Thursday, July 23, 2020

[log] SoundRTS 1.3.1 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/soundrts-1.3.1-windows.zip

Changes from 1.3.0:
  • probably fixed: the game wouldn't start on Windows 7 (ImportError: DLL load failed while importing _socket)
  • fixed: sometimes the game wouldn't start until the folder "gen_py" in "appdata\local\Temp" is deleted (AttributeError: module 'win32com.gen_py...' has no attribute 'CLSIDToClassMap')
  • fixed: vcruntime140.dll could be missing
  • fixed: couldn't get the list of servers
  • fixed: pressing A will behave like before and pressing Control+A will only select inactive orders

Wednesday, July 8, 2020

[log] SoundRTS 1.3.0 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/soundrts-1.3.0-windows.zip

Changes from 1.2-c12:

Main changes:
  • only walls and gates can be built on exits (or any building "buildable on exits only")
  • now a tower can be built only at the center of a sub-square, and only one tower per sub-square. The location of a tower can be selected in several ways:
    • in zoom mode: selects the current sub-square (must be free)
    • in square mode: selects any free sub-square, starting with the central one
    • if any object is selected: selects the enclosing sub-square (must be free)
  • now the screen reader is the default TTS
Technical changes:
  • migrated to Python 3
  • replaced all TTS with accessible_output2 (patched to support Linux)
Bugs fixed:
  • couldn't control a resurrected unit which was in a group
  • a worker who postponed building or gathering to eliminate an intruder wouldn't move back to its task and would complete it in place
  • a unit could see a plateau from below
  • a unit couldn't see diagonally
  • couldn't select a square as a target for building a gate (a free exit will be selected)
Interface improvements:
  • zoom mode: validating a build order of a wall (or a gate) without selecting a specific target will automatically select the local exit (if it isn't blocked)
  • tab will select any enemy first
  • pressing escape when a target is selected will select the current square
  • bug fixed: now entering or exiting zoom mode will select the mini-square or square as a target (instead of keeping the selected target)
  • added commas in some messages (for clarity)
  • shorter enemy summary
  • bug fixed: would say "building site" and not the type of building
  • bug fixed: in zoom mode, a default order for a building didn't set the rallying point to the sub-square but to the square
  • bug fixed: a paused game wouldn't quit
  • bug fixed: pressing Space will tell the exact orders even when some units have different orders (This is very useful to check how many workers are gathering gold, wood, etc (by pressing D). This could be useful to know how many units in a group are moving and how many have arrived. Pressing Control + Shift + S will give a complete summary of the orders of soldiers and workers.)
  • in building mode, tab will select meadows before exits
  • the description of a patrol order will recapitulate all the waypoints
  • bug fixed: pressing Tab would select blocked exits
  • bug fixed: it is no longer possible to build another wall on the same exit
  • zoom mode: if no building land is found while a build order has been validated on a sub-square, an error will be raised (instead of searching for a building land in the enclosing square

Friday, January 11, 2019

[log] SoundRTS 1.2 continuous 12 released

The file is there: (Windows only)
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c12-windows.zip

Changes from 1.2 continuous 11:
Map editor (experimental):
-  usage explained in the map making manual
Dynamic forests:
- _meadows, _forest and _dense_forest (3 woods or more) terrains are dynamically selected during the game
- two _dense_forest squares won't have a path until one of them turns into a forest (and if no height difference between the squares)
- new map: jl8 (forest map: the players cannot attack each other until a path is cut into the dense forest)


Other changes:
- units that move at a specific speed on a specific terrain (speed_on_terrain keyword) (example: necromancer, zombie and skeleton are unaffected by marsh and ford)
- squares available for water and ground (example: big_bridge)
- squares that air units cannot pass (mountain for example) (no_air keyword)

- interface: moving from a water square to another water square won't require control + arrows
- bug fixed: in bindings.txt defines couldn't be redefined




Minor changes:
- bindings: if the keyboard type doesn't exist in style.txt, no unit will be selected
- various bug fixes


For a Linux server this file might help:
http://jlpo.free.fr/soundrts/continuous/soundrts-1.2-c12.zip

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