Joined: 13 Aug 2004, 15:11 Location: Stockholm, Sweden
A new Spring version has been released. This release fixes several crash bugs, and adds a few features such as being able to tilt the overhead camera.
The lobby now implements a NAT traversal technique. What this means is that anyone will be able to host, even those behind routers and firewalls, without having to configure any port forwarding! Another feature is to be able to disable ghosted buildings.
Joined: 29 Jun 2005, 08:31 Location: Ljubljana, Slovenia
Server timeout issue has been fixed for good now (timeout is set to 30 seconds), here is the lobby changelog from 0.17 to 0.18:
* added "ghosted buildings" option
* added multiple mod side support (modders should put side images into lobby/sidepics folder as 24-bit bitmap files)
* improved hosting so that now practically anyone can host withouth forwarding any ports on the router. Also removed "custom udp source port" option since it is irrelevant now.
* passwords are now sent to server in encoded form (MD5 hash code)
* fixed bug in "online maps" when updater stopped responding in certain cases
Joined: 19 Aug 2004, 16:38 Location: Togliatti, Russia
Did I read that right? Unit speed can be set to something non-zero if the current speed is non-zero? What if you want to make an artillery that can stop, fire and then resume movement? How exactly does this work? Does it modify only the current speed, or the maximum speed?
Setting unit speed affects the current speed, not the maximum speed. That's also why there are restrictions on it: the speed is stored as a vector and I can't scale a zero vector...
It uses the current speed defines for TA: Kingdoms scripts, I have no idea how that looks on the script side of things...
Also means that the warnings that TAK scripts gave should now be fixed for the most part...
... The lobby now ... What this means is that anyone will be able to host, even those behind routers and firewalls, without having to configure any port forwarding! ...
Ho, boy! Even though it lacks much of the polishment a comercial game has, Spring has became something amazing with trully remarkable features. Stomps almost any other multiplayer RTS if one is not too much bothered by rough edges.
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