TrevorBradley
Active Member
- Joined
- Nov 6, 2007
- Messages
- 732
After two more weeks of feature development and bug fixing, Galactic Artifact: Release C is finally here!
Galactic Artifact - Release C (SVN 335). This binary is for Windows and Linux, but an OSX binary should be out within the week.
EDIT: drop.io Mirror of Galactic Artifact. Use this if you want a much faster download speed...
Release C focused on refining the multiplayer experience, but there were many other updates as well.
Here are all the changes that went into Release C:
* Network code should be stable now. The addition of threaded network envelopes should prevent server hanging. Server messages are now properly detected and rapidly sent messages are no longer lost (thanks to zear for helping me test this).
* New Cargo Icon graphics from Pat Ferguson.
* New Animated Futurist Alien from Pat Ferguson.
* Artifact naming for Ancient artifacts is completed.
* Multiplayer chat has been added. Hit T to start a chat, Enter to send a message, ESC to abort a message. Foreign language characters should be supported. (Thank you Klaus!)
* Fixed a bug where buying fuel at beginning of game would crash the game.
* Fixed a bug where if you were visiting aliens, went to an empty sector and hit enter, you'd be talking to the aliens again.
* Slowed maximum ship speed. Should slow down the endgame somewhat.
* Futurist information now properly excludes sectors if you're closer to the artifact.
* Ancient information is now always in a range, no matter what the value of the artifact. The delta of the range will decrease with more valuable artifacts.
* Rare artifacts can now only be found 5% of the time (instead of 10)
* Wrapped network send code in a threaded envelope. Should prevent server hangs.
* Servers, clients now properly detect disconnection.
* Huge improvements to rendering time for Radar Surface and Information surface. Testers are now reporting the game is playable in all region of the galaxy, even for slower computers.
* Linux fps now improved so that 33fps is attainable. (Busy loop is the only practical way to do this in SDL, unfortunately)
* Frame pan rate, cursor move rate now keyed to clock, not fps.
* Fixed a networking bug where messages sent in rapid succession were lost. Messages should no longer be lost.
* Artifacts on the Alien Interface are now colour coded so you can tell them apart.
* User is now prompted if they want to quit if they hit escape.
* Fixed a bug where it was possible on some interface screens to hide the cursor on the next interface screen page.
* Increased key repeat speed (for chat).
* Made "No" the default option when being offered to trade artifact for information.
* Fixed a bug where high priced Industrialist artifacts didn't render their information properly at 22.5 degree angles.
* Hopefully the Babababa bug is gone for good.
* Fixed a bug where the mouse cursor occasionally disappeared on zoom.
* Fixed a but where if you mouse clicked at the edge of the screen while zooming into level 7, the screen would pan.
* Removed system rand() calls, replacing with a new algorithm.
* Fixed a bug where Industrialist artifact information would not show up properly on the minimap.
* Added comments to code in preparation for public release.
Many thanks to kattle87, Gruso , Klaus, keaft, bencoder, kidrdbz, dentrado, MarkoeZ, Hessies, Tobriand, Wolfsclaw, Javacat, Queryno4, azmodean, PoisonedV, flatmush, sinoth, and most especially TheMonkey, fusion_power and zear_ who's comments, suggestions, bug reports, rigorous testing and code snippets have helped make this latest release a reality.
Thanks to everyone in the dev forums who have been a huge help getting me off the ground.
Thanks to Pat Ferguson, who in now contributing awesome graphics (and music to come) to the project as time permits.
And thanks to anyone I missed who deserves it.
Release C contains source code for the game, distributed under an "educational only license". Details in the LICENSE file and Game Manual. You're free to compile, and examine the code, run your own server, play with your friends, but please do not redistribute the code publicly in source or binary form without permission. And if you want to, please just ask, the authors will likely say yes, but there are licensing issues to deal with. PLEASE NOTE: This would include the German version distributed for Release B. Please get in contact with me first before repackaging or hosting a mirror. (If you're willing to host a mirror, please let me know ASAP, I'll probably need it...)
I need to take a bit of a break from this for a while, so I can recuperate and work on a few other neglected things. I'll still be active in the forums taking in ideas, but won't start working on Release D until mid-February unless there's a critical error that needs fixing.
This is the Beta Testing thread, so feel free to reply with game ideas, bug reports, and general gloating for a multiplayer game well played.
Galactic Artifact - Release C (SVN 335). This binary is for Windows and Linux, but an OSX binary should be out within the week.
EDIT: drop.io Mirror of Galactic Artifact. Use this if you want a much faster download speed...
Release C focused on refining the multiplayer experience, but there were many other updates as well.
Here are all the changes that went into Release C:
* Network code should be stable now. The addition of threaded network envelopes should prevent server hanging. Server messages are now properly detected and rapidly sent messages are no longer lost (thanks to zear for helping me test this).
* New Cargo Icon graphics from Pat Ferguson.
* New Animated Futurist Alien from Pat Ferguson.
* Artifact naming for Ancient artifacts is completed.
* Multiplayer chat has been added. Hit T to start a chat, Enter to send a message, ESC to abort a message. Foreign language characters should be supported. (Thank you Klaus!)
* Fixed a bug where buying fuel at beginning of game would crash the game.
* Fixed a bug where if you were visiting aliens, went to an empty sector and hit enter, you'd be talking to the aliens again.
* Slowed maximum ship speed. Should slow down the endgame somewhat.
* Futurist information now properly excludes sectors if you're closer to the artifact.
* Ancient information is now always in a range, no matter what the value of the artifact. The delta of the range will decrease with more valuable artifacts.
* Rare artifacts can now only be found 5% of the time (instead of 10)
* Wrapped network send code in a threaded envelope. Should prevent server hangs.
* Servers, clients now properly detect disconnection.
* Huge improvements to rendering time for Radar Surface and Information surface. Testers are now reporting the game is playable in all region of the galaxy, even for slower computers.
* Linux fps now improved so that 33fps is attainable. (Busy loop is the only practical way to do this in SDL, unfortunately)
* Frame pan rate, cursor move rate now keyed to clock, not fps.
* Fixed a networking bug where messages sent in rapid succession were lost. Messages should no longer be lost.
* Artifacts on the Alien Interface are now colour coded so you can tell them apart.
* User is now prompted if they want to quit if they hit escape.
* Fixed a bug where it was possible on some interface screens to hide the cursor on the next interface screen page.
* Increased key repeat speed (for chat).
* Made "No" the default option when being offered to trade artifact for information.
* Fixed a bug where high priced Industrialist artifacts didn't render their information properly at 22.5 degree angles.
* Hopefully the Babababa bug is gone for good.
* Fixed a bug where the mouse cursor occasionally disappeared on zoom.
* Fixed a but where if you mouse clicked at the edge of the screen while zooming into level 7, the screen would pan.
* Removed system rand() calls, replacing with a new algorithm.
* Fixed a bug where Industrialist artifact information would not show up properly on the minimap.
* Added comments to code in preparation for public release.
Many thanks to kattle87, Gruso , Klaus, keaft, bencoder, kidrdbz, dentrado, MarkoeZ, Hessies, Tobriand, Wolfsclaw, Javacat, Queryno4, azmodean, PoisonedV, flatmush, sinoth, and most especially TheMonkey, fusion_power and zear_ who's comments, suggestions, bug reports, rigorous testing and code snippets have helped make this latest release a reality.
Thanks to everyone in the dev forums who have been a huge help getting me off the ground.
Thanks to Pat Ferguson, who in now contributing awesome graphics (and music to come) to the project as time permits.
And thanks to anyone I missed who deserves it.
Release C contains source code for the game, distributed under an "educational only license". Details in the LICENSE file and Game Manual. You're free to compile, and examine the code, run your own server, play with your friends, but please do not redistribute the code publicly in source or binary form without permission. And if you want to, please just ask, the authors will likely say yes, but there are licensing issues to deal with. PLEASE NOTE: This would include the German version distributed for Release B. Please get in contact with me first before repackaging or hosting a mirror. (If you're willing to host a mirror, please let me know ASAP, I'll probably need it...)
I need to take a bit of a break from this for a while, so I can recuperate and work on a few other neglected things. I'll still be active in the forums taking in ideas, but won't start working on Release D until mid-February unless there's a critical error that needs fixing.
This is the Beta Testing thread, so feel free to reply with game ideas, bug reports, and general gloating for a multiplayer game well played.