This topic contains 14 replies, has 0 voices, and was last updated by  Deathstryker 9 years, 9 months ago.

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  • #6239

    imported_gcamp
    Participant

    It gives me great pleasure in announcing the release of Scorched3D version 41.2. Version 41.2 is a minor release and fixes some small issues in v41.1.

    Version 41.2 fixes issues such as:-
    – More performance issues for some graphics cards
    – Disconects caused by excessive packet loss (TCP back in use)
    – Various other small usability fixes

    Download Version 41.2 here:
    http://www.scorched3d.co.uk/downloads.php

    Full list of version 41.2 updates here:
    http://sourceforge.net/project/shownotes.php?release_id=568053&group_id=85144

    Many thanks to:
    cbx550f, Deathstryker, BrainDamage, Jdog, Shockwave, Irish, Boy, Mandy, Sondra, Panther30, Willis, Ebonite, Thrax

    #48917

    Pam
    Participant

    Compiling this moment. (after the usual configure hassle)
    I’ve been tracking CVS for some weeks now, and it looks beautiful, but my last build is a few days old, and I don’t want to miss anything.
    You haven’t added any undocumented stuff, have you ? 😉
    I see the SecureID.cpp is still the same, but CBX550s “dirty hack” works well enough. Do you think it’d make sense to do a BSD/AIX/HP-UX port/package ? It seems I’m the only one who runs that crap . . 😯

    Btw,
    my systems sport many version of wxgtk , but I noticed that since version 2-2.8, the settings dialogs sometimes refuse to respond. Is there a preferred version of WXwidgets ?

    #48918

    Irishbandit
    Participant

    If you use alien to convert the rpm to deb and you receive the following:

    “Fatal Error: Mismatch between the program and library build versions detected.
    The library used 2.8 (no debug,Unicode,compiler with C++ ABI 1002,wx containers,compatible with 2.6),
    and your program used 2.8 (no debug,Unicode,compiler with C++ ABI 1002,wx containers,compatible with 2.4,compatible with 2.6).”

    You might still be able to start the game by running
    /usr/bin/scorched3dc

    Wont help you change game settings but might help you be able to play with your previous settings.

    #48919

    PeanutsRevenge
    Participant

    ^^^^^
    worked for me when had issue with 41! ! !

    not sure if BD’s edit for source will work (woulda thought it would be done for this release)

    #48920

    Irishbandit
    Participant

    The game really looks great. I like the random play screen changes.

    #48921

    lljustice2002
    Participant

    Does anyone know when this update will happen for apoc servers?

    I downloaded update in order to play scorched, but now I cannot run apoc games becuase of incompatibility.

    thank you

    #48922

    Rommel
    Participant

    I’m sure that Rob will have the Apoc servers up very soon. If you were in Florida what would you be doing this weekend? 😉

    Rommel

    #48923

    PeanutsRevenge
    Participant

    @rommel wrote:

    I’m sure that Rob will have the Apoc servers up very soon. If you were in Florida what would you be doing this weekend? 😉

    Rommel

    upgrading the servers!
    What better way is there to spend any weekend?

    #48924

    dcsnipe01
    Participant

    I went to the mods page and downloaded alot of the mods. Most of them ara .rar formats and when I tried to import them into the game it only gave me the .sm3 format for import. Is there a way of converting the rar file extensions to the .sm3 extensions?

    Thanks Greg

    #48925

    Thrax
    Participant

    @dcsnipe01 wrote:

    I went to the mods page and downloaded alot of the mods.
    Most of them ara .rar formats and when I tried to import them into the
    game it only gave me the .sm3 format for import. Is there a way of
    converting the rar file extensions to the .sm3 extensions?

    Thanks Greg

    The Rar packs are simply packed folder-trees of the mods.
    Extract them to the common usermods location.

    windows : C:Documents and Settings.scorched3dmods

    I was packing them into s3m’s before, but players were asking
    about that too… not understanding about the import function.

    Of course, the absolute simplest way to insert a mod, is to join any
    mod-server. All of the mod is automatically downloaded and installed
    for the player to use at any time.

    #48926

    BOY
    Participant

    YaY! I shall DL and begin destruction of tanks immediately.

    #48927

    PeanutsRevenge
    Participant

    @boy wrote:

    YaY! I shall DL and begin destruction of tanks immediately.

    Well, you could TRY, but as usual, it will probably only be your tanks that are destroyed..

    Still, at least there will be destruction and violence 😀

    #48928

    Rommel
    Participant

    Dear Gavin:

    Thanks for the update.@gcamp wrote:

    It gives me great pleasure in announcing the release of Scorched3D version 41.2. Version 41.2 is a minor release and fixes some small issues in v41.1.

    Version 41.2 fixes issues such as:-
    – More performance issues for some graphics cards
    – Disconects caused by excessive packet loss (TCP back in use)
    – Various other small usability fixes

    Download Version 41.2 here:
    http://www.scorched3d.co.uk/downloads.php

    Full list of version 41.2 updates here:
    http://sourceforge.net/project/shownotes.php?release_id=568053&group_id=85144

    Many thanks to:
    cbx550f, Deathstryker, BrainDamage, Jdog, Shockwave, Irish, Boy, Mandy, Sondra, Panther30, Willis, Ebonite, Thrax

    It seems that the tank placements are much improved, many thanks for that. Not sure if this changed the way objects are placed though. Perhaps Rob can give us an update on how Op-Scorched handles placements now.

    I’m not sure that I understand what has changed with respect to the TCP. Are we are limited to the 512 K buffer again? Please say no. I’ve been working on maps that will most likely crash the game if this is the case and would prefer not to waste too much more time with things that won’t work (such as the fog).

    Rommel

    #48929

    imported_gcamp
    Participant

    @rommel wrote:

    I’m not sure that I understand what has changed with respect to the TCP. Are we are limited to the 512 K buffer again? Please say no.

    Only the transport has changed, nothing else.

    #48930

    Rommel
    Participant

    Roger that. Thanks again.
    @gcamp wrote:

    @rommel wrote:

    I’m not sure that I understand what has changed with respect to the TCP. Are we are limited to the 512 K buffer again? Please say no.

    Only the transport has changed, nothing else.

    Back to work I go.

    Rommel

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