The main changes from beta 10 f are:
- optimization: important speed improvements, especially for big maps or games with many units; will have an effect in solo and multiplayer games
- the server will disconnect players who pause or timeout for too long (20 s), so the other players can continue to play
- in the world simulation, replaced floating point numbers with integers, necessary to guarantee the synchronization between the clients (for example: x, y, gold, wood, HP, mana)
- fixed a synchronization error that sometimes appeared during a fight, when a unit must choose a target
- more detailed checking of the synchronization between clients in multiplayer games
- better logging of the synchronization errors
- added multiplayer map SG1
Other changes:
- fixed bug: some Russian TTS sounds were missing
- now the units emit a signal when they are given an impossible order or when the order is no longer possible
- now mages don't try to teleport to the same place (useful to save mana when giving the same teleportation order to many mages)
- removed HP auto-regeneration (instead of 1 HP every 15 seconds)
- now the units stop after 5 seconds even if they have not reached the center of the square or the object that they were told to go to
- now the peasants that are mining gold and are told to chop wood will immediately stop mining gold
- when a building order is given, the resources are reserved, until the construction site is set or canceled
- now the building time and the maximum number of hit points of a building are 2 independent parameters (useful later)
- now the buildings are placed exactly where the meadow was
- added a cost to repairing; repairing a building costs less resources than building a new one but takes more time
- improved wood gathering (lumber mill): now a peasant brings back 3 wood instead of 2.5 wood
Sunday, May 4, 2008
Sunday, April 6, 2008
[log] SoundRTS 1.0 beta 10 f released (unstable version)
The changes from beta 10 e are:
- this version is unstable again, in order to allow users to play in multiplayer games with beta 9 if they find too many problems with the beta 10 versions
- bug fixed: synchronization errors in multiplayer games were not written on the server log
- this version is unstable again, in order to allow users to play in multiplayer games with beta 9 if they find too many problems with the beta 10 versions
- bug fixed: synchronization errors in multiplayer games were not written on the server log
Monday, March 31, 2008
[log] SoundRTS 1.0 beta 10 e released (test version)
The only change from beta 10 d is:
- annoying bug fixed: when being attacked or when attacking enemy squares, several knights would always spill over to adjacent squares
- annoying bug fixed: when being attacked or when attacking enemy squares, several knights would always spill over to adjacent squares
Sunday, March 30, 2008
[log] SoundRTS 1.0 beta 10d released (test version)
The changes from beta 10c are:
- added a map (JS4)
- test version (instead of unstable)
Because of temporary problems of the version control system, this version is only available in English. When this version is stable enough, the other languages will be added, and a stable version of the beta 10 will be released. Until this happens, the version alert ("a new version is available") will be switched off.
- added a map (JS4)
- test version (instead of unstable)
Because of temporary problems of the version control system, this version is only available in English. When this version is stable enough, the other languages will be added, and a stable version of the beta 10 will be released. Until this happens, the version alert ("a new version is available") will be switched off.
Friday, March 28, 2008
[log] SoundRTS 1.0 beta 10c released (unstable version)
SoundRTS 1.0 beta 10c (unstable version) is available in English at the following URL:
Windows installer:
http://jlpo.free.fr/soundrts/soundrts-1.0-b10c-en.exe
Multi platform:
http://jlpo.free.fr/soundrts/soundrts-1.0-b10c-en.zip
The single player "save and restore" feature is broken, but the rest of the single player features should work.
The changes from the beta 10b version are:
- fixed intro sequence in mission chapters
- fixed version alert (must be read)
- now a standalone beta 10 server doesn't require pygame
- fixed bug: now registering too many players for a game isn't possible any more
- added 12 multiplayer maps
- removed "multiplayer" from the map names (faster menus)
- added a very fast speed (4 times) for multiplayer games (might not work that much, though; try it)
- the food provided by farms is 8 instead of 4
- the training time is divided by 2 (the research time stays the same)
- list players and games when login
- say the registered players list of a game when a player registers or unregisters for this game
If you find a server called JL, please use it, so I will be able to check if, for example, there are synchronization problems between the clients.
Windows installer:
http://jlpo.free.fr/soundrts/soundrts-1.0-b10c-en.exe
Multi platform:
http://jlpo.free.fr/soundrts/soundrts-1.0-b10c-en.zip
The single player "save and restore" feature is broken, but the rest of the single player features should work.
The changes from the beta 10b version are:
- fixed intro sequence in mission chapters
- fixed version alert (must be read)
- now a standalone beta 10 server doesn't require pygame
- fixed bug: now registering too many players for a game isn't possible any more
- added 12 multiplayer maps
- removed "multiplayer" from the map names (faster menus)
- added a very fast speed (4 times) for multiplayer games (might not work that much, though; try it)
- the food provided by farms is 8 instead of 4
- the training time is divided by 2 (the research time stays the same)
- list players and games when login
- say the registered players list of a game when a player registers or unregisters for this game
If you find a server called JL, please use it, so I will be able to check if, for example, there are synchronization problems between the clients.
Sunday, March 23, 2008
[log] SoundRTS 1.0 beta 10b released (unstable version)
SoundRTS 1.0 beta 10b (unstable version) is available in English at the following URL:
Windows installer:
http://jlpo.free.fr/soundrts/soundrts-1.0-b10b-en.exe
Multi platform:
http://jlpo.free.fr/soundrts/soundrts-1.0-b10b-en.zip
This unstable version is only meant to test the new multiplayer architecture. The single player part is probably broken (essentially the "save and restore" feature).
The changes from the beta 10a version are:
- the server asks for the game speed before the game start
- sub menu for map choice in the server menu
- the delay between an order and its execution is computed at the game start
- now the player can set the voice relative volume from the menu (and not only from the game interface)
- the global food limit is not dynamically shared among the players anymore, but is simply the food limit for each player and for the entire game (for example, instead of having, in a map with 2 players and a global limit of 80 food, 80 divided by 2 equals 40 food for each player, now each player simply have a maximum of 80 food.) This will allow me to simplify the code which is not required anymore because of the higher network speed.
- tried to solve the blocking problems of collisions (more place between buildings, and lowered the radius of the units)
- the client quits when its server (previously opened from this client) quits
- bug fix: the game never started if aggressive AI
- fixed bug with menu updates: if a mage is trained, then if teleportation is researched next, the mage menu still don't have this power until he moves (even in the same square)
If you find a server called JL, please use it, so I will be able to
check if, for example, there are synchronization problems between the
clients.
Windows installer:
http://jlpo.free.fr/soundrts
Multi platform:
http://jlpo.free.fr/soundrts
This unstable version is only meant to test the new multiplayer architecture. The single player part is probably broken (essentially the "save and restore" feature).
The changes from the beta 10a version are:
- the server asks for the game speed before the game start
- sub menu for map choice in the server menu
- the delay between an order and its execution is computed at the game start
- now the player can set the voice relative volume from the menu (and not only from the game interface)
- the global food limit is not dynamically shared among the players anymore, but is simply the food limit for each player and for the entire game (for example, instead of having, in a map with 2 players and a global limit of 80 food, 80 divided by 2 equals 40 food for each player, now each player simply have a maximum of 80 food.) This will allow me to simplify the code which is not required anymore because of the higher network speed.
- tried to solve the blocking problems of collisions (more place between buildings, and lowered the radius of the units)
- the client quits when its server (previously opened from this client) quits
- bug fix: the game never started if aggressive AI
- fixed bug with menu updates: if a mage is trained, then if teleportation is researched next, the mage menu still don't have this power until he moves (even in the same square)
If you find a server called JL, please use it, so I will be able to
check if, for example, there are synchronization problems between the
clients.
Saturday, March 22, 2008
First results of the multiplayer tests
Thanks to the testers, I have fixed a bug that happened rarely when I tested the game, and happened all the time when the testers started a multiplayer game against the computer (the game never started). It happened all the time for the testers because they chose systematically the "aggressive" computer, because it's their favorite level, while I chose most of the time the "passive" one, because it's earlier in the menu list. In fact, due to a misspelling, the "aggressive" computer was not initialized correctly.
Most testers didn't find any player to play against, so I logged in once and played against the player called: "teleportation sound". Well, it was fun, at least for me, even if I didn't win. At a moment of the game, I would have said "wow" or "lol" to express a surprise. Maybe a limited chat with some classic expressions would be good: hi, gl, hf, gg, lol, bye. Or maybe a 3 letters chat.
In the next version the "create game" menu will start with a submenu to choose a map, so that the player can easily enter a game where he has just been invited to, without being overwhelmed by the maps list.
For the moment, no coordination error between game clients has been noticed.
Most testers didn't find any player to play against, so I logged in once and played against the player called: "teleportation sound". Well, it was fun, at least for me, even if I didn't win. At a moment of the game, I would have said "wow" or "lol" to express a surprise. Maybe a limited chat with some classic expressions would be good: hi, gl, hf, gg, lol, bye. Or maybe a 3 letters chat.
In the next version the "create game" menu will start with a submenu to choose a map, so that the player can easily enter a game where he has just been invited to, without being overwhelmed by the maps list.
For the moment, no coordination error between game clients has been noticed.
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