beko | Oct 19, 2008 11:34 am |
---|---|
Subject: MAX Reloaded 0.2.1 Release Patch: No patches this time, sorry. Full: Windows ![]() ![]() Linux ![]() ![]() Please follow the INSTALL included in the tar.gz. Info: To play you have to make use of the resinstaller to copy original game data to the data folder of maxr. If maxr fails to start maxr.log is a good place to start. You read it right. The inofficial package is no longer supported. Go and buy or download a full version of the original game already or wait until the free fgx package is done completly. In max.xml you can set some settings like language, resolution and fullscreen. Please keep in mind that higher resolutions aren't yet fully supported and you might experience strange graphicerrors during game. Set language to ENG for english language. Set Windowmode to No for fullscreen. Important: This is our second version supporting network games over the internet and must not be considered stable or save in any way. In test games we made it up to 120 rounds with three players and a lot of hard contact. However keep that in mind: The game will crash. Some functions that worked before won't work now. Do not disconnect a client until his last units (vehicles and buildings) are destroyed. Please report crashes, bugs or odd behaivors on the Bugtracker (no registration required). Hint: Drop by on the IRC to find other players. * Doc did a great job on an installer for windows. There is no easier way for you any more. Grab it, start it, ready your original game cd and max: ![]() |
Artlav | Oct 19, 2008 8:48 pm |
---|---|
Subject: Re: MAX Reloaded 0.2.1 Release Good work. Here is a small bug report of a brief testing. Factual: a) Gold buying problem: 1) Buy mine layer. 2) Fill it full by mouse click to resources bar 3) Empty it. One gold is lost. b) Motion problem: 1) Move a constructor 3 times in diagonal. 2) It will move in diagonal spending remaining 1 unit Next turn, it will move diagonal for one unit too, making for one extra move unit c) Resource distribution problems: You can add more resources than there is under the mining station (pic below). ![]() d) If you set the factory to build faster than available resources, it will start up, but won't build anything. The fuel is consumed never the less, no warning make it confusing. e) Destroying a power plant or generator does not stop the buildings at once, and worse - they can still do a turn of work before being shut down at last, 2 turns later. Reproduce: 1) Build a Factory and a power generator next to a basic base. 2) Start the factory, make a turn pass with it working. 3) Blow up one generator. The factory continues to run for one more turn, and do it's job. f) Blowing up buildings not always cause the connectors from other buildings to disappear. Reproduce: 1) Build a fuel store next to the mining station (upper left side works for sure) 2) Blow fuel store up. The connector from mining station stays. g) It crashed after about 10 minutes of play out of the blue. Cannot reproduce. English version: a) The labels are sometimes placed one over the other - material settings for example. Subjective (looks-bads for me and feature requests): a) Subjectively, it loads a little slower, vehicles/buildings being the slow part. Comparing to 0.2.0 shows some actual slowdown, but only just. b) The voice volume setting by default is way too high. c) No way to remove double-click menu other than selecting other unit. d) Shift+click does not set waypoint (on todo anyway?) e) Is the smoke from hit building drawn under the standing-next-to-it unit? f) + and - buttons on the scale set are not working. g) Mouse wheel and right mouse button usage would improve the interface alot. h) Status not implemented, hits and ammo only work for selected units. i) Destroyed unit disappears before it blows up. j) No trash under destroyed units. k) Set a path for unit, select it, press end turn. The motion sound disappear in mid-move. l) Why does the reinstaller asks a full path to M.A.X.R. installation? Makes no sense to me. Off-topic: Mind if i borrow your surveyor autopilot for M.A.X.G.? . |
beko | Oct 20, 2008 3:20 pm |
---|---|
Subject: Re: MAX Reloaded 0.2.1 Release Hi Artlav and thank you a lot for all your feedback ![]() ![]() > a) The labels are sometimes placed one over the other - material settings for example. Yeah, somebody screwed up there and didn't test the new translation proper. I wonder who.. > Mind if i borrow your surveyor autopilot for M.A.X.G.? Go ahead. That's what opensource is good for right? I just hope you'll release yours as well some day ![]() BTW: I'd like to bug you about some build issues I encountered here. I'm just not familiar enough with this stuff and I think you can help me out on this ![]() |
shaktazuki | Oct 21, 2008 5:35 am |
---|---|
Subject: Re: MAX Reloaded 0.2.1 Release Quote by beko:
I'll try to get around to fixing it sometime soon. |
beko | Oct 21, 2008 5:52 am |
---|---|
Subject: Re: MAX Reloaded 0.2.1 Release Great ![]() and btw is there any reason not to write "bomber" for the flying ground attack unit or whatsoever? That one really bugs me all the time I start maxr ![]() |
shaktazuki | Oct 21, 2008 6:13 am |
---|---|
Subject: Re: MAX Reloaded 0.2.1 Release Quote by beko: Great Depends on how close you want it to the original. Though you do give me an idea for differentiated ground attack units; say, the normal ground attack plane could act like a rocket launcher, and there could be a bomber, similar to a flying missile launcher... |
shaktazuki | Oct 21, 2008 6:31 am |
---|---|
Subject: Re: MAX Reloaded 0.2.1 Release Here's a patch for the english language file; I reverted most of those menu options to your original descriptions. |
|
Attachments: lang_eng.zip (Filesize: 555 Byte) |
Eiko | Oct 25, 2008 11:53 am |
---|---|
Subject: Re: MAX Reloaded 0.2.1 Release Quote by Artlav:
This is exactly like in the original, isn't it? |
shaktazuki | Oct 26, 2008 10:53 pm |
---|---|
Subject: Re: MAX Reloaded 0.2.1 Release The first diagonal move on next turn should eat 2 units instead of 1. Just checked. Should take exactly 6 units to go 4 diagonals. (each diagonal takes 1.5 units movement). |