This is a bug-fix release, network still only works at a prototype stage. However, a bunch of bugs have been fixed, including a good deal show-stoppers which were preventing the game from starting some os OS/hardware combinations.
Have a nice day,
Christian.
This is a bug-fix release, network works at a prototype stage.
Have a nice day,
Christian.
After more than two years without a release, here's finally one. No revolution for now, but an important contribution from Epitech students (Epitech is a French IT school) who implemented a libcaca graphical (well, text, for that matter...) backend, as well as a new "handicap" mode. I'm still working on the network stuff - never been so close from getting this to work - but thought there was no point in waiting more, two years without a release is already "way too much". FYI, I have taken steps to release more often, including, but not limited too, setting up a build chain that automatically builds packages in the background. Enjoy 2014!
http://download.savannah.gnu.org/releases/liquidwar6/0.2.3551/
Christian.
0.0.12beta is out, quoting NEWS file:
Major improvements include help, tooltips and breadcrumbs displayed within the menus. The network remote node detection is enabled by default, even if network are not yet possible. Map can also have a proper description, mention author and license in the metadata. MS-Windows and Mac OS X packates now include all maps, including the contents of the extra-map package.
http://download.savannah.gnu.org/releases/liquidwar6/0.0.12beta/
Have a nice day,
Christian.
Hello,
Liquid War 0.0.11beta has been released.
This releases introduces weapons, to complete the team profiles concept. It also has an exp system which unlocks the next level when you win a given level in solo games, two new bot engines, visual enhancements including a wave effect, a Russian translation, and fixes about 10 outstanding bugs.
Available on: http://download.savannah.gnu.org/releases/liquidwar6/0.0.11beta/
Have a nice day,
Christian.
After almost a whole year, a new LW6 release is finally out. Quoting the NEWS file:
This releases brings a new concept: "team profiles". Team can
act differently, some of them being more aggressive but weak,
some other being faster, and so on. Additionnally, bubbling
sounds "a la" Liquid War 5 were added, along with new bitmap
cursors by Kasper Hviid and a basic score screen.
http://download.savannah.gnu.org/releases/liquidwar6/0.0.10beta/
Have a nice day,
ufoot.
Hi,
Quoting the NEWS file:
-----8<-------------------------------------------------------------
-----8<-------------------------------------------------------------
From a player's point of view, this is mostly a bug-fix release. Under the hood, lots of new stuff, network nodes are able to discover each other (without the need of a centralized server, knowing one node, any of them, is enough).
Download it on:
http://download.savannah.gnu.org/releases/liquidwar6/0.0.9beta and
http://www.ufoot.org/download/liquidwar/v6/0.0.9beta/
Enjoy,
Christian.
Hello,
Liquid War 6 0.0.8beta has been released today, game is now packaged for GNU/Linux, Microsoft Windows and MaOS/X. Has a bunch of new features including multiple layers, auto speed-calibration, a (totally useless!) splash screen and comes with some music. Network still not working, but getting closer and closer.
Enjoy!
Christian.
This long waited release introduces a dedicated rendering thread, the idea being to use modern and common multicore CPUs at their best capabilities. Game has also been ported to Mac OS X, even if no package is yet available. Among the new features of this release, it is now possible to scroll and zoom on maps, games do end at some point, and a deathmatch mode is available. There is still no network, but as far as solo/local mode is concerned, the game works. It is still a beta, but not a demo anymore. There are probably many bugs, but the current codebase needs testing and feedback, so it was released as is.
Hello,
Liquid War 6 0.0.6beta is out.
This release has a remarquable new feature, which is a good example of what was perfectly not doable with old Liquid War 5. Indeed, maps can now have several layers, that is, players can move on different levels. This allows construction of tunnels and bridges, for instance. Additionnally, Debian .deb and RedHat .rpm packages are now available again, along with a self-installable MS-Windows .exe binary. As usual, this release comes with its load of bug-fixes.
http://download.savannah.gnu.org/releases/liquidwar6/0.0.6beta/
http://www.ufoot.org/download/liquidwar/v6/0.0.6beta/
Happy new year!
ufoot.
This one is playable. Local games should work, network is not fully implemented yet. There are still many outstanding bugs and missing features but it should be worth downloading and installing the game even for end-users, non-hackers players, who just want to enjoy the game. Network support and bug-fixing become the next priorities.
Finally, a new release.
Quoting the NEWS file:
-----8<------------------------------------------------------------
September 2008: release of 0.0.4beta. The major change is that
the game now runs on both GNU/Linux and Microsoft Windows. Other
ports for platforms such as *BSD or Mac OS/X are very likely to
be technically possible, provided all requirements are installed,
however this has not been tested. The game has been released in a
temporary state which only allows map loading. The motivation was
to allow map designers jailed on Microsoft proprietary systems to
draw maps without the hassle of trying maps on Liquid War 5 or
relying on the mere hope that it would hopefully work, some day.
-----8<------------------------------------------------------------
Have a nice day,
ufoot.
Hi,
Release of 0.0.3beta, which is not really feature rich from a user/player point of view, but reflects the actual development and recent evolutions in the game structure. Includes multithreading, safer memory management, cleaner interfaces, and revamped documentation.
ufoot.
Lots of "underground" work this month. Code has been updated, restructured, fixed, hacked. Package includes new maps by Kasper Hviid, and has been splitted into a core liquidwar6 package and an "add-on" liquidwar6-extra-maps package. Now focus will be put on 1) network code and 2) usability. It's time for players to toy arround with the game.
Enjoy,
Christian Mauduit.
After a long time, finally a new release. Network code started pouring in, but it's not workable yet. Code has been updated so that it (hopefully) compiles better under various flavors of GNU/Linux. Next step remains enabling network. Note that a bunch of cool maps are now included. Oh, and, yes, LW6 is now licensed under the GPL v3.
http://download.savannah.gnu.org/releases/liquidwar6/liquidwar6-0.0.2beta.tar.gz
Have a nice day,
ufoot.
A great effort has been put on packaging, so that people can try out the game. Debian (.deb) and Red Hat (.rpm) packages are available. Sound has been activated and documentation updated. Network support is planned for next year, hopefully it should be available in early 2007.
Best wishes,
ufoot.
Hi,
Finally, a workable demo. There's still no real interesting gameplay (no winner, no timeout, no goal) so it's really a demo, a toy, and not a real game yet. Still, at this stage, the current snapshot can be used to try out maps, and have an idea of what the game will look like. It (hopefully) compiles and runs, and lets you toy arround with armies. Next major step should be the addition of network code, sound support, along with documentation for map designers.
Download it here:
http://download.savannah.gnu.org/releases/liquidwar6/liquidwar6-20061124.tar.gz
Have a nice day,
Christian.
Hello,
Just a word to say that there's a new Liquid War 6 snapshot available: http://download.savannah.gnu.org/releases/liquidwar6/liquidwar6-20061012.tar.gz
Not many news, but many coding and commits. Most of the coding concerned arcane and very low-level elements. Now there's a serious urge for documentation, as many things have changed. Significant improvements include displaying the armies, having a working "shortest path algorithm", complete suite tests for all modules, full modularity, including dynamic loading of graphical and sound modules, an interactive console which is a Guile interpreter allowing interaction with the game and "whatever would not be available through the menu", and so on.
Stay tuned.
Christian.
Hello,
Lots of coding recently. Maps have been imported from Liquid War 5, and
some algorithmic code actually started to pour in the game. For
instance, teams can be placed on a map now, and most of the memory
structures necessary to handle all the game's logic are ready. While the
game is still not playable, it's getting closer to being a working demo.
Plans have also been made to use libcaca as a third renderer, the first
being SDL/GL and the second Allegro.
Have a nice day, and stay tuned,
Christian.
Hello,
A few words about Liquid War 6.
The refactoring which had been started in early 2006 is now over. The game is now much more modular, the graphical backend is loaded dynamically, and this backend itself is structured in separated components. The algorithm part, the real "core" of the game is not written yet, but a decicated module "liquidwar6ker" has been set up, which has no dependencies on any external libraries but liquidwar6sys and glibc. This should, in the long term, ease up the work of using Liquid War algorithms & structures in a completely different context.
Additionnaly, a new snapshot has been released:
http://download.savannah.gnu.org/releases/liquidwar6/liquidwar6-20060325.tar.gz
Have a nice day,
Christian.