Linux Users
Although the game will compile for Linux, we are unable to release packages for any Linux distros. If you want to help compile and package Bitfighter for Linux, please visit our Help Wanted page.Linux building information can be found in the wiki.
There are not yet any Linux packages available, but it is easy to build!
Bitfighter as a Portable App
Instructions for installing Bitfighter as a portable app can be found in the wiki.IMPORTANT UPGRADE INSTRUCTIONS FOR WINDOWS USERS
In Windows, Bitfighter will now attempt to put the level folders, the INI file, the screenshots folder, etc. in the Bitfighter folder in your Documents folder. You can change this behavior by modifying the shortcut that launches the game.After installing 013 for the first time, you should copy any levels, INI files, etc. from their previous location (typically in the C:\Program Files folder) to the new folder, overwriting any data that is there. This change will resolve many installation and permissions issues reported by Windows users.
Latest Release for OS X and Windows
| Download | Release Date | File Size | Full Release 013a - Windows | Aug 17, 2010 | 923 KB |
|---|---|---|
| If you have an Intel Mac, run Bitfighter under Rosetta for best results. | ||
| Full Release 013a - OS X | Aug 21, 2010 | 4.09 MB |
Release notes for 013a
- Soccer ball return bug
- Rejoin game problem
- Leveldir resolution issues
- Scripting fixes for locating soccer ball and repair items
Bug fixes
- Added ability to add arbitrary linework to levels, complementing existing text. To add lines, hold ~ and right-click.
- Started trasnsition of Join menu into Game Lobby
- Started developing framework for remote server management
- Added Restart Level to game options menu if you have level change permissions
- Moved Add 2 Mins option to LevelChanger permission level (with older servers you'll still need admin rights)
- Added asteroids, testItems, soccerball, and resourceItems to help screen, enhanced instruction colors
- Fixed several in-game crashing issues
- Minor efficiency improvements on rendering routines
- Retrieve games now allow non-team flags
- Bouncers now do half-damage to shooter, rather than full as in previous releases
- Triples no longer damage shooter
- Password entry in INI file now changed to ServerPassword -- if you use this, you'll need to manually update your INI file
- HuntersFlagItem
can no longer be used in level files. Please use FlagItem -1 instead!! Note that this line is only present in hand-modified level files - Min/max player level params now used when selecting levels
- Slight improvement when rendering walls joining at acute angles
- XBOX controller on windows now much better supported
- Bot nav mesh zones can be displayed in-game by using /dzones command
- Soccer ball now warps back to starting point rather than "drifting" back
- Loadout/weapon indicators now more "vector graphicy", colors no longer botched on Vista/Win7
- Infrastructure in place for goals with different values -- only need editor UI and level file syntax
- More orderly disconnect from master server when quitting game should make current player counts more accurate and timely
- New sound when ship hit by projectile
- New sound when using GoFast
- New SFX when players join/quit game
- Added enhanced timer class to Lua scripting
- Moved some "unwrapped" functionality into main() function
- Renamed getMove() function to onTick() ==> 012 era bots will need to be updated
- Fixed module "always on" bug
- Fixed "shoot through shielded robot" bug
- Event manager now working. Can now add game events easily.
- Added ShipSpawned, ShipKilled events
- Added ship:isAlive() method
- Return nil rather than dummy value when method called on dead ship (e.g. in 012, ship:getLoc() returned 0,0 if ship was dead, now returns nil)
- Got rid of NexusFlagitem --> Now all flag are FlagItems, for all games
- getName() function now run first, so game will have bot's name before any real game logic gets run
- Created Player object with info about individual players/bots which you can get from Ship, GameInfo, and TeamInfo objects
- Restructured the way bots are initialized so that all bots are loaded and getName()s are run before any main() functions are run
- Can now pass arguments to bots from level file using arg struct, just like with levelgens
- Robots now shown on scoreboard and in various menus where players are listed
- Robot names are now "uniqued"
- Overrode Lua's random generator to use one that's a bit more... random
- Added setAngle() and setPolar() methods to point object
- Bots no longer appear as tiny blobs after passing through teleporters
- Many small improvements to editor
- Fixed editor crashing issue caused by double-delete of item
- Fixed editor crash while caused by pasting objects in the middle of a drag operation
- Undo/redo more efficient -- will perform better with large levels and deep undo states (and will no longer crash!)
- Added autosave -- will keep a current copy of the level on disk in the event of a crash (though crashes are much rarer now)
- Ctrl-left click now starts a wall
- Can now add arbitrary line items in editor: hold "~" while right-clicking to start
- Editor remembers name of last edited file
- Ctrl-A can now be used to hide navMeshZones
- Improved preview mode (when holding Tab key)
- Text in editor now subject to same min/max size constraints as text in the game
- Team names can be changed in the editor
- When moving, items now snap to grid based on vertex closest to cursor, giving much greater control over placement. Snapping vertex highlighted in magenta.
- Can now snap items to other items, not just to grid
- Hovering over an item no longer counts as selecting it
- Increased readibility of node numbers on selected lines/polygons
- Holding tab now only shows range of selected turrets/spybugs
- When editing navMeshZones, non-convex zones rendered in red to indicate potential problems
- Improved snapping of nav mesh zones, including rendering of connections between zones
- Grid fades when grid-snapping disabled
- Changing wall widths is now undoable
- Arbitrary scaling of selected items now works with Ctrl-Shift-X
- There are now multiple edit modes (normal, bot nav mesh zone mode, etc.) customized for different purposes -- use Ctrl-A to toggle
- Switched H and F key assignments -- F now inserts forcefield, H flips selection around horizontal axis
- Holding <shift> while panning causes pan speed to increase -- good for larger levels at higher zoom scales
- Improved coordinate display on dock -- now shows coords of snapping vertex when dragging an item
- Editor now starts with (0,0) centered on the middle of the screen
- Added /shutdown, /setlevpass, /setserverpass, and /setadminpass chat commands (see in-game help)
- Added /setservername and /setserverdescr commands
- Added /deletecurrentlevel command to remove level from remote server (file not deleted, but won't be loaded in future)
- New orderly shutdown process when using /shutdown command (i.e. players notified, dedicated servers can be terminated, etc.)
- If level change password is left blank, all players granted access (not so for admin password)
- If level change password is set to blank, all players currently connected are silently granted access to level change menu
- -password command line parameter changed to -serverpassword
- When all players leave game, game advances to next level, and suspends itself until a player joins. That way, when players join, level is "fresh" and ready to go. May also reduce processor load and power consumption
- Added ability to put game into suspended animation, automatically restarting when other players join (/suspend command)
- Removed allLevels command line parameter, and disabled INI level specification
- Enhanced logging
- Added ability to specify locations of various resouces on the cmd line. See wiki for details.
- Bitfighter builds on both 32 and 64 bit environments
- Windows installer now does a better job of installing files in their "proper" location
- Windows installer now installs data files (levels, robots, etc.) in My Documents on Win7 and XP. Untested on Vista, but should work
- Fixed rare Zap-era crash condition when player shoots a soccer ball, but quits game before goal is scored
- Fixed turret/forcefield "in the middle of space" bug
- Fixed textItem bounds miscalculation that caused large text to "jump" onto screen
- Fixed /dcoord display position bug
- Fixed robot bug reporting incorrect team for flags
- Fixed extent bug when computing extents of levels that do not overlap (0,0)
- Game no longer crashes when using the -connect param