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Releases: PeterRichardsonGolf/Halo-CE-Arena-Evolved

Arena Evolved 0.7.4-beta

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@PeterRichardsonGolf PeterRichardsonGolf released this 03 Nov 04:31

0.7.4-beta

Big team games with more vehicles, falls that hurt, and a smoother start for new players.

  • BTB+: every AE big team gametype in a version with 2 banshees a team besides the BTB vehicles.
  • Seeds revision 28: every AE gametype jumps 120%, FALL DAMAGE is HALO 2 (a landing hurts from about two storeys, a long fall kills), and AE capture the flag places vehicles as MCC does.
  • Lobbies: name your game (GAME NAME), move any player to the other team as the host, and a team game waits a minute for a player who left before it ends.
  • Your first start asks about community services on a page of its own; declining leaves the SERVER BROWSER empty, and you can turn them on in SETTINGS > ONLINE any time.

Network version 39 (unchanged): plays with Arena Evolved 0.5.0 and later, OpenCE build-282 to build-333 and ChupathingyCE 0.8.0f and later. The newest OpenCE builds (network version 40 and 41) cannot join yet; 0.7.5 follows them.

New here? Read the FAQ: what you need (your own copy of the game), the Windows warning for an unsigned program, and how to host.

Known issues

  • Mac: the Mac download lacks the weapon packs, voices and sounds, so AE gametypes that use packs can't be joined or hosted on a Mac. Download arena-evolved-0.7.4-beta-mac-extras.zip from this release, unzip it, and put its folders (packs, voices, sounds, gametypes) in the game's data folder: in Finder choose Go > Go to Folder and type ~/Library/Application Support/ChupathingyCE. Don't put them inside the app. 0.7.5 fixes this.
  • A gametype file made in 0.7.4 and copied to a 0.7.3 server plays HALO 2 fall damage as the map's own and a lethal ball as stock.
  • A big team CTF game with 0.7.3 players in it: their copies may place vehicles a moment late at the start (the host's word fixes it). Update to 0.7.4.
  • The SERVER BROWSER names a Workshop map by its file name for players without MCC.
  • PUBLIC on CREATE GAME needs LIST HOSTED GAMES (SETTINGS > ONLINE) on too before a game is listed.

Added

  • BTB+: a version of every AE BTB gametype (slayer, capture the flag, king, oddball and heavies, and their battle rifle
    versions) with 2 banshees a team besides the BTB vehicles: TEAM AE BTB+ SLAYER, CTF, KING, ODDBALL and HEAVIES, in the AE
    BTB folder after each BTB gametype, with the same score, time, spawns and starts. A map places a banshee only where it
    has a place for one.

  • GAME OPTIONS > FALL DAMAGE: a third choice, HALO 2: a landing hurts from 6 world units and a fall past 14 kills,
    whatever the map says (a bail from a high jet now kills). Vehicles keep the map's own limits.

  • AE team gametypes WAIT FOR PLAYERS: when a team is emptied by its players leaving, the game goes on for a minute
    instead of ending at once (a host with bots fills the team as before); chat counts the minute down, and the game
    ends only if nobody joins the empty team. A team knocked out in a round game still ends the round; Halo CE's own
    gametypes keep ending at once.

  • Hosting: when a player without the weapon packs the gametype uses tries to join, the players in the game read a chat
    line saying why they were turned away (at most once a minute).

  • COMMUNITY SERVICES: a copy that was never asked is now asked on a page of Arena Evolved's own, before the main menu, in
    place of the old game screen: what the server browser and the game stats send and who runs them (ChupathingyCE,
    halo.milenko.org), LIST GAMES I HOST, DECLINE (focused first) and ACCEPT. The answer is the same as before and can be
    changed in SETTINGS > ONLINE > COMMUNITY SERVICES.

  • CREATE GAME > GAME NAME: a row after NETWORK (not OFFLINE) that names your game in the SERVER BROWSER and LAN GAMES.
    Typed in place (up to 15 characters, Enter keeps, Esc drops; a pad opens its keyboard); empty means your profile's
    name, as before.

  • HOST TEAM OVERRIDE: the host can put any player on the other team. In the lobby, a joiner's row now has the same
    < RED > arrows a bot's has (left and right move them at once); in a game, the pause menu's PLAYERS row (under GAME
    (HOST), after CHANGE MAP) lists everyone by team and asks first: the player dies now, not counted as a death, and
    respawns on the other team (round games: at their next death), their score stays theirs. The last player of a team
    cannot be moved. One chat line tells everyone, and the moved player is told on their own screen. Players changing
    teams themselves keep the host's CHANGE TEAMS rule.

  • HUD STYLE AE: the item prompt. In one view the name of the item, vehicle or weapon stands over the action ("Hold [button] to
    swap") under the reticle, sized by WAYPOINT SIZE and fixed in place so a weapon's reticle never moves it; vehicle entry and flip
    are there too, and the weapon to switch to when yours is empty. In two to four views it is one line, "NAME Hold [button] to
    swap", the first line of the message list. SHIFT, ENTER, SPACE and CTRL are written as words when the button is too small to
    read. HUD STYLE CLASSIC keeps the game's line.

  • Medals: pictures of Arena Evolved's own for the 31 medals MCC has no picture for (Yard Sale, Sneak King, Gunslinger, Bomber,
    Quick Draw and the rest), drawn in the MCC medal style and in UNIVERSAL whenever your MCC install is read. Credits are in
    AUTHORS.md and port/assets/medals/NOTICE.md.

Changed

  • Seed revision 28. Every Arena Evolved gametype now plays JUMP 120% (a map layout's own jump still wins), and all but the
    OCTAGON drills, FFA AE TRAINING and the practice modes play FALL DAMAGE HALO 2 (a landing hurts from 6 world units and a
    fall past 14 kills, where they had no fall damage); those keep fall damage off. The Halo 1: NHE set and Halo CE's own
    gametypes stay as they were. Capture the flag in the 4v4 and 2v2 AE CTF and AE COMP CTF gametypes (and their battle rifle
    versions) plays the map's own vehicles, where AE CTF had warthogs only and AE COMP none; the AE COMP ones also get VEHICLES
    DESTRUCTIBLE with them. TEAM AE BTB CTF gives each team 3 warthogs, 4 ghosts, 2 scorpions and 2 rocket warthogs. Your own
    gametypes are not changed.
  • HUD STYLE AE: a pad's buttons in the HUD ("Press Y to switch to", the item prompt, the mark prompt and the callout wheel's
    legend) are Kenney's glyphs for the pad each player holds (Xbox, PlayStation, Nintendo, the Steam Deck's mix), white line
    art with a dark outline, on every map; the coloured squares behind them on Custom Edition maps are gone, and the d-pad's
    up and down, the sticks and their clicks have glyphs now. Keys, and the plain keycap for a key with no glyph, are the same white line art (#dde3e8, no fill). HUD STYLE CLASSIC draws its
    buttons as before, BUTTON STYLE's as upstream's; SETTINGS > HUD hides BUTTON STYLE while HUD STYLE is AE. The owner's call:
    white on the HUD (it replaces the pad colours the 0.7.3 notes below describe) and Classic left to upstream.
  • Menus: the buttons' glyphs (the footers, the TEST RUN card) are one white set, #dde3e8, whatever the pad; the face buttons'
    colours of 0.7.3 are gone. The owner's call: one white set, easier to keep the same across the three source games.
  • DEV MODE weapon wheel: weapons are on pages of at most 8, HUMAN, COVENANT and AE / OTHER (a group of more than 8 on several
    pages), with the page tabs shown; LB / RB, Q / E (the flashlight and action keys) or the mouse wheel flip the page. A dark
    backing disc and round slices, the picked slice a near-white plate with an ice-blue rim, the pointer a dot; the centre
    (CANCEL) takes nothing, and a pick stays until the pointer clearly enters another slice. Names are set on one or two lines
    to fit their slice, and the wheel scales with the view (split screen too). The vehicles' own guns (Warthog, Scorpion, Ghost)
    are no longer listed.
  • Pause menu (host): the host's rows are in groups now, GAME (HOST) (GAME OPTIONS, CHANGE MAP), PEOPLE (PLAYERS, BOTS) and
    THIS GAME (RESTART GAME, RESTART ROUND, END GAME), and QUIT stands apart under the list, always in view (down from the
    last row of the list reaches it, up goes back). Every row does what it did; only the order and the headers are new.

Fixed

  • PERFECT medal with the battle rifle: a head kill in four bursts with every round fired before the kill hitting now counts
    (the kill round may be the 1st, 2nd or 3rd of the fourth burst; a popped shield is finished by one burst, so it takes 10 to
    12 rounds, not exactly 12). The rule counts the bursts, not a fixed number of rounds; a missed round or a fifth burst
    still denies it. The single-shot rifles (5 rounds) and other weapons are unchanged.
  • KILL FEED on a screen wider than 16:9 (21:9, 32:9): the feed now stands in the middle 16:9 column next to the HUD,
    whatever HUD AREA is, instead of out at the screen's side where it could run off the edge. 16:9 and narrower screens
    are unchanged.
  • DUALSENSE: the adaptive triggers, rumble and lights now always reset when the feature is turned off, the controller
    is unbound, unplugged, or the game quits (a busy controller no longer keeps its triggers stiff); the player lights
    are given back too, and only real DualSense and DualSense Edge pads are driven, not other makers' controllers.
  • KILL FEED: the EVO rifle and the DMR showed a controller's START button as their picture; a weapon with no picture of
    its own is now written by name.
  • SERVER BROWSER: a game was named after the host PC's random nickname ("Butcher") when its player had not joined yet; it
    is now named after player 1's profile.
  • SERVER BROWSER: a Workshop map with a long file name showed cut ("delta_ruined flycam mcc"); it now shows the map's
    Workshop title when you have the item.
  • Bots: on Temple they circled under the overshield and the camo for minutes; they now jump the short gap to a raised
    item, and give an item up a while when they keep failing ...
Read more

Arena Evolved 0.7.3-beta (testing build)

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@PeterRichardsonGolf PeterRichardsonGolf released this 02 Nov 01:50

0.7.3-beta (testing build)

Testing build. This release was not play-tested as a whole before it went out: tank bots, NEED A RIDE and vehicle
damage from small arms least of all. Please report what you find in
Issues.

A big one: a KILL FEED, MEDALS, TEAM CALLS (a mark button and a call wheel), HOLD TO ACT for vehicles, a JUMP height
option, fuel rod and flamethrower timers, and bots that drive the Scorpion and come to drive when you NEED A RIDE.

Added

  • DEV MODE: hold SWITCH WEAPON for a WEAPON WHEEL of every weapon the map has loaded (names only); point with the
    look stick or the mouse, let go to take it. A tap still switches weapons.
  • GAME OPTIONS > SPARTAN > JUMP: 50% to 200% of Halo CE's jump. A map's own jump height (its layout) still wins;
    players on builds without it jump as in Halo CE.
  • Power-item timers for the fuel rod gun and the flamethrower on Halo PC and MCC maps: TOP LEFT rows, TRAINING
    waypoints with the weapon's own picture, and bots go for them. The callouts stay quiet for these two until the voice
    packs have their lines.
  • HOLD TO ACT: with VEHICLES DESTRUCTIBLE on (every AE gametype with vehicles), hold the action button to get in a
    vehicle, take its seat, flip it or get out of any seat, as long as a weapon pickup's hold; a tap reloads (a
    passenger's gun too). The prompt says "Hold".
  • GAME OPTIONS: PRIMARY and SECONDARY WEAPON offer FUEL ROD and FLAMETHROWER.
  • KILL FEED: everyone's kills as rows in your view (killer, weapon picture, a head shot's ring, victim), at the left a little left of
    the motion sensor, in place of the game's own kill messages. Your own kills and deaths have a light tick and a faint backing; every row
    stays five seconds, five rows at most. With more than one player on a screen each gets a line in their messages (Name WEAPON Name).
    Settings > HUD > KILL FEED turns it off. The host also marks perfect kills and your assists; a player joining sees the weapon and the
    head shot.
  • MEDAL STYLE: UNIVERSAL (the default) shows your medals as a stack by your reticle with your points above it and a Killed line for each of
    your kills; MCC keeps the larger medals on the left, now shrinking when more than four are up. Settings > HUD > MEDAL STYLE. In split
    screen a medal that has no room is a line of your messages in its colour.
  • MEDALS: earn them as you play, on screen lower left, each for a few seconds; 118 of them, for kills, sprees, objectives and game ends.
    With a Steam MCC install the pictures come from it, and nothing of it ships with the game; without one a medal shows as its name.
    In split screen a medal is a line in that player's messages. The host decides medals. Settings > HUD > MEDALS turns them off.
    An older build in the game plays on without them.
    • 36 more: Perfect (a head kill with exactly the hits it takes and no round missed; it takes the Headshot's place; never with the
      sniper rifle), No Scope, Quick Draw, Reversal, Nade Shot, 360, Ninja, Off the Rack, Yard Sale, Sneak King, Achilles Spine, Last
      Shot, Hail Mary, Cluster Luck, Autopilot Engaged, Quigley, Driveby, Pineapple Express, Guardian Angel, Fumble, Flag Joust,
      Stopped Short, Goal Line Stand, Straight Balling and Hill Guardian. Exactly five kills of a kind in a game give Gunslinger,
      Rifleman, Scattergunner, Bomber, Grenadier, Boxer, Driver, Pilot, Gunner and Bodyguard; ten assists, Wingman. A medal MCC has no
      picture for shows as its name.
  • TEAM CALLS: a button and a wheel to tell your team what you see. On AE's layouts LB marks what you aim at (a tap), calls an
    enemy (a double tap) and opens the wheel (a hold); on the keyboard it is the mark key, and the mouse picks on the wheel. The
    wheel calls ATTACK, DEFEND, WATCH, ENEMY, GOING HERE, HELP, WEAPON and RIDE; dead, those a dead player has.
    • A word and a button over what a press would do (ENEMY, SNIPER, GO HERE, OK, DIBS). Settings > HUD > RETICLE > MARK PROMPT.
    • Markers grow toward the screen's edge and carry what they know, on a lead line: a power spawn's time, a flag's state, a
      Warthog's open seat. A teammate can answer OK or call DIBS.
    • Calls show as lines in the message list, and a repeat merges. A kill line pushes out a call first.
    • A mark names the place when the map has one: RED BASE, ROCKETS; else the distance alone.
    • GAME OPTIONS > HUD & AIDS > ENEMY MARKS THROUGH WALLS (off in gametypes before this): off, a teammate's enemy mark shows
      only while you could see its spot. Settings > ONLINE > HOSTING > MARKS turns marks off in games you host.
    • Bots of your team answer a mark or call: they go to a place, check on an enemy, fetch an item or get in a vehicle, and say so.
    • The driver's seat panel in HUD STYLE AE: who rides, their shields and health, and the open seats.
    • An older build in the game still sees plain marks, without the wheel's calls. On an older host, wheel calls arrive as
      plain marks or not at all.
  • NEED A RIDE: the call fetches the nearest bot driver of your team to your seat or to you; sit in a passenger seat and
    press it, and one comes to drive.
  • Bots drive the Scorpion and fire both its cannon and chain gun, keeping range.
  • Vehicles take damage from small arms in AE gametypes, by weapon class and vehicle armour; the WEAPONS help text
    explains it.

Changed

  • With KILL FEED on, pickup text (ammo, grenades, weapons, powerups) is hidden; your HUD's counts already show it. Off,
    the old messages are back.
  • MCC medal style: past 4 medals the pictures shrink and the names no longer run into each other; long names break onto
    two lines.
  • The seat panel rolls open seats of one kind into a line (PASSENGER OPEN x6) past 3 seats.
  • HUD STYLE AE: a pad's buttons in the HUD's messages ("Press Y to switch to") use the menus' glyphs and colours
    for your pad (Xbox, PlayStation, Nintendo) on every map.
  • Halo PC, Custom Edition and MCC maps keep their flamethrower (it was a rocket launcher on every map); original Xbox
    maps still turn their unfinished flamethrower into a rocket launcher.
  • PROFILES: the card and the edit screen say "Player 1's settings".

Fixed

  • Wingman shows its MCC picture.
  • Menus: CHANGE GAMETYPE no longer pauses a second or more as it opens or takes a pick (it re-read every gametype
    file several times).
  • Bot drivers in a fight drive at their target instead of parking and taking hits.
  • Linux: a rare crash mid-game with PipeWire audio (the game's random() was visible to the audio library).
  • With all seven weapon packs on, PRIMARY and SECONDARY WEAPON offer the DMR and the EVO RIFLE again.
  • With all seven packs on, PRIMARY DMR and SECONDARY EVO RIFLE (or the other way) can be set together: scrolling
    past the weapon the other slot holds no longer puts that slot back to its stock weapon.
  • Plasma hits no longer draw tall lightning columns above 30 frames a second (upstream fix).
  • Timers on big maps: a map with more than 64 item spawns (Ice Fields) timed only the first 64, so the red base's
    shotgun and flamethrower had no timer, no waypoint and no bot interest; up to 256 now.
  • MCC maps: "Hold ... for score" shows your input's own button, as on every other map (it read Hold "Tab / [TAB] " for score), and the weapon picture of "Hold X to swap for" sits in the line at text size, not far to the right.
  • Windows: a Steam library, Windows user name or game folder with letters outside the system's language (for example
    D:\Spiele\Gören or a Cyrillic user name) no longer hides MCC and Workshop maps; Windows 10 1903 or later.
  • Server guide: the log is debug.txt in the data folder, and saves go to the halo-linux folder.

Known issues

  • A medal MCC has no picture for shows as its name; pictures come in a later release.

Playing together

0.7.3 plays with 0.7.0, 0.7.1 and 0.7.2 and with OpenCE builds that share its network version. Older builds play on
without medals and team calls (they see plain marks), and jump as in Halo CE.

Windows: FFmpeg

The windows64 download includes an unmodified FFmpeg 9.0.2 static build (ffmpeg.exe, GPL v3) for recording, with its
licence, its build notes and FFMPEG-SOURCE.txt, which says where its source is. Deleting ffmpeg.exe turns recording
off; screenshots still work.

Source

AGPL-3.0-or-later. This release's complete source is the source tarball attached below.

Arena Evolved 0.7.2-beta (testing build)

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@PeterRichardsonGolf PeterRichardsonGolf released this 01 Nov 17:55

0.7.2-beta (testing build)

Testing build. This release was not play-tested as a whole before it went out. MARKS are alpha: still being
built. Please report what you find in Issues.

A bigger release: AE's gametypes are built in, a custom controller screen, MARKS to point things out to your team, a quicker AE ghost, and a clearer first start for players with Halo: The Master Chief Collection.

Added

  • Custom button layout. SETTINGS > CONTROLS > CUSTOM LAYOUT: press the button you want for each action. The action
    already on that button takes the old one, so no button is lost or doubled; START and BACK stay where they are. Each
    player keeps their own layout. RESET or Y goes back to DEFAULT, and leaving offers KEEP or UNDO.
  • MARKS (alpha). Press to mark what you aim at for your team: an enemy (where they were), an item (with its name; the
    mark ends when the item is taken) or a place. Tap the flashlight button on a controller, or the MARK key (B).
    Teammates see it for 5 seconds and hear a tone. A press on your own mark clears it. 15 marks in 20 seconds pause
    marking for 30. Marks work on dedicated servers too.
  • The AE ghost. In every AE gametype with vehicles the ghost is quicker (top speed and acceleration x1.2) and its
    cannon sharper (8 shots a second from the first shot, half the spread); damage a bolt is Halo CE's. Halo CE's own
    gametypes keep the stock ghost. A destroyed ghost leaves its burning hull.
  • Vehicle respawn by class. The gametype's time for a light vehicle (ghost, warthog, turrets), 1.5x for the gauss,
    rocket and chaingun warthogs, 2x for the banshee, 3x for the scorpion and the wraith. In AE gametypes with VEHICLES
    DESTRUCTIBLE on; Halo CE's own keep one time for all.
  • First start with MCC. When a piece of MCC's Halo CE content is missing ("Halo: Combat Evolved Anniversary" or
    "MCC - H1: Multiplayer"), or Steam is still installing it, a question names it and how to fix it in Steam, with
    buttons for the help page, another MCC folder, a disc image and quit. The disc question can choose an MCC folder too.
  • Hosting. A chat line names a player who joins without Arena Evolved, and the build they play on.
  • CREATE GAME: HOST ONLINE's help says players can't reach a game hosted with a VPN up.
  • Every download carries CREDITS.md.

Changed

  • Built-in gametypes. AE's gametypes are no longer files in your save: each mode is one row, always this build's
    values, and a new release can change them without touching your files. 118 built-in gametypes: AE's 77 modes, with
    Halo CE's and OpenCE's. OPTIONS on a built-in one saves your own copy.
  • The START switch is per mode on each PC: PISTOL, BR or EVO, on 38 modes, the OCTAGON drills among them. The
    host's choice is what plays. AE BTB and AE COMP start on EVO.
  • Your save moves once on first start. A gametype file as it was written is backed up and removed, as the built-in
    one has it; one you edited stays yours as " (MINE)" in MY GAMETYPES; one you deleted comes back as a
    built-in; your own gametypes are not touched. Backups go in saved/playlists_backup/revision_28.
  • The NHE set is called CLASSIC COMP in folders, filters, topics and badges; the credit stays in its descriptions.
    Old stored names still work for older clients, favourites and recent games.

Fixed

  • MCC maps: button prompts ("Press X to enter driver seat of Warthog", item pickups) show Arena Evolved's own buttons,
    PlayStation symbols included, as on every other map, in both HUD styles.
  • A bot driving a vehicle no longer hurts its teammates (FRIENDLY SPLATTER counts only players at the wheel).
  • Marks: the host ignores a mark placed outside the map, and a clear for a mark that is not there.
  • A mark's tone and the horn keep their own copy of the sound while they play.
  • Moving a gametype file out stops if the old file cannot be deleted, so no copy is left behind twice.
  • After an older build put its gametype files back into your save, the next start moves them out again (they could fill
    the save).
  • CREATE GAME's CHANGE MAP opens on ALL maps, not on the gametype's filter.
  • AE BTB HEAVIES places its rocket warthogs and scorpions on Halo PC and MCC maps (it placed one vehicle a side).
  • A mark's tone, the horn and the lobby beeps no longer cut the announcer off.
  • Bots step out of a vehicle's way on every pass, not only the first.
  • Split screen: on a screen where a controller has a part of its own (SELECT PROFILE's quarters, a player's pause
    menu), that controller keeps to it (ChupathingyCE).
  • VEHICLE RESPAWN TIME's help: NEVER under VEHICLES DESTRUCTIBLE brings a destroyed vehicle back after 30 seconds.
  • Marks on a dedicated server reset each game and clear taken items.

Playing together

0.7.2 plays with 0.7.0 and 0.7.1 and with OpenCE builds that share its network version.

Windows: FFmpeg

The windows64 download includes an unmodified FFmpeg 9.0.2 static build (ffmpeg.exe, GPL v3) for recording, with its
licence, its build notes and FFMPEG-SOURCE.txt, which says where its source is. Deleting ffmpeg.exe turns recording
off; screenshots still work.

Source

AGPL-3.0-or-later. This release's complete source is the source tarball attached below.

Arena Evolved 0.7.1-beta

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@PeterRichardsonGolf PeterRichardsonGolf released this 31 Oct 20:11

0.7.1-beta

A fix for players with Halo: The Master Chief Collection: a new install now finds MCC and starts, with no disc question.

Fixed

  • MCC on a new install. With Steam's Halo: The Master Chief Collection installed, a fresh copy of Arena Evolved
    asked only for an Xbox disc image and quit. It now finds MCC in your Steam libraries and starts on its maps, with no
    question. Already on 0.7.0 and saw the question? Choose Make the folders, then start Arena Evolved again: it
    finds MCC.
  • Workshop maps with long names can be joined. The server browser cut a long Workshop map name and asked for a
    map that doesn't exist ("Needs maps_ws..."). The game list now keeps the Workshop item's number whole, and a player
    without the map is told which Workshop item to subscribe to.

Changed

  • The first start's map question, shown only when no MCC is found, says that MCC from Steam is the other way to play:
    install it with both of its Halo CE pieces of content, Halo: Combat Evolved Anniversary and MCC - H1:
    Multiplayer
    , and start Arena Evolved again.

Playing together

0.7.1 plays with 0.7.0 and with OpenCE builds of the same network version.

Windows: FFmpeg

The windows64 download includes an unmodified FFmpeg 9.0.2 static build (ffmpeg.exe, GPL v3) for recording, with its
licence, its build notes and FFMPEG-SOURCE.txt, which says where its source is. Deleting ffmpeg.exe turns recording
off; screenshots still work.

Source

AGPL-3.0-or-later. This release's complete source is the source tarball attached below.

Arena Evolved 0.7.0-beta

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@PeterRichardsonGolf PeterRichardsonGolf released this 31 Oct 14:32

0.7.0-beta

New rifles, modern spawns, a reworked GAME OPTIONS screen, joining a host by its address, and the best bots yet.

Added

  • Two new rifles. The EVO RIFLE fires single shots, has a 2x zoom and holds 15 rounds. The DMR has no bloom and a
    3x zoom. Both draw their own scope with the zoom and rounds live, and one reload fills the magazine. They are weapon
    packs like the battle rifle, and any of the seven packs can now be a start weapon.
  • CHANGE GAMETYPE's START switch: left and right on a row move between its PISTOL, BR and EVO versions.
  • SPAWNS, a new gametype row (GAME OPTIONS > RESPAWN): CLASSIC is the game's own rule. MODERN scores every spawn
    point, keeps the best ones, skips points in sight of a player and draws among the rest. In flag games, teams flip to
    their flag's side.
  • JOIN BY ADDRESS: join a host by its IP address, a computer's name or a private network's name, with :port when
    the host uses another port. Y on JOIN LAN GAMES and on SERVER BROWSER opens it (JOIN WITH INVITE moves to LB on SERVER
    BROWSER). RECENT keeps the newest 10 hosts; A joins one again and Y forgets it. A host that does not answer in 10
    seconds shows what to check. On a pad's keyboard, the ' key types a colon in an address.
  • FRAME RATE LIMIT can be typed: 30 to 1000. Enter (or a click on the value) opens the field in place. Left and
    right step to the list's neighbours from a typed value. On a pad, ALL VALUES shows the typed value and ends with TYPE
    A NUMBER...
  • RESTART GAME in the pause menu, for the host: it ends the game and starts the next one from the lobby with the
    map and options picked in the pause. RESTART ROUND, in round games (Search and Destroy, Bomb), plays the round
    again with its number kept and no one scoring it. Both ask first.
  • Recording on Windows works with nothing to install: the Windows download now includes FFmpeg (see below).

Changed

  • CREATE GAME starts OFFLINE: a new lobby is this PC only; NETWORK picks LAN or HOST ONLINE.
  • Seeded gametypes (seed revision 27).
    • Every AE gametype now uses SPAWNS MODERN. Halo CE's own gametypes and the NHE set stay CLASSIC.
    • The AE BTB and AE COMP gametypes, AE COMP 2V2 included, now start with the EVO RIFLE and an assault rifle. Their BR
      versions keep the battle rifle, and every other AE gametype keeps its start.
    • Your own gametypes and any AE gametype you have edited are not changed. The unedited ones update in place, backed
      up first.
  • GAME OPTIONS: rows are grouped in topics (MATCH, RESPAWN, SPARTAN, LOADOUT, WEAPONS, TEAMS, VEHICLES, the mode's,
    CONTROLS, HUD & AIDS, SOUND, and NHE on an NHE map), and each row shows its source. LB / RB pick the ALL, CHANGED,
    CLASSIC, COMMUNITY, AE and NHE filters, LT / RT jump topics, and up from the first row reaches the filters.
  • CHANGE MAP and CHANGE GAMETYPE: LT / RT (PgUp / PgDn) now only move to the previous or next folder; A opens it.
  • Settings: the two LOADING SCREEN rows move from ACCESSIBILITY to VIDEO.
  • HUD: in a game, the version is the last group of the top performance line instead of sitting over the match
    clock. With HUD STYLE AE, that line uses the HUD's colours.
  • MCC's maps are used by default when MCC is found.

Bots

  • Far shots: bots keep firing past 15 units, on target a set share of the time by level and distance.
  • Teams: squads of 4 or more split to flank. Teams of 6 or more go out in mini squads of 3-4, each by its own route,
    and a lone human gets up to 3 bots at their side.
  • Flag games: at least two flag crews, and attackers escort their carrier.
  • Objective games: bots not carrying or defending go for power items.
  • Vehicles: bots drive by default on the open maps (bloodgulch, sidewinder, icefields, infinity, deathisland).
    A horn press or a human at the wheel calls bots within 30 units to the free seats. Passengers get out 0.3 s after the
    driver, and a bot away from its goal waits longer before leaving a vehicle.
  • Rifles: bots rate the DMR highly, walk to a dropped weapon of the same kind for ammo, and swap back to the better
    gun. Out of a shotgun's range they use their other weapon.

Fixed

  • New players on AE's menus are asked the COMMUNITY SERVICES question again (the classic screen, before AE's main
    menu). It was never asked, so the server browser and invites stayed off until the setting was found.
  • The classic menus' MENUS screen has its ARENA EVOLVED row again, a way back to AE's menus (the game starts again).
  • BUTTON LAYOUT's CUSTOM plays your own layout; it played the default.
  • The pause menu's RESTART GAME and RESTART ROUND ask first, then act; they only beeped.
  • The classic main menu no longer flashes before AE's menus at start.
  • The EVO RIFLE's and the DMR's shield pop comes on the break, not a shot early.
  • A gametype with no stored name shows its mode's name on the pause card.

Windows: FFmpeg

The windows64 download includes an unmodified FFmpeg 9.0.2 static build (ffmpeg.exe, GPL v3) for recording, with its
licence, its build notes and FFMPEG-SOURCE.txt, which says where its source is. Deleting ffmpeg.exe turns recording
off; screenshots still work.

Known limits

  • AE gametypes you edited keep your version: the revision 27 update (MODERN spawns, the EVO RIFLE start) skips them.
  • Flag games: a bot driver and passenger may get out to chase the enemy carrier on foot.
  • Flag games: bots' flanks often end early, and a carrier sometimes drops the flag.
  • Bots were tuned on Blood Gulch; other maps and levels have had less play.
  • Builds before 0.7.0 read a DMR or EVO RIFLE start as the slot's stock weapon.

Source

AGPL-3.0-or-later. This release's complete source is the source tarball attached below.