[Kde-announce-apps] KsirK 1.5

Gaël de Chalendar kleag at free.fr
Sat Jul 29 01:34:49 CEST 2006


Name: KsirK
Version: 1.5
Type: Tactics & Strategy Game
Depend: KDE 3.4.x
License: GPL
Homepage: https://gna.org/projects/ksirk/
More Info:
http://www.kde-apps.org/content/show.php?content=21450

Description:
 Release of KsirK 1.5 ! 

Changes since version 1.4:
    * added an history widget (idea by frank DOT
muts A gmail DOT com).
    * possibility to show messages in status bar,
in history or in both
    * Skins strings are now internationalized
    * added a snapshot, a long name and a
description to skins


For bugs reports, please no comment here but on
the Web site !

If you want to play network games with others,
please register to the users mailing list
(https://mail.gna.org/listinfo/ksirk-discuss/) and
setup a "rendez-vous" there...
 

KsirK still needs YOU ! I'd like to receive:
- play network games with you;
- comments;
- bug reports (well, I wouldn't like but they
would be useful !);
- help for better graphics ;
- code if you'd like.

Happy World Conquest !

Kleag

KsirK is a strategy game inspired by the well
known game Risk. It runs under KDE or any Linux
system with the KDE libs and is released under the
GPL . In the current beta version, KsirK is a
multi-player network-enabled game with a simple
AI. Planned future versions will have a better AI
and more enhancements (see the web site or the
distribution for details).


Build and installation instructions are on the web
site. The (partly outdated) user manual is also on
the web site. 

Changelog:
 2006/07/28
    * added an history widget (idea by frank DOT
muts A gmail DOT com).
    * possibility to show messages in status bar,
in history or in both
    * Skins strings are now internationalized
    * added a snapshot, a long name and a
description to skins

2006/07/23
    * updated french translation
    * KDE standard config management
    * option to enable or disable sounds
    * option to change sprites speed from slow to
immediate
    * added a central point different of the flag
point to countries to reduce
      dependence between the map mask and the flag
point

2006/07/22
    * use keys 1,2,3 to choose the number of
attackers and defenders

2006/07/21
    * better reset at end of game to cleanly start
a new one (Completely
      solved???)

2006/07/20
    * no more show the "Lost connection" dialog if
the game is over
    * when loading a skin A game while the current
skin is not A, sprites are
      now found

2006/07/18
    * was crashing in starting bubble skin game
with goals
    * #6306 : Crash when client has a skin
different than the server

2006/07/17
    * End of network game with goals had bad
messages distribution.
    * 2005/08 feature : playing with goals
    * Moved a bunch of solved bugs from TODO to
ChangeLog:
      - [Solved] End of network game with goals:
bad messages distribution.
      - [SOLVED] AI remains locked on "Not owner
of second country"
      - [SOLVED] Sometimes, a serie of attacks are
not solved and cannons stay
        at the fighting places
      - [SOLVED] End of the turn of the second
player (when there is 2 players)
        without distribution (not every time)
      - [SOLVED] Explosion drawing is messed
      - [SOLVED] buttons are not shown at the time
of  "Exchange armies again
        or continue"
      - [SOLVED] when only computer players, after
recycling, first player do
        not play
      - goals displayed for computer players
      - invalid names of players wanted to stop
distribution
      - invalid number of armies initialy
distributed

2006/07/16
    * Corrected a crash when reloading a game
saved during an attack

2006/07/15
    * No more freeze after players creation when
first one is AI
    * No more wrongly cancels attacks
    * Crash in goal checking
    * In player setup dialog, select name entry
initialy
    * Select current skin in new game dialog
    * Network AIs only game were freezing waiting
for end of recycling decision
even if
    all players were OK to continue
    * A flag was displayed at 0,0

2006/06/25
    * Upgraded bubble skin to format version 1.3

2006/06/17
    * Polish translation


At 1.3 beta4
- Implemented Goals

- changed the url of the updated documentation

- removed the necessity to patch kdegames

At 1.3 beta2
- Networked i18n
- Load and save in network mode (with password for
network players)
- IA working in network mode
- Local and network playing;
- List of available countries is updated and
checked;
- Player identification flag is updated.
- No more default skin only;
- No more crash on client disconnect;
 

At 1.3beta1:

- network playing globaly works ;

- new network configration dialog and "New network
game" button. Connection is even possible ;

- Italian translation, thanks to Stefano Esposito
; 

- source code repository is now handled by
Subversion (SVN) instead of CVS ;

- new step towards network playing: Player mouse
IO are now done by KGame library ;

- Added namespace GameLogic and cleaned up
inclusions

- corrected neighbours of Paruby in the bubble
skin

- corrected bugs occuring in KDE 3.4 when crashes
in slots 

- put all KGameWindow slots implementations in a
separate files

- no bug reported on 1.2-beta1-2 ; releasing 1.2
final

- new distribution: 1.2-beta1-2 ; first one was
lacking some data files ;

- Games can be saved and reloaded ;

- KsirK is now completly skinnable: map, sprites,
countries, nationalities, etc. can be changed. I
have created a new example world to show this
feature, but this is a good occasion to ask for
help: I am not an artist and even the original one
is not so much beautiful. So if a good graphic
designer could propose a fine new skin, I would be
very happy ! ;

- players can choose their nationality at game
start ;

- pressing space finished immediatly a move,
allowing to speed up the game if you want (version
1.4 will include other key bindings and an options
dialog to set up the sprites' speed and other
parameters) ;

- and, last but not least, I am reasonably sure
that all bugs that made previous versions hardly
playable are now solved. And, if finally, if some
remain, they will be a lot easier to solve than
before thanks to a new and largely better
implementation.




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