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
Wednesday, November 28, 2018
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
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
For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c7.zip
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
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)
- 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
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 wrongChanges from 1.2 continuous 4:
- 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)
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
- 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
- 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
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
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