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 Post subject: New version, 0.67b1
PostPosted: 24 Nov 2005, 12:29 

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.

The full changelog can be found here.

You will need to update to this version in order to connect to the multiplayer lobby.

If you have installed any 0.6x version already, you only need todownloadthe updating installer. To upgrade any other version or to do a fresh install you will need the regular installer.


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 Post subject:
PostPosted: 24 Nov 2005, 12:31 

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


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 Post subject:
PostPosted: 24 Nov 2005, 12:48 
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Joined: 28 Apr 2005, 18:29
Location: Netherlands
WOOOHOOOO :D


i'm gonna like this!!!


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 Post subject:
PostPosted: 24 Nov 2005, 13:50 

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?


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 Post subject:
PostPosted: 24 Nov 2005, 15:13 
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Joined: 30 Apr 2005, 00:10
Location: Fort Sill, OK, USA
Sean, that is already possible with proper scripting techniques, but setting speed faster/slower is excellent!

However, no documentation is given on what the new script tags/commands/whatever are called.


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 Post subject:
PostPosted: 24 Nov 2005, 16:10 

Joined: 29 Jun 2005, 08:31
Location: Ljubljana, Slovenia
Seems as I've created another bug while implementing new features.. Client should download patcher automatically.


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 Post subject:
PostPosted: 24 Nov 2005, 17:02 
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Joined: 25 Jan 2005, 21:00
Location: Sweden
Quote:
* 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.


Thats bad! Now there is no excuse for me not to host :?
Although a lot of other people can host now! :lol:


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 Post subject:
PostPosted: 24 Nov 2005, 19:07 
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Joined: 05 Jun 2005, 18:13
Location: NL
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...


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 Post subject:
PostPosted: 24 Nov 2005, 20:50 
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58
Location: My Relationship with Spring is complicated!
Is the server for the battle room and such still down/being updated.. cause it tells me i cant connect..


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 Post subject:
PostPosted: 24 Nov 2005, 21:41 

Joined: 29 Jun 2005, 08:31
Location: Ljubljana, Slovenia
Quote:
Is the server for the battle room and such still down/being updated.. cause it tells me i cant connect..

Hm no


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 Post subject: Re: New version, 0.67b1
PostPosted: 24 Nov 2005, 22:13 
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Joined: 15 Dec 2004, 20:53
Location: London
Fnordia wrote:
...
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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 Post subject:
PostPosted: 24 Nov 2005, 23:22 

Joined: 24 Nov 2005, 22:31
I am having trouble downloading the updater. The bittorrent is going very slowly (like 1kb/s) and I cant connect to the direct download. Is there another place to download it?


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 Post subject:
PostPosted: 24 Nov 2005, 23:56 
Moderator
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Joined: 23 Nov 2005, 06:16
Location: Dunedin, New Zealand
Thats your cue Gnome.


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 Post subject:
PostPosted: 25 Nov 2005, 01:37 
Imperial Winter Developer

Joined: 06 Feb 2005, 13:42
Location: Indianapolis
Guess I forgot to sign on quakenet.

Mirrors at FU: http://www.fileuniverse.com/?p=listing&ID=90


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 Post subject:
PostPosted: 25 Nov 2005, 04:25 

Joined: 24 Nov 2005, 22:31
Thank you so much! I love being able to host.


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 Post subject:
PostPosted: 25 Nov 2005, 15:51 
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Joined: 30 Apr 2005, 00:10
Location: Fort Sill, OK, USA
So how do I tell spring what bitmap to use? I am making custom side support for WD so the correct names and bitmaps.

in the lobby they appear as question marks now, the names are fine...what is going on?


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 Post subject:
PostPosted: 25 Nov 2005, 17:54 

Joined: 25 Feb 2005, 03:21
Location: Czech Republic
Quote:
Also removed "custom udp source port" option since it is irrelevant now.


i suggest put it back as "expert" option because in case of some tuneled networks it can be handy ... thx ...


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 Post subject:
PostPosted: 25 Nov 2005, 19:05 
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Joined: 24 Jul 2005, 03:15
Location: Elsewhere, Iowa
Not to mention some people still can't host despite the chages.


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 Post subject:
PostPosted: 25 Nov 2005, 19:21 

Joined: 29 Jun 2005, 08:31
Location: Ljubljana, Slovenia
Quote:
So how do I tell spring what bitmap to use?

side images should be put in lobby\sidepics folder, as stated in changelog.

Quote:
Not to mention some people still can't host despite the chages.

perhaps they could add a post to the lobby section or under bugs/help? Problems can't be solved if noone cares to report them.

Quote:
i suggest put it back as "expert" option because in case of some tuneled networks it can be handy

not sure how "tuneled networks" work, but I think source port field shouldn't be modified by routers on its path?


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 Post subject:
PostPosted: 25 Nov 2005, 22:21 
Imperial Winter Developer

Joined: 06 Feb 2005, 13:42
Location: Indianapolis
Betalord wrote:
Quote:
So how do I tell spring what bitmap to use?

side images should be put in lobby\sidepics folder, as stated in changelog.


Yeah, about that, it'll make mod installation harder for the end user if you keep it that way... Read them from the mod's archive!


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