Aktualna wersja gry

Zaczęty przez Gustlik, Lipiec 16, 2010, 10:35:55 AM

Poprzedni wątek - Następny wątek

Waldzios

OpenGen Version 0.90.32.8c  (22-Jun-2014)

    Some units could not be selected from HQ
    replaying xlogs, allow to set a delay after each action
    new $sh_pg1 for standalone scenarios was not working

OpenGen Version 0.90.32.8  (19-Jun-2014)


    info about turns on map, will show now as relative to longer turn range, not necesary turns to TV
    Attachments could not be assigned to units if no-upgrade options was set.
    There is a new option to check and download all campaigns for any efile. New button islocated in "Select efile" dialog and will show a report after finishing.
    There was a bug when moving units, that need to mount in order to move and its organic GTP is air unit and unit has DAM special ... then, the initial position's status (air/gnd) was not properly upodated
    Bad weather avoid any Air Mission if exBad weather avoid any Air Mission if existing $am_atpcheckweather is 1 to all units having "all weather" special/leader
    Added new Shallow terrain type , but I need to adapt graphics and movement cost tooltips. See Terrain.txt sample from OPENTXT_SAMPLE to see how customize.
    Added "Avoid Mech-Landing" terrain qualifier for Terrain.txt Will allow to set any terrain type as impossible to land from NTP to units having movement method: Track, Half-track, Wheel, AllTerrain or Amphibious to land from NTP
    Added $upgrade_exp=0 * 0 to disable, 1..100% or remaining experience for units upgrading (rest is lost).
    Added $sh_pg1=0 Does the same than campaign setting but can be used for standalone games. Will be ignored for campaign games
    Added $flak_ex2=0 * 0 to disable, 1 make flaks protect adjacent units attacked by planes from any adjacent hex
    When reinforces was defined with specific leaders attributes, the was sometimes duplicatedFixed a glitch when loading savegames with planes in carrier's hangars
    Score formula tweaked to increase penalty for core loses and increasing bonus for winning before BV limit.
    New score to win before BV limit (BV-x) is: score = (3*x+1)/2 + (x*10 + 5)/scen.turnBV
    Unit depending on GTP to move and located in minefield can move to any of surrounding hexes regardless cost to enter, to avoid being stuck in the minefield
GusOpen - aktualizacje/updates: EFile , EquipIcons

sympatyk

A w trochę zacniejszym języku? - bo nie wszystko do mnie dociera ..

BORUTAherbuWILK


DanielS

#393
Pojawiła się nowa wersja

OpenGen Version 0.90.33.0  (4-Nov-2014)

  -Default cost for wheeled movement in forest changed to 4mp (same than PG2) instead of 2mp as it has been for a while
  -There was a bug when replaying choice scenarios making chance for prototypes not being updated properly
  -Units could only deploy in Oean hexes using NTP.
   -When there was any unit at HQ, deploy window showed up even if no units were able to deploy. Now it only shows up if any unit can actually deploy
  -After playing a choice scenario, if you replayed another one, chance for prototypes was not updated properly
  -When bridges (roads) were blown, they were not repaired properly
  -New campaign option to change country of core units to be the same than its player main country
  -New scenario option to allow any class unit to have hangars and so can carry other units. But cannot detach any if using container and contained use same space (air/gnd)
  -A custom list can be configured to override default list of equipment items available to purchase for each player (.buy files)
  -OG allows now to beplay 2 different versions of AI
Existing AI included in OG 0.90.32.9, so existing scenarios don't need any adjustment.
A new version (2.0) with more options to allow wider customization at design time.
a.- Objective hexes and follow/inherit from other unit are now fully functional.
b.- Can define how close OH should be released
c.- When OH is set from other units, can define if follow that unit or inherit unit's OH
New options to include in .AI files further customization of AI behavior when purchasing  See New entry in main OpenGen page
Designers can define which AI to use at design time, either in campaign and/or single scenarios (fefault is the "old" for backward compatibility of course).
Players can change later which one to use (and that selection will be stored in savegames).
  -New Victory Condition to kill a given number of enemy units
  -New option to use maps made by tiles. This new optional view (Alt+T) will be used automaticaaly when map is missing and cannot be downloaded. But designers can also create scenarios without the map picture using latest Suite.
  -New options ($vars) to customize blow and build options:
$build_mask = value (0 default can build anything) ' allow to build only certain facilities (bitwise AND logic)
$blow_mask = value (0 default can blow anything) ' allow to blow only certain facilities (bitwise AND logic)
Allowed values:  Bridge= 1, Airfiled = 2, Port = 4, Fort = 8, Station = 16 and City= 32  (Obviously this one is only meaningful for $blow_mask)
Sample: to allow building only bridge and Station,  define:  build_mask =17 (1+16)
These new options require OpenSuite 5.0.33.0 or higher. :)

Waldzios

#394
Cytat-Units could only deploy in Oean hexes using NTP.
No to czekałem ;)
Cytat
-New option to use maps made by tiles. This new optional view (Alt+T) will be used automaticaaly when map is missing and cannot be downloaded. But designers can also create scenarios without the map picture using latest Suite.
Potężna nowość.

Standardowa mapa:

Mapa generowana:


Przykład 2.
Standardowa mapa:

Mapa generowana:

GusOpen - aktualizacje/updates: EFile , EquipIcons

Zsamot

Te mapy generuje komp?

CytatWhen there was any unit at HQ, deploy window showed up even if no units were able to deploy. Now it only shows up if any unit can actually deploy
Fajna sprawa. Nareszcie. Nie będzie irytować przy limitach rozstawienia.
CytatNew Victory Condition to kill a given number of enemy units
Pomysł na ostry scen. ;)
http://opengeneral.pl/
Allah jest wielki ale B-52 też jest duży.
Jesteśmy na FB:
https://www.facebook.com/groups/140111696051369

Waldzios

Cytat: Zsamot w Listopad 05, 2014, 04:51:32 PM
Te mapy generuje komp?
Jeśli brakuje pliku z obrazem mapy (jpg/png), ewentualnie wciśniesz (alt-T), komputer wygeneruje mapę automatycznie na podstawie danych o terenie. Dzięki temu teoretycznie można grać nawet bez folderu map.

Dodatkowo, z poziomu Suite, autor scenariusza może wygenerować mapę ręcznie.

Funkcja (alt-T) wydaje się dość użyteczna, zapewnia wygodny podgląd rzeczywistego ukształtowania terenu (ulepszona wersja alt-L).


GusOpen - aktualizacje/updates: EFile , EquipIcons

DanielS

#397
Pojawiła się nowa wersja gry

Version 0.90.34.0 (29-Nov-2014)

- New format for terrain data definition easier to maintain: TERRAINEX.txt
- Old rule allowing to define some msu; Msu victory condition enable and no (zero) Msu to survive,
thinking that OG will understand like: "all msu units must survive" won't work anymore.
- AI ver 2.0 management of EH improved. retreating using EH is now a priority objective
- AI (2.0) is able now to embark units in NTP, when EH to retreat is on sea
- AI units not able to use EH will not block EH now, leaving them empty to allow proper units to move into and escape
- AI artillery units when aggresive try to move closer to advance units and when possible keeping in range of fire as to provide fire support
- Units can be set to use a face-offset when firing/fired (requires Suite 5.0.33.6 or higher)
- List of hotkeys can be exported to a text file from the dialog (so you can print if you want)

EDIT (Gustlik):

- Najważniejsze zmiany to te dotyczące EHeksów - z tym, że nie mamy wielu kampanii z opcją ucieczki z mapy dla jednostek komputera. No, w każdym razie zmiany służą lepszej organizacji "wyjścia z mapy" dla jednostek uciekających.
- Kolejna ważna zmiana to usprawnienie ruchu artylerii komputera w trybie gry "agresywnej" - komputer będzie podciągał artylerię holowaną, tak aby w miarę możliwości osłaniała atakujące oddziały. Choć moim zdaniem robi to nadal zbyt ociężale....

Gustlik

OpenGen Version 0.90.35.0  (7-Dec-2014)

    Pg2Mode was using free replacements for AI/li>
    When picking scenarios, default ai / human settings was not according scenario settings from Suite
    For units set with a face offset, fire animation didn't point to target
    When Upgrade and Overstrength in SH option is enabled, planes could upgrade but not overstregth. Also units with recon movement could overstrength after moving.
    Tiled maps didn't work for scenarios using .map files, because that undefined map size when no map picture is found. Now enfgine scans the map data to figure a proper map size, and hence tiled map can be used. Although this map size could not be accurate, (any unused cell could have garbage), it is better than not allowing to play at all.
    Server to download map pictures (maps repository) can be defined into external map_server.ini, to be placed at main game folder, which only valid line should be the server name to use, not including "www." nor "http://")
    Currently default server is set to "luis-guzman.com", at least while SourceForge is blocked (only jpg maps are available atm, but no need to change OG settings)
"You'll take my life but I'll take yours too
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back"

EFILE, KAMPANIE:
http://opengeneral.pl/

DanielS

Pojawiła się nowa wersja gry:

OpenGen Version 0.90.36.1  (27-Dec-2014)
-Antique.ini was not changing leaders' denomination
-Zoom feature can be used also to zoom out up to 50%
OpenGen Version 0.90.36.0  (26-Dec-2014)
-New Zoom feature available. Use hotkeys (+) and (-) to increase/decrease and (=) to reset top normal size. Zoom settings is remembered and restored next time you enter the game. Rotation is yet available using Shift key (hold shift and press + / - on keyboard)
-AD and Flaks on air won't provide air defense to ground units (required for OpenPeg)terdiction special was trying to protect TB/LB
-Can customize building cost using $build_cost in .CFG files
-Can avoid naval unit to block bridges by using $naval_noblock_bridge in .CFG files
-Can define probability to evade for each class using $class_evade in .CFG files
-Can reduce probability of evading for each additional enemy on ZOC using $zoc_evade in .CFG files
-New option to add a random range of experience to units at the start of a scenario
-EQUIP.txt2 data shows up now at HQ,Purchase/Upgrade and bottom banner in game
-End trigger turn added (needs Suite 5.0.36.0 or higher)
-It is possible now to define, in Suite, P2 as friend of P1 (same size) but commanded by AI. Note: If there is no enemy player when playing in campaign, the engine will change P2 side to become P1's enemy played by AI

DanielS

OpenGen Version 0.90.36.5  (6-Jan-2015)

-When loading old-format og's scenarios, "#vh to control" flag was not properly read, so only PG2 victory conditions worked
-When scenario units plus core units exceeded 400, the game crashed, as engine didn't check this at load time. Now storage is increased to avoid existing campaigns to crash, but player limits to buy are yet set at 200,133 and 100 for 2,3 and 4 players
-Kamikaze units didn't "explode" when using its last ammo on blowing an hex.
-As defining "turns/day=1" should not be used, executable will convert to "days/turn=1" to avoid freezing date
- When map pictures is defined with a text instead of a numbre, "Checking miWhen map pictures is defined with a text instead of a number, "Checking missing files" didn't detected as missing
- Zoom is restricted to even factors, as odd factors result in fractional number of pixels when scaling

Zsamot

Potłumaczy to ktoś, dla pełnej jasności?
http://opengeneral.pl/
Allah jest wielki ale B-52 też jest duży.
Jesteśmy na FB:
https://www.facebook.com/groups/140111696051369

Gustlik

To są głównie poprawki błędów jaki powstały w poprzedniej wersji - jeśli więc ktoś nie grał wersją sprzed sylwestra (28.12) to nawet nie zauważył, że były - tak jak ja.

Cytat-As defining "turns/day=1" should not be used, executable will convert to "days/turn=1" to avoid freezing date
- When map pictures is defined with a text instead of a numbre, "Checking miWhen map pictures is defined with a text instead of a number, "Checking missing files" didn't detected as missing
- Zoom is restricted to even factors, as odd factors result in fractional number of pixels when scaling

- Zdefiniowane "kolejki na dzień" jeśli = 1, zostaną zamienione na "dzień na kolejkę", aby uniknąć zwiechy.
- Gdy mapa była zdefiniowana słowem, a nie numerem gra nie widziała jej braku.
- Zoom jest ograniczony do wartości całkowitych, w przeciwnym razie powodował dziwne efekty.

No i tym podobne..... Znaczenie dla gry - żadne. Zresztą istotnych zmian, z punktu widzenia grania, nie było już dawno.
"You'll take my life but I'll take yours too
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back"

EFILE, KAMPANIE:
http://opengeneral.pl/

Zsamot

Bardzo Tobie dziękuję. to przynajmniej tylko upewniłem się, ze NIC dla mnie istotnego. ;)
http://opengeneral.pl/
Allah jest wielki ale B-52 też jest duży.
Jesteśmy na FB:
https://www.facebook.com/groups/140111696051369

Gustlik

Przepraszam - jednak jest PILNA sprawa.

Po dokładniejszym przyjrzeniu się tym punktom widzę, że jednak ta aktualizacja usuwa błąd, w wyniku którego, w poprzedniej wersji, nie działały zaawansowane warunki zwycięstwa, takie jak np. ilość flag do utrzymania.

Zatem zaleca się szybką i pilną aktualizację pliku exe.
"You'll take my life but I'll take yours too
You'll fire your musket but I'll run you through
So when you're waiting for the next attack
You'd better stand there's no turning back"

EFILE, KAMPANIE:
http://opengeneral.pl/