Globulation 2

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Globulation 2

Beitragvon Cheeky@Boinc » 04.05.2008, 17:27

[url=http://wiki.linuxgaming.de/index.php/Globulation_2]Zum Wiki Artikel[/url]

Eine neue Version von Globulation ist da (0.9.3) und bringt folgende, umfangreiche änderungen:

Gameplay Improvements

* Better unit movement:

* Removed hidden forbidden area, replaced with a new immobile units array (same purpose (avoid unit clashing), done differently)
* Units can now move backwards to get around blockages (before they had to move forward or stall)
* Warriors no longer consider enemy walls and towers blockages when plotting their route to a war flag / defence area.
* Warriors now pathfind using an A* algorithm. This means that attacks are more effecient (they surround enemies to kill them faster for example)

* Better flag/area functionality:

* Checkboard and half-checkboard brush are now tilable (they space out on a grid rather than clump together)
* Clearing areas have been adjusted to pull free healthy units, rather than waiting for one to walk into a clearing area
* Clearing flags no longer call units that cant swim, if what they have to clear is over water
* Forbidden areas are now respected over clearing areas/flags

* Many improvments to Nicowars stability and performance (fewer crashes, and now uses ground attack explorers if the game goes on that long)
* Script text is now added to the history box (h) so people who play the tutorial can read the last messages if they forget
* Now more more than 4/3 units per resource needed for a building construction/upgrade are allocated to a building
* Explorer attacks are now 2/5 the power of what they once were
* Tutorial text updated to reflect features in recent version.
* Building worker count, and building future working count (the amount assigned the moment a construction is complete) is now saved in the game file and restored when loaded

Overall Improvements

* Moved fertiliy from on the fly, to being calculated with the map when saving it (less bugs, faster performance). Older maps will compute fertility before being playable
* Fixed several memory leaks
* syncRand system changed to use the well known Mersenne Twister algorithm through Boost Random
* Removed the verbose messages from Map that outputted things like "pathfind local resource failed" in the console
* Map editor now asks you if you want to save the map before quitting
* Improved keyboard shortcut system (can now assign shortcuts with CTRL, ALT, SHIFT, and meta (Mac OSX Command key for example), as well as pressed/unpressed events)
* Flag default worker settings are now editable in the Unit Settings tab

Network Improvements


* Made net connections multi-threaded
* General code improvements for maintainability
* New Administrative YOG commands (for muting and unmuting players who spam the channel, or resetting a player password)
* Ghost buildings (previous release feature) now display in your teams color
* Improved latency computation on server (games with lag should run a bit smoother now)
* Games will now be sent over network to joining players when the computed sha1 does not match (no longer uses game checksum). More reliable now
* VOIP changes:

* Experimental Win32 VOIP
* You can now adjust the sound of someone talking through the Settings panel on the main menu or in game

Graphical Improvements

* Minimum (default) resolution now 800x600
* The cursor now uses your team colour, rather than the default pink
* A new talk indicator (for Linux players) shows who is talking on VOIP
* Flag/Area in game button now differs from the building button.

Translation Improvements

* The tutorial campaign text is now in the translation files (the ingame text isnt yet though)
* Updated Italian and Russian translations

Miscellaneous Improvements

* scons script now checks for a compiler, to prevent problems with it tries to compile with nothing
* Experimental, but semi stable, Mac OS X .app bundle and dmg file creation in scons. Needs more people to test
* Added spec files for making Fedora packages
* The adition of two new command line options:

* -test-games : Runs the game automatically, with different maps, different players, for 1 hour or until game is won, using GUI. Good for testing features or AIs
* -test-games-nox : Same as -test-games, but without a GUI, so many times faster, but harder to knnow if features are working as they should. Good for finding bugs in the engine
<3 SuL <3
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Cheeky@Boinc
 
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