0.9.23 is released!

Big Grin Cake Big Grin Cake Big Grin Cake Big Grin Cake Big Grin Cake Big Grin

It's party time for Hedgewars!
Version 0.9.23 has been finally released!

(It was about time, wasn't it? Sloooowpoke! )

Download

Find the download links on the Download page. There's no Mac OS version this time, but we hope to release one soon.

Changes

This release is very big this time. We hope it was worth the very long wait.
Smile

Here's the official change log (warning: very big!).

The wiki will soon be updated for version 0.9.23.

Highlights

  • Battalion style
  • Fort mode is now a map type
  • Fort mode now works with more than 2 teams
  • Rubber duck weapon
  • New theme, map, 3 forts, 3 missions, some hats and graves
  • WxW allows you to select one of many wall sets
  • Complete HedgeEditor overhaul
  • Greatly improved script parameter support in styles
  • Improved stats screens
  • Various improvements for almost all styles
  • AI hedgehogs can now use Homing Bee, Vampirism and Time Box
  • Campaign page now shows your progress
  • Countdown sounds
  • Improved randomization options in team and multiplayer pages
  • Improved theme customization support
  • Various Lua API additions
  • Fix cursor often jumping around after clicking
  • A huge amount of bugfixes for both campaigns, the missions and styles
  • Video recording functionality is restored

Click here to read more about the awesome new features in version 0.9.23!
Big Grin

Battalion style

Battalion is a new style by Anachron.
This is mostly a mix of Balanced Random Weapon and The Specialists.
Each hog is assigned a random class and in each round the hog gets a set of random weapons from that class.

There are also a lot of customization options. Read Battalion to learn more.

Major style overhaul

Almost all of the existing styles have been completely reworked.

WxW: You can now choose between multiple wall sets.

WxW: Introduction of more gameplay rules, and better menu:

Highlander: You see the names of all weapons you just collected.

Complete HedgeEditor overhaul:

Other changes:

  • Improved stats screens for most scripts
  • Improved script parameter support for many styles
  • Many other changes (see full changelog)

Mission rework

A lot of work has been put into the campaigns and missions to fix a near infinite amount of bugs.
The campaign screen now shows you which missions and campaigns you have completed.

The missions in the training menu have been split into three categories: Training, Challenge and Scenario.

Training is for tutorial-like missions to explain the basics.
Challenge is for missions in which you aim for a high score.
A scenario is a mission with a goal you need to complete (like in the campaign).

Fort mode improvements

Fort mode has been promoted to a map type!

It is no longer part of the game scheme.
This allows you to play fort mode in combination with any scheme and styles!

Also, if more than 2 clans/teams play in Fort Mode, there will be a fort for each clan.

Finally, you can change the distance between forts.

Rubber duck

The rubber duck is an unique new weapon! It's a swimming bomb which can be dropped like a mine. It explodes on land contact, but it swims on water, following the wind.

This weapon might not often be useful, but it might come in handy if your enemy ended up in an odd position. Read Rubber Duck to learn everything.

New data

New Beach theme:

3 new forts:

The Cheese map has been replaced:

Other additions: 3 new missions, some new graves and hats.

Interface tweaks

There are various small interface improvements all across the board.

Scripted weapons (like the “structure placer” in Construction Mode) now show their true name and tooltip (previously it was just the air attack symbol, which was very confusing).

Extra damage and low gravity symbols are shown at the bottom right:

The randomization options for teams and themes have been improved.

The timer uses a green color for the ready time and red color for retreat time. Also, there are now countdown sounds.

Video recorder works again

Sadly, the video recorder has been completely broken for a long time, it crashed frequently. But now it should be fixed. Yay!
Big Grin

Other changes

For a full list of changes, see ChangeLog.txt. The list of changes is huge for this version!

maybe game not support w10? what mean this exit code 217?

I'm so excited! Punch!
Some of these features are new to me. Wink Smiley

MK, probably just bad opengl support on your computer. The game has been tested on Windows 10. Check your drivers, and maybe send us a log file.

log file folder is empty :/

Can you please come by IRC (use chat link in header or irc://irc.freenode.net/hedgewars )to debug? Debugging in release announce is a bit messy...

Finally! I've already tested locally and it works well.

It feels different though.. I can see damage popups twice (like with DEagle on hit and after turn).

Plus dynamite and rope and jump physics feel different. I've pushed a hog which pushed a barrel and the barrel started rolling. Was this possible before? Or is this a bug?

I'm not aware of any changes to physics in that area, would be interesting to see reliable comparisons of this in .22 and .23 (the barrel/rope/hog thing)

We often get people saying rope "feels" different after a release even if nothing changed in that area tho ☺
Psychosomatic?

+1 on Exit Code 217
Linux Mint 18.2, 32-bit
(Yes, I'm using Ubuntu Xenial Proposed Deb file)

sphyrth, can you pastebin your game log please? also mind dropping by our chat?

The error occurs everytime I try to start a game.

I don't really have a Pastebin or things like that, but here are my log files:

game0

Quote:

0: [Con] Hedgewars engine 0.9.23-r12836 (8610462e3d33) with protocol #53
0: Prefix: "/usr/share/games/hedgewars/Data"
0: UserPrefix: "/home/sphyrth/.hedgewars"
0: 0: /usr/lib/hedgewars/bin/hwengine
0: 1: --internal
0: 2: --port
0: 3: 41051
0: 4: --prefix
0: 5: /usr/share/games/hedgewars/Data
0: 6: --user-prefix
0: 7: /home/sphyrth/.hedgewars
0: 8: --locale
0: 9: en.txt
0: 10: --frame-interval
0: 11: 8
0: 12: --volume
0: 13: 128
0: 14: --fullscreen-width
0: 15: 1024
0: 16: --fullscreen-height
0: 17: 768
0: 18: --width
0: 19: 853
0: 20: --height
0: 21: 640
0: 22: --raw-quality
0: 23: 0
0: 24: --stereo
0: 25: 0
0: 26: --fullscreen
0: 27: --altdmg
0: 28: --nick
0: 29: R3Vlc3Q1OTY1NDIxNzQ=
0: [Con] Init SDL...
0: [Con] ok
0: [Con] Init SDL_ttf...
0: [Con] ok
0: [Cmd] fullscr 1
0: Preparing to change video parameters...
0: [Con] Init SDL_image...
0: [Con] ok
0: [Con] Loading /Graphics/hwengine.png [flags: 8]
0: [Con] ok (32x32)
0: Setting up OpenGL (using driver: x11)
0: OpenGL-- Renderer: Gallium 0.4 on NV92
0: |----- Vendor: nouveau
0: |----- Version: 3.0 Mesa 12.0.6
0: |----- Texture Size: 8192
0: |----- Number of auxiliary buffers: 0
0: \----- Extensions:
0: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra
0: GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract
0: GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture
0: GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array
0: GL_EXT_texture GL_EX
0:
0: [Con] Number of game controllers: 0
0: [Con] Not using any game controller
0: [BINDS] Loading binds from: /Config/settings.ini
0: [Con] Getting game config...
0: LoadFonts();
0: [Con] Loading /Fonts/DejaVuSans-Bold.ttf (12pt)...
0: [Con] ok
0: [Con] Loading /Fonts/DejaVuSans-Bold.ttf (24pt)...
0: [Con] ok
0: [Con] Loading /Fonts/DejaVuSans-Bold.ttf (10pt)...
0: [Con] ok
0: [Con] Loading /Fonts/wqy-zenhei.ttc (12pt)...
0: [Con] ok
0: [Con] Loading /Fonts/wqy-zenhei.ttc (24pt)...
0: [Con] ok
0: [Con] Loading /Fonts/wqy-zenhei.ttc (10pt)...
0: [Con] ok
0: [Con] Loading progress sprite:
0: [Con] Loading /Graphics/Progress.png [flags: 6]
0: [Con] ok (324x972)

preview0

Quote:

0: [Con] Init SDL_Net...
0: [Con] ok
0: [Con] Establishing IPC connection to tcp 127.0.0.1:41051
0: [Con] ok
0: [Cmd] seed {cb47a0c7-6aed-41ef-9ba1-01078c5f192e}
0: [Cmd] $template_filter 0
0: [Cmd] $mapgen 0
0: [Cmd] $feature_size 12
0: Ping? Pong!
0: [Con] Generating preview...
0: [Con] Selected template #21 using filter #3
0: [Con] Sending preview...
0: [Con] Preview sent, disconnect
halt at 0 ticks. TurnTimeLeft = 0

Congraz! Sounds like an awesome release!

I'm curious.. do you guys have a potential date in mind for os x release? The community feels a tad divided at the moment

Sphyrth, your error looks like a failure in physfs - we've had those before recently. Will poke the debian/ubuntu maintainer.

I'm having an issue building the updated Fedora package. I'm getting:

Quote:

ngineInteraction.hs:29:1: error:
Ambiguous interface for `Codec.Binary.Base64':
it was found in multiple packages: dataenc-0.14.0.7 sandi-0.4.1

Also, the haskell module 'containers' is not listed as a dependency but cmake configuration fails without it.

I always get exit code 217, no matter what mode I want to play.

game0

Quote:

0: [Con] Hedgewars engine 0.9.23-r12836 (8610462e3d33) with protocol #53
0: Prefix: "C:/Program Files (x86)/Hedgewars 0.9.23/Data"
0: UserPrefix: "C:/Users/Angel/Documents/Hedgewars"
0: 0: C:\Program Files (x86)\Hedgewars 0.9.23\hwengine.exe
0: 1: --internal
0: 2: --port
0: 3: 4205
0: 4: --prefix
0: 5: C:/Program Files (x86)/Hedgewars 0.9.23/Data
0: 6: --user-prefix
0: 7: C:/Users/Angel/Documents/Hedgewars
0: 8: --locale
0: 9: es.txt
0: 10: --frame-interval
0: 11: 8
0: 12: --volume
0: 13: 12
0: 14: --fullscreen-width
0: 15: 1366
0: 16: --fullscreen-height
0: 17: 768
0: 18: --width
0: 19: 1366
0: 20: --height
0: 21: 704
0: 22: --raw-quality
0: 23: 0
0: 24: --stereo
0: 25: 0
0: 26: --fullscreen
0: 27: --altdmg
0: 28: --nick
0: 29: QW5nZWxEZUh5bGlh
0: [Con] Init SDL...
0: [Con] ok
0: [Con] Init SDL_ttf...
0: [Con] ok
0: [Cmd] fullscr 1
0: Preparing to change video parameters...
0: [Con] Init SDL_image...
0: [Con] ok
0: [Con] Loading /Graphics/hwengine.png [flags: 8]
0: [Con] ok (32x32)
0: Setting up OpenGL (using driver: windows)
0: OpenGL-- Renderer: Intel(R) HD Graphics 5500
0: |----- Vendor: Intel
0: |----- Version: 4.4.0 - Build 20.19.15.4549
0: |----- Texture Size: 16384
0: |----- Number of auxiliary buffers: 0
0: \----- Extensions:
0: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color
0: GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint
0: GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap
0: GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale
0:
0: [Con] Number of game controllers: 4
0: [Con] Using game controller:
0: [Con] * Number of axes: 6
0: [Con] * Number of hats: 0
0: [Con] * Number of buttons: 12

preview0

Quote:

0: [Con] Init SDL_Net...
0: [Con] ok
0: [Con] Establishing IPC connection to tcp 127.0.0.1:13665
0: [Con] ok
0: [Cmd] seed {926660e2-3460-487f-9f06-391f203a3216}
0: [Cmd] $template_filter 0
0: [Cmd] $mapgen 0
0: [Cmd] $feature_size 12
0: Ping? Pong!
0: [Con] Generating preview...
0: [Con] Selected template #5 using filter #2
0: [Con] Sending preview...
0: [Con] Preview sent, disconnect
halt at 0 ticks. TurnTimeLeft = 0

Wtf, I've been out for some time and you released the 0.9.23 w/o me... It's time to try it.. Great job guys.. And long life to shoppa.

Wtf, I've been out for some time and you released the 0.9.23 w/o me... It's time to try it.. Great job guys.. And long life to shoppa.

The MacOS version is still not available, is there any issue with it?

Still no one available to build it and able to resolve the linker errors. Know anyone who uses OSX and doesn't mind fiddling with toolchains?

I use MacOS and I would be happy to help, but I may not be able to fix the linker errors. If I find some time in the following days I will give it a try. The build instructions on the wiki are still the best reference in this respect, right?

AFAIK yes. Feel free to hang out on our IRC channel too - can try to get koda to offer some suggestions - he used to do the builds...

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