[BLD] v2.6.00.1045 GM3 (mod) beta build

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cothyso
NewRoSoft
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Joined: Tue Sep 13, 2005 7:32 pm

[BLD] v2.6.00.1045 GM3 (mod) beta build

Post by cothyso » Wed Dec 19, 2012 12:20 am

by cothyso » 6th June 2016 16:05

Gentlemen,

The new FoG(U) v2.6.00.1045 (GM3)(mod) beta build:

http://www.x-2.info/FoG/builds/beta/FoG ... _(Win).rar

Code: Select all

		=> FoG(U) 1045 revision
			+ Unity engine update to v5.6.0f3
			+++ Unity engine upgrade from Unity5 v5.6.0f3 to Unity2017 v2017.1.0f3
				- // [!!!][130] - Unity2017 port
				++ ported Unity5 deprecated accessors and methods to Unity2017 methods
				+++ re-coded the whole asset bundles create/download/unpack/load/management code due to the new Unity2017 asset bundle format and usage
					++ rebuilt all asset bundles
				+++ re-coded all UnityEngine.WWW usage to UnityEngine.Networking.UnityWebRequest
				+++ re-coded all System.Net.Webclient usage to UnityEngine.Networking.UnityWebRequest (WIP)
			- increased app's minor version from 2.5.02 to 2.6.00 (due to the porting on Unity2017 engine, and to significant modifications in several code systems (GPM, debug, MP game automation, MP DAG games, MP misc data format, AppTask usage, menu code flow, asset bundles, download assets, MP communications))
			+++ [WIP] further modified, streamlined and optimized the whole GPM actions code (1)
				- G class
					- replaced the old BGStateAction enum with the ActionType enum
				- GP class
					- added the new CombatImpactAction() method
					- modified the AnarchyCharge() and AdjacentFBGAnarchyCharge() methods
					- modified all the G._GPM.GPMAMAdd() calls
					- split the old ChargeOutcome() into the new ChargeOutcome() and PursuitOutcome() methods
					- CombatImpactAction() ?!!
				+++ GPM class
					+++ further modified, streamlined and optimized the whole class
				+++ Hex class
					+++ further modified, streamlined and optimized the whole class (.BGs, .BGsAdd, .BGsRemove, .noBGs, .empty, .BG)
			++ added the new debug replay watch code
				++ Replay class
					- added the new dbg_watchGameState, dbg_loadTurn, dbg_loadPhase, dbg_watchEvents and dbg_eventWatchList members
					- modified the Awake() method adding the new debug replay watch code section
					- modified the ReplayEventPlay() method adding the new debug replay watch code section
				- MainMenu class
					- modified the DataLoadSPGameLoad() method adding code to load a debug watched game state for a specific turn, phase
			+ MainMenu class
				+ modified the OnGUIDrawWindowPreferencesDelegate() method adding advanced tab settings
				- further modified, streamlined and optimized the DataLoadMPGameLoad() method
			- GP class
				- added the new def_GUIGameStateVisualIndicators member
				- further modified, streamlined and optimized the bgGetHexTerrainTypeName() method
				- added the new hGetHexTerrainTypeName() method
				- replaced the old S.DeploymentCampFootprintGet() method with the new BGCampHexListGet() method overload
				- added the new DistanceHexesRingGet() and DistanceHexesCircleGet() methods
				- further optimized the .bgCheckCanPassThroughEnemyZOC() method
			- GM class
				- modified the OnGUI() method mouse-over BG info panel group's code adding an over empty hexes terrain type label
				- modified the OnGUI() method game state visual indicator's code adding a GP.def_GUIGameStateVisualIndicators check
				- modified the GameTurnPhaseStart() method to reset all closer to enemy than 5 hexes BGs double movement to 0
			- Battlegroup class
				- added the new .CheckIfDoubleSized() method
			- FoGAI class
				- modified the .dbgmAI() method to inserting a message for AI finishing its turn phase actions, and moving the turn phase end message after the turn phase end's joint phase was finished
			++ further modified the FoG PBEM challenge's and game in progress' misc data formats
				- G class
					- increased the .gdFVChallengeMiscData from 1.01 to 1.02
					- increased the .gdFVGIPMiscData from 1.01 to 1.02
				- added the new MPChannelType enum
				- added the new MPDataType enum
				- Multiplayer class
					- added the new .def_Channel and .def_ChannelsList members
				- Challenge class
					- replaced the old .gameID int member with the new .channel MPChannelType member
					- changed .dataType member's type from int into MPDataType
				- GameInProgress class
					- replaced the old .gameID int member with the new .channel MPChannelType member
					- changed .dataType member's type from int into MPDataType
			+ MP game automation code added
				- added the new GMState enum
				- GM class
					- replaced the old obsolete .gsInactive, .gsDeployment, .gsReplay, .gsPlay, .gsPause, .gsEnd with the new GMState values
					- changed the .gs member's type from int into the new GMState enum
				- FoGAI class
					- added the new .def_DBG_MPAIForced member
					- modified the .aiAIPlayersInit() method adding code forcing human to AI players in MP games
					- modified the .dbgmAI() method to account for playing in MP games (in order to have the AI player de-initializing itself at the end of its turn phase)
				- FoGInit class
					- modified the .AwakeAsync_() method to also initialize the newly added FoGAI.def_DBG_MPAIForced member
			++ modified the old AIType enum into the new AIDifficulty enum and added the new AIType enum
				- G class
					- added the new .playerAIDifficulty member and modified the old .playerAIType member
				- FoGPlayer class
					- added the new .pAIDifficulty member and modified the old .pAIType member
				- FoGAI class
					- modified the .aiAIPlayersInit(), .aiAIPlayersDeInit() and .dbgAIPlayersForce() methods
				- MainMenu class
					- modified the .OnGUI_SPDAGNew() method  adding the new .rectSide1AIDifficultyLabel, .rectSide1AIDifficultyText, .rectSide2AIDifficultyLabel and .rectSide2AIDifficultyText members
					- modified the .OnGUI_MPChallengesMine_NewDAG() method adding the new .rectSide1AIDifficultyLabel, .rectSide1AIDifficultyText, .rectSide2AIDifficultyLabel and .rectSide2AIDifficultyText vars
					- modified the .DataLoadSPGameNewScenario(), .DataLoadSPGameNewDAG() and .DataLoadEditorScenario() methods
				- DebugPanel class
					- modified the .OnGUI_Player() method
				 - Challenge class
				 	- modified the .MiscDataParse(), .MiscDataGenerate() and .MiscDataGenerateGIP() methods
				 - GameInProgress class
				 	- modified the .MiscDataParse() and .MiscDataGenerate() methods
				++ further modified the FoG game save format
					- G class
						- increased the .gdFVGameSave from 1.02 to 1.03
					- R class
						- modified the .GameStateFileDataGenerate() and .loadGameStateOrder() methods
						- modified the .LegacyScenarioLoad() method
						- modified the .DATA_GameStateLoad(), .DATA_GameStateLoad_v100(), .DATA_GameStateLoad_v101(), .DATA_GameStateLoad_v102() and .DATA_GameStateLoad_v103() methods
						- modified the .DATA_GameStateGenerate(), .DATA_GameStateGenerate_v101(), .DATA_GameStateGenerate_v102() and .DATA_GameStateGenerate_v103() methods
					- DataTools class
						- modified the .MENU_DATA_ScenariosFullConvertA(), .MENU_DATA_ScenariosFullConvert() and .MENU_DATA_GameStateConvert() methods
			- added new main menu preferences experimental tab
				- Localisation class
					- added the new .stringExperimental member
					- modified the .GetStringsFromDictionary() method to load the new .stringExperimental member
				- G class
					- added the new .def_DBG_GUIPreferencesExperimentalON member
					- modified the .PrefsUserSettingsSave() and .PrefsUserSettingsLoad() methods to account for the new .def_DBG_GUIPreferencesExperimentalON vars
				- MainMenu class
					- modified the .OnGUIDrawWindowPreferencesDelegate() and .Update() methods to account for the new G.def_DBG_GUIPreferencesExperimentalON member
			++ added debug advanced AI and online AI support code
				- Localisation class
					- added the new .stringChannel member
					- modified the .GetStringsFromDictionary() method to load the new .stringChannel member
				- G class
					- modified the .PrefsUserSettingsSave() and .PrefsUserSettingsLoad() methods to account for the new FoGAI.def_DBG_AdvancedAION and Multiplayer.def_DBG_OnlineAION members
				- FoGAI class
					- added the new .def_DBG_AdvancedAION member
				- Multiplayer class
					- added the new .def_DBG_OnlineAION member
				- MainMenu class
					- modified the .OnGUIDrawWindowPreferencesDelegate() method to account for the new FoGAI.def_DBG_AdvancedAION and Multiplayer.def_DBG_OnlineAION members
					- modified the .OnGUI_MPChallengesMine() method to account for the new Multiplayer.def_DBG_OnlineAION member
				- Multiplayer class
					- modified the .ChallengeListDataParse() and .GameInProgressListDataParse() methods to account for the new Multiplayer.def_DBG_OnlineAION member
			+++ massive menu flow code overhaul
				- renamed the old MainMenuScreen enum into the new FoGScreenType enum
				+++ added the new FoGScreen class
				- added the new FoGScreenState and FoGScreenMode enums
				- added the new FoGScreen_Set, FoGScreen_Switch, FoGScreen_Select and FoGScreenLeave delegates
				- MainMenu class
					- removed the old obsolete .buttonGameStartPressed
					- modified the old G.MainMenuLoad() method into the new .Load() method
					- modified the .InitVars() method
					+++ added the all the new .<screen_name>_ScreenSet(), .<screen_name>_ScreenSwitch() and .<screen_name>_ScreenSelect() methods
					- modified the old .SPGUISideContentReload() method into the new .SPGameNewScenario_ScreenSelect() method
					- modified the old .MPGUISideContentReload() method into the new .MPChallengeIssueNewScenario_ScreenSelect() method
					++ further modified, streamlined and optimized the .DrawScenariosWithFiltersAndSort(), .DrawMapsWithFiltersAndSort(), .DrawArmiesWithFiltersAndSort(), .DrawDAGArmiesWithFiltersAndSort(), .DrawDAGArmyListEnemy(), .DrawBooks() and .DrawGameSaves() methods
					- added the new initAssetListBooks() method and modified the .initAssetsListsAsync() and .initAssetsLists() methods to use it
					- added the new .areaDAGGameLayoutNewON member and modified all its related code (initialization with G.def_GUISPNewDAGGameComplexLayout and .def_GUIMPNewDAGGameComplexLayout, etc.)
					- modified the .OnGUI_SPDAGNew() and .OnGUI_MPChallengesMine_NewDAG() methods adding proper MainMenu class Rect members replacing the old local variables created during each GUI frame
				++ implemented scenario map use and map tileset change mechanics for both SP and MP DAG games
					- Challenge class
						- added the new .fMapScenarioUse and .fMapTileSetChange members
					- GameInProgress class
						- added the new .fMapScenarioUse and .fMapTileSetChange members
					- DebugPanel class
						- modified the .OnGUI_Challenge() and .OnGUI_GIP() methods adding code for the newly added Challenge and GameInProgress .fMapScenarioUse and .fMapTileSetChange members
				+ implemented scenario game state start ignore and DAG game assymetrical balance game flags for both SP and MP DAG games
					- Challenge class
						- added the new .fGameStateStartIgnore and .fAsymmetricalBalance members
					- GameInProgress class
						- added the new .fGameStateStartIgnore and .fAsymmetricalBalance members
					- DebugPanel class
						- modified the .OnGUI_Challenge() and .OnGUI_GIP() methods adding code for the newly added Challenge and GameInProgress .fGameStateStartIgnore and .fGameStateStartIgnore members
				- Multiplayer class
					+ added the new .ChallengesListUpdate() method and replaced all direct .PBEM_ChallengesListDownload() calls through all the code
					+ added the new .GIPsListUpdate() method and replaced all direct .PBEM_GIPsListDownload() calls through all the code
				++ modified all DAG selection members' types from ints into enums
					- G class
						+ replaced the .gdDAGBookSTypeAny, .gdDAGBookSTypeRandom and .gdDAGBookSTypeChosen obsolete members with the new DAGBookSelectionType enum
						- modified the .sDAGBookType member's type from int into the new DAGBookSelectionType enum
						+ replaced the .gdDAGArmySTypeAny, .gdDAGArmySTypeRandomand .gdDAGArmySTypeChosen obsolete members with the new DAGArmyListSelectionType enum
						- modified the .sDAGEArmyType member's type from int into the new DAGArmyListSelectionType enum
						+ replaced the .gdDAGMapSTypeAny, .gdDAGMapSTypeRandomList, .gdDAGMapSTypeRandom and .gdDAGMapSTypeChosen obsolete members with the new DAGMapSelectionType enum
						- modified the .sDAGMapType member's type from int into the new DAGMapSelectionType enum
						+ replaced the .gdDAGMapDensitySTypeWeightedRandom, .gdDAGMapDensitySTypeHighest and .gdDAGMapDensitySTypeChosen obsolete members with the new DAGMapDensitySelectionType enum
						- modified the .sDAGMapDensitySelectionType member's type from int into the new DAGMapDensitySelectionType enum
					- Challenge class
						+ modified the .fDAGBookType member's type from int into the new DAGBookSelectionType enum
						+ modified the .fDAGArmyType member's type from int into the new DAGArmyListSelectionType enum
						+ modified the .fDAGMapType member's type from int into the new DAGMapSelectionType enum
						+ modified the .fDAGMapDensitySelectionType member's type from int into the new DAGMapDensitySelectionType enum
					- GameInprogress class
						+ modified the .fDAGBookType member's type from int into the new DAGBookSelectionType enum
						+ modified the .fDAGArmyType member's type from int into the new DAGArmyListSelectionType enum
						+ modified the .fDAGMapType member's type from int into the new DAGMapSelectionType enum
						+ modified the .fDAGMapDensitySelectionType member's type from int into the new DAGMapDensitySelectionType enum
				++ DAG class
					- removed the old obsolete .DrawDAGFilters() method and modified the .OnDAGLoadArmy() and .() methods moving the filters repopulating and drawing into the .DrawDAGArmyList() method (using the new MainMenu.FiltersDAGArmiesUpdate() method)
					- removed the obsolete .ResetFilters() method
				+++ modified all menu filters
					- ListScenarioInfo class
						- replaced all the old filter int members with the new FilterScenario enum
						- modified the .Filter() and .FilterValuesGet() methods to use the newly added FilterScenario enum
						- replaced all the old sort int members with the new SortScenario enum
						- modified the .Sort() method to use the newly added SortScenario enum
					- ListMapInfo class
						- replaced all the old filter int members with the new FilterMap enum
						- modified the .Filter() and .FilterValuesGet() methods to use the newly added FilterMap enum
						- replaced all the old sort int members with the new SortMap enum
						- modified the .Sort() method to use the newly added SortMap enum
					- ListArmyListInfo class
						- replaced all the old filter int members with the new FilterArmy enum
						- modified the .Filter() and .FilterValuesGet() methods to use the newly added FilterArmy enum
						- replaced all the old sort int members with the new SortArmy enum
						- modified the .Sort() method to use the newly added SortArmy enum
					- ListDAGArmyListInfo class
						- replaced all the old filter int members with the new FilterDAGArmy enum
						- modified the .Filter() and .FilterValuesGet() methods to use the newly added FilterDAGArmy enum
						- replaced all the old sort int members with the new SortDAGArmy enum
						- modified the .Sort() method to use the newly added SortDAGArmy enum
					- ListDAGArmyTemplateInfo class
						- replaced all the old filter int members with the new FilterDAGArmyTemplate enum
						- modified the .Filter() method to use the newly added FilterDAGArmyTemplate enum
						- replaced all the old sort int members with the new SortDAGArmyTemplate enum
						- modified the .Sort() method to use the newly added SortDAGArmyTemplate enum
					- ListFoGBooks class
						- replaced all the old filter int members with the new FilterBook enum
						- modified the .Filter() and .FilterValuesGet() methods to use the newly added FilterBook enum
						- replaced all the old sort int members with the new SortBook enum
						- modified the .Sort() method to use the newly added SortBook enum
					- ListGameSaveInfo class
						- replaced all the old sort int members with the new SortGameSave enum
						- modified the .Sort() method to use the newly added SortGameSave enum
					- Multiplayer class
						- replaced all the old filter int members with the new FilterMPGame enum
						- replaced all the old sort int members with the new SortMPGame enum
					- ChallengeExtensions class
						- modified the .Filter() and .FilterValuesGet() methods to use the newly added FilterMPGame enum
						- modified the .Sort() method to use the newly added SortMPGame enum
					- GameInProgressExtensions class
						- modified the .Sort() method to use the newly added SortMPGame enum
					- MainMenu class
						- removed the obsolete .FilterContentToFilterScenario() and replaced it with the new P.scenarioFilter0Filters FilterScenario array
						- added the new .FiltersSPScenarioUpdate() method and modified the .DrawScenariosWithFiltersAndSort() to use it
						- removed the obsolete .FilterContentToFilterMap() and replaced it with the new P.mapFilter0Filters FilterMap array
						- added the new .FiltersMapsUpdate() method and modified the .DrawMapsWithFiltersAndSort() method to use it
						- removed the obsolete .FilterContentToFilterArmyList() and replaced it with the new P.armyFilter0Filters FilterArmy array
						- added the new .FiltersArmiesUpdate() method and modified the .DrawArmiesWithFiltersAndSort() method to use it
						- removed the obsolete .FilterContentToFilterDAGArmyList() and replaced it with the new P.DAGArmyFilter0Filters FilterDAGArmy array
						- added the new .FiltersDAGArmiesUpdate() method and modified the .DrawDAGArmiesWithFiltersAndSort() method to use it
				- further modified, streamlined and optimized the extended drawing maps and DAG armies lists code
					- DAG class
						- added the new .listDAGArmiesExtended and .listDAGArmiesExtendedItemsNo members
						- added the new .listDAGMapsExtended and .listDAGMapsExtendedItemsNo members
					- MainMenu class
						- removed the MainMenu.DrawDAGArmyListEnemy() and DAG.DrawDAGArmyList() methods and modified the .DrawArmiesWithFiltersAndSort() to use instead
						- modified the .DrawMapsWithFiltersAndSort() method
				++ added DAG books descriptions and their usage
			++ further modified, streamlined and optimized the info lists sort code
				++ modified the ScenarioInfoExtensions, ArmyListInfoExtensions, MapInfoExtensions, DAGArmyListInfoExtensions, DAGArmyTemplateInfoExtensions, FoGBookExtensions, GameSaveInfoExtensions, ChallengeExtensions and GameInProgressExtensions classes' IComparer classes to order by two parameters (info.name usually used as the secondary sort parameter)
				++ added the new MainMenu .fSortScenarios, .def_sortScenarios_Default, .fSortMaps, .def_sortMaps_Default, .fSortArmies, .def_sortArmies_Default, .fSortDAGArmyTemplates, .def_sortDAGArmyTemplates_Default, .fSortDAGArmies, .def_sortDAGArmies_Default, .fSortChallenges, .def_SortChallenges_Default, .fSortChallengesMine, .def_SortChallengesMine_Default, .fSortGIPsTurnMine, .def_SortGIPsTurnMine_Default, .fSortGIPsTurnOpponent, .def_SortGIPsTurnOpponent_Default, .fSortGIPsEnded and .def_SortGIPsEnded_Default members and their usage through all the code
			+++ further modified, streamlined and optimized the SP and MP DAG games initiative code
				- GameInProgress class
					- aded the new .Init() method
				- Multiplayer class
					- further modified, streamlined and optimized the .InitiativeCompute() method to work for both SP and MP DAG games and removed the obsolete overload method
				- Mainmenu class
					- modified the .OnGUI_SPDAGNew_Button_StartPreps() method to init and call the newly modified Multiplayer.InitiativeCompute() method
					- modified the .OnGUI_SPDAGNew_Button_StartPreps() and .OnGUI_SPDAGNew_Button_Map() methods to call the .MapsListCompute() method using the proper map density and map tileset ID parameters when setting/starting a new SP DAG game
				- GM class
					- modified the .DAGScenarioGIPDataInject() method to work for both SP and MP DAG games
			+ FoGBuild class
				+ further modified, streamlined and optimized the whole class
			+++ more debug code
				+++ added the new DBG class
				++ added the new DebugOverlay class and cleaned up all the old obsolete debug overlay code from the G, GM, E, GMOnHex, EOnHex, AM, BGUI and DebugMenu classes
				- moved the old G .DBG_Track() and .DBG_Pause() methods in the new DBG class
				- GP class
					- modified the .bgMAreaShow(), .bgMAreaHide() and MArea.Reset() methods and removed the now obsolete .gpDBGMAreaDisplay2 and .gpDBGMPathDisplay2  members
					- moved the old DBG_BGMAreaShow() and DBG_BGMPathShow() methods in the new DBG .DBG_Display_BGMArea() and DBG_Display_BGMPath() methods
				++ DebugPanel class
					+ further modified, streamlined and optimized the whole class
					- added the new DebugPanelWindow enum
					++ added the new OnGUI_GPM() and OnGUI_GPMActionL() methods
			+ fixes
				- modified the R.LegacyScenarioLoad() method to account for some uncommon legacy scenarios file formats
				- modified the GP.CombatImpact() method adding a in-game check before commencing with the combat impact (as a routed BG might not have any rout action, but be set directly off-game) preventing some rare instances of combat impact with an off-game defender
				- modified the GP.BGCanCharge() method adding a not adjacent condition check to prevent some rare instances of neighbour enemy BGs returned as chargeable
				- modified the GP.bgModeSwitch() method adding code to prevent wrong movement/double movement points computation in the situation in which the unit was already moved from its turn's start hex
				- modified the Actions.Action_Undo_Enabled() method adding a current nation's player null check to prevent crashes in case the player is null
				- modified the Replay.ReplayLoad() and .ParseHexValues() methods' parse code to prevent crashes if conversion failed
				+ modified the R.LoadVersionData(), .EditorUnitTemplatesLoad(), .EditorUnitFormationsLoad(), .FigureLoad() and .ConvertLegacyScenarios() methods' parse code to prevent crashes if conversion failed
				- modified the ListDAGArmyTemplateInfo.DAGArmyTemplateInfo() method's parse code to prevent crashes if conversion failed
				- modified the SevenZipInterface.DecompressLZMAToStringEncoded() method's byte parsing code to prevent crashes if conversion failed
				++ modified the MP DAG games code removing all pre game initialization G.g references to prevent crashes if referenced before G.g was set to the newly initialized MP DAG game
					- modified the S. DeploymentPositionBGCheck(), DeploymentPositionReserve(), DeploymentPositionBGs(), DeploymentPositionBG() and DeploymentPositionCamp() methods by replacing the Map pM with the FoGGame pG parameter
					- modified the S. bgHexReserveCheck(), bgHexReserve(), bgHexReserveClean(), bgPlace(), bgHexEnter() and bgHexLeave() methods by adding the new FoGGame pG parameter
					- modified the GPM. GPMAMAdd(), GPMAction(), GPMActionStart(), GPMActionEnd(), GPMActionMove(), GPMMoveStart(), GPMMoveUpdate(), GPMMoveEnd(), GPMActionAnarchyCharge(), GPMActionCharge(), GPMActionEvade(), GPMActionRout(), GPMActionPursuit(), GPMActionBreakOff(), GPMActionCombatImpact(), GPMActionCombatMelee() and GPMActionCombatRanged() methods by adding the new FoGGame pG parameter
					- modified the GameClasses DBG_ErrorCheck_GPMActionStart(), DBG_ErrorCheck_GPMActionEnd(), DBG_ErrorCheck_BGHexToReserve(), DBG_ErrorCheck_BGHexReserved(), DBG_ErrorCheck_BGsHexes(), DBG_ErrorCheck_BGHexes() and DBG_ErrorCheck_BGHex() by adding the new FoGGame pG parameter
				+++ modified the MP DAG games code to correctly generate misc data for DAG army lists containing enabled ally nation(s) to prevent crashes if such list(s) were used
					- increased the G.gdFVDAGArmyList from 1.01 to 1.02
					- modified the DAG.DAGE_DAGArmyListSave() method
					- added the new DAGArmy.NationsNoGet() method
					- added the new DAGArmyListInfo.nNo member
					- modified the DAGArmyListInfo .DAGArmyListInfo() and Update() methods to initialize the newly added .nNo member
					- increased the G.gdFVListDAGArmyLists from 1.01 to 1.02
					- modified the ListDAGArmyListInfo .LoadFromList(), .LoadFromFiles() and .ListGenerate() methods to initialize the newly added DAGArmyListInfo.nNo member					
					- added the new DATA_DAGArmyList.nNo member
					- modified the DATA_DAGArmyList .DATA_DAGArmyList() method to initialize the newly added .nNo member
					- modified the R .DATA_DAGArmyListLoad_v100() and the .DATA_DAGArmyListLoad_v101() methods to initialize the newly added DATA_DAGArmyList.nNo member
					- added the new R .DATA_DAGArmyListLoad_v102() and .DATA_DAGArmyListGenerate_v102() methods and modified the .DATA_DAGArmyListLoad() and .DATA_DAGArmyListGenerate() methods to use them
					- modified the R.DATA_DAGArmyListLoad() method replacing the wrong DATA_ArmyListVersionGet() with the correct DATA_DAGArmyListVersionGet() call
					- modified the DataTools .MENU_DATA_DAGArmyListsConvert() to convert the DAG army lists from v1.01 to v1.02
					+ converted all starter armies DAG army lists from the old v1.01 to the new v1.02 and rebuilt the w_starter_armies.unity3d bundle
					- modified the MainMenu .DataLoadMPGameNewDAG(), .DataLoadMPGameNewDAG(), .DataLoadMPGameAccept(), .GIPSetupArmy() and .OnSelectDAGEArmyGUI() methods to account for a dynamic number of present nations
					- modified the Challenge.MiscDataParse() and GameInProgress.MiscDataParse() methods to account for a dynamic number of present nations (only add allied nations in the nations order list if the MP game's .sNCM is NationsControlMode.Separate)
				- modified MainMenu.Init() method's reset of the DAG.DAGArmyFilter1 and DAG.DAGArmyFilter1Prev values preventing a crash when returning directly in new DAG game menu from within a finished DAG game
				- modified MainMenu.GIPSetupMap() method's initiative lost code section adding GIPs list refresh code preventing initiative lost accepted challenges appearing as wrong turn GIPs
				- moved the changing screen code from MainMenu.GIPSetupMap() and MainMenu.OnSelectDAGMapGUI() into a general changing screen code in the MainMenu.GIPSetupEnd() method preventing the situation in which the user remaining in the enemy army selection screen after selecting his army in some rare cases
				+++ further modified, streamlined and optimized the whole class the whole AppTask class and application tasks usages through all the code preventing potential task hangups or incorrect task result assesment situations (Multiplayer calss PBEM callbacks methods were actually not running in Unity's main thread as they should, but rather in their own paralel separate threads causing potential concurency problems)
					- added task timeouts
					++ replaced all task .state == AppTaskState.Finished checks with task .result = AppTaskResult.OK ones
					++ replaced all obsolete .state<> (stateClientVersionCheck, etc) AppTaskState members references with their task's .result AppTaskResult members
					- modified MainMenu.OnGUI_MainMenu_Button_Multiplayer() adding authenticating error messages in case of serials info or client version check errors
				++ modified the MP DAG games code to correctly generate GIP and then game .sO and .nO lists to prevent cases in which the side/nation play order was wrong (only one deployment turn phase, etc)
					- added the new GM.DAGScenarioGIPDataInject() method
				- modified the GM.GameInit() method's code to correctly pack the MP game start state replay point as a MP game save file pack, preventing MP game saves .gsm.pck actually containing a .gsv.pck file pack (and incorrectly added to the game save list)
				- modified the game load code in R.loadGameStateValues() and MainMenu.DataLoadMPGameLoad() methods to avoid over-riding the scenario info's .name for MP games
				- modified the GP.bgMAreaCompute() method to account for hexes occupied by friendly BGs while having adjacent enemy BGs at the same time preventing hexes to be both marked as pass/burst through and charge
				- modified the GP.bgMAreaCompute() method to account for breaking-off BGs being able to pass through enemy ZOCs
				- modified the Multiplayer.InitiativeCompute() method to account for int/int = int problem, preventing the computed map density being always MAPDensity.VeryOpen and the computed map tileset ID always being the last valid tileset ID
				- modified the MainMenu .OnGUI_SPDAGNew() and .OnGUI_MPChallengesMine_NewDAG() methods' delete army code section to properly delete the selected DAG army list, preventing only the DAG enemy army screen delete army code actually deleting the currently selected friendly army
				- modified the MiniMap.GenerateViewVerts() method preventing crashes when the map view is moved before minimap initialization
				+ modified the info lookup code to use info instancies instead info lists indexes, preventing crashes resulted when loading game data based on wrongly identified info (info lists indexes pointing to different infos than the one saved in info dictionaries) when the used lookup method was set as info dictionary based
					- modified the MainMenu .dictLSM, .dictLMM and .dictLAM and DAG .dictLDAGATM and .dictLDAGAM dictionaries to store info instancies values rather than info list indexes values
					- modified the MainMenu .LookupScenarioInfo(), .LookupMapInfo() and .LookupArmyListInfo() methods
				- modified the MainMenu.OnGUI_GameLoad() method preventing loading game saves during the deployment turn which would lead to crashes
				- modified the MainMenu.OnGUI_MPChallengesMine_NewDAG_Button_Post() method preventing the randomization of a picked DAG army list
				- modified the MainMenu.OnGUI_SPDAGNew_Button_StartPreps() method preventing no rolled dice values to be used in SP DAG games' initiative compute code
				- modified the Multiplayer.InitiativeCompute() method preventing a wrong SP/MP DAG sides/nations order to be computed in some occasions
				- modified the MainMenu.DataLoadMPGameAccept() method preventing a crash in MP DAG games with an already chosen enemy army


by cothyso » 23rd June 2015 09:17

Gentlemen, this is the day. After a very long and difficult road, and after an insane amount of hard work and commitment, and against all odds, we're finally there: the PC release build!

It's been a while, and I would like to thank you all for your patience and support. The game you have here is miles away next to the old FoG(RB), and yet still miles away from what it can be in the future. Because the main goal I had in mind and I've followed all these long 3 years was to make from FoG(U) not only a (much) better version of FoG, but actually to build a very solid base for any future direction we'll go on from here with it.

Even if by no means a perfect game (after all these years of dedicated work!), and despite its enormous number of game systems, game mechanics and tools, the game has a solid and stable engine. As a lover of computer ancient warfare tactical games, I really believe that FoG(U) is the best of them all. And from here, it will only be even better, because I do not intend to stop :)

Thank you all for walking along with me,
Dan Antonescu
by cothyso » 24th October 2015 10:06

FoG(U) new features list (WIP):

  • - new Xenophon wargame engine written in modern C# for Unity3D engine
    - full game deployment on all platforms (Win/OSX/iOS/Android)
    - full cross platform multiplayer
    - full PBEM++ server support (actually the PBEM++ was primarily developed for and following FoG(U) necessities)
    - greatly enhanced client-server communication protocol (faster due to file packages compression and data files caching)
    - greatly enhanced GUI
    - new button bars system
    - both SP/MP much more new scenario/DAG new game settings (new DAG game map density mechanics, etc)
    - enhanced team-based MP chat
    - new async tasks system

    - two additional addons packs Wolves from the Sea and Oath of Fealty (both with new scenarios and new DAG army templates, with Oath of Fealty being a double addon in fact and size)
    - fully separate data files (scenarios, maps, army lists, game saves)
    - countless number of data fixes (scenarios, maps, DAG army list templates, figures crop info, formations, etc.)
    - game file packages (for an easier scenario/game files distribution)
    - new MP maps
    - greatly enhanced Editor (PC/OSX only)
    - full modding system (custom figures and unit formations)

    - user-like AI (the AI plugs itself into a game slot and plays the game as any common user would, including in a MP game)
    - huge number of gameplay fixes (as everything was made from the scratch)
    - both SP/MP DAG games with both scenario and MP maps
    - partial movements (you can move a BG for a part of its movement points, do some other actions and then you're still able to resume moving the initial BG for its remaining movement points)
    - both SP/MP full game replay system (including the possibility to stop it at any time, and continue to play the game from there)
    - save-able MP games (you can save an ongoing MP phase turn on the server, and continue it at a later time)

    - both SP/MP allied nations system (separate nations control mode, including AI players and any hybrid human-AI team combination) (not activated yet)
    - DAG games with asymmetric balancing (not activated yet)

    - terrain weather influence (WIP)
    - double BGs (WIP)
    - enhanced AI (WIP architecture design)
    - experimental rules test system (WIP architecture design)

The FoG(U) v2.6.00.1045 GM3 (mod) beta build
=======================================================================================
01.08.2017

GM3: the new Unity2017 engine, significant modifications in several code systems (GPM, debug, MP game automation, MP DAG games, MP misc data format, AppTask usage, menu code flow, asset bundles, download assets, MP communications)),
countless additions, modifications, optimizations and fixes
GM2e: new store weblinks, some fixes and optimizations
GM2d: even more fixes and optimizations
GM2c: some more fixes and optimizations
GM2b: some fixes and optimizations
GM2a: gameplay speed code modification, fixes and optimizations
GM2: game saves, game flow, movement path, action movement and evade, rout and pursuit, replay code overhaul, the new game status screen, countless additions, modifications, optimizations and fixes
GM1d: some more GM build quickfixes
GM1c: new game saves list dynamic update system, new smart default FoW system, new in-game visual indicators system, various fixes and optimizations
GM1b: some GM build quickfixes
GM: Unity v5 engine upgrade, new cached sounds system, new automatic deployment system, various fixes and optimizations
RB: new server authentication code flow, fixed and optimizations
GC5c: now using FoG(U)'s new PBEM2 server game path
GC5b: fixes and optimizations
GC5: new application tasks system, new screen transition effect, new button bar buttons tooltip, fixes and optimizations
GC4b: new mod users/builders builds; asset files, asset bundles, formations and figures loading flow and management modifications, fixes and optimizations; new app's users load flow and management; new custom asset files; MP gameflow modifications, fixes and optimizations
GC4a: new asset files, asset bundles, formations and figures loading flow and management; new figures crop info format, more GUI polishing, fixes and optimizations
GC4: new managed coroutines, new app load flow, new DAG games' preferred map tileset mechanics, custom figure images and unit formations, preferences window, GUI polishing, fixes and optimizations
GC3b: the new GUI for SP and MP DAG games, the automatic combat speed, fixes and optimizations
GC3: the new asset files formats, DAG map density mechanics, fixes and optimizations
GC2a: fixes and optimizations
GC2: new MP DAG gameflow, fixes and optimizations
GC1e: fixes and optimizations
GC1d: WIP (almost every single aspect of the game suffered major modifications, a list with all major modifications/additions will follow in the next builds)
bRC9: fixes and optimizations, features (new cache optimized MP client-server communication protocol, new messaging system, new button bars system)
bRC8u01: fixes and optimizations (Unity v4.3 engine upgrade, uWebKit v1.5 plugin upgrade, iOS & Android compatibility)
bRC8: fixes, features (new replay system, new sound system, new async MP client-server communication protocol, new package system, new random adaptive generator system, new GUI additions) and optimizations (Unity v4.2 engine upgrade, uWebKit v1.5b plugin upgrade, iOS compatibility, LoS computation, FoW computer & display, MP game flow, etc)
bRC7: fixes, features (new rendering system, GUI polishing, new MP PBEM2 server, new MP communication compression protocol, new SP DAG game flow, new MP game flow, new MP games info, new SP/MP games options, scenario/map preview, SP/MP DAG themed armies, the FoW and many others), WFS and OOF (OFE and OFL) army lists fixes and modifications, WFS and OOF (OFE) starter army lists
bRC6u04: fixes, features (new minimap BGs colors, new gameplay rules modifications), OOF (OFE and OFL) final army lists
bRC6u03: fixes, features (action undo, anarchy charge and compulsory anarchy charge phase, new gameplay rules modifications), asset bundles format modifications, OOF (OFE and OFL) preliminary army lists
bRC6u02: fixes, FOG(RB) manual corrections, gameplay modifications (army leaders can not command allied BG's anymore, and allied leaders main army BGs, rear rank support taken into consideration in ranged combat POAs computation, modified DAG rear rank support additional costs, full movement points pursuit), features (map auto-rotation) and WFS final army lists
bRC6u01: fixes
bRC6: fixes, modifications, new additions (DAG exclusive unit groups, game pause, take screenshots), new formations, new units, WFS preliminary army lists

Finally, the release build. So, welcome to the FoG(U)!


0. BETA NDA
------------
This FoG(U) build is an open beta build.

1. DOWNLOAD INFO
-----------------
Windows
FoG(U)_2016.06.06_01s_v2.5.02.1042_GM2e(mod)_beta_(Win).rar

OSX
FoG(U)_2016.06.06_01s_v2.5.02.42_GM2e(mod)_beta_(OSX).dmg

You can use any FTP client you would want to (trying to use the FTP directly via your browser might not always work). You can use Total Commander's internal FTP (http://www.ghisler.com/download.htm), which is free (shareware).

2. BUILD FILES
---------------
The build's .rar archive contains the build itself and its readme files. There is also a .exe self-extracting archive containing both the build and its readme files.

3. INSTALLATION
----------------
The build is contained into the a .rar archive. It should be unpacked using any rachive un-packer which knows the .rar archive format. You should best use WinRar itself (http://www.rarlab.com/download.htm), which is also free (shareware). We're also providing the build as a self-extracting (rar) archive.

The content of the archive should be put a folder with full write rights, best directly into a folder on your Desktop (you can also use My Docs or on any drive other than the system's C one).

4. STARTING UP
---------------
To start the build up, you just need to execute the FoG .exe file. At the first run, you will be asked to provide your FoG(RB) (currently FoG released game) serial numbers. The build would not run without at least providing the FoG base game serial number.

While in Unity's launcher, you can also set the build to run in full-screen or windowed mode, and select the general graphics (Unity renderer's output) quality.

5. CONTROLS
------------
LMB = left mouse button
RMB = right mouse button
LALT = left ALT
RALT = right ALT
LCTRL = left CTRL
RCTRL = right CTRL

The minimum controls you need to know about:
a) in game:
- no picked-up BG + LMB on a moveable BG => picking the BG up
- picked-up BG + LMB on a deployment area free hex => places the BG
- (no picked-up BG + LMB on a moveable BG + hold & drag + LMB release => places the BG)
- no selected BG + LMB on a selectable BG => selects a BG
- selected BG + LMB on a MArea hex => moves a BG to the desired MArea hex
- selected BG + mouse hoovering over a MArea hex => automatic movement path
- selected BG + LALT + mouse hoovering over a EBG => changes impact hex selection
- selected BG + LALT + mouse hoovering over an impact hex => changes charged EBG selection
- selected BG + LCTRL + mouse hoovering over a MArea hex => manual movement path
- selected BG + RMB + hold & drag => rotates the BG
- no selected BG + Z + RMB => switches BG's evade behavior (always evade(default)/auto/no evade)
- no selected BG + X + RMB => switches BG's alternative version (mounted/dismounted)
- LCTRL + M => toggles the minimap on/off (default on)
- M => switches the minimap min zoom/max zoom
- C => switches the combat prediction panel info on/off
- G => switches the map hex grid info on/off
- , -> switches the AORC (area of ranged combat) on/off
- . -> switches the AOC (area of command) on/off
- R => rotates the map
- U => action undo
- P => pauses the game
- ENTER -> turn end
- LCTRL + Q -> game quit
- Y => toggles the MP Chat on/off
- ` (the key to the left of the 1 key, upper left part of the keyboard for most of the keyboards) -> toggles the Debug Console on/off (default off)
- LCTRL + ` (the key to the left of the 1 key, upper left part of the keyboard for most of the keyboards) -> toggles the Gameplay Console on/off (default off)
- (DBG) no selected BG + RCTRL + LMB => forces a cohesion rise on the clicked BG
- (DBG) no selected BG + RCTRL + RMB => forces a cohesion drop on the clicked BG
- (DBG) RALT + LMB/RMB & drag => free placement/rotation of BGs (to allow set up test positions fast)
- (DBG) L -> BG's rear area display
- (DBG) K -> BG's front area display
- (DBG) BG + J + RMB -> opens BG editor
- (DBG) N + RMB -> toggles hex'es mark on/off
- (DBG) [ -> BG info keep current on/off
- (DBG) ] -> Hex info keep current on/off
- (Replay) Space -> next replay event
- (Replay) N -> next replay point load
- B -> toggles the button bars on/off
- TAB -> toggles GUI on/off
- LCTRL + O -> toggles mouse cursor on/off
- F1 switches help on/off
- F11 takes a screenshot
- F12 switches the Debug Menu on/off. You can use it to modify console's output (first column), to force the output of various game methods (second column, the names should be self explanatory), or turn various panels on/off and also modify their output
b) main menu:
- RALT + F5 -> converts legacy scenarios
- RALT + F7 -> packs all separate
- RALT + F8 -> packs all
- (DBG) RALT + F9 -> unpack all
c) editor:
- BG tool:
- LMB + no BG on hex -> place BG
- LMB + no BG on hex + RCTRL -> force place a DS BG (double-sized battle-group)
- LMB + a BG on hex + hold & drag -> move BG
- RMB + a BG on hex + hold & drag -> BG change facing
- RMB + a BG on hex + LCTRL -> edit BG properties
- RMB + a BG on hex + RCTRL -> delete BG
- Elevation tool:
- LMB -> place (cascaded) elevation
- LMB + LALT -> group set same elevation (all hexes with the same elevation as the edited hex, and "touching" it will be forced to the new elevation)
- RMB + elevated hex -> elevation hillsided/steep switch
- RMB + elevated hex + LCTRL -> group elevation hillsided/steep switch (for all hexes "touching" the edited hex)
- Hex tool
- LMB + non-paired terrain type -> set terrain type
- LMB + non-paired terrain type + drag -> group set terrain type
- LMB + paired terrain type + drag -> set paired terrain type (roads, streams)
- RMB -> resets any terrain type to Open, no elevation, no pairs, no special terrain (and updates all neighbor hexes)
- RMB + RALT -> marks the hex (a "m" will apear in front of Hex[]'ex info from the Hexes primary info area)
- RMB + RCTRL -> switches hex'es force-edge property true/false (default is true): used to force the map edge hexes material index from auto to manual)
- General
- H -> switches on/off an over-hex tooltip window

There are various other controls, especially for the editor, but you should be fine with the above short list.

6. CONTENT
-----------
- this is a Gold Candidate build and contains everything
- the MP DAG games accepting is temporarely deactivated (waiting for a gameflow fix)
- the Editor is temporarily deactivated (waiting for a gameflow fix)

7. CONSOLE LOG
---------------
The console log is your BEST friend. To have a better and more detailed look at the in-game console output, open the console log into the in-game help, or keep the console_log.txt file (from game's root folder) open into any text editor (Notepad should do just fine).

8. BUG REPORTS, FEEDBACK & REQUESTS
------------------------------------
When sending a beta report over beta boards/email, please make sure that:
- the beta board thread starts with a [BUG] (): when you're reporting a bug. Try to look for thread sand post in other threads about the same problem (if any available)
- the post/email must contain at least the console_log.txt and output_log.txt files as attachments, and any other relevant screenshots and/or information
- the beta board thread starts with a [FDBCK] (): when sending general feedback
- the beta board thread starts with a [REQ] (): when asking for new features
- the email's subject is FoG(U) BETA - BUG REPORT (): when you're reporting a bug
- the email's subject is FoG(U) BETA - FEEDBACK (): when sending general feedback

Get used (for now) to use the in-game Quick Save button as often as you can. Having a saved game to provide when as close as possible to a reported a gameplay problem would greatly help us reproduce and locate it. When providing bug reports, please attach any available saved game(s) & screenshots, the console_log.txt and output_log.txt files and a (detailed) description about the encountered problem and necessary steps to reproduce it.

Have a look at the whole game, and let us know what do you think about.. everything you'll find important to mention, please :)

9. CONTACT
-----------
Please use the beat boards if you have any problems related with this build.

You can also directly contact me via email (dan . antonescu @ newrosoft . com), Yahoo Messenger (adonys13), Steam (adonys) or Skype (antonescu.dan).


dan

Copyright © 2016 Slitherine, © 2016 Newrosoft, © 2016 ade

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Re: [BLD] Latest Release - v1.8.11.772 bRC5

Post by cothyso » Fri Apr 05, 2013 9:19 pm

Enjoy! :)

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Re: [BLD] Latest Release - v1.8.11.773 bRC5u01

Post by cothyso » Wed Apr 10, 2013 6:35 pm

09 Apr 2013 22:24

bRC5u01 is up :)

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Re: [BLD] Latest Release - v1.8.11.778 bRC5u02

Post by cothyso » Wed Apr 10, 2013 6:36 pm

bRC5u02 is up :)

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Re: [BLD] Latest Release - v1.8.12.790 bRC6

Post by cothyso » Thu Apr 18, 2013 1:17 am

by cothyso » 17 Apr 2013 22:56

bRC6 is up :)

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Re: [BLD] Latest Release - v1.8.12.793 bRC6u01

Post by cothyso » Thu Apr 18, 2013 1:18 am

bRC6u01 is up :P

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Re: [BLD] Latest Release - v1.8.12.797 bRC6u02

Post by cothyso » Mon Apr 22, 2013 1:10 am

bRC6u02 is up :)

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Re: [BLD] Latest Release - v1.8.12.818 bRC6u03

Post by cothyso » Sat May 04, 2013 5:32 am

bRC6u03 is up :)

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Re: [BLD] Latest Release - v1.8.12.818 bRC6u03

Post by cothyso » Sat May 04, 2013 12:51 pm

bRC6u03 issue02 is up :)

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Re: [BLD] Latest Release - v1.8.12.824 bRC6u04

Post by cothyso » Thu May 09, 2013 4:59 pm

bRC6u04 is up :)

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Re: [BLD] Latest Release - v1.8.15.881 bRC7

Post by cothyso » Sat Jul 13, 2013 7:59 pm

bRC7 is up (finally!) :)

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Re: [BLD] Latest Release - v1.8.16.927 bRC8

Post by cothyso » Tue Nov 12, 2013 12:08 am

bRC8 (sorry for taking so long with this one) :(

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Re: [BLD] Latest Release - v1.8.16.934 bRC8u01

Post by cothyso » Wed Nov 20, 2013 9:22 pm

bRC8u01 :)

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Re: [BLD] Latest Release - v1.8.16.934 bRC8u01

Post by cothyso » Mon Dec 23, 2013 5:02 am

bRC9 :)

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Re: [BLD] Latest Release - v2.0.01.976 GC1d

Post by cothyso » Sun Jan 18, 2015 11:10 pm

CG1d (finally!) :)

This Gold Candidate build contains everything, but it has the MP DAG challenges accepting temporarily disabled (it will be enabled after I'll fix the MP DAG game-flow code in the next update).

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Re: [BLD] Latest Release - v2.0.01.978 GC1e

Post by cothyso » Sat Jan 24, 2015 5:16 pm

GC1e :)

More fixes and optimizations. The MP DAG and Editor are temporarily disabled (waiting for a game-flow code fix).

All MP games were deleted, all SP game saves are deprecated (and should not be transferred from the rev976 GC1d beta client).

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Re: [BLD] Latest Release - v2.0.02.986 GC2a

Post by cothyso » Fri Feb 27, 2015 12:05 am

The GC2a (Gold Candidate 2 update 1) build containing the new MP DAG gameflow, and even more fixes and optimizations.

This is the final release build, with immediately following updates only containing fixes for any eventual critical bugs discovered.

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Re: [BLD] Latest Release - v2.0.04.991 GC3b

Post by cothyso » Fri May 08, 2015 7:29 pm

The GC3b (Gold Candidate 3 update 2) build containing the new SP and MP DAG game GUI, Automatic Combat Speed control and even more fixes and optimizations.

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Re: [BLD] Latest Release - v2.1.00.1000 (GC4) release build)

Post by cothyso » Tue Jun 23, 2015 6:31 am

Gentlemen, this is the day :)

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Re: [BLD] v2.1.01.1004wip (GC4a)(mod) release build

Post by cothyso » Wed Jul 15, 2015 5:05 pm

Updated to FoG(U) v2.1.01.1004wip (GC4a)(mod)

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