Release v0.4 - Release Highlights and Project News #1946
Metadorius
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After almost THREE years, FINALLY we got this... |
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Hello!
Kerbiter here, with news about the newest (very much belated, sadly) stable release of Phobos v0.4!
Before we get to the update highlights, a few words about the project state. As you may have noticed, we didn't have a stable release in a long time, due to some very hard to debug issues in the development builds that were not acceptable for a release (thankfully, they all are fixed now; special thanks to the new CN-based volunteer tester team). Also, at some point the development of the project slowed down due to reduced maintainer activity. We were accumulating feature contributions from new contributors and almost reached 150 concurrently open pull requests, which is a lot. But thankfully, our contributors learned pretty quickly and were enthusiastic enough to pull through that period, and coupled with me setting up a more self-sustainable system with different contribution complexity levels, we got a more robust team setup. Please welcome our new crew members - CrimRecya, Ollerus, ZivDero, NetsuNegi, TaranDahl, DeathFish, FlyStar and Fryone!
Sadly, you can't really prevent situations like this on a free voluntary project. Best that anyone can do is promoting the project (videos and callouts to specific features used in your promotion material help greatly), so that more people know about it, and donating to Phobos crew members to support us.
Unfortunately for myself, I am still suffering from a long-going military conflict in Ukraine, so at this moment, all donations are vital to me and are my main source of income. I can accept donations via Patreon or PayPal (no fees; PM me to
@kerbiterin Discord or Telegram for details).Over the last 8 years I've done a lot for C&C community (I lead the main classic C&C modding community, CnCNet client maintenance, co-founded Phobos and lead it to this day), so I believe that if everyone who enjoys my work donates as small as $1 a month - I wouldn't need to worry about finances anymore at all. Your help is especially appreciated in times like this; even if you don't donate - spreading the word to players and modders will help a lot.
SW.Nexttag now there can be custom multi-part superweapons like the Chronosphere, allowing modders to design more elaborate superweapons and support powers.Use of
SW.Nextto link multiple ChronoSphere and ChronoWarp superweapons into a chained SuperWeapon system in Cylearun$InheritsINI key. This, along with our own$Includesupport, supersedes corresponding Ares features that were partially documented and partially working, and allows modders to have clean and organized INI files.Example of INIs using inheritance from Global Crisis
Vehicle version of Genetic Converter in NanoStorm
Default font and configuration of digital display
Revenge weapon being used in RA2: Reboot
Veinhole and veins in Venom Rage mod by Cranium
AttachEffectfrom Ares, which allows adding temporary effects to units and buildings, has been reimplemented and augmented with more features, including custom tint on voxels (which also got applied to shields).AttachEffects with custom tint in Project Phantom
Voxel by C&CrispS (save and unzip the second image to obtain the example voxel, including PAL & VPL)
TurretOffsetsupport for SHP vehicles.UH-0 helicopter with dynamic propeller and its shadow in Bellum Æternum
The changes may feel underwhelming after such a long wait, but rest assured - we have a lot of stuff cooking for 0.5, which should come a lot sooner, because of course, such a release schedule that we had up to this day isn't optimal. People get busier, and to be fair - our stable release branch was always quite slow compared to devbuilds, which made people mostly stick to devbuilds, and when the time comes - it's pretty heavy to do releases. And I have also noticed that frequently people found bugs on a devbuild soon after its release, but the followup bugfixes didn't come until the next one, leaving people with using nightlies. So it's logical to introduce a followup version after a devbuild one. Naturally, with less usability of current stable releases, it makes sense to instead have those followup releases as stable builds. In this case, each new devbuild (or a pre-release) on a main branch will be starting a new stable release cycle, and after some much shorter timespan to fix bugs (maybe a few interim releases) a stable version will be releases.
Over and out,
Kerbiter
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