Patch v1.2 released for Darwinia (win32)

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Chris
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Postby Chris » Mon May 02, 2005 1:28 pm

We have just released patch v1.21 for Windows. This version fixes the bug with the Radar Dish on Generator not aligning properly. Very sorry about that, these things happen. Go to the Support pages to download the patch.

Regarding the crash when RenderLandscapeMode = 2. Do you still get a crash if you do not specify a mode? ie if you remove that line completely from your prefs file? Darwinia _should_ detect that mode 2 is not supported, and fallback to mode 1. We need to know if a vanilla installation of Darwinia crashes on some machines now because of this.
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Postby Rkiver » Mon May 02, 2005 1:28 pm

Yay, new boot loader.

On another note, the graphical problems still exist.

Ah well.
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Postby martin » Mon May 02, 2005 1:51 pm

Is there gonna be another patch for multiplayer capability. I know there are gameplay problems but theres a modding community just waiting to solve your problems here.
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Postby Dr4goN » Mon May 02, 2005 2:12 pm

Rkiver wrote:Yay, new boot loader.

Can you tell me it's name??
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Postby NeoThermic » Mon May 02, 2005 2:14 pm

Chris wrote:Regarding the crash when RenderLandscapeMode = 2. Do you still get a crash if you do not specify a mode? ie if you remove that line completely from your prefs file? Darwinia _should_ detect that mode 2 is not supported, and fallback to mode 1. We need to know if a vanilla installation of Darwinia crashes on some machines now because of this.


If I force the mode to be 2 via the preferences.txt, it will crash. If I let it do its fallback to 1, then it doesn't crash, but since 1 is slow, its not perfect. I keep it forced to 0 on my laptop that can't do 2, because 0 is faster than 1 :)

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Postby Rkiver » Mon May 02, 2005 4:36 pm

Dr4goN wrote:
Rkiver wrote:Yay, new boot loader.

Can you tell me it's name??


Read the posts in the topic. It was already mentioned. :evil:
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Postby Dr4goN » Mon May 02, 2005 6:49 pm

Ah, Amiga. I thought that in patch 1.21 is new bootloader.

EDiT: Hey, could you guys make 1.22 patch? For me this is it's specs:

Code: Select all

============
VERSION 1.22
============

- Added : Polish "irregular" signs(look on my screen in "Translation of Darwinia launched!" topic in "Mod Projects")
- Added : Multiplayer mode(PvP, Co-operative and CTF modes)
============
VERSION 1.21
============
       
- Fixed : The Radar Dish on the mountain at the end of Generator could not be
    aligned to the lower down dish on the final island...it was too low.


===========
VERSION 1.2
===========

- New selection box system:
    - Highlighting a unit by mouse-hovering over it will bring up a yellow
        selection box over the unit.
    - Selected programs that are offscreen will be tracked by an arrow at the
        edge of the screen, pointing to the programs location.

- The Radar Dish code has been significantly improved.  Radar Dishes should now
    behave in a much more solid manner. 
    - Darwinians will no longer get trapped trying to enter a radar dish that
        isn't connected. 
    - The mouse cursor and new selection box system should give you strong
        hints about the effect of clicking on a radar dish at any time.
    - When you are aiming a Radar Dish you will see a targetting crosshair not
        unlike the one used for the Battle Cannon.
    - Squads, Officers and Darwinians will no longer blunder into a radar dish
        unless you specifically click on it.
    - Squads should no longer get split up while entering a dish.
    - Two way links should now work much better.
    - Darwinians with orders to go into a Radar Dish will now correctly
        remember their orders when the game is saved.
    - Darwinians who are in transit in a Radar Dish during a level save will
        no longer be left stranded out at sea upon reloading.  They will now

        appear at the base of the destination Radar Dish.
   
- Task Manager Changes:
    - Engineer tasks will now display their current activity and spirit count
    - Tasks that have yet to be placed will flash on and off
    - The new selection arrows will appear immediately when a task is selected
        through alt-tab, making it easier to tell which task is which
    - If your Squad / Engineer / Armour dies while under your control, you will
        see the 'Program Terminated' message
   
- Engineers will now reprogram a nearby Incubator rather than travelling to a
    distant one, assuming you send them near the control tower.  Previously
    they would refuse to reprogram the incubator, even if you repeatedly
    clicked on the relevent control tower.

- Added support for other language translations
    - Language selector added to Other options screen
    - Languages will be loaded from language.dat.  We will distribute the
        latest language packs freely on the Darwinia website.

- Mod system improvements
    - Mod authors can now provide their own custom strings, or even override
        existing strings from the game.  Your strings file should be called:
        darwinia/mods/mymodname/strings_default.txt
    - If you wish to provide translations to your custom strings you can also
        create the file strings_german.txt or strings_russian.txt etc, which
        will be loaded instead of strings_default.txt if the user has that
        language set in his options.  Note you should always provide
        strings_default.txt at least.
    - stats.txt will now be correctly reloaded when a mod is selected in game
        (rather than requiring a restart for new stats to take effect)

- Performance improvements
    - Optimisations made to Darwinian combat code.  Should help during big
        battles involving lots of Darwinians.
    - Spirit code heavily optimised.  Was causing serious slowdown after large
        battles due to large numbers of spirits floating around.
    - Laser code optimised


- There are 3 possible rendering modes for Darwinia's landscape, which can be
    set by the preferences variable 'RenderLandscapeMode':
    - RenderLandscapeMode = 0         uses Vertex Arrays
    - RenderLandscapeMode = 1         uses Display Lists (default in v1.0)
    - RenderLandscapeMode = 2         uses Vertex Buffer Objects   
    The default has now be seen to 2 (Vertex Buffer Objects), which should be
    faster in most cases than Display Lists. If VBO support isn't detected,
    we fall back to display lists.

- New bootloader : Amiga
- Created new installer for the full game using Inno Setup (the install shield
    installer used on the retail disks suffers from the common autoexec.nt
    problem under some WindowsXP installations.)

- Altered Bitmap::ConvertPinkToTransparent to reduce halo around the edges of
  textures that use transparency.
- Increased range of Battle Cannon when it is first given on Yard level
- Modified number of Darwinians required to complete Containment level,
    from 200 down to 150
- The Construction Yard will now stop producing Armour if there is already five
    or more Armour on the level.  It will resume production when the number
    falls below five.

- Fixed a very subtle bug that would cause errors to occur (including crashes)
    if a Darwinian was running away from a grenade.  Very rare occurance, more
    likely during intense battles with lots of Darwinians and lots of grenades.

- Fixed : If you have a Squaddie/Engineer selected and you click select an
    Officer, the squaddie/engineer task remains selected in the Task Manager.
    This means if you press ctrl-c, both the newly selected Officer AND the
    squaddie/engineer are terminated.

- Added a fix for people experiencing a crash during the end sequence
    (caused by a corrupted saved Ant Hill).  This crash would also cause the
    levels 'Yard' and 'Receiver' to crash occasionally on re-entry.

- Fixed : Crash on startup reporting "failed to get CPU vendor"
- Fixed : Crash that could occur when Armour collided with Armour

- Fixed : After changing graphics options, Trees would sometimes be replaced
            with a random shape scaled very large
- Fixed : Sepulveda incorrectly tells the user he can upgrade Engineers to
            build bridges, which he can't.
- Fixed : Darwinians sometimes get stuck running away from a Battle Cannon.
- Fixed : Un-occupied Battle Cannons will no longer scare Darwinians.
- Fixed : Pressing CTRL-C on Armour that was low on health would terminate the
    task, but the Armour would remain alive.
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Postby Shigsy » Thu May 12, 2005 9:32 pm

What happened to 1.1 \o/
Sounds good though i have yet to install it
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Postby Falling Guy » Thu May 12, 2005 10:05 pm

as mentined earlier in this thread. can we get maddie the cat info PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE (you can see where this is going) PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE

i think you get the message. (but expect more untill we get MADDIE THE BRILLIANT CAT information)

:D
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Postby xander » Thu May 12, 2005 11:51 pm

Mr Xtreme wrote:What happened to 1.1 \o/
Sounds good though i have yet to install it


The intial release of Darwinia was 1.0. Before it was released for Macintosh, many changes were made -- enough for a point increase in the version number. Thus, the original Mac release was 1.1. Version 1.2 is then the next logical increment.

Now you know. ^_^

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Postby LLamaBoy » Thu May 12, 2005 11:55 pm

1.1 was also the win32 demo version, so if version numbers remain platform dependent, that's where the missing link would be :)

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