Saturday, January 29, 2011

[log] SoundRTS 1.1 alpha 6 released

Available at:
http://jlpo.free.fr/soundrts

The main changes since 1.1 alpha 5 are:

Languages:
- added Brazilian Portuguese translation from Bgb Blind Games Brazil

Team play:
- the peasant can store gold or wood in a warehouse of an ally (the stored resource belongs to the gatherer, not to the owner of the warehouse)

Gameplay:
- when saying the name of the current square, a summary of the content is included
- added "invisible", "detector" and "cloaker" to the description of a unit (available with V status or Tab description and Control to repeat)
- the player won't have an alert for the following events concerning an enemy or an ally: "work complete", "OK order", "impossible order"
- the alert system is changing: the remaining units are mentioned for every conflict square
- the newly discovered resources are mentioned differently

Bugs fixed:
- bug fixed: too many meadows were created (2 * nb_meadows_by_square)
- bug fixed: when attacking a friendly unit, the attacker would try to go very near the attacked unit, instead of having the "attack range" distance
- bug fixed: units with splash damage (dragons for example) couldn't be forced to attack their own units
- bug fixed: sawmills and blacksmiths were included in the W menu even after all the upgrades and research have been done

Sounds:
- 3 new TTS sounds: 4289 invisible, 4290 detector, 4291 cloaker
- sounds: removed the indefinite article "a" from 80.ogg and 81.ogg ("wood" instead of "a wood", "goldmine" instead of "a goldmine")

Solo campaign:
- in the chapter 4, after 3 minutes, the mage in b3 teleports to a1

SoundRTS 1.1 and SoundRTS 1.0 should coexist in the same machine without any problem. The settings are also stored in different folders (respectively "SoundRTS unstable" and "SoundRTS 1.0").

About multiplayer games, this version is only compatible with itself. If you modify the rules.txt file or the ai.txt file, you need to send it to your friends if you want to play with them, or they won't find your server.

Sunday, November 7, 2010

the conversion spell

The conversion spell is a way to take the control of an enemy unit. The unit will be one of your units. Buildings can be converted too.

To convert an enemy unit:
1. select a mage for orders
2. select the conversion order
3. select an enemy unit or building as a target (warning: if you are selecting a mobile unit in a currently unobserved square, the unit might be actually elsewhere and the order will be canceled when the mage arrives in the square)
4. validate the order

Note: at the moment, the mage can use this spell after a research by the mages tower; but, later, conversion might be the ability of another unit (when the units, buildings and tech tree have been reorganized).

Saturday, October 23, 2010

[log] SoundRTS 1.1 alpha 5 released

Available at:
http://jlpo.free.fr/soundrts

The main changes since 1.1 alpha 4 are:

Team play:
- allied players, including allied victory and allied vision
- available only in the server menu (use a private server for single player games with allied play; computers are not allied by default)
- the single player menu is the same than before (computers are allied by default)

Chat:
- only available in the server lobby and in the pre-game room (not available when selecting the map and the game speed though)
- to say something to everybody in the same room, press S, enter your message and press enter

Maps:
- multiplayer maps are sorted from the smallest one to the biggest (the number of units is taken into account too)
- added maps pm1 to pm6 by Peter Mahach

The AI might be a bit stronger:
- the AI will retaliate only if it is stronger than the attackers
- the AI builds additional townhalls automatically (no need to specify their number in ai.txt)
- the AI builds more than one production building automatically (barracks, workshop, dragons lair...)
- the AI builds where the peasants are
- the aggressive AI researches the upgrades and abilities
- the aggressive AI uses teleportation

Bugs fixed:
- bug fixed: when restoring a game just after the program's launch, the program would freeze
- bug fixed: sometimes when the sawmill was complete, not all the hit points were available


SoundRTS 1.1 and SoundRTS 1.0 should coexist in the same machine without any problem. The settings are also stored in different folders (respectively "SoundRTS unstable" and "SoundRTS 1.0").

About multiplayer games, this version is only compatible with itself. If you modify the rules.txt file or the ai.txt file, you need to send it to your friends if you want to play with them, or they won't find your server.

Friday, October 15, 2010

[log] SoundRTS 1.1 alpha 4 released

Available at:
http://jlpo.free.fr/soundrts

Update: a bug, probably existing in the previous versions, prevents SoundRTS from restoring a game correctly if you have just started the program and directly chose to restore a saved game. This bug will be solved in the next version; in the meantime, try the following maneuver to avoid it: start a new game and close it (this will initialize important variables), then don't quit the program and restore the saved game.

The main changes since 1.1 alpha 3 are:

General:
- the aggressive AI is a bit stronger: catapults, dark archers, and flying machines (used as detectors, not as transports)
- added maps JS12 JS13 JS14 JS15 by Jason Symes
- fixed a small map error in JS11 which prevented the game from starting (since 1.1 alpha 3)
- bug fixed: the map checker didn't know the keywords "players" and "computers", preventing some correct maps from starting

Multi platform version:
- the multi platform version now includes pyc files for Python 2.4, 2.5, 2.6 and 2.7 in separate directories; the default version is still 2.5
- to use a different version of Python, copy the pyc files from the corresponding directory to the main directory
- at the moment, clients using different Python's versions will be considered compatible (this will be changed if a synchronization error appears)

Map making and modding:
- the computer AIs' high-level plans are now stored in a file called ai.txt
- ai.txt is included in the compatibility signature to avoid synchro errors in multiplayer games
- now rules.txt and style.txt are reloaded before every game (ai.txt too)
- no more "args 0" or "args 1" in style.txt (it was used to decide if an order type required a target or not)

SoundRTS 1.1 and SoundRTS 1.0 should coexist in the same machine without any problem. The settings are also stored in different folders (respectively "SoundRTS unstable" and "SoundRTS 1.0").

About multiplayer games, this version is only compatible with itself. If you modify the rules.txt file or the ai.txt file, you need to send it to your friends if you want to play with them, or they won't find your server.

Monday, October 4, 2010

[log] SoundRTS 1.1 alpha 3 released

Available at:
http://jlpo.free.fr/soundrts

The main changes since 1.1 alpha 2 are:

SAPI 5 experimental support (activation and settings only during a game, but the configuration can be saved):

- SAPI on/off: during a game, Control Alt F12 (off by default)
- press Control F12 to select the next voice, press Control Shift F12 to select the previous voice
- SAPI change speed: Alt (Shift) F12
- press Control Alt Shift F12 to save SAPI configuration
- SAPI volume (same keys as voice volume)
- the buildvoices script has been replaced by a build_tts.exe file; no additional install is needed, and it converts to ogg automatically
- sounds.txt has been renamed to tts.txt

Gameplay:

- press Alt + PageUp/PageDown to select the previous/next unknown square
- press Shift + PageUp/PageDown to select the Previous/Next Square containing resources
- some trained units will not be announced after number 10 (like the announce for gold or wood)
- optimizations: this version is faster than 1.1 alpha 2, and probably almost as fast as 1.0
- new sound for conversion, different from the one used for teleportation
- scout towers, guard towers and cannon towers can see the adjacent squares
- aerial units (dragon, flying machine, offensive flying machine) can see the adjacent squares
- bug fixed: a catapult with an imperative attack order on a specific target would go to the target instead of attacking it
- on entering the multiplayer menu, the player will be asked to choose a login if the current login is the default one
- building a farm, barracks, a lumber mill or a blacksmith now requires having a town hall
- now Alt A does the same than Alt G: redo the previous command, immediately if no validation is required

Map making, modding:

- some map errors will be detected earlier (especially in maps involving triggers)
- added a map_error message when square names are expected and the item can't be a square name
- try to use SAPI if map error
- in rules.txt, "sight_range 1" means that the unit or building can see the adjacent squares
- in rules.txt, inheritance works (lines starting with "is_a")
- in rules.txt, requirements take inheritance into account (for example, a castle is also a townhall because castle "is_a keep" and keep "is_a townhall"; so if a townhall is required to build barracks, having a castle is OK too)
- added default single player game speed to SoundRTS.ini

Linux:

- in Linux, the log file is now stored in a "tmp" directory under the "$HOME/.SoundRTS unstable" directory
- in Linux, the "SoundRTS.cfg" configuration file is now "SoundRTS.ini" (like the other platforms)

Graphics (still not usable for visual play):

- graphics: now a line will be displayed when a unit hits another unit and the wounded unit will be temporarily highlighted
- graphics: hit points are displayed for damaged units
- graphics: draw a rectangle over units to select them for commands
- graphics: now the mouse cursor changes shape depending on the pointed object and depending on the game waiting for a target for the current command
- graphics: buildings are now displayed as squares (the rest are circles)
- graphics: inside your units: a dark green spot if not controlled, a light green spot if controlled
- graphics: inside enemy units: a red spot

SoundRTS 1.1 and SoundRTS 1.0 should coexist in the same machine without any problem. The settings are also stored in different folders (respectively "SoundRTS unstable" and "SoundRTS 1.0").

About multiplayer games, this version is only compatible with itself. If you modify the rules.txt file, you need to send it to your friends if you want to play with them or they won't find your server.

Thursday, September 9, 2010

[log] SoundRTS 1.1 alpha 2 released

Available at:
http://jlpo.free.fr/soundrts

The main changes since 1.1 alpha 1 are:
- probably a bit faster during a game (saving and restoring a game didn't change though)
- restored queuing for "tech" upgrades
- improved game stability: some errors won't cause the entire game simulation to freeze (other errors might still slow the game down)
- bug fixed: chaining several scout towers on the same square caused the simulation to freeze
- bug fixed: in the case of a unit upgrading to another kind of unit, the cost indicated in the menu and the effective cost didn't match
- bug fixed: when upgrading a unit to another one, the food cost was too high
- bug fixed: dark archer selection now works
- bug fixed: the cheat mode works again
- bug fixed: units unloaded from a flying machine didn't attack or flee
- bug fixed: at the beginning of a game, mutually hostile units didn't attack
- bug fixed: when controlling several units, targeting a flying machine and pressing backspace only loaded one unit in the flying machine
- bug fixed: giving a "defensive mode" command to a unit caused it to forget its other commands
- bug fixed: every unit had a menace of 0 (wrong alerts, wrong AI reactions: no fleeing, probably wrong target choosing)
- bug fixed: a peasant building a farm was reported as "repairing" a construction site
- bug fixed: an evolving unit would accept the "go" command and cancel the upgrade in progress
- bug fixed: a unit without a "go" command in the menu could have this action by default
- slightly clearer sounds for the flying machine load and unload events
- graphics: added tps (turn per second) indication when ctrl-shift-f3 is active
- graphics: added color backgrounds for squares (detected, observed, observed before, unknown)

SoundRTS 1.1 and SoundRTS 1.0 should coexist in the same machine without any problem. The settings are also stored in different folders (respectively "SoundRTS unstable" and "SoundRTS 1.0").

About multiplayer games, this version is compatible with itself. Be careful, though, if you modify the rules.txt file, you need to send it to your friends if you want to play with them or they won't find your server.

Sunday, September 5, 2010

[log] SoundRTS 1.1 alpha 1 released

Available at:
http://jlpo.free.fr/soundrts

This is an experimental release. Don't expect this version to be really playable (a little more playable than 1.1 alpha 0 though). Lots of things are probably broken. The aim is to have some feedback about the new features.

SoundRTS 1.1 and SoundRTS 1.0 should coexist in the same machine without any problem. The settings are also stored in different folders (respectively "SoundRTS unstable" and "SoundRTS 1.0").

The main changes since 1.1 alpha 0 are:
- some blocking bugs have been fixed
- most upgrades are back
- multilevel upgrades have been temporarily removed (they will be back)
- farm food is back to 8 instead of 4
- old flying machines should appear as "offensive flying machines" in existing maps; they can be trained too now
- now units descriptions not only contain the hit points but also the upgrades affecting the unit (works with enemy units too)
- not yet available elements of the menus (units, buildings, upgrades) are now included in the menus with the indication of the missing requirements; if an element is omitted, it means that it is unavailable for this map or game
- research orders can't be queued, like in Starcraft (I can reactivate easily this feature, available in Warcraft 3, but I don't know if it is that much interesting; let me know; for example, if you queue the orders, many resources will be blocked over a long time; maybe do this in a "command and conquer" way, with orders waiting for resources and yet recorded in the queue? a different design)

About multiplayer games, this version is compatible with itself, at least I hope so. Be careful, though, if you modify the rules.txt file, you need to send it to your friends if you want to play with them or they won't find your server.