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November 21, 2014

Battle for Wesnoth

Wesnoth 1.11.19: 1.12 Release Candidate 3

Wesnoth 1.11.19, our third and likely final release candidate for Wesnoth 1.12, is now available. Check the forum thread for a list of the most notable changes in this release.
As on previous occasions, we also offer two versions of the changelog: a trimmed-down players changelog including only those items considered to be relevant in regular gameplay, and a considerably more technical full changelog.
The source code, Windows, OS X, and OpenPandora packages are already available on the downloads page. You may also find packages for other platforms there as they become available.
Although this is a release candidate for the next stable series and should be — in theory — rid of game-breaking bugs, there may still be issues that have not been reported to us yet. There are also a few known bugs listed in the full announcement. Do not forget to report to us any other issues you find!
You may comment on this release in the forums.

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November 21, 2014 09:11 AM

Wesnoth 1.11.18: 1.12 Release Candidate 2

Wesnoth 1.11.18, our second release candidate for Wesnoth 1.12, is now available. Check the forum thread for a list of the most notable changes in this release, some of them mysteriously missing from the full changelog.
As on previous occasions, we also offer two versions of the changelog: a trimmed-down players changelog including only those items considered to be relevant in regular gameplay, and a considerably more technical “full” changelog.
The source code, Windows, and OS X packages are already available on the downloads page. You may also find packages for other platforms there as they become available.
Although this is a release candidate for the next stable series and should be — in theory — rid of game-breaking bugs, there may still be issues that have not been reported to us yet. There are also a few known bugs which await to be fixed before 1.12.0, listed in the full announcement. Do not forget to report to us any other issues you find!
You may comment on this release in the forums.

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November 21, 2014 09:11 AM

Wesnoth 1.11.17: 1.12 Release Candidate 1

Wesnoth 1.11.17, our sixteenth publicly announced development release in this series, is now available. Designated as the first release candidate for Wesnoth 1.12, it also marks the beginning of the end of this long and fascinating journey.
For the full announcement with more details about the road ahead — including the various ways you can help us — come join us in the forum thread for this release!
As on previous occasions, we also offer two versions of the changelog: a trimmed-down players changelog including only those items considered to be relevant in regular gameplay, and a considerably more complete and technical full changelog.
The source code, Windows, OS X, and OpenPandora packages are already available on the downloads page. You may also find packages for other platforms there as they become available.
Although this is a release candidate for the next stable series and should be — in theory — rid of game-breaking bugs, there may still be issues that have not been reported to us yet. There are also a few known bugs which await to be fixed before 1.12.0, listed in the full announcement.
You may comment on this release in the forums.

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November 21, 2014 09:11 AM

November 18, 2014

FlightGear

The F-14b is back

Ready to launch?

Thanks to Alexis Bory and Enrique Laso, the F-14b has been for a long time one of Flightgear’s most impressive 3d models, with a highly detailed cockpit and a large number of modeled systems.

But it just got even better – are you ready for a ride?

New flight dynamics

Richard Harrison has added a detailed JSBSim model for the flight dynamics based on a number of aerodynamical data sources which makes especially the behaviour at low airspeed very close to the real airplane. This also includes an accurate modeling of stall and departure into spin or flat spin and high alpha control reversal. Wing sweep can be controlled manually and affects the behaviour of the plane,

All of the plane’s control systems are implemented in JSBSim rather than in Nasal (which means they are computed at a much higher rate than the framerate), making the response of the plane more fluid, especially at framerates below 30 fps. All in all, the detailed JSBSim FDM adds quite a lot to the flight experience,

Improved systems modeling

The 3d cockpit has received a number of additions, among them a master warning panel with working indicators, an engine control panel and a master generator control panel. Other switches, such as the fuel cutoffs on the glareshield panel, are now functional, such that an engine startup/shutdown procedure from the cockpit is now possible.

Here is an example of the cockpit view in low-level flight:

And the RIO view:

The full range of operations

Just like the previous YaSim version, the new JSBSim F-14b supports a full range of military operations. The plane is fully aircraft-carrier capable (due to the improved modeling of low airspeed behaviour, carrier landings are somewhat more difficult than with the YaSim version though).

The plane also has a detailed radar with several different modes, capable of tracking targets, and the operation of the AIM-9M sidewinder missile is modeled as well as the M61A6 Vulcan gun.

Full air-to-air refueling capability from e.g. the KA-6 is also modeled:

Enjoy the new F-14b along with many exciting new features on current GIT (3.3) or with the forthcoming stable release 3.4!

(All features presented in the screenshots (bluish atmosphere haze, details on the Vinson flightdeck, improved appearance of water,…) are available in the current development version and will be part of the 3.4 release. The screenshots have been taken off the coast of Corsica and over Nevada, both in the default 2.0 World Scenery.)

by Thorsten R. at November 18, 2014 11:54 AM

November 17, 2014

FAR Colony

Alpha 10: (WIP) UMI - RDS Tab Sneak Peek

 I passed some time to select icons from two sources (the credits are updated).
 It's not finished but looks OK, for a dry space strategy game.
 
 Of course the disposition of the elements adjust in realtime according to the window size, even in 1024*768. I precise it because I know that the rest of the main interface needs work yet to fully comply to that.

So thanks to Lorc and the Noun Project for their cool icons

'nuff said, stay tuned :)

NB: Oh btw I'm off all this week (holydays). So yes it's why you see me posting an update now; I working and will continue to work full time all this week.
It's not a luxury if I want to release it on time (Dec 28-31/2014 at max.

by Jeff B (noreply@blogger.com) at November 17, 2014 02:14 PM

SuperTuxKart

Awakening with a jolt; landing on a cushion

Zzz... *snort* *huff* oh, there you are! Sorry for the long hibernation in blog posts, but I became a bit too used to having GSoC students writing all of them. Bad excuse, and I will try to get back to a more regular schedule, so this post will try to catch up to what's happened the last couple months.

To begin with it's probably best to answer the question of when the next release is coming. 0.9 is still quite far off, so we decided to try making a 0.8.2 release as soon as possible, hopefully a beta/release candidate within the year. So you should have something to download in December; whether the final release will happen then or January is still left to circumstance (bugs, first and foremost). We still have about 100 open issues to either solve or postpone, so there's (more than) enough to do for everybody, and if you would like to try your hand at helping us we welcome you, especially if you have some programming or 3D modelling experience.

There have been many improvements to the new 3D engine we're using (less and less based on Irrlicht, and more and more custom), and while an image speaks a thousand words, a thousand images in the form of a video ought to be a whole essay. The following video is an engine demo made by our resident artist samuncle.


You can watch the video at http://youtu.be/9iklMiy_Y9U and download the "kart" here.

Our artist samuncle has been hard at work indeed; check out the improved versions of Adiumy, Sara and Xue, in the tracks Cocoa Temple and Gran Paradiso Island.





Here's Sara on her snowmobile, showing off the extra pizazz the nitro effect has gotten recently, lighting up the new version of the STK Enterprise station. I wouldn't want to be right behind those thrusters; who knows what kind of strange radiation they're giving off! Apart from awesomeness. ;)


Oh, now we know. Thanks, Sara!

In miscellaneous changes, there's been way too many to list them all, but I'll mention a few very quickly.
The main configuration files now have their own sub-folder, so this means that in the future you can have several STK versions running simultaneously without getting issues where one version of the game overwrites another's configuration.
Some performance improvements have been made; for example we discovered a certain OpenAL call were slowing things down so we have minimized its usage and also moved sound to its own thread.
Physics has been improved again, specifically in landing after jumps. Now the karts are being cushioned from impact so there should be less issues with the chassis hitting the road, and karts adhere better to the road. (Maybe something for the ESA team?)
The following image is of the new screen for when you start STK 0.8.2 for the first time. You can now log in immediately to our stkaddons server which will enable you to vote on addons, see whether friends are online and view their achievements. Obviously the use of this feature will be expanded later when we have online multiplayer support and other things finalized.



Note that we collect anonymous statistics from your client if you choose to log in, such as what version of the game you are running, which OS you are using and graphics capabilities of your hardware. Your privacy is important to us, and we don't collect personally identifiable information (actually, we don't want it either). The code is open for all to see, and if you absolutely don't want to share info to us you can toggle it off in the options. However, the statistics could help us to see which platforms with what graphics capabilities are most used, and when problems arise we have some way to quantify how many might be affected. Also it gives us a feel of where we might be able to aim to when it comes to graphics performance vs fancy effects, though we will still try to make that customizable. On a final note, if you don't trust us on some level, I'd advise you to not install anything from us either... just sayin'. ;)

Hope you all are having fun with 0.8.1, and look forward to 0.8.2 which is going to be a quite major minor release... yes, 'tis confusing but ignorance can be bliss, and a stitch in time saves nine, and don't take any wooden nickels, and... later folks, some men in white coats are here to talk with me.

French translation avaliable here

STK team

by noreply@blogger.com (Arthur) at November 17, 2014 03:48 AM

November 15, 2014

FreeCol

FreeCol 0.11.1 released

FreeCol 0.11.1 The FreeCol team are sort-of pleased to announce the release of FreeCol 0.11.1. This is a bug...

November 15, 2014 11:30 PM