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KarBOOM test update 0.2.3
[Re: Redeemer]
#360435
02/23/11 22:27
02/23/11 22:27
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
OP
Expert
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OP
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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Hey guys, This update is not being shouted across the internet. If you login using this update, you'll be informed that a new version is available online, but this is incorrect -- I just haven't changed the online information because this version is for testing rather than mass distribution, and don't want people logging in to 0.2.2 (as if that happens a lot) thinking a new version is available. PLEASE TEST THIS VERSION OUT.Thanks to JustSid for pointing me in the direction of some helpful UPnP code This version adds new features as listed in the README, but doesn't have the complete feature list I wanted the next version to have. When creating a server, KarBOOM will automatically attempt to set up port forwarding. I'm not sure how well this works. On my machine I have had no errors, and the function returns all the right values. But I can only test it if there are people to play. I've set up a host. Please try to connect. Also, if you haven't been able to host before because you don't have port-forwarding working, it'd be great if you try hosting with this version and let me know how it goes. UPnP works on most routers but not all. But it's supposed to work on mine, and I'm not sure if my implementation will work at all. Thanks for trying it out. There are a bunch of other nice features in this update for you guys anyway. Here's the relevant part of the README:
0.2.3
FEATURES
- Option added to remember login details.
- Online games can now take place in either the large
dirt patch or small dirt patch.
- KarBOOM will now automatically open ports when hosting.
TWEAKS
- Keyboard-controlled cars steer more responsively to match
gamepad-controlled cars.
- The appearance of check-boxes has changed to help
differentiate them from normal buttons and input fields.
BUGFIXES
- Labels above gamepad-controlled cars no longer show the
wrong number.
- Blinking cursor no longer becomes part of the submitted
input under certain conditions.
- Function keys and cursor keys no longer interfere with
text input.
- Chat messages, host's scores, and the name of the last
server played are now purged between games.
- A server marked as having connection trouble will be
unmarked once a client makes a successful connection.
- Logging out of the menu now properly logs the player out,
removing "play online" from the menu if they choose to
play offline.
- Master volume settings no longer interfere with Windows
volume settings.
BUGS
- Victory conditions option appears when creating a host,
but the options don't do anything yet.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM test update 0.2.3
[Re: JibbSmart]
#360441
02/23/11 22:51
02/23/11 22:51
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Joined: Mar 2006
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Okay, brilliant, it works! I've just got to fix some little things, and then I'll have a UPnP dll to contribute for you all to use. EDIT3: The dll is now available in the User Resources forum.
Jibb
EDIT: New version at the same link, uses the new DLL. Please re-download. SHOULD be no problems, but I never like to assume too much with programming, so I'm hanging around if anyone wants to join. Once this version has been tested I'll put up the dll so that no one has any excuses for requiring their players to set up port-forwarding manually.
EDIT2: @Redeemer: I was AFK when you joined, but thanks for testing it out!
Last edited by JulzMighty; 02/24/11 00:00.
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM test update 0.2.3
[Re: JibbSmart]
#360566
02/25/11 01:10
02/25/11 01:10
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Joined: Aug 2001
Posts: 2,320 Alberta, Canada
William
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
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Thanks so much for the Upnp plugin, it is really great! As well, I thought I would mention that with your latest version it says I am missing "msvcr100.dll". So when I download it online and put it in your folder everythin works fine. I am using windowsXP. I know with Silas one of my testers had a problem with "msvcp71.dll" and "msvcr71.dll" being missing. So I now include them in my folder. Not really sure what there for, but I think that on different versions of windows they may or may not be in your system32. P.S - The game plays great, keep up the good work.
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Re: KarBOOM test update 0.2.3
[Re: William]
#360567
02/25/11 01:24
02/25/11 01:24
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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Thanks for the heads-up. Does that happen when you use UPnP in your own project, or just in the latest version of KarBOOM? Because I might have accidentally used an older version in KarBOOM. And thanks Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM test update 0.2.3
[Re: Superku]
#360570
02/25/11 01:53
02/25/11 01:53
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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OP
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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Yes, thanks for reminding me. I think I've fixed it -- it's an issue with the default settings of VC++ Express 2010, and I think I've fixed it.
The same link in the resources thread should have the new version now. The new version will be in the next version of KarBOOM, but I haven't updated 0.2.3.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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KarBOOM update 0.2.4 released!
[Re: JibbSmart]
#360660
02/25/11 20:40
02/25/11 20:40
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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DOWNLOAD AT THE USUAL URLVersion 0.2.4 adds online rounds. Unless you're in "no limits" mode, cars can only be added between rounds, so it might be best to have relatively low limits on the rounds so there's less waiting for newcomers and more winning for whoever ends up thrashing everyone else (whether it's time, score, or life limit). There's nothing visually different about this version, really, except for slightly different menu options. But here's a screenshot anyway. I like colours. The server list is still lite on information -- the next update is planned to give you more info (such as game mode and host location), but until then this should be good. This uses UPnP so most users will be able to host without having to even think about the words "port" and "forwarding". A lot changed to have online rounds work, so I'm nervous of bugs. Please let me know how it goes, what you think, and so on. The next version (with its extra server and game info) will hopefully be the last one before the level editor. Tell all your friends and all that jazz. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM update 0.2.4 released!
[Re: William]
#360673
02/25/11 23:33
02/25/11 23:33
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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Thanks for the heads-up!
Jibb
EDIT: I gave up trying to remove the need for it, and just included it in the folder. The UPnP DLL contribution will have it in a minute or two soon.
Last edited by JulzMighty; 02/26/11 01:01.
Formerly known as JulzMighty. I made KarBOOM!
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