Warzone 2100 v3.1 Beta 9
Warzone 2100 is a 3D real-time strategy game, developed by Pumpkin Studios (Archived website) and published by Eidos-Interactive. In late 2004 Warzone was released by its copyright holders, Eidos-Interactive, to the public under the GNU General Public License and the Warzone 2100 Resurrection Project was born.
Although comparable to Earth2150 in many significant aspects, it does contain some features that are unique. These include various radar technologies, a greater focus on artillery and counter-battery technologies, more frequent in-game cinematic updates as gameplay progress, as well as a different vehicle design method.
This release includes the Playstation music track. Some graphical polish was done, like showing background images and videos with correct aspect ratio on non-4:3 screens, and a better map preview and AI slider for multiplayer games. We now have a faster building queueing system - hold down Shift while building to see it in action. And of course, a few bug fixes are included as well.
System Requirements:
~1 GHz CPU
64 MB graphics card with good OpenGL support (make sure you have the newest drivers installed)
~100 MB free RAM for the game
~100 MB HD space for the game, up to ~ 600 MB extra for the large videos
What´s New in version 3.1 Beta 9:
General:
Change: Save campaign and skirmish games separately (#3377, d8789661fb)
Change: Target selection improvements (fb8efec5b0, 430e55e5cd)
Fix: Don't confuse different unit templates (#3146, #3369, 28c10b00a8, 0de0c41629, 3bebe1a0d6, 0ad220b334)
Fix: Don't keep revealing terrain after units are destroyed (#3339, #3419, 21326496e1)
Fix: Don't randomly prevent units from firing (#3267, 17d3ea3863)
Fix: Don't accelerate just before reaching the destination (#3424, fb49891c23)
Fix: Allow shooting through open gates (fcd5510a13)
Fix: Display correct destroyed structure count at end of game (#3380, #3435, fae22f7e20)
Multiplayer:
Fix: Don't desync after picking up oil barrels (#3396, #3413, b6834d18cb)
Fix: Don't desync or freeze when a player leaves (2309f165b0, 93f0e61d92)
Fix: Network performance improvements (b9cc7702b7, 049982522b)
Fix: Don't confuse Super Transport with other templates (#3426, 146332aaee)
Fix: Make debug build net usage stats meaningful (5e3d4bcb38, 282efa8884)
Fix: Kicking of AIs (#3439, ca736e71af)
Campaign:
Change: Disable the save option between campaign missions and the autosave, since the resulting savegames don't always work correctly (#3377, 62da559ebe)
Fix: On Away missions, don't check offscreen tiles. (#3403, 9775d0c4f6)
Graphics:
Fix: Scavenger MRAs (#3365, e50d51339e)
Fix: Add gate corners, and fix gate team colour (00bbfea089, 0964038ae0)
Translation:
Update: Turkish (#3417, 3015548e6d)
Update: French (#3430, 17f7f71f9b)
Although comparable to Earth2150 in many significant aspects, it does contain some features that are unique. These include various radar technologies, a greater focus on artillery and counter-battery technologies, more frequent in-game cinematic updates as gameplay progress, as well as a different vehicle design method.
This release includes the Playstation music track. Some graphical polish was done, like showing background images and videos with correct aspect ratio on non-4:3 screens, and a better map preview and AI slider for multiplayer games. We now have a faster building queueing system - hold down Shift while building to see it in action. And of course, a few bug fixes are included as well.
System Requirements:
~1 GHz CPU
64 MB graphics card with good OpenGL support (make sure you have the newest drivers installed)
~100 MB free RAM for the game
~100 MB HD space for the game, up to ~ 600 MB extra for the large videos
What´s New in version 3.1 Beta 9:
General:
Change: Save campaign and skirmish games separately (#3377, d8789661fb)
Change: Target selection improvements (fb8efec5b0, 430e55e5cd)
Fix: Don't confuse different unit templates (#3146, #3369, 28c10b00a8, 0de0c41629, 3bebe1a0d6, 0ad220b334)
Fix: Don't keep revealing terrain after units are destroyed (#3339, #3419, 21326496e1)
Fix: Don't randomly prevent units from firing (#3267, 17d3ea3863)
Fix: Don't accelerate just before reaching the destination (#3424, fb49891c23)
Fix: Allow shooting through open gates (fcd5510a13)
Fix: Display correct destroyed structure count at end of game (#3380, #3435, fae22f7e20)
Multiplayer:
Fix: Don't desync after picking up oil barrels (#3396, #3413, b6834d18cb)
Fix: Don't desync or freeze when a player leaves (2309f165b0, 93f0e61d92)
Fix: Network performance improvements (b9cc7702b7, 049982522b)
Fix: Don't confuse Super Transport with other templates (#3426, 146332aaee)
Fix: Make debug build net usage stats meaningful (5e3d4bcb38, 282efa8884)
Fix: Kicking of AIs (#3439, ca736e71af)
Campaign:
Change: Disable the save option between campaign missions and the autosave, since the resulting savegames don't always work correctly (#3377, 62da559ebe)
Fix: On Away missions, don't check offscreen tiles. (#3403, 9775d0c4f6)
Graphics:
Fix: Scavenger MRAs (#3365, e50d51339e)
Fix: Add gate corners, and fix gate team colour (00bbfea089, 0964038ae0)
Translation:
Update: Turkish (#3417, 3015548e6d)
Update: French (#3430, 17f7f71f9b)
OS: Windows 2000/XP/2003/Vista/7
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