We have started a donation drive to keep the operation of the server alive. In the past, all hosting costs were provided by one person, which we very much appreciated! However, the cost is getting too much for one person to bear.
The server is what these forums are running on, as well as the lobby server, addons, and trac (bug tracker) along with the wiki, and buildbot to make the builds.
The Addons site is now up & running, waiting for new content.
A new stable release has been born, Warzone 2100 3.1.0!
Woo Woo! Our own dak180 gets a shout-out on ESR's Armed & Dangerous blog for helping with some build tools:
http://esr.ibiblio.org/?p=4674
We are getting close to a release, we need everyone to test out the latest version,
3.1 Release Candidate 3!
We are getting close to a release, we need everyone to test out the latest version,
Release Candidate 2!
Somewhat later than anticipated, here is a new beta. Included among a lot of other changes are multiplayer balance updates, new decals to make cliffs more recognizable, and possibly better support for outdated graphics cards/drivers.
A new beta, loading skirmish games works again, for the few other changes see the changelog in the full post.
New beta, hopefully works better than the previous ones.
A new beta! And for those with older GPUs, it might even run now compared to previous betas (how fast is a different question though...).
Since beta6 (and 5) would crash at random when units moved, here is beta7.
While working savegames are nice, working multiplayer games are as well, so here is beta6.
Thanks to zany and Emdek for testing to find the problem and confirming the fix, we have finally nailed the savegame issues, so here is 3.1 beta5.
Also in this build: the burn time of destroyed derricks is proportional to their completion, i.e. a half-built derrick burns half as long as a completed one. The order delay for units is reduced, and pathfinding should work better.
I would like to clarify a few things about how these beta builds work.
We are trying to fix all major bugs as we, and you, the users, find them, and as time allows. In order to do this, we must be able to replicate the issue, and without a good way to replicate it, it is a big (time-consuming) guessing game.
3.1 beta3 has been tagged but not published due to problems, so now here's beta4.
Changes since beta2: New shortcuts to select units and lots of bugfixes, see the changelog in the complete entry.
Changes since beta1: Fixes for savegames including the missing unit designs. In multiplayer, don't allow more players to join a game than fit on the selected map. Only allow unit design and radar while an HQ exists in the campaign.
The 3.1 series is the first based on the new netcode, with new terrain renderer and many other changes.
Configuration uses a new directory, if you want to use old mods/maps/savegames, you need to copy them. Note that savegames from 2.3 and 3.0 are incompatible, only those from newer master snapshots might still work. For mods it depends on what they do, don't expect old mods to work either.
2.3 is now officially unsupported.
New year, new master snapshot.
Again lots of changes since the last snapshot. This one will hopefully lead to a 3.1 release soon (yes, we'll skip 3.0, since things are quite different than in the 3.0 betas). For one thing, window and input is by default handled by SDL again, hopefully solving Qt-related performance problems some people were seeing. The lobby login support is gone again for now, since unfortunately nobody had time to fix some outstanding issues.
Also, thanks to Emdek who played through it and tested fixes, the campaign should be completable now. And there is support for stored templates, where you can save a unit design, and it'll appear in your build menu automatically once all required research is done.