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)