea, ocean, mountain, mountain_pass, big_bridge, ford, marsh (in a map file, for example: "terrain sea a1 b1 c1")
- ground (footsteps): grass, leaves, gravel, wood, mud, water, snow
- a speed modifier can be defined for any square in a map file (for example: "speed .5 1 a1 b1" for half speed; "speed 2 1 a1 b1" for double speed); the first number is for ground, the second number is for air
- a cover modifier can be defined for any square in a map file (for example: "cover 0 0 a1 b1" for no cover (default); cover .75 0 a1 b1" for 75 per cent chances for ranged units to miss a ground target in the square; these miss chances are combined with the high ground miss chances); the first number is for ground, the second number is for air

For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c10.zip

Wednesday, November 28, 2018

[log] SoundRTS 1.2 continuous 9 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c9-windows.zip

Changes from 1.2 continuous 8:
- now workers won't automatically help building (they will still automatically repair)
- multipoint patrol (If a unit is patrolling and an additional patrol order is given (with shift), the target will be added to the end of the targets list.)
- now a defeated player in a team will only observe the team as long as the team isn't defeated
- bug fixed: wrong perception and memory after the defeat of the first ally
- restored several frames per communication turn (in the config of the server, set fpct_max to 1 to remove this feature)

For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c9.zip

Monday, November 12, 2018

[log] SoundRTS 1.2 continuous 8 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c8-windows.zip

Changes from 1.2 continuous 7:
- now events in the neighboring squares will be played (for example archers launching their attacks)
- bug fixed: some allies had some squares wrongly marked as "unknown"
- the AIs (easy or aggressive) will play during turns as spaced as possible (to avoid a slow turn every 10 turns)
- more optimizations (save CPU time)

For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c8.zip

Monday, October 29, 2018

[log] SoundRTS 1.2 continuous 7 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c7-windows.zip

Change from 1.2 continuous 6:
- automatic gathering will only start if a warehouse is in the same square

Note: You can still carry goods from a few squares a way back home. The difference is that if there is no "warehouse" on a square the workers won't automatically start gathering resources, so you will have to give the order to gather resources from a specific deposit.

For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c7.zip

Sunday, October 28, 2018

[log] SoundRTS 1.2 continuous 6 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c6-windows.zip

Changes from 1.2 continuous 5:
- optimizations (faster update of perception, area healing, area harming, cloaking and detection ; faster choice of footstep noises when there are many footstep events)
- probably faster reaction in multiplayer games (always use 1 frame per communication turn)

For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c6.zip

Tuesday, August 28, 2018

[log] SoundRTS 1.2 continuous 5 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c5-windows.zip

Changes from 1.2 continuous 4:
- bug fixed: in replays the alliances and factions would be wrong
- bug fixed: now the "aggressive 2" AI won't cheat (unlimited resources, tech)
- removed save/restore feature (was broken; I hope I can fix this someday but I can't promise)

For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c5.zip

Friday, June 29, 2018

[log] SoundRTS 1.2 continuous 4 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c4-windows.zip

Changes from 1.2 continuous 3:
- fixed Jaws support ("jaws = 1" in SoundRTS.ini)
- bug fixed: in training games, the factions would always be random
- bug fixed: units missed by splash damage wouldn't emit a sound
- updated to Crazy Mod 9 beta 10
- added an AI called "aggressive 2" (or ai2) which does random things; not particularly efficient but works relatively well with for example the "vermin" faction; very useful for automated tests

For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c4.zip

Thursday, June 28, 2018

[log] SoundRTS 1.2 continuous 3 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c3-windows.zip

Changes from 1.2 continuous 2:
- restored defensive mode
- now splash damage to ground units on a plateau have a hit chance of 50 percent too
- now the footsteps rate matches the real game speed
- change: a replay will continue even if only AIs are left
- in zoom mode, if the zoomed zone is the target of a build command, and if a building land exists in this zoomed zone, the building land will be chosen as a building site
- bug fixed: SoundRTS.ini will be rewritten only when needed
- bug fixed: a wrong login in SoundRTS.ini wouldn't be replaced by the default one

About multiplayer games:
- fixed several desynchronization issues (thanks to a new, automated test); no known issue left
- default timeout disconnection delay is now 60 seconds instead of 20 seconds
- config: added 'require_humans' option for public servers (0 by default)
- bug fixed: now the server doesn't have to read faction names from style.txt
- now the server log just gives the real world duration of a game instead of the virtual time
- now a communication turn can contain several simulation turns, allowing fast games even if the ping is too high (but the game must not need too much CPU)

For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c3.zip

Tuesday, May 8, 2018

[log] SoundRTS 1.2 continuous 2 released

The file is there: (Windows only)
  http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c2-windows.zip
 
Changes from 1.2 continuous 1:
- now workers automatically repair and gather in the current square (Repairing have a higher priority than gathering. The buildings of an ally are not automatically repaired.)
- when a worker repairs an ally, the resources are provided by the worker
- ranged units on low ground have 50 percent chance to hit ground units on high ground (ranged units with height_bonus are not affected)
- bug fixed: the map wouldn't wraparound anymore (since 1.2 alpha 10)
- bug fixed: a unit could be added several times to a group
- now blocked exits are not observed through

Saturday, May 5, 2018

[log] SoundRTS 1.2 continuous 1 released for evaluation

I need your feedback about this experimental (and probably buggy) version of SoundRTS implementing continuous space and range-based perception, detection, etc.
The only questions are: how different is this version from SoundRTS 1.2 alpha 9, especially with the CrazyMod and its usual maps? Is the gameplay too different?

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c1-windows.zip

The changes in this version might be reverted later. Anyway, here are some of the changes.

The main (experimental) changes are:
- sight in a circle (sight_range) (at the moment, any range is possible, but this might change later to improve speed)
- detection in a circle (detection_range)
- cloaking in a circle (cloaking_range)
- only one mode for units: your units won't leave their square, no matter what; if they have moved to a sub-square (in zoom mode with F8), they won't leave the sub-square.

Other changes:
- control+6 (or 7,8,9) to define a group with the currently controlled units; the units will move at the same speed until they get a different order (which removes them from the group)
- the AI will attack only if there is an opportunity
- the AI will try to retreat if a square contains too many enemies
- F3 gives also the game speed
- the "alt is stuck after alt+tab" issue is fixed, I think
- press SHIFT + arrow keys to move 5 squares at a time
- press the first letter of any menu item to select it (for example, "s" for "single player")
- graphics: now the map is much easier to read (the exits appear more clearly, for example in PRA maps)

Advanced:
- custom bindings: the game will look for a file called "bindings.txt" in the user folder
- a console command can be bound to a key, using the "cmd" command; for example, user/bindings.txt can be:

F12: cmd a archer ; press F12 to add one archer in the current square
ALT F12: cmd s 20 ; press alt+F12 to set the speed to 20
PAUSE: cmd p; press pause to pause/unpause the game (you can give orders while in pause)