Darwinia - Patch 1.41 Beta 1

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Darwinia - Patch 1.41 Beta 1

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Der Beta-Patch für die Steam-Version von <STRONG>Darwinia</STRONG> (Release am 14. Dezember 2005) übersetzt das Spiel in die deutsche Sprache (nur Text) und behebt einige Bugs.

============
VERSION 1.41
============

- German language translation added

===================
VERSION 1.4 (STEAM)
===================
- Translations extracted to language file for:
&nbsp;&nbsp;&nbsp; key controls eg "ALT", "TAB", "Enter", "Space"
&nbsp;&nbsp;&nbsp; mouse controls eg "Left Click", "Right click"
&nbsp;&nbsp;&nbsp; control events eg "Display task manager" (used in Control options screen)
- Fixed : small bug that would add a space to strings eg 'TAB ' would be read
&nbsp;&nbsp;&nbsp; from the language file instead of 'TAB'
- Added option to Main Menu to open the Darwinia website
- Steam changes:
&nbsp;&nbsp;&nbsp; - Default language is read from
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; HKEY_CURRENTUSER\software\valve\steam\language
&nbsp;&nbsp;&nbsp; - Modified Christmas mode so it only occurs on December 25th and 26th.
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (Because the steam launch is December 14th, and Christmas mode would
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; have been enabled by default for everyone on launch day)

===========
VERSION 1.3
===========
- New Control Method
&nbsp;Holding TAB will bring up the new Task Manager
&nbsp;Icons are clicked instead of drawing gestures
&nbsp;Keyboard shortcuts added for all important actions
&nbsp;&nbsp;&nbsp; Camera zoom modified to be smoother/nicer (cutscenes and zoom key pressed)
&nbsp;Note: Old gesture based system can be selected from the Controls menu
&nbsp;&nbsp;&nbsp; Alt-tab no longer bound by window when in Icon mode

- Selection Box changes:
&nbsp;&nbsp;&nbsp; - The yellow selection arrows will now fade in at 200m, rather than 400m
&nbsp;&nbsp;&nbsp; - The yellow selection arrows will be rendered beneath the Task Manager
&nbsp;&nbsp;&nbsp; - Highlighting a unit or entity in the world will now highlight the
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; appropriate task manager icon
&nbsp;&nbsp;&nbsp; - Conversely, highlighting a task manager icon will now highlight the
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; appropriate unit or entity in the world
&nbsp;&nbsp;&nbsp; - Fixed : The yellow selection arrows would leave a square around them that
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; would prevent the game cursor from being rendered.
&nbsp;&nbsp;&nbsp; - Fixed : If squaddies were killed, the yellow selection square would go
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; very large for around 2 seconds before resizing properly

- Added the option "Show First Time Intro" to the Bootloaders option on the
&nbsp;&nbsp;&nbsp; Other options panel.&nbsp; If selected this will cause the first time intro
&nbsp;&nbsp;&nbsp; sequence to play the next time you start Darwinia.

- Rendering changes:
&nbsp;&nbsp;&nbsp; - Offscreen culling improved for&nbsp;&nbsp;&nbsp; Generator buildings
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Mine buildings
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Spirit Receiver buildings
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Laser Fences
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Spawner buildings
&nbsp;&nbsp;&nbsp; - Sepulveda's highlights are now correctly depth sorted
&nbsp;&nbsp;&nbsp; - Improvements made to movement smoothness of many objects including:
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; laser rendering smoothness
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mine cart movement smoothness
&nbsp;&nbsp;&nbsp; - Research items will now have their blue control line to heaven rendered,
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; even when the item itself is out of view

- Editor changes:
&nbsp;&nbsp;&nbsp; - When moving a land tile, all buildings on that tile will move the same
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; amount.&nbsp; You can enable/disable this from an option in the land tiles
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; menu.
&nbsp;&nbsp;&nbsp; - Fixed : Bug with editor which would create radar dish links erroniously
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if the first building created on the level was a Radar Dish.
&nbsp;&nbsp;&nbsp; - Fixed : Editor would crash if a Power building (eg a Solar panel or
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pylon) had an invalid building link, eg if the target building had
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; been deleted.
&nbsp;&nbsp;&nbsp; - If you create a Centipede that is not in a unit the game will now tell
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; you not to do this, before exiting.&nbsp; Previously it would just crash.

- Squaddie changes:
&nbsp;&nbsp;&nbsp; - Squaddies will now look after themselves a little better when not under
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; direct player control (chance of attacking doubled)
&nbsp;&nbsp;&nbsp; - Squaddies are now impervious to water.&nbsp; They still can't walk through it,
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; but it won't kill them if they try.
&nbsp;&nbsp;&nbsp; - The icon for a running Squad now shows how many Squaddies are left alive

- Save system changes:
&nbsp;&nbsp;&nbsp; - Will now save your currently running programs, eg your Squads, Engineers
&nbsp;&nbsp;&nbsp; - Fixed a bug that made Virii units reload vastly more spread out

============
VERSION 1.22
============
- Sound System changes:
&nbsp;&nbsp;&nbsp; - Fixed : The default stereo arrangement was the wrong way around,
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; requiring most people to enable Swap Stereo even though their speakers
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; were wired correctly.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp; - Fixed : Bug that would cause an object to the left of the camera to play
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; its sounds in the right speaker, if the player was looking mostly up or
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; mostly down.&nbsp; This bug only happened when Swap Stereo was enabled.
============
VERSION 1.21
============
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
- Fixed : The Radar Dish on the mountain at the end of Generator could not be
&nbsp;&nbsp;&nbsp; aligned to the lower down dish on the final island...it was too low.

===========
VERSION 1.2
===========
- New selection box system:
&nbsp;&nbsp;&nbsp; - Highlighting a unit by mouse-hovering over it will bring up a yellow
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; selection box over the unit.
&nbsp;&nbsp;&nbsp; - Selected programs that are offscreen will be tracked by an arrow at the
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; edge of the screen, pointing to the programs location.
- The Radar Dish code has been significantly improved.&nbsp; Radar Dishes should now
&nbsp;&nbsp;&nbsp; behave in a much more solid manner.&nbsp;
&nbsp;&nbsp;&nbsp; - Darwinians will no longer get trapped trying to enter a radar dish that
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; isn't connected.&nbsp;
&nbsp;&nbsp;&nbsp; - The mouse cursor and new selection box system should give you strong
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hints about the effect of clicking on a radar dish at any time.
&nbsp;&nbsp;&nbsp; - When you are aiming a Radar Dish you will see a targetting crosshair not
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; unlike the one used for the Battle Cannon.
&nbsp;&nbsp;&nbsp; - Squads, Officers and Darwinians will no longer blunder into a radar dish
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; unless you specifically click on it.
&nbsp;&nbsp;&nbsp; - Squads should no longer get split up while entering a dish.
&nbsp;&nbsp;&nbsp; - Two way links should now work much better.
&nbsp;&nbsp;&nbsp; - Darwinians with orders to go into a Radar Dish will now correctly
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; remember their orders when the game is saved.
&nbsp;&nbsp;&nbsp; - Darwinians who are in transit in a Radar Dish during a level save will
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; no longer be left stranded out at sea upon reloading.&nbsp; They will now
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; appear at the base of the destination Radar Dish.
&nbsp;&nbsp;&nbsp;
- Task Manager Changes:
&nbsp;&nbsp;&nbsp; - Engineer tasks will now display their current activity and spirit count
&nbsp;&nbsp;&nbsp; - Tasks that have yet to be placed will flash on and off
&nbsp;&nbsp;&nbsp; - The new selection arrows will appear immediately when a task is selected
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; through alt-tab, making it easier to tell which task is which
&nbsp;&nbsp;&nbsp; - If your Squad / Engineer / Armour dies while under your control, you will
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; see the 'Program Terminated' message
&nbsp;&nbsp;&nbsp;
- Engineers will now reprogram a nearby Incubator rather than travelling to a
&nbsp;&nbsp;&nbsp; distant one, assuming you send them near the control tower.&nbsp; Previously
&nbsp;&nbsp;&nbsp; they would refuse to reprogram the incubator, even if you repeatedly
&nbsp;&nbsp;&nbsp; clicked on the relevent control tower.
- Added support for other language translations
&nbsp;&nbsp;&nbsp; - Language selector added to Other options screen
&nbsp;&nbsp;&nbsp; - Languages will be loaded from language.dat.&nbsp; We will distribute the
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; latest language packs freely on the Darwinia website.
- Mod system improvements
&nbsp;&nbsp;&nbsp; - Mod authors can now provide their own custom strings, or even override
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; existing strings from the game.&nbsp; Your strings file should be called:
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; darwinia/mods/mymodname/strings_default.txt
&nbsp;&nbsp;&nbsp; - If you wish to provide translations to your custom strings you can also
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; create the file strings_german.txt or strings_russian.txt etc, which
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; will be loaded instead of strings_default.txt if the user has that
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; language set in his options.&nbsp; Note you should always provide
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; strings_default.txt at least.
&nbsp;&nbsp;&nbsp; - stats.txt will now be correctly reloaded when a mod is selected in game
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (rather than requiring a restart for new stats to take effect)
- Performance improvements
&nbsp;&nbsp;&nbsp; - Optimisations made to Darwinian combat code.&nbsp; Should help during big
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; battles involving lots of Darwinians.
&nbsp;&nbsp;&nbsp; - Spirit code heavily optimised.&nbsp; Was causing serious slowdown after large
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; battles due to large numbers of spirits floating around.
&nbsp;&nbsp;&nbsp; - Laser code optimised
- There are 3 possible rendering modes for Darwinia's landscape, which can be
&nbsp;&nbsp;&nbsp; set by the preferences variable 'RenderLandscapeMode':
&nbsp;&nbsp;&nbsp; - RenderLandscapeMode = 0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; uses Vertex Arrays
&nbsp;&nbsp;&nbsp; - RenderLandscapeMode = 1&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; uses Display Lists (default in v1.0)
&nbsp;&nbsp;&nbsp; - RenderLandscapeMode = 2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; uses Vertex Buffer Objects&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp; The default has now be seen to 2 (Vertex Buffer Objects), which should be
&nbsp;&nbsp;&nbsp; faster in most cases than Display Lists. If VBO support isn't detected,
&nbsp;&nbsp;&nbsp; we fall back to display lists.
- New bootloader : Amiga
- Created new installer for the full game using Inno Setup (the install shield
&nbsp;&nbsp;&nbsp; installer used on the retail disks suffers from the common autoexec.nt
&nbsp;&nbsp;&nbsp; problem under some WindowsXP installations.)
- Altered Bitmap::ConvertPinkToTransparent to reduce halo around the edges of
&nbsp; 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,
&nbsp;&nbsp;&nbsp; from 200 down to 150
- The Construction Yard will now stop producing Armour if there is already five
&nbsp;&nbsp;&nbsp; or more Armour on the level.&nbsp; It will resume production when the number
&nbsp;&nbsp;&nbsp; falls below five.
- Fixed a very subtle bug that would cause errors to occur (including crashes)
&nbsp;&nbsp;&nbsp; if a Darwinian was running away from a grenade.&nbsp; Very rare occurance, more
&nbsp;&nbsp;&nbsp; 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
&nbsp;&nbsp;&nbsp; Officer, the squaddie/engineer task remains selected in the Task Manager.
&nbsp;&nbsp;&nbsp; This means if you press ctrl-c, both the newly selected Officer AND the
&nbsp;&nbsp;&nbsp; squaddie/engineer are terminated.
- Added a fix for people experiencing a crash during the end sequence
&nbsp;&nbsp;&nbsp; (caused by a corrupted saved Ant Hill).&nbsp; This crash would also cause the
&nbsp;&nbsp;&nbsp; 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
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; with a random shape scaled very large
- Fixed : Sepulveda incorrectly tells the user he can upgrade Engineers to
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 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
&nbsp;&nbsp;&nbsp; task, but the Armour would remain alive.


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