It's release time again – Alpha 22

Talk about anything related to Unvanquished.
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Anomalous
Programmer
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Joined: Wed Mar 07, 2012 3:51 pm UTC

It's release time again – Alpha 22

Post by Anomalous »

Some engine changes, some gameplay changes, a new map and a new version of an existing map…

MapsWe have a new map, Snowstation, from Supertanker. It has a simple layout, essentially a loop, and a snow-covered outside area forming part of that loop. Also, EmperorJack's Plat23 has had a little work done on it – colour tweaks and a few scenery adjustments.

ImageSnowstation – beware the Random Deadly Pit!Engine changesLots of things going on here. We're now using C++ for all engine code. (Game logic is still in C. We're not ready to change that yet.) A few things are a bit different – some commands are changed a little or renamed and some output looks different. One which you'll probably notice while playing is marking for deconstruction – you'll need to rebind that key. The reason is that /if has lost its modifier key support; you'll need to use /modcase instead. (You can effect the change by setting the deconstruct key via the bindings menus.)

For the moment, we've retained compatibility with SDL 1.2 and gcc 4.6.

Gameplay changesFirstly, confidence ⇒ momentum. Nothing more than a name change.

The jetpackHold down the jump key and fly – but you can't hover any more and you only have a limited amount of fuel… when you're not flying, your jetpack will refuel itself. Flying is also faster but less accurate, and the jetpack isn't disabled when you're hurt by acid or swarms.

Under attack!We've changed when and for what reasons “under attack” messages are reported. Humans will see warnings, indicating nearby destroyed buildings, relayed by repeaters or the reactor (repeaters will inform of their own destruction too); similarly, aliens will see warnings relayed by the overmind. The reactor and overmind will also relay warnings that they are under attack (at 75% health and 25% health) and when they are destroyed.

Ammunition and chargeHumans' weapons will be refilled or recharged automatically when close to a suitable building and not in use. Clipless weapons are fully refilled or recharged; other weapons get a full set of clips, but the clip in use isn't refilled (you'll have to reload).

Power supplyRepeaters are now effectively small reactors. They'll provide power even if there's no reactor.

MiscellaneousThe predicted % efficiency shown when placing a drill or a leech is now coloured. You want the colour to be green or yellow. Red is bad.

Bots should behave better around armouries now – little things like buying weapons from too far away.

Renderer changesFXAA now works with Mesa in OpenGL 2.1 contexts.

Missing presumed delayedWe'd hoped to have IQM support and a new model or two this month, but they weren't ready in time.

Click here to read this article on the main site!

Last edited by Anomalous on Mon Dec 02, 2013 2:01 am UTC, edited 1 time in total.

Debian and Ubuntu packages (squeeze, wheezy, sid; 12.04, 12.10, 13.04) may work on derivatives

OFFEND! … no, that's not right… ATTACK!

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Ishq
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Re: It's release time again – Alpha 22

Post by Ishq »

Installers + unizip up. Let us know if stuff isn't working as expected.

Alex
Posts: 10
Joined: Mon Dec 02, 2013 6:07 pm UTC

Re: It's release time again – Alpha 22

Post by Alex »

the new release is crashing at launch:
http://unvanquished.net/forum/viewtopic.php?f=6&t=1273

please help, overmind needs me :overmind:

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DwarfVader
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Joined: Sun Sep 09, 2012 4:40 am UTC

Re: It's release time again – Alpha 22

Post by DwarfVader »

Alex wrote:

the new release is crashing at launch:
http://unvanquished.net/forum/viewtopic.php?f=6&t=1273

please help, overmind needs me :overmind:

I have problems too with this release. If i try to upgrade an exisiting unvanquished installation via yaourt, i end up with this error:
http://unvanquished.net/forum/viewtopic.php?f=6&t=1232 ( i received an download error while updating the first time for tremor-gpp.pk3.
however, after that the download of the pk3s went fine )

If i purge the whole installation via "pacman -Rn unvanquished" and reinstall it, i can start and play but the game crashes everytime i try to open the options menu, either via ingame options or while in the main menu. It doesn't matter the game just shuts down.

---
arch linux 64 Bit
nvidia Geforce GT440
8 GB Ram
AMD 4100 Quad-Core Processor

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Viech
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Location: Berlin

Re: It's release time again – Alpha 22

Post by Viech »

DwarfVader, remove leftover pk3 files inside ~/.Unvanquished. The pak*.pk3 placed there by some servers can cause breakage.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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icaro440
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Joined: Fri Mar 23, 2012 10:46 am UTC
Location: [SP]ain

Re: It's release time again – Alpha 22

Post by icaro440 »

s.o Linux Mint 12.04 mate (64)

Universal zip

  • daemon fails
  • daemon.exe fails (wine)

I want my money back!!

rolandixor
Dretch
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Joined: Thu Sep 19, 2013 10:52 pm UTC

Re: It's release time again – Alpha 22

Post by rolandixor »

:bugeyes: I can't log into any servers (complains about some missing .voice for the basi) and it won't let me into options. :prifle:

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Viech
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Location: Berlin

Re: It's release time again – Alpha 22

Post by Viech »

rolandixor wrote:

:bugeyes: I can't log into any servers (complains about some missing .voice for the basi) and it won't let me into options. :prifle:

Viech wrote:

remove leftover pk3 files inside ~/.Unvanquished. The pak*.pk3 placed there by some servers can cause breakage.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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DwarfVader
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Re: It's release time again – Alpha 22

Post by DwarfVader »

Viech wrote:

remove leftover pk3 files inside ~/.Unvanquished. The pak*.pk3 placed there by some servers can cause breakage.

well, i removed the whole .Unvanquished dir. Now the options menu is accessible, almost. I can't set Multisampling anymore. Its set fixed to 'No'. Also the apply button within the options menu doesn't trigger a vid_restart anymore? I had to manualy restart and starting the game and quiting it now leaves ugly screen artefacts. Previous versions didn't do that.

Im pissed, even if its just "alpha":

  • Please establish some sort of prerelease testing other than just compiling it

  • Please inform us about changed dependencies and setup changes to be made to existing build enviroments to keep them running

  • Please communicate tips like deleting old config files in the release note

  • Please clean up the pk3 mess other than just adding package after package inflating the install size all the time

  • Please be more serious about the release quality. I mean ... other than coming together on the release day, talking bout goats half of the time and then struggle with source merging the rest of it

All in all not your best release... :thumbdown:

Last edited by DwarfVader on Tue Dec 03, 2013 11:31 am UTC, edited 2 times in total.
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Calinou
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Re: It's release time again – Alpha 22

Post by Calinou »

"daemon" and "daemonded" are seen as libraries by Thunar (and not binaries), yet I can run them from a terminal (and are set as executable). However, I can't run them by a double-click.

I had to delete my profile and create a new one, otherwise all textures were black if normal mapping was enabled, and the map was fullbright if it was disabled.

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