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Warzone 2100 2.3.2
« Antwort #30 am: 26 Juli, 2010, 18:25 »
Zitat
The Warzone 2100 Project brings you 2.3.2.

One of the new features in this release is an option to rotate the screen using the middle mouse button. Those of you with no middle mouse button will be able to rotate the screen by holding down the left and right mouse buttons at the same time.

We've also included a new map: 4c-Pyramidal, by Mysteryem.

http://wz2100.net/

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Warzone 2100 Portable 2.3.2 Released
« Antwort #31 am: 27 Juli, 2010, 07:20 »
Zitat
The Warzone 2100 Project brings you 2.3.2.

One of the new features in this release is an option to rotate the screen using the middle mouse button. Those of you with no middle mouse button will be able to rotate the screen by holding down the left and right mouse buttons at the same time.

We've also included a new map: 4c-Pyramidal, by Mysteryem.

http://portableapps.com/news/2010-07-26_-_warzone_2100_portable_2.3.2

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Alien Arena 2010: Mehr Licht und Schatten
« Antwort #32 am: 29 Juli, 2010, 17:48 »
Die Entwickler von Alien Arena 2010 haben die Version 7.45 veröffentlicht. Die neue Variante des Online-Ego-Shooters bringt weichere Schatten sowie beschleunigte OpenGL-Lichteffekte mit.

Der freie Ego-Shooter Alien Arena 2010 ist in der Version 7.45 veröffentlicht worden. Die Entwickler haben die Rendering Engine optimiert, um für bessere Licht- und Schatteneffekte zu sorgen. Außerdem bieten die Schatteneffekte jetzt weichere Übergänge. Auch die OpenGL-Lichteffekte wurden beschleunigt und verfeinert.


Für den Spielespaß brachte Alien Arena 2010 7.40  bereits fünf neue Szenarien mit, in denen Spieler mit neuen Waffen - einem Disruptor und einer Beamgun - fiese Außerirdische eliminieren müssen. Die aktuelle Version verzichtet indes auf neue Levels. Stattdessen haben die Entwickler an den Modellen gearbeitet. Sie bekamen ein neues Skelett-Format und etliche überarbeitete Skin-Formate.


Die in Alien Arena verwendete CRX-Engine basiert in Teilen auf dem Quellcode der Quake-2-Engine, wurde aber mit Erweiterungen versehen, etwa um bei Verzögerungen im Netzwerk gegenzusteuern. Den Entwicklern zufolge soll Alien Arena eine Mischung aus Quake und Unreal Tournament sein und ein eigenes Waffenarsenal mitbringen.

Alien Arena liegt für die Betriebssysteme Windows und Linux vor. Auch wenn die Webseite laut Datum eine vorangegangene Version suggeriert, steht dort die aktuelle Version zum Download zur Verfügung. Eine Liste aller Änderungen in dieser Version bietet die Changelog-Datei, die ebenfalls auf den Servern des Projekts bereitsteht. Das Spiel samt Engine wird von der Firma COR Entertainment entwickelt und unter der GPL v2 veröffentlicht.

Quelle : www.golem.de
« Letzte Änderung: 29 Juli, 2010, 18:27 von SiLæncer »

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OpenTTD 1.0.3
« Antwort #33 am: 01 August, 2010, 22:19 »
Testing has finished, here is OpenTTD 1.0.3!

It fixes various bugs, including desyncs and a security vulnerability (CVE-2010-2534). We encourage you to update your servers for unstoppable fun!

http://www.openttd.org/en/

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Warzone 2100 2.3.3 erschienen
« Antwort #34 am: 02 August, 2010, 20:04 »
Zitat
Today, we release 2.3.3, and we strongly urge you to upgrade immediately, since it corrects a memory corruption bug that has been present throughout the 2.3 series. The two problems of 2.3.2, errors with burn damage and map loading, have also been fixed, though that means that for now, the Sk- prefixes are back. This release will not be able to load skirmish games saved in 2.3.2, but the next release will be able to.

http://wz2100.net/



Auch als portable Version auf http://portableapps.com verfügbar ...

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VDrift
« Antwort #35 am: 09 August, 2010, 21:59 »
VDrift ist eines der großen Open-Source-Rennspiele der letzten Jahre. Der aufwendig gestaltete Titel wartet mit einer eigenen Physik-Engine auf, die für interessantes Fahrverhalten sorgt, und bietet schicke 3D-Grafik. Der Name deutet bereits an, dass die Stärke dieses Spiels in atemberaubenden Kurvendrifts liegt. VDrift schickt den Spieler in allerlei Fahrzeugen – darunter auch Formel-1-Wagen – auf originalgetreu nachgebildete Rennstrecken wie etwa den Stadtkurs in Monaco. Die Boliden lassen sich wahlweise mit der Tastatur oder per Lenkrad steuern; echte Simulationsfreunde werden letzteres bevorzugen.


Lizenz: Open Source

http://vdrift.net/

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Battle for Wesnoth 1.8.4
« Antwort #36 am: 10 August, 2010, 20:47 »
Version 1.8.4:
 * AI:
   * Fixed bug #16102: Made AI cancel attacks if a previously valid attack
     was made invalid by WML event after move in move+attack sequence.
   * Allowed custom eras to define Lua AI modifications for games played with this era.
 * Campaigns:
   * Delfadors Memoirs:
     * Fixed bug #16295: Make Lionel's portrait in Delfador's Memoirs story
       screens the same as his unit portrait since there doesn't seem to be a
       current higher-res version available
   * Descent into Darkness:
     * Made 'Alone at Last' slightly easier. Also, Dela is no longer
       invulnerable but cannot be assassinated easily.
   * Legend of Wesmere:
     * Fixed bug #16140: removed gold overlay when defeating both leaders
       (patch #1755 by Anonymissimus)
     * Reduced the difficulty of scenario 14 and improved the AI of the ally.
   * Liberty:
     * Increased the difficulty in 'Glory' by making the defenders behave more
       intelligently.
 * Language and i18n:
   * Updated translations: Chinese (Simplified), Galician, Japanese, Serbian,
     Vietnamese
   * Fixed bug #15934: Flushed image cache when changing language
 * Miscellaneous and bug fixes:
   * Ensured graceful failure when encountering broken [advancefrom] tag.
   * Fixed bug #16219: Handled ToD areas in a LIFO way, so that it is possible
     to override them without first removing them
   * Fixed bug #16235: Avoided displaying an empty menu and therefore choosing
     a random weapon, when there is none
   * Fixed bug #16243: Added detection for server replays, as they are missing
     the core [lua] tags
   * Fixed bug #16260: Fixed attack_end event not raised for uncommon swarm
     attacks (patch #1758 by Anonymissimus)
   * Fixed bug #16261: Added test for invalidated death due to positive hp
     after the 'die' event
   * Fixed bug #16283: 1.9 syntax creeped into 1.8.x causing segfaults
   * Fixed petrifying in multiround combats
   * Fixed reference binded to a temporary, possibly the cause of the failure
     on arklinux
   * Never allow uploading *.pbl files (case-insensitive) to the add-ons
     server from the regular game client
   * Patch #1727: Fixed revision.hpp generation with cmake 1.8(.2)
   * Patch #1757: Fixed usage of first PKG_CHECK_MODULES inside a shell
     conditional
   * Patch #1779: Fixed broken attack animation

http://www.wesnoth.org/

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Warzone 2100 2.3.4
« Antwort #37 am: 12 August, 2010, 09:05 »
Zitat
And another release!

Unfortunately, 2.3.3 didn't turn out that well, it didn't fix the burn damage, and I forgot to include the newly added Korean translation in the installer... In its favour, it did include a crash fix I overlooked when writing the changelog.

So now we release 2.3.4, in the hope that it doesn't have serious problems and we can return to our originally planned release schedule, with about 6-8 weeks between releases. Apart from fixing the abovementioned problems there are not many other changes, mainly an update for DyDo-AI, and some translation things.

http://wz2100.net/

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Spring 0.82.3
« Antwort #38 am: 14 August, 2010, 13:42 »
Spring war ursprünglich als Demo-Betrachter für das 1997 erschienene Echtzeitstrategiespiel Total Annihilation geplant. Es dauerte jedoch nicht lange, da war die Fangemeinde des Open-Source-Projekts so groß, dass man beschloss, eine komplette Engine für Echtzeitstrategiespiele zu entwickeln, welche die Karten- und Einheitenformate des Originalspiels unterstützen sollte. Heute ist dieser Vorgang beinahe abgeschlossen und Spring bietet viele Features, die auch in kommerziellen Projekten zu finden sind. Unter anderem stellt man verformbares Terrain inklusive (brennbarer) Bäume, eine eigene Physik-Engine und eine frei verstellbare 3D-Kamera zur Verfügung. Soweit der heimische Rechner das verkraftet, sind Auseinandersetzungen mit bis zu 5.000 Einheiten zwischen mehreren Spielern oder gegen den Computer möglich. Neben den vielen Mods, die teilweise an Total Annihilation, Star Wars oder auch selbst zusammengestellten Szenarien und Universen orientiert sind, wird der Programmcode ständig erneuert und der Funktionsumfang erweitert.


Lizenz: Open Source

http://springrts.com/

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Spring 0.82.5
« Antwort #39 am: 03 September, 2010, 18:35 »
Detailed changes since 0.82.4:

Engine / General:

    * draw icons for cloaked units again
    * fix NaNs if map hardness is zero
    * fix UnitPreDamaged Lua CallIn


Engine / AI:

    * AAI: do not crash on game end if mod did not spawn a commander in the first 450 frames
    * E323AI: lots of fixes & support for NOTA & Conflict Terra and AI options

Detailed changes since 0.82.3:

Engine / General:

    * fix demo desyncs if commands were issued during pause
    * fix abnormal demo speed (during reconnect and temporary lags)
    * fix demo runs away from local user
    * fix mid-game join
    * fix FullScreen mode under Linux
    * fix KDE/GNOME detection for error message box
    * fix another FPU reset in LuaLobby
    * don't reload defaults each time /ctrlpanel command is used (behaves now the same way as /cmdcolors)
    * speed up reflection pass a little
    * disable heatmapping by default
    * fix COB's KILL_UNIT for self-kills
    * fix bugged default-argument passing in path-follower
    * fix broken return-value handling for UnitPreDamaged
    * OBJParser: deal with carriage returns
    * fix holdSteady (and sweeping beamlaser) rotations
    * fix SEGV when /give'ing features
    * fix crash when linking grass shaders on non GLSL system
    * fix specs do not see all features
    * fix Projectiles do not show up for missile weapons or torpedoes
    * fix crash on bad playername message
    * disable team highlighting for spectators by default
    * fix incorrect ClipPlanes in DrawInMinimap if gl.SlaveMiniMap is used
    * fix metal-maker widget


Engine / AI:

    * fix crash on capture from/by AI
    * fix Python AI Interface
    * AAI support version independent mod config files, for example BA.cfg


Engine / Dedicated server:

    * fix/re-add sync-check
    * possibly fix crash when sending data to improperly-connected autohost socket


Unitsync:

    * add support for more then 16 start positions


Installer:

    * fix checks for installed .Net version
    * add SpringDownloader desktop shortcut


CMake:

    * fix _make install-spring_ to work after initial configure
    * fix windows linking (related to -lws2_32)


Documentation:

    * updated man pages: spring & spring-dedicated
    * new man pages: spring-headless & spring-multithreaded


http://springrts.com/

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MSI Z170A PC Mate Mainboard
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Spring 0.82.5.1
« Antwort #40 am: 14 September, 2010, 11:35 »
Zitat
A bug fix patch release. This version can be used to play online, but 0.82.5.0 is still sufficient.

Detailed changes :

Engine / General:

    * fix FPS/direct controlling crash


Engine / multi-threaded:

    * fix unit icons/healthbars crash


Engine / AI:

    * E323AI: NOTA and XTA support enhanced & lots of improvements

http://springrts.com/

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Intel® Core™ i7-6700 (4 x 3.40 GHz / 4.00 GHz)
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ZOTAC Geforce GTX 1080TI AMPExtreme Core Edition 11GB GDDR5
MSI Z170A PC Mate Mainboard
DVD-Brenner Laufwerk
Microsoft Windows 10 Home 64Bit

TT S2 3200 ( BDA Treiber 5.0.1.8 ) + Terratec Cinergy 1200 C ( BDA Treiber 4.8.3.1.8 )

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OpenTTD 1.0.4
« Antwort #41 am: 14 September, 2010, 20:06 »
1.0.4 (2010-09-14)
------------------------------------------------------------------------
- Change: Move removal of bin/data/opentt[dw].grf from distclean to maintainer-clean (r20752)
- Fix: Recent NFORenum does not know '-?' (r20715)


1.0.4-RC1 (2010-08-30)
------------------------------------------------------------------------
- Change: Merge the extra GRF's sources and make it possible to rebuild them easily (r20490)
- Fix: Empty NewGRF presets were not selectable [FS#4087] (r20694)
- Fix: Desync checker checked the wrong variable (r20677)
- Fix: Drawing the 'OpenTTD' text in the intro game caused crashes with very low resolutions [FS#4081] (r20618)
- Fix: Crash when a NewGRF defined an invalid substitute type for a house and the NewGRF was removed during the game, disable houses with different size than their substitute [FS#3702] (r20611, r20610, r20609)
- Fix: Retain information about all base sets that are found and not only the latest version to stop confusing people that use newer versions of the base sets than those available via BaNaNaS (r20607)
- Fix: Let NewGRFs var43 var (information about liveries) for vehicles not be influenced by the local setting determining whether to show liveries or not [FS#4063] (r20605)
- Fix: 'Downscale' a full load order to a load if possible order when removing the order while the vehicle is loading. This to prevent the vehicle from (possibly) staying forever in the station [FS#4075] (r20600)
- Fix: Crash when the tooltip is wider than the window is [FS#4066] (r20596)
- Fix: No (proper) savegame conversion was done when _date_fract got a new value range (r20592)
- Fix: Autoreplace failed while attaching non-replaced wagons to the new chain, if to-be-sold-engines would become front-engines and the unitnumber limit would be exceeded (r20583)
- Fix: Autoreplace can trigger an assertion when at the vehicle limit [FS#4044] (r20582)
- Fix: Go via station and go via waypoint behaved differently when a train went back to the same (unordered) station again [FS#4039] (r20580)
- Fix: Draw bounding boxes using white instead of pure white, so they are recoloured to grey in coloured newspaper instead of blue [FS#4051] (r20578)
- Fix: Scroll button flickering when pressed [FS#4043] (r20577)
- Fix: Warn OpenGFX users when they are using a base set that misses sprites (r20566)
- Fix: Wrong tooltip for the company select button in the AI debug and performance rating windows [FS#4053] (r20556, r20555)
- Fix: In old savegames aircraft can have an invalid state (r20528)
- Fix: Crash when the content download tried to get a MD5 checksum of an 'originally' loaded NewGRF [FS#4038] (r20519)
- Fix: Draw error messages in white by default, they may not have a colour set when coming from a NewGRF (r20514)
- Fix: Entering half the 'generation seeds' in the console's 'newgame' command failed to set the correct seed [FS#4036] (r20512)
- Fix: Desync when vehicles change NewGRF properties such as visual effect when changing railtype [FS#3978] (r20505, r20504, r20503, r20502)
- Fix: Desync when converting rail all as trains with a part on the converted rails need updating and not only the engines (r20500)
- Fix: Ignore the non-stop state when comparing one order type to another order type, otherwise non-stop nearest depot orders fail [FS#4030] (r20498)
- Fix: Non-dedicated servers failing to load a game caused the introgame to be the server's game causing desyncs when people tried to join [FS#3960] (r20497)
- Fix: [NoAI] checking whether water tiles are connected failed in some cases [FS#4031] (r20489)
- Fix: Statues were not removed when towns would be removed (r20481)
- Fix: Do not spend cash when building a statue fails [FS#3985] (r20469, r20227)
- Fix: Adding 'goto nearest depot and stop' orders in one go was denied. This caused both AI adding those orders and backed up order restoration to fail [FS#4024] (r20441)
- Fix: For docks 'facing' north, i.e. having the watery part a the northern side, the station joiner had an off-by-one to the north w.r.t. the station spread against the actual other (correct) building tools [FS#4022] (r20438)
- Fix: Make snow on bridges depend on bridgeheight and make snowyness of bridgeheads depend on the tileheight at the entry [FS#3947] (r20424, r20423, r20422, r20421, r20420)
- Fix: During world generation the snow-mapbits are not yet available, so test the snowline variable directly (as they were before) [FS#4017] (r20418)
- Fix: PBS reservations were always displayed on halftile foundations if the railtype uses overlays [FS#4013] (r20408)
- Fix: Make the default minimum width for editboxes 10 pixels to prevent crashes [FS#4010] (r20394)
- Fix: Prevent buying more vehicles than allowed or buying companies when you'd get too many vehicles [FS#3993] (r20393, r20392, r20391, r20390)
- Fix: Initialize fund-industry buttons when opening window (r20386)
- Fix: Update cursor dimensions when reloading grfs resp. changing base graphics, so the cursor does not glitch if it becomes bigger (r20384)
- Fix: Stop vehicle following after zooming out [FS#3989] (r20361)
- Fix: [NoAI] Ship depots were constructed along the wrong axis [FS#4004] (r20348)
- Fix: Fallback font selection due to missing glyphs did not work as intended (r20296)
- Fix: When it is known the loading an old savegame is going to fail, bail out immediately (using an exception) instead of going on until e.g. the expected number of byte is read (r20247)
- Fix: The caption of the 'Available vehicle' lists was black, whereas for building those vehicles, which uses the exact same window, it was white (r20244)
- Fix: [NoAI] Clarify the documentation for AIBaseStation::GetLocation (r20238)
- Fix: Refit costs from refit orders are subtracted from the vehicle yearly income [FS#3988] (r20234)
- Fix: Road vehicles could be dead locked with one way roads. This allows one wayness to be removed if there are vehicles on a tile; it does not allow you to add one wayness to roads that have vehicles on them as it makes turning vehicles jump [FS#3961] (r20230)
- Fix: 'Service at nearest depot' behaved the same as 'Go to nearest depot' [FS#3986] (r20229)
- Fix: Depot did not become unsnowy, when snowline rises [FS#3976] (r20224)
- Fix: Strip non-printable characters before showing it in an edit box, so when renaming a vehicle type you won't get the 'SETX stuff' that some NewGRFs use [FS#3974] (r20220)
- Fix: NewGRFs that defined a vehicle without either loaded or loading groups could crash OpenTTD [FS#3964] (r20199)
- Fix: [NewGRF] GetNearbyTileInformation can be used to get the terrain type of a MP_VOID tile [FS#3963] (r20197)
- Fix: [NewGRF] Vehicle var FE bit 6 did return incorrect values for new railtypes (r20175)
- Fix: Inconsistencies w.r.t. to km/h vs km-ish/h as 'base' unit for aircraft speeds [FS#3870] (r20164)

http://www.openttd.org/en/

Arbeits.- Testrechner :

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MSI Z170A PC Mate Mainboard
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TT S2 3200 ( BDA Treiber 5.0.1.8 ) + Terratec Cinergy 1200 C ( BDA Treiber 4.8.3.1.8 )

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Spring 0.82.6.1
« Antwort #42 am: 16 Oktober, 2010, 15:58 »
Engine / General:

    * prevent false hang detection trigger


Engine / Rendering:

    * fix occasional ATI crash


Installer:

    * rename SpringDownloader to Zero-K Lobby
    * re-add MSVCR71.dll

http://springrts.com/

Arbeits.- Testrechner :

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MSI Z170A PC Mate Mainboard
DVD-Brenner Laufwerk
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TT S2 3200 ( BDA Treiber 5.0.1.8 ) + Terratec Cinergy 1200 C ( BDA Treiber 4.8.3.1.8 )

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Warzone 2100 2.3.5
« Antwort #43 am: 19 Oktober, 2010, 16:09 »
The Warzone 2100 Project staff bring you 2.3.5

Thanks for all your help with the release candidate builds, we really appreciate it! :3


Please submit all bugs via this link, and follow the directions listed at the link, we need every bit of that information in order to fix bugs!


Downloads will be made available at our usual site:
Warzone 2100 file releases on Sourceforge.

Windows build | Mac build | source tarball

NOTE: The reporting of errors is on purpose, people have no idea that they were getting errors, so this was a way to notify them of these issues. This is mainly for windows & mac people since they don't run from a shell.
There is no need to submit bug reports if you don't have a actual crash.
All the maps errors need to be fixed by the authors, not us. The same goes with mods.


2010-09-25: Version 2.3.5

General

    * Fix: Fix edit boxes so they correctly calculate the string's pixel borders. (r11668)
    * Change: On LOG_ERROR, notify people in-game via the console and a sound effect that there was a error. (r11702)

Multiplayer

    * Fix: Don't allow a player to acquire more construction vehicles than the max amount allowed. (r11674, #2175)
    * Change: Spawning of oil drums to be host side, and also add a timer between spawn periods. (r11692, #2174)
    * Add: Add new icons for "No tanks", "No cyborgs" and "No VTOLs" (r11710)

Translations

    * Update: Korean (r11673, #2098)

Mods

    * Fix: Fixed the sound problem with - old 1.10 balance (r11703, #2176)


2010-09-12: Version 2.3.5_RC4

General

    * Fix: Possible crash when designing units (r11630, #2150)

Multiplayer

    * Change: Display no-tank, no-cyborg or no-VTOL icons if the relevant factories are disabled via limits (r11633)
    * Fix: Make sure new players are shown immediately (r11650, #2136)
    * Fix: Lobby tooltip display (r11647, #2157)
    * Balance fixes: #2147, #2158
    * Update Rebalance 0.8.3: (r11635)
      * Weaken Flak Cannon and Sunburst a lot more. I'm pretty sure this change makes them too weak, but when introducing new weapons it's better to make them too weak than too strong.
      * Increase HP of a bunch of VTOL weapons
      * Slightly buff Hurricane/Whirlwind

Translations

    * Update: Polish (r11624, r11646, #1347), Korean (r11625, #2098), German (r11627, r11644), Brazilian (r11656, #2163)


2010-09-04: Version 2.3.5_RC3

Multiplayer

    * Fix: Client side messages for when people leave / drop (r11601, #2144)
    * Change: When people are kicked, don't lock them out of all games. (r11605)
    * Change: Don't allow Hosts to kick AIs if they are in a skirmish game, unless they are in cheat mode. (r11596, #2139)

Balance (r11600, r11603, r11607)

    * Decrease ground-to-air damage modifier of minipod, lancer/TK/scourge cyborgs/VTOLs, Sunburst, and Flak Cannon from 100% to 80%.
    * Add air-to-air versions of Sunburst and Flak Cannon
    * Increase research/manufacture/build price of Sunburst and Flak Cannon by a lot, to offset the fact that you don't have to upgrade them separately


2010-09-04: Version 2.3.5_RC2

Multiplayer

    * Fix: Player Lobby is updated when it should be updated. (r11586, #2136)
    * Fix: Tech-tree should be fixed (r11588, #2134)

Balance (r11570)

    * Removed Cyclone turret
    * Added: AA Flak Cannon (and Emplacement and Hardpoint)
      * Flak Cannon is a medium-reload splash weapon
      * Prerequisites: HPV
    * Added: Sunburst AA Rocket Array (and Site)
      * Sunburst is a slow-reload salvo weapon
      * Prerequisites: Lancer
    * Lancer damage toned down a bit
    * Heavy Laser damage increased a bit


2010-09-02: Version 2.3.5RC

General

    * Change: Show a placeholder video of where to get the videos when they were not installed (r11566, #2052)
    * Change: Don't allow sensor/weapon range display in MP games (r11501)
    * Change: Change default video display to 2x (r11576)
    * Fix: Disable dragging when in-game menu/popup is up (r11565, #2086)

Multiplayer

    * Change: Add in-game kick via the 'scoreboard' - hold LMB+RMB over the channel icon of the player you want to kick (r11490)
    * Change: Only clear player name when needed (r11495)
    * Change: Show score as '(cheated)' instead of 0 when people have cheated (r11558)
    * Change: Don't display scoreboard widgets when players are dead (r11504)
    * Change: Allow "@" in chat now (r11545)
    * Change: Add numeric ping values in the hosting screen for the host (r11559)
    * Change: Show map / game name / hosted by in the tooltip for the lobby (r11546, #2121)
    * Fix: Make sure players can't impersonate others (r11449)
    * Fix: Try to make the password box more idiot proof (r11492)
    * Fix: Host will not pass on bogus messages
    * Fix: Non-host players now get info about the research in progress by allied AIs (r11556, #1478)

Graphics

    * Update: New detailed weapons textures - new version of page-17-droid-weapons.png (r11534, #2115)

Multiplayer balance (r11560, r11569)

    * VTOL balance has been shaken up a bit:
      * Removed: Cyclone turret
      * Added: AA Flak Cannon (and Emplacement and Hardpoint)
      * Flak Cannon is a medium-reload splash weapon
      * Prerequisites: Hyper Velocity Cannon
      * Added: Sunburst AA Rocket Array (and Site)
      * Sunburst is a slow-reload salvo weapon
      * Prerequisites: Lancer
    * Machinegun is now less overpowered in the early-game:
      * HMG now requires APDSB Mk2 instead of TMG
      * APDSB Mk2 now requires TMG instead of APDSB Mk1
      * Flamer now requires Engineering instead of FIE+MG
    * The "mini-rocket" and "rocket" subclasses have been merged:
      * Mini-rockets and rockets are now affected by the same upgrades
      * The merged subclass has 9 damage upgrades (+25% each), 3 accuracy upgrades (+10% each), and 3 ROF upgrades (-15% reload time each)
      * Lancer, TK, BB, Cyborg Lancer, and Super TK Cyborg have their damage adjusted so that their fully upgraded damage remains the same
      * These changes should mainly help make MRA more viable
    * Slight buff to Heavy Laser, Avenger, and Vindicator damage
    * Require HQ for every weapon structure, not just MG Tower

Mods

    * Fix: Nexus Total War Ai Slider Bug, and update image for name change (r11508)

Translations

    * Fix: More strings (r11539, r11549)
    * Updated: German (r11441, r11541, r11551), Korean (r11498, r11544, r11555)

http://wz2100.net/

Arbeits.- Testrechner :

Intel® Core™ i7-6700 (4 x 3.40 GHz / 4.00 GHz)
16 GB (2 x 8 GB) DDR4 SDRAM 2133 MHz
250 GB SSD Samsung 750 EVO / 1 TB HDD
ZOTAC Geforce GTX 1080TI AMPExtreme Core Edition 11GB GDDR5
MSI Z170A PC Mate Mainboard
DVD-Brenner Laufwerk
Microsoft Windows 10 Home 64Bit

TT S2 3200 ( BDA Treiber 5.0.1.8 ) + Terratec Cinergy 1200 C ( BDA Treiber 4.8.3.1.8 )

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Warzone 2100 2.3.6
« Antwort #44 am: 29 November, 2010, 17:07 »
Detailed Changelog:

2010-11-28: Version 2.3.6

General

    * Fix: Prevent memory corruption in the scripting code (#1656, ddfaeca677)
    * Fix: Don't crash in the unit design screen when using unicode strings (#2209, 209e12b665)
    * Fix: Don't ignore armor (#2273, 0f3bfba734)
    * Fix: Do not activate a radar detector before it has been completely built (#2202, bf058bbf20)
    * Fix: Clear a droid's order queue when it gets new orders (5e1a50db8d)
    * Fix: Make rearming pads actually repair units (#2234, #2313, 81b29af81b)
    * Fix: Projectiles going through terrain due to bad terrain height calculations, terrain shading (08f9fa5878)
    * Fix: Prevent possible crash with multi-turret units (8d3cbb0488)

Multiplayer

    * Fix: Make power generator output in multiplayer not depend on the game difficulty setting (6752476263)
    * Fix: Make sure not to give too many trucks to another player (0a9b3b44a7)
    * Fix: Don't crash when players click the "ready" button too often (#2346, b665e9d8cf)

NTW mod

    * Fix: Graphics (#1748, e0ced0e4fb)

Translations

    * New: Turkish (#2261, #2316, cc728d8f06, 1aad6e751e)
    * Updated: French, Polish, Romanian, Spanish (b2ac76f170)
    * Updated: Italian (#2199, 39a85bb03e)
    * Updated: German (c16bf5807a)
    * Updated: Korean (#2098, 134f0c962c)
    * Updated: Polish (#1347, 1c2df48599)

http://wz2100.net/

Arbeits.- Testrechner :

Intel® Core™ i7-6700 (4 x 3.40 GHz / 4.00 GHz)
16 GB (2 x 8 GB) DDR4 SDRAM 2133 MHz
250 GB SSD Samsung 750 EVO / 1 TB HDD
ZOTAC Geforce GTX 1080TI AMPExtreme Core Edition 11GB GDDR5
MSI Z170A PC Mate Mainboard
DVD-Brenner Laufwerk
Microsoft Windows 10 Home 64Bit

TT S2 3200 ( BDA Treiber 5.0.1.8 ) + Terratec Cinergy 1200 C ( BDA Treiber 4.8.3.1.8 )