2022 devtest builds

Discussion about the game and its default mods.
abcdefg30
Posts: 641
Joined: Mon Aug 18, 2014 6:00 pm

2022 devtest builds

Post by abcdefg30 »

While there hasn't been a release in over a year now, development has not stalled but continued steadily with over 500 merged Pull Requests. As usual, we publish this pre-playtest build to the Forums and Discord first, in the hopes to get some early feedback and testing. Any reports of bugs or unexpected behaviours are appreciated and will help us fix critical issues before the next public playtest.

Update
A proper playtest has been released, you can find the news post here and download it from our usual downloads page.

Downloads

You can find the devtest builds directly on GitHub or download them below:
Windows (64 bit): Installer, Portable zip
Windows (32 bit): Installer, Portable zip
macOS (note that these builds are not signed and will trigger a Gatekeeper warning)
Download for Linux: Red Alert, Tiberian Dawn, Dune 2000

Changes

This build contains several big changes under the hood:
  • Toolchain and runtime changes to .NET 6
  • Networking changes to improve behaviour in low-latency and stalling games
  • A new pathfinder model
  • Support for translations
Some of the directly visible new features and improvements include:
  • Adding support for filtering chat notifications and adding transient messages
  • Measures against spamming and flooding
  • The ability to mute players
  • Support for disabling the chat in replays
Notable changes for mappers and modders include:
  • Automatic map reloading in the background
  • Including the map preview in the map versioning (map hash)
  • Loaders for more audio formats (e.g. mp3, ogg), and formats used by the remasters
  • Improvements to the assets browser, including the ability to play audio and view voxels
Of course there has been the usual amount of bug and crash fixes, as well as performance improvements. If you're interested in the full changelog, it can be found on GitHub.

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avalach21
Posts: 214
Joined: Mon Aug 10, 2015 8:01 pm

Re: 2022 devtest builds

Post by avalach21 »

Thanks for the info! I was worried the project was dead after 1.5+ years without an update

abcdefg30
Posts: 641
Joined: Mon Aug 18, 2014 6:00 pm

Re: 2022 devtest builds

Post by abcdefg30 »

A new devtest is available now, thanks to everyone participating in testing the first one. I updated the download links in the original post to lead to devtest-20221007 now.
Changes include:
- Fixes to UI and translations
- Various crash fixes, notably for a crash when a server was restarting
- An ingame encyclopedia in Dune 2000
- Linting and documentation updates
- Vision statistics (how many % of the map a player can see) for spectators
- An adjustment of the TD cash tick-down effect to sound more like last release
- An updated TD map pool

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zypres1
Posts: 276
Joined: Mon Oct 24, 2011 8:22 pm

Re: 2022 devtest builds

Post by zypres1 »

Nice.. Testet them. It's running smoother by a lot!

I really want a devtest day, where EU servers ask for players to try out devbuild that day.. Or just one day a month that devs play on devtest... (so we also have a way to "meet the devs")

Polar
Posts: 4
Joined: Sat Sep 14, 2019 8:09 am

Re: 2022 devtest builds

Post by Polar »

Awesome!

Dasha
Posts: 29
Joined: Sat Oct 24, 2015 11:28 am

Re: 2022 devtest builds

Post by Dasha »

Hi,

I've created a map in which, if I isolate the AI by destroying the 2 bridges it can use to exit its island, the game will start to lag extremely.

I'll try my map with this dev test and see if the new path finding model makes things better.

I'll keep you posted.

ThomasChr
Posts: 7
Joined: Sat Jul 02, 2022 6:12 am

Re: 2022 devtest builds

Post by ThomasChr »

Thanks!

Dasha
Posts: 29
Joined: Sat Oct 24, 2015 11:28 am

Re: 2022 devtest builds

Post by Dasha »

Dasha wrote:
Sat Nov 05, 2022 6:20 pm
Hi,

I've created a map in which, if I isolate the AI by destroying the 2 bridges it can use to exit its island, the game will start to lag extremely.

I'll try my map with this dev test and see if the new path finding model makes things better.

I'll keep you posted.
The map has been uploaded here : https://resource.openra.net/maps/48840/

Dasha
Posts: 29
Joined: Sat Oct 24, 2015 11:28 am

Re: 2022 devtest builds

Post by Dasha »

OK, I had some time and tried the dev test build on my problematic map and I've to say that now it's very playable, even when I isolate the ennemy AI on its island.

I'm attaching my replay in case you want to look at how the AI is reacting when he's completely blocked on its island :
https://we.tl/t-p5qYh1Y35X

ThomasChr
Posts: 7
Joined: Sat Jul 02, 2022 6:12 am

Re: 2022 devtest builds

Post by ThomasChr »

Good to know, thanks for the update!

Dasha
Posts: 29
Joined: Sat Oct 24, 2015 11:28 am

Re: 2022 devtest builds

Post by Dasha »

I realized I did the test with "rush ai" on the devtest but when I experienced the lag on the regular release I used "normal ai".

I don't know if it matters but I'll redo the test with a normal ai too on the devtest.

[EDIT]

I did a test with "normal ai" and no lag observed too.
https://we.tl/t-2g3k2T49jz

abcdefg30
Posts: 641
Joined: Mon Aug 18, 2014 6:00 pm

Re: 2022 devtest builds

Post by abcdefg30 »

A final devtest before the next playtest was just released. I updated the download links in the original post once again. (Or you go directly to devtest-20221116.)
Changes include:
- Fixed various Pathfinder crashes and bugs
- Fixed the cash ticking sounds in all mods
- Fixed the GDI barracks rally point not working properly in some scenarios
- Fixed replays crashing sometimes at points where a player left the game
- Fixed the anti-spamming measures being displayed in replays
- Fixed multiple crashes in map editor
- Fixed local servers not properly dropping all connections upon the host leaving
- Added an option to sort maps by date in map chooser dialog
- Nerfed player experience from most sources to better match the experience you get from kills
- Added the ability to reset rally points with a stop command
- Fixed incorrect cursors sometimes showing up when hovering over some gaps in the UI
- TD balance changes
- Fix anti-ground missiles in RA damaging air units and vice versa
- Fixed crashes in a few of the RA missions
- Fixed worms instantly respawning in D2K missions

Dasha
Posts: 29
Joined: Sat Oct 24, 2015 11:28 am

Re: 2022 devtest builds

Post by Dasha »

Awesome, thanks for sharing it !

Adrian
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Joined: Wed Feb 12, 2020 5:44 pm

Re: 2022 devtest builds

Post by Adrian »

Any plans to add old missions (Atreides and Ordos) to Dune 2000 ?

abcdefg30
Posts: 641
Joined: Mon Aug 18, 2014 6:00 pm

Re: 2022 devtest builds

Post by abcdefg30 »

Plans yes, but it won't happen for the next release.

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