Blog
Post 1.0 random toughts
The 1.0 iteration was something I stopped to foresee since a long
time. I mean this could also happen during Jal's times, or even
during Blemish's times. So, I let it all in the hands of the devs,
and afterall, it was perfect like this. Cowboy coding ftw.
Anyway, I'm sure Vic will agree, this highly symbolic achievement would probably never been reached without Crizis. The development was very low, almost dying, after Jal's leaving, 3 years ago. Crizis quickly became a first range, multi-skilled artist and programer, hard at work, prime-mover contributor and leader. Cowboy coding ftw (bis).
Back on topic, current situation is, to my eyes, very interesting, very opened, very promising even. 1.0 turns to be a perfect opportunity for everybody to have a break, assume his responsabilities, take distance, build plans, or come back. Few weeks after the release, there's signs that a consensus is currently growing around Warsow's fundamentals such :
- Endless tweaking is endless. Despite of its glitches, Warsow, as a reliable, innovative, eSport platform, remains one of the best challengers of the esport oriented shooter scene.
- Endless internal war is internal. Last years, Warsow's community suffered too much from hooliganism, wasting too much energy in useless sub-scene splits. I'm blaming nobody here but me, who couldn't prevent it. But in the other hand, we can also consider that such things simply had to happen, as a test, among the pleasures and hardships of a pionier game. Cowboy coding ftw (ter).
Now, here's my bet for the future. Military shooters for casual gamers don't stop to feed the polemic about violence and videogames. In a way, they are working hard for our cause. Game creators will finally be asked to face their responsabilities, which is, as regards online gaming, to provide to users not only entertainement and challenge, but also a neutral and framed environment, safe from any kind of suspiscious or biased ideology. This is very good for esport oriented games in general. And particularly for Warsow, the most ethic one.
So basically, we only need a big indie videogame editorialist to finally notice that Warsow is the perfect answer to this polemic, and tell it to the world. Then Warsow wins.
Unless another esport shooter finally understand that esport isn't only about competition or cashprize, and quickly introduce Respect and Sportsmanship in their community management and business model. Then Warsow would be the great loser... But what a nice challenge, isn't it ?
Last, I want to thank you all, warsowians, gamers and devs, vets and newcomers, mappers, cup admins, server hosters, and every one who's currently supporting the game and contributing to community. And thanks in advance for your help =)
Anyway, I'm sure Vic will agree, this highly symbolic achievement would probably never been reached without Crizis. The development was very low, almost dying, after Jal's leaving, 3 years ago. Crizis quickly became a first range, multi-skilled artist and programer, hard at work, prime-mover contributor and leader. Cowboy coding ftw (bis).
Back on topic, current situation is, to my eyes, very interesting, very opened, very promising even. 1.0 turns to be a perfect opportunity for everybody to have a break, assume his responsabilities, take distance, build plans, or come back. Few weeks after the release, there's signs that a consensus is currently growing around Warsow's fundamentals such :
- Endless tweaking is endless. Despite of its glitches, Warsow, as a reliable, innovative, eSport platform, remains one of the best challengers of the esport oriented shooter scene.
- Endless internal war is internal. Last years, Warsow's community suffered too much from hooliganism, wasting too much energy in useless sub-scene splits. I'm blaming nobody here but me, who couldn't prevent it. But in the other hand, we can also consider that such things simply had to happen, as a test, among the pleasures and hardships of a pionier game. Cowboy coding ftw (ter).
Now, here's my bet for the future. Military shooters for casual gamers don't stop to feed the polemic about violence and videogames. In a way, they are working hard for our cause. Game creators will finally be asked to face their responsabilities, which is, as regards online gaming, to provide to users not only entertainement and challenge, but also a neutral and framed environment, safe from any kind of suspiscious or biased ideology. This is very good for esport oriented games in general. And particularly for Warsow, the most ethic one.
So basically, we only need a big indie videogame editorialist to finally notice that Warsow is the perfect answer to this polemic, and tell it to the world. Then Warsow wins.
Unless another esport shooter finally understand that esport isn't only about competition or cashprize, and quickly introduce Respect and Sportsmanship in their community management and business model. Then Warsow would be the great loser... But what a nice challenge, isn't it ?
Last, I want to thank you all, warsowians, gamers and devs, vets and newcomers, mappers, cup admins, server hosters, and every one who's currently supporting the game and contributing to community. And thanks in advance for your help =)
Watch GOG.com at 18:00 GMT
Join GOG.com Special
Event live on this Thursday, 18 October 2012 at 18:00 GMT. The
next big step in company's games distribution market along with
some exciting upcoming releases will be announced. See you @
GOG.com!
UPDATE

UPDATE

Warsow 1.02 released!
Hello Warsow!
Without further ado, here's "emergency" 1.02 bugfix release for nasty map crashes. Head on to downloads to grab your update package if you already have 1.0 installed.
Changes from 1.01 to 1.02
Engine:
- Bugfix: crashes on maps with fog volumes.
UI:
- Bugfix: invert mouse option wasn't at times properly reset.
Gameplay:
- Bugfix: damaging corpses doesn't affect player's damage stats anymore.
Without further ado, here's "emergency" 1.02 bugfix release for nasty map crashes. Head on to downloads to grab your update package if you already have 1.0 installed.
Changes from 1.01 to 1.02
Engine:
- Bugfix: crashes on maps with fog volumes.
UI:
- Bugfix: invert mouse option wasn't at times properly reset.
Gameplay:
- Bugfix: damaging corpses doesn't affect player's damage stats anymore.
Warsow 1.01 released!
Hello Warsow!
Without further ado, here's the long-waited 1.01 bugfix release with tons of fixes. Head on to downloads to grab your update package if you already have 1.0 installed.
Changes from 1.0 to 1.01
UI:
- Bugfix: Server browser didn't query for servers after connecting a server.
- Bugfix: Demoplayer slider didn't work if demo was opened with double click.
- Bugfix: Removed selection of weak and strong crosshair.
- Bugfix: Switching between Match browser and Local game broke 'Instagib' and 'TV' tabs.
- Added option for inverting mouse movement to the UI.
- Server browser now queries for LAN servers.
- Removed screen color depth option.
Engine:
- Bugfix: T_TransformVectorToScreen didn't adjust fov to widescreen - fixes player name locations at top of player models.
- Bugfix: Fixed GLSL compilation errors in dynamic light shader for NVidia/Nouveau.
- Bugfix: Properly reload volatile shaders when needed (fixing shader problems in maps after map loading).
- Renderer now renders up to 4 shadowmaps in 1 pass instead of 1 per pass.
- Removed r_colorbits cvar (+ UI: Removed screen color depth option).
- Added TAB-completion for "alias", "aliasa" and "unalias" console commands.
- Compiled binaries with SSE2 compliant compile flags to restore compability with older CPU's ("Received signal 4" error).
Stats/matchmaker:
- Bugfix: Fixed crash on login if username contained %n.
- Bugfix: Changing userinfo broke "whois" cmd and stats collection.
- Bugfix: Stats sometimes got lost, especially in duel/da due match UUID generating.
Gameplay:
- Bugfix: After running out of ammo, player could change back to empty weapon and firing weapon with empty weapon, which would fire previous weapon with ammo, causing firing have no sound aka "EB ammo bug".
- Bugfix: TDO points didn't work in some maps.
- Bugfix: vid_restart reset cg_clienthud variable to cg_spechud.
- Bugfix: Turret firing-flash shader was missing.
- Bugfix: Automatic respawn didn't work after completing a race.
- Bugfix: Damaging dead things and world objects no longer increases damage stats.
- Bumped Lasergun damage from 6.5 to 6.75 (130 > 135dps).
- Bumped Riotgun damage from 90 to 95 per blast.
- Bumped CA ammo counts: +20 rl +5 rg +5 eb.
- Bumped Bomb ammo counts: +5 eb gl +40 lg +20 pg.
- Electrobolt now always gibs.
Maps:
- New feature: maps can now include custom entities written with AngelScript.
Platform specific fixes:
Windows:
- Bugfix: Removed portable profile option from windows installer. Fixes permission problems after installation with Vista/Windows 7.
Mac:
- Bugfix: Toggling r_swapinterval didn't affect vsync.
- Bugfix: Fixed crash on startup with Mountain Lion.
Linux:
- Bugfix: Fixed segmentation fault when changing fs_game (Linux).
SDK:
- Packaged API documentation for AS was out of date.
Without further ado, here's the long-waited 1.01 bugfix release with tons of fixes. Head on to downloads to grab your update package if you already have 1.0 installed.
Changes from 1.0 to 1.01
UI:
- Bugfix: Server browser didn't query for servers after connecting a server.
- Bugfix: Demoplayer slider didn't work if demo was opened with double click.
- Bugfix: Removed selection of weak and strong crosshair.
- Bugfix: Switching between Match browser and Local game broke 'Instagib' and 'TV' tabs.
- Added option for inverting mouse movement to the UI.
- Server browser now queries for LAN servers.
- Removed screen color depth option.
Engine:
- Bugfix: T_TransformVectorToScreen didn't adjust fov to widescreen - fixes player name locations at top of player models.
- Bugfix: Fixed GLSL compilation errors in dynamic light shader for NVidia/Nouveau.
- Bugfix: Properly reload volatile shaders when needed (fixing shader problems in maps after map loading).
- Renderer now renders up to 4 shadowmaps in 1 pass instead of 1 per pass.
- Removed r_colorbits cvar (+ UI: Removed screen color depth option).
- Added TAB-completion for "alias", "aliasa" and "unalias" console commands.
- Compiled binaries with SSE2 compliant compile flags to restore compability with older CPU's ("Received signal 4" error).
Stats/matchmaker:
- Bugfix: Fixed crash on login if username contained %n.
- Bugfix: Changing userinfo broke "whois" cmd and stats collection.
- Bugfix: Stats sometimes got lost, especially in duel/da due match UUID generating.
Gameplay:
- Bugfix: After running out of ammo, player could change back to empty weapon and firing weapon with empty weapon, which would fire previous weapon with ammo, causing firing have no sound aka "EB ammo bug".
- Bugfix: TDO points didn't work in some maps.
- Bugfix: vid_restart reset cg_clienthud variable to cg_spechud.
- Bugfix: Turret firing-flash shader was missing.
- Bugfix: Automatic respawn didn't work after completing a race.
- Bugfix: Damaging dead things and world objects no longer increases damage stats.
- Bumped Lasergun damage from 6.5 to 6.75 (130 > 135dps).
- Bumped Riotgun damage from 90 to 95 per blast.
- Bumped CA ammo counts: +20 rl +5 rg +5 eb.
- Bumped Bomb ammo counts: +5 eb gl +40 lg +20 pg.
- Electrobolt now always gibs.
Maps:
- New feature: maps can now include custom entities written with AngelScript.
Platform specific fixes:
Windows:
- Bugfix: Removed portable profile option from windows installer. Fixes permission problems after installation with Vista/Windows 7.
Mac:
- Bugfix: Toggling r_swapinterval didn't affect vsync.
- Bugfix: Fixed crash on startup with Mountain Lion.
Linux:
- Bugfix: Fixed segmentation fault when changing fs_game (Linux).
SDK:
- Packaged API documentation for AS was out of date.
Strafehud in 1.0
Warsow 1.0 comes bundled with some new hud features for those who
want to learn or improve their strafing. I don't know how much
attention these features have had, but at least none of the
developers have yet revealed any details about these features.
To get you started, using the default hud drop down the console and type
This will just make few numbers appear in the center of the screen along with the crosshair, nothing special yet. It will look like this when you're standing still:

Press +forward and make your character move, it will make a third number appear:

Once you start doing strafing movement (if you don't know what this means I have to refer you to moving tutorials like multipart videoseries like this), few rectangular bars appear that change their size.

So in the upper picture I have gained some speed and am still accelerating.
The topmost bar which shows you the units of acceleration. If you are gaining speed i.e. accelerating, it will be cyan-colored and "grow" to the right side. If you're losing speed it will be colored in purple and "grow" to the left side.
Middle bar shows you estimated optimal strafing angle i.e. the diagonal angle that your character has to be in relation to the actual movement direction. At the moment the numerical display of this is in quirky encoded units and doesnt represent any regular unit of angles.
But what gives a reason for the middle bar is the lowest bar. It shows you your current strafing angle in relation to actual movement vector. Now the trick to optimal strafing and gaining the best speed is to "align" the lowest bar so that its moving edge is at the same point as the middle bars left or right side. As you can see from the picture, I have managed to set myself into an optimal angle where the lowest bar's outer edge is almost exactly where the middle bars leftmost edge is. That is what is giving me the 81 units of acceleration.
Here is another reference image where the current strafing angle doesn't quite meet the optimal strafing angle and the acceleration is little smaller:

Now the strafing hud was hastily produced in the first place, and there has been some interest in improving it. One such interesting thread came up this very same day, http://www.warsow.net/forum/thread/t/209529#post-209529.
I might incorporate ideas from this into the official strafing hud and of course if anyone has good idea how to improve it or better yet, can produce a finished .hud file that can replace the current default one, please let us know.
I hope this clears something out, have fun strafing!
To get you started, using the default hud drop down the console and type
cg_strafeHUD 1
This will just make few numbers appear in the center of the screen along with the crosshair, nothing special yet. It will look like this when you're standing still:
Press +forward and make your character move, it will make a third number appear:
Once you start doing strafing movement (if you don't know what this means I have to refer you to moving tutorials like multipart videoseries like this), few rectangular bars appear that change their size.
So in the upper picture I have gained some speed and am still accelerating.
The topmost bar which shows you the units of acceleration. If you are gaining speed i.e. accelerating, it will be cyan-colored and "grow" to the right side. If you're losing speed it will be colored in purple and "grow" to the left side.
Middle bar shows you estimated optimal strafing angle i.e. the diagonal angle that your character has to be in relation to the actual movement direction. At the moment the numerical display of this is in quirky encoded units and doesnt represent any regular unit of angles.
But what gives a reason for the middle bar is the lowest bar. It shows you your current strafing angle in relation to actual movement vector. Now the trick to optimal strafing and gaining the best speed is to "align" the lowest bar so that its moving edge is at the same point as the middle bars left or right side. As you can see from the picture, I have managed to set myself into an optimal angle where the lowest bar's outer edge is almost exactly where the middle bars leftmost edge is. That is what is giving me the 81 units of acceleration.
Here is another reference image where the current strafing angle doesn't quite meet the optimal strafing angle and the acceleration is little smaller:
Now the strafing hud was hastily produced in the first place, and there has been some interest in improving it. One such interesting thread came up this very same day, http://www.warsow.net/forum/thread/t/209529#post-209529.
I might incorporate ideas from this into the official strafing hud and of course if anyone has good idea how to improve it or better yet, can produce a finished .hud file that can replace the current default one, please let us know.
I hope this clears something out, have fun strafing!
Warsow 1.0 released!
After 7 years in beta, the game finally hits the 1.0 milestone! Go
grab the
game if you haven't done so already!
Notable changes:
Gameplay:
- Weapons and armour system tuned for improved competitive gameplay.
- Removed weak ammo system.
- Octagon hitboxes for consistent hitbox size from all angles.
- Improved team play with on-screen teammate indicators and improved mumble support.
- New duel and Bomb&Defuse maps (wdm11, wdm16, wdm17, wbomb6).
- All maps have gone through considerable optimizations!
Community features:
- Global statistics together with match result saving, demo downloads and skillrating (completely optional!).
- Improved community features such as built-in IRC client, in-game news and friends lists.
Engine:
- The engine now better utilizes GPU capabilities to render animated skeletal models, allowing massive battles without FPS drops.
- Drasticly improved map loading speeds and performance.
- New "e-sports" gfx features such as r_drawflat to give your own personalized wall and floor colours in any map and possibility to disable all colours from lightmaps.
- New easier and more modern user interface which is fully customizable and scriptable with html/css/js - style syntax!
- Improved shoutcasting abilities like OGG stream support for Warsow TV, chase cameras and support for spectator-only hud.
Read the full changelog here.
Notable changes:
Gameplay:
- Weapons and armour system tuned for improved competitive gameplay.
- Removed weak ammo system.
- Octagon hitboxes for consistent hitbox size from all angles.
- Improved team play with on-screen teammate indicators and improved mumble support.
- New duel and Bomb&Defuse maps (wdm11, wdm16, wdm17, wbomb6).
- All maps have gone through considerable optimizations!
Community features:
- Global statistics together with match result saving, demo downloads and skillrating (completely optional!).
- Improved community features such as built-in IRC client, in-game news and friends lists.
Engine:
- The engine now better utilizes GPU capabilities to render animated skeletal models, allowing massive battles without FPS drops.
- Drasticly improved map loading speeds and performance.
- New "e-sports" gfx features such as r_drawflat to give your own personalized wall and floor colours in any map and possibility to disable all colours from lightmaps.
- New easier and more modern user interface which is fully customizable and scriptable with html/css/js - style syntax!
- Improved shoutcasting abilities like OGG stream support for Warsow TV, chase cameras and support for spectator-only hud.
Read the full changelog here.
Assembly 2012 - Warsow Tournament (Jimm’s Kingston HyperX Shoot-out)

Event name: ASSEMBLY Summer 2012
Event date: 2nd - 5th August 2012
Event location: Hartwall Arena, Helsinki, Finland
More info: www.assembly.org
Name of the Warsow competition: Jimm’s Kingston HyperX Shoot-out
Date: Friday 3rd August 2012
Sponsors: Jimm's PC Store and Kingston
Prize pool: Kingston HyperX 120GB SSD, Kingston HyperX 32GB USB 3.0 thumbdrive, Kingston HyperX 2x4GB 1600Mhz DDR 3 memory kit
Tournament rules:
- Duel 1v1
- Best of 3 (Finals Best of 5)
- Brackets of 16 to 24 players (depends how much time we have)
- Map pool: wdm5,wdm6,wdm12,wdm14,wdm17
- No losers bracket
Vic, Crizis and Toukkapoukka will be there, among others.
EDIT: We're not certain how many PCs Jimm's will provide, but there should hopefully be enough to run a smooth duel cup. Some people may have to share computers.
Warsow welcomes new PR to team!
In the interest of furthering the development of Warsow, we have
decided to implement a new public relations policy. From now on,
all general concerns will need to be addressed to your public
relations representatives, rather than the developers directly. We
feel this will not only make for smoother development, but also to
better help the community gain more insight into general
development information.
Therefore, say hello to your two new public relations representatives, clownFart, Ouxon, and myself, jihnsius! All general feedback or input into the development of Warsow should be addressed to these two rather than the main developers. They should be able to answer and/or address most of your concerns.
Therefore, say hello to your two new public relations representatives, clownFart, Ouxon, and myself, jihnsius! All general feedback or input into the development of Warsow should be addressed to these two rather than the main developers. They should be able to answer and/or address most of your concerns.
Little update on 0.7 beta.
Hellow community!
Just wanted to give you a little heads-up what's happening with 0.7 beta.
So far we've fixed 30 and some bugs and feature suggestions. We're somewhat on track on fixing crash and login bugs with on MatchMaker (some of them are pretty nasty bugs right in the python/libmysql, completely unrelated to our code, so these are pretty painful to workaround).
We'll also finally release changelog with next beta, together with beta-to-beta changelog.
Expect beta2 next few days (we'll try to hurry up as fast as we just can!).
And yes, beta2 will bring the much whined instant weak EB back.
Just wanted to give you a little heads-up what's happening with 0.7 beta.
So far we've fixed 30 and some bugs and feature suggestions. We're somewhat on track on fixing crash and login bugs with on MatchMaker (some of them are pretty nasty bugs right in the python/libmysql, completely unrelated to our code, so these are pretty painful to workaround).
We'll also finally release changelog with next beta, together with beta-to-beta changelog.
Expect beta2 next few days (we'll try to hurry up as fast as we just can!).
And yes, beta2 will bring the much whined instant weak EB back.
Resetting trends
Just wanted to reiterate that the upcoming release of the game is
in NO WAY tied to release schedule of other free person
shooters out there. Thank you.
