Hedgewars 1.0.0 Beta 1

Cake Big Grin

Version 1.0.0 Beta 1 is out! A couple of players were kind enough to send us bug reports, complaints and small suggestions while playtesting the previous version. So we used this feedback as basis for the changes of this test release. Thanks for everyone who helped with testing so far. Smile

This is still not the official 1.0.0 release yet, just another preview version for testing. This time, we think all the big bad bugs should be gone now. The real official version 1.0.0 will probably not be much different.

DOWNLOADS
For Windows users
Download 1.0.0 Beta 1: Hedgewars-1.0.0-Beta1.zip

GNU/Linux users:
As always, see Building on GNU/Linux, which should still apply. But it is strongly recommended to run in the console:

cd ~/hg/hedgewars/trunk;hg pull -u;hg up 7ab5cf405686 cmake .;make install

To make sure you are in sync with the Windows version.

Read full post (and changelog)


How to help us testing
See in the previous post.

Changes (compared to 1.0.0 Alpha 1)
Geek
Gameplay

  • Dying hogs explode will now instantly when they take damage while dying
  • Remove all placement restrictions of air attacks
  • King Mode: Fix whole clan (not just the team) getting killed when a king died
  • King Mode: Fix king placement phase not working properly if there's multiple teams in a clan
  • Capture the Flag: Fix game-breaking bug if team won while enemy hog was in time-travel
  • Mutant: Remove excess teams if a clan had more than 1 team
  • Fix buggy behaviour of TimeBox if hog took damage before the TimeBox arrived
  • Fix buggy behaviour if a projectile appeared inside the bouncy world edge

Game data and media

  • Update Scottish Gaelic translation (contributed by GunCleroc)
  • Update Ukrainian translation (contributed by Ihor Paliichuk)
  • Finish Polish translation (contributed by KoBeWi)
  • Remove insult in Default_es voicepack (anonymous complaint)

Graphics

  • Display contour of air mines in highly opaque water (multiple players suggested it)
  • Change behaviour of air mine lamps
  • Display icon when moving cursor for homing bee over the “gray” part of a wrapped world (hopefully this makes the new beehaviour clearer)
  • Improve effects of air planes and air mines (especially underwater)

Other

  • Remove hardcoded default key bindings for gamepads and joysticks (noted by Dziq)
  • Disable recording of demos and videos as soon the /lua chat command was used (note: this command is mainly aimed at developers anyway) (bug reported by Case_Of)

Update: The “dying hog” change (“Dying hogs explode will now instantly when they take damage while dying”) has been reverted after the release of Beta 1.
S.D. convinced me this is actually a really bad change because it made it easier to hurt your own hogs in an unfair and unexpected way.

Thanks for the updates. I will try to test this version but it's hard to find players to test with.

Feature request:

Save and restore window maximized status for frontend and engine. I would like it if I didn't need to click maximize on both windows every time I start the game.

Borderless window feature would be cool too.

Yay! More features, more playtesting!
I'll get right to work Wink Smiley

Weird. For me, the window size is remembered for both windows when you close them.

Also: You can toggle fullscreen mode in the settings. You can also press F12 (unless you specified another key in the controls settings, of course).

There's no borderless window mode yet, sorry.

If you look for someone to test with, just ask in our chatroom.

Window size is saved but not window state.

Hogs lose their momentum on flying saucer activation. This bug was introduced in one of the previous versions and is still not fixed.

Hog inside girder. Still works by diagonal girder.

About window state: Yeah, I try to look into that one. Seems simple enough. But no promises are being made.

Quote:
Hogs lose their momentum on flying saucer activation. This bug was introduced in one of the previous versions and is still not fixed.

This is working as intended.

Quote:
Hog inside girder. Still works by diagonal girder.

Yeah, this is an old bug. Sad Smiley

Quote:

Quote:

Hogs lose their momentum on flying saucer activation. This bug was introduced in one of the previous versions and is still not fixed.

This is working as intended.

Why is that intended? Why did u break the established game mechanic for no reason?
Also this new physics is very counter intuitive. Why would a jumping hog suddenly lose his momentum after equipping saucer?

@Sektor: I have now added code to make Hedgewars remember the “maximized” state for both the frontend and game window.

MK allegedly wrote:
Hog inside girder. Still works by diagonal girder.

This has been fixed today, thanks to alfadur! Smile

And about the flying saucer issue: This has been fixed as well. The old flying saucer behaviour is restored, while also fixing a minor related bug.

Thanks @Wuzzy!

So I guess I should just stop hoping that you guys will ever relase Mac versions agains, right?

Do you know anyone who is willing to make the mac builds?
Or alternatively buy me a mac?

nemo allegedly wrote:

Do you know anyone who is willing to make the mac builds?
Or alternatively buy me a mac?


There are cloud OS X servers available for a $1 per hour (enough to make a build). Also travis can make u builds for free

Gonna take me a lot longer than that and a lot more setup to figure out how to do it.
And certainly not going to attempt an alien platform remotely or through travis.

But if this means you're volunteering... Smile

I'm very sorry, but yes, I'm afraid we're currently completely unable to create macOS builds. Sad Smiley
This is because we have lost basically everyone with the capability to create macOS builds.
It's likely there will be no macOS builds for future releases, unless a miracle happens.
Sad Smiley Sad Smiley Sad Smiley

I've created some unofficial 1.0.0-dev macOS builds (MacOS X 10.8+). I would be thankful for any feedback:

http://hedgewars.org/node/8966

Evening, devs!
Unfortunately, I have been very busy with school and whatnot, but I was happy to find that I had some spare time and sat down today to do some playtesting. Here are my results:

Mutant: Remove excess teams if a clan had more than 1 team

Worked like a charm! We put in two teams per clan and mutant removed the excess!

Then we ran into some problems...

King Mode: Fix whole clan (not just the team) getting killed when a king died

So when we started, we had two teams per clan, meaning 4 teams total. The rules say that we get to choose where our king goes, but it had already selected the location for us, similar to the way a default match starts with random locations. We then discovered that each team had one king, so each clan had two kings. When you killed a king, that corresponding team died, not the whole clan, which I don't think was the desired effect. I then thought that maybe we hadn't selected a style or something. However, there is only a king mode scheme, not a style or weapon set. So I'm not sure if the King Mode update worked, and I'm not sure why we didn't get a chance to teleport our kings... but anyway, hope this helps Big Grin

King Mode is working as expected … At least I thought.
You can select the teleporter in the first round of King Mode.
Maybe it should be selected by default? Or maybe just don't place the kings to make it truly behave like in place hog mode. Current behaviour is not incorrect but I see now that it can be confusing.

The team kill behaviour is 100% intended. King mode is defined as “Each team has a king. If your king dies, your team dies.”. Kings are always kings of their own teams, not of the full clan. Makes sense now?

Ah, okay, I see now...That makes sense (Read it wrong lol).
I looked again, and I saw that the teleporter could be selected... Due to the non-usable items being in black white and grey, it slipped passed me. I guess I must have remembered something else, but I thought you placed it by default.

Quote:
Maybe it should be selected by default?

That would be a neat implementation!

Thanks for the clarification, Wuzzy Smile

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