View Full Version : SE:V v1.33 Patch Available!
Captain Kwok
March 23rd, 2007, 11:24 AM
Greetings!
The v1.33 patch has been posted:
http://www.spaceempires5.com/files/se5patch_v133.exe
The patch is a few days early - so I don't quite have the next Balance Mod version ready yet. Hopefully tonight I will have it ready to go. Your v1.03/1.04 copies will cry about missing entries in settings.txt when you load the mod - you can get around that by adding the new fields from the standard settings.txt to the mod's settings.txt - I believe they're just entries regarding UI element colours.
Uncle_Joe
March 23rd, 2007, 01:12 PM
Awesome, thanks!
I think I'm going to hold off on trying it until I have the latest copy of your mod. So, hopefully you can get it out tonight and I can try to get on the SE5 bandwagon again. http://forum.shrapnelgames.com/images/smilies/happy.gif
Thanks again!
GuyOfDoom
March 23rd, 2007, 01:36 PM
Awesome to see the patch out already. Hope to see it soon on PBW.
gregebowman
March 23rd, 2007, 02:26 PM
Can't wait to try it out. I know there aren't that many mods out for SEV in comparison to SEIV, but I was wondering if a mod launcher had been created yet. I'd love to try the Balance Mod, but I'm not sure how to launch it.
Phoenix-D
March 23rd, 2007, 02:29 PM
SEV doesn't need a mod launcher, as it has one built-in. All you do is put the mod folder into your GameTypes folder, and then you can select it when starting a new game.
GuyOfDoom
March 23rd, 2007, 02:29 PM
gregebowman said:
I'd love to try the Balance Mod, but I'm not sure how to launch it.
I'm not certain how it worked for SE IV, but in SE V you just put the mod folder into the GameTypes folder and you can load up the mod from inside SEV
Uncle_Joe
March 23rd, 2007, 02:30 PM
You can select mods from the 'Game Type' option in the set-up I believe.
gregebowman
March 23rd, 2007, 02:55 PM
Ok, thanks for the info. I guess I'll have to read the manual one of these days to get all of this good info. I'll try that when I get home.
Atrocities
March 23rd, 2007, 04:48 PM
http://forum.shrapnelgames.com/images/smilies/wink.gif
Yimboli
March 23rd, 2007, 04:53 PM
Is there a site with the listed fixes?
Malfador still says 1.25 http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
http://www.malfador.com/Se5.html
Phoenix-D
March 23rd, 2007, 05:00 PM
Listed fixes are in history.txt after you install the patch. Or try spaceempires5.com
MM's website is almost always out of date. Go figure.
Captain Kwok
March 23rd, 2007, 05:13 PM
The SE:V wiki site usually has the latest versions (incl. betas) posted:
http://wiki.spaceempires.net/index.php/Version_History_%28SEV%29
Grumble314
March 23rd, 2007, 06:01 PM
Has anyone else noticed that they are no longer having problems with the memory leak?
Raapys
March 23rd, 2007, 06:47 PM
From what I can see the memory leak is still there.
And (modded) point defense efficiency is still affect by the combat time rate O_O
The new combat speeds are nice, but there still needs to be some AI ship movement optimization.
Now the wait for BM1.05 for a real test game.
Grumble314
March 23rd, 2007, 07:48 PM
Well I haven't gotten a peak memory usage up to 600MB yet and it used to get up to 900MB and lock up so working much better for me http://forum.shrapnelgames.com/images/smilies/happy.gif
Phoenix-D
March 23rd, 2007, 09:05 PM
Can anyone change strategy details? I saw a post saying they couldn't at SE5.com, and lo and behold- it doesn't work for me either. (things like what range to engage at, damage amount, retreat settings, etc).
Kamog
March 23rd, 2007, 09:30 PM
It's time to start a new game! http://forum.shrapnelgames.com/images/smilies/happy.gif Just in time for the weekend.
The patch download was much faster than usual, too. It only took about a minute instead of 2 hours like those previous patches. http://forum.shrapnelgames.com/images/smilies/happy.gif
Wade
March 23rd, 2007, 09:32 PM
4. Fixed - Facilities were not showing up in Ground Combat.
I think this means that we can now destroy facilities during ground invasions. So, if your invasion begins to fail then target facilities. The AI might do the same to us though; or maybe after improvements to the AI.
AgentZero
March 23rd, 2007, 09:43 PM
Phoenix-D said:
Can anyone change strategy details? I saw a post saying they couldn't at SE5.com, and lo and behold- it doesn't work for me either. (things like what range to engage at, damage amount, retreat settings, etc).
Despite what I said in the SE5.com forum, it seems I'm unable to change strategies too. Retreat Settings, Retreat When & Target Type Order and Settings all are unchangeable, but Movement Options & Targeting Priority Order do work.
Wade
March 23rd, 2007, 10:07 PM
4. Fixed - Facilities were not showing up in Ground Combat.
There are not any facilities in the ground combat simulation. I did not try a real invasion.
geoschmo
March 23rd, 2007, 10:15 PM
We are pleased to announce we’ve added support for SEV version 1.33 to PBW. If you can download it now from http://www.spaceempires5.com/files/se5patch_v133.exe.
1.33 implements a lot of great fixes including a couple that will help with the turn processing on PBW. It should reduce the amount of time it takes turns to process, and it gets rid of the black screen that would take over the desktop when turns would process in previous version. This made it difficult to do anything on the server while turns were running.
Because of this we are doing something a little different than previous versions. With this one we are encouraging everyone to upgrade to the latest version as soon as is practical. The previous versions will still be supported for existing games, but game owners will no longer have the option to create a game with the stock versions prior to 1.33, or with the mod versions prior to 1.25. Game owners will also not be able to change their games to these obsolete versions. As soon as version 1.33 mods are available we will obsolete the 1.25 mod versions as well.
Geoschmo
Uncle_Joe
March 23rd, 2007, 11:15 PM
Your v1.03/1.04 copies will cry about missing entries in settings.txt when you load the mod - you can get around that by adding the new fields from the standard settings.txt to the mod's settings.txt - I believe they're just entries regarding UI element colours.
I did this and I can launch the game OK, but I get crashes to desktop and access violations if I click on a star or often any other features like storms etc.
If I start a new 'stock' game, this does not happen so I'm guessing there is some other setting buggered up somewhere between BM1.04 and the 1.33 patch.
AgentZero
March 24th, 2007, 02:32 AM
Are you loading savegames or starting new games? I found updating the FQM portion of the Balance Mod from 6 to 7 buggered my savegames, and 7 to 8 apparently does the same thing.
se5a
March 24th, 2007, 02:40 AM
Maybe Kwok should release this 1.05 under annother folder name so we don't have to upgrade PBW games to the new version of BM, but can still start new games.
Uncle_Joe
March 24th, 2007, 02:49 AM
I was starting new games. I am using an Empire file though if that makes any difference (although I cant really see how).
StarShadow
March 24th, 2007, 07:15 AM
Is the demo ever going to be updated again? I'm hoping it is, I'd like to give the game another try.
Captain Kwok
March 24th, 2007, 10:46 AM
se5a said:Maybe Kwok should release this 1.05 under another folder name so we don't have to upgrade PBW games to the new version of BM, but can still start new games.
I was thinking that perhaps PBW should install this as a separate version since it's a save-game breaker. I'm going to recommend that players do a clean install for their personal copies.
se5a
March 24th, 2007, 11:06 AM
you're going to have to give it a different mod folder name though if we do that.
IIRC it's the folder that SEV looks for to see which data files to use.
Captain Kwok
March 24th, 2007, 11:32 AM
We really needed to bug Aaron about having the possibility of using savegame folders in the mod folders that when a game was placed in them, it would override the save game's attachment to it's prior mod folder.
GuyOfDoom
March 24th, 2007, 12:15 PM
geoschmo said:
We are pleased to announce we’ve added support for SEV version 1.33 to PBW. If you can download it now from http://www.spaceempires5.com/files/se5patch_v133.exe.
1.33 implements a lot of great fixes including a couple that will help with the turn processing on PBW. It should reduce the amount of time it takes turns to process, and it gets rid of the black screen that would take over the desktop when turns would process in previous version. This made it difficult to do anything on the server while turns were running.
Because of this we are doing something a little different than previous versions. With this one we are encouraging everyone to upgrade to the latest version as soon as is practical. The previous versions will still be supported for existing games, but game owners will no longer have the option to create a game with the stock versions prior to 1.33, or with the mod versions prior to 1.25. Game owners will also not be able to change their games to these obsolete versions. As soon as version 1.33 mods are available we will obsolete the 1.25 mod versions as well.
Geoschmo
I wonder if it might be possible to make the exception to the rule and have v1.33 with BM v1.03 so current games of BM can update. If those versions are even compatable.
geoschmo
March 24th, 2007, 04:08 PM
GuyOfDoom said:
I wonder if it might be possible to make the exception to the rule and have v1.33 with BM v1.03 so current games of BM can update. If those versions are even compatable.
Unfortunatley SEV does not yet have the command line options needed for different versions of a mod and the game will not allow you to change the name of the game type folder once the game is begun. So if we supported 1.33 with BM v1.03, that would be the only version of BM useable on PBW with 1.33.
Geoschmo
Suicide Junkie
March 24th, 2007, 04:18 PM
BTW, I've uploaded GG for v1.33 to PBW.
Apparently it is the first entry in the SE5 mods list.
Phoenix-D
March 24th, 2007, 04:21 PM
Unless you changed the folder name for 1.05..
se5a
March 24th, 2007, 04:27 PM
yeah Phonenix-D that's what I'm advocating, however it needs to be done by Kwok on release.
geoschmo
March 24th, 2007, 04:52 PM
Is it not possible to upgrade games from BM 1.03 to BM 1.05? I haven't really been following that discussion. If it is possible to upgrade, giving BM 1.05 a different folder name will make it impossible to do so.
se5a
March 24th, 2007, 04:55 PM
1.05 is a savegame breaker.
geoschmo
March 24th, 2007, 05:00 PM
On second thought, give me a few days and I can straighten out this mod thing for PBW. What I can do is put separate 1.33 installs of SEV on the server for each mod version. It's not like there are huge number of mods here like with SEIV. And I've got more HD space on the server then I did before so space isn't as much of an issue.
That shold work around the problem right? People will still only be able to have one version of the mod on their own machines unless they have separate installs, but that's probably not as much of a problem.
Geoschmo
Captain Kwok
March 24th, 2007, 05:09 PM
No. I don't think that will work because when players go to load the save game, then it will search for the PBW's folder name - so they'd have to keep different installs with mod folders labeled the same as PBW's.
The BM update will extract to "Balance Mod v1.05+" which will be good for PBW games for the next few months since the next series of updates will be save-game stable.
se5a
March 24th, 2007, 05:09 PM
sounds far more complicated than just giving the folders new names.
Phoenix-D
March 24th, 2007, 06:35 PM
Adding new strategies via Empires/Default/Default_AI_Strategies seems to work fine, but even the new ones can't be changed in-game either. :/
I hope we don't have to wait a month to get that fixed, since the game only seems to load that file upon initial game creation.
geoschmo
March 24th, 2007, 07:14 PM
Captain Kwok said:
No. I don't think that will work because when players go to load the save game, then it will search for the PBW's folder name - so they'd have to keep different installs with mod folders labeled the same as PBW's.
The BM update will extract to "Balance Mod v1.05+" which will be good for PBW games for the next few months since the next series of updates will be save-game stable.
I don't understand what you mean here. With different installs the mod folders would all be named the same. The players have to keep the mod folders named the same as PBW no matter which way we go.
But I don't care if you want to have a new mod folder name. It will prevent upgrades between mod versions, but if the mod isn't compatible anyway I guess that doesn't matter.
Geoschmo
geoschmo
March 24th, 2007, 07:17 PM
se5a said:
sounds far more complicated than just giving the folders new names.
Oh I definetly agree it's more complicated. I much prefer the SE4 method of simply renaming the folders. But doing so prevents any upgrading in process games from version to version. But if the versions are incomaptible anyway as Kwok says, it doesn't matter.
Geoschmo
Suicide Junkie
March 25th, 2007, 12:08 AM
It doesn't prevent upgrading games in progress... not the way suggested.
Mod releases under the same folder name are savegame compatible...
When a savegame-breaking change comes along, you start a new folder name.
se5a
March 25th, 2007, 12:35 AM
Geo my idea is to release the new version of BM as
Balance Mod 1.05.0 and call the folder "BalanceMod1.05.x"
next non game breaking version will be Balance Mod 1.05.1 and use the same folder name as above.
next game breaking version would be 1.06.0 with a folder of "balanceMod1.06.x"
though with periods causing problems with PBW code it's going to be a pain, maybe BalanceMod105x or something.
though doesn't it currently already use a space?
geoschmo
March 25th, 2007, 10:59 AM
se5a said:
though with periods causing problems with PBW code it's going to be a pain, maybe BalanceMod105x or something.
though doesn't it currently already use a space?
Yeah, after I posted that it occured to me that it probably won't be an issue. The part of the code that's affected by the spaces and puctuation doesn't currently come into play with SEV mods because there is no modpath command line option for SEV yet. As far as PBW knows all the mod games for SEV are just stock games. It's the SEV executable that is actually choosing the game type folder.
In the future when Malfador hopefully adds the functionality to specify a mod folder at run time the folder names on the server will be more important, but hopefully he will make it so that we don't have to have the same folder name on the server and users machines, so it still won't matter what you name it for your mod.
So ignore my previous post. http://forum.shrapnelgames.com/images/smilies/happy.gif
Makinus
March 26th, 2007, 05:36 PM
how does the processing speed of SEV is after the last patch? any improvements?
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