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[conquest] Conquest 8.2b (devel) is available



This version is a potential 8.3 release candidate.

It can be found at:

        Source tarball:
        http://radscan.com/conquest/conquest-8.2b.src.tar.gz

        Musicpak tarball:
        http://radscan.com/conquest/conquest-musicpak-8.2a.tar.gz

        SVN tagged release:
        svn://radscan.com/conquest/tags/conquest-8.2b/

        SVN current (possibly unstable) development:
        svn://radscan.com/conquest/trunk/

  This version adds the ability to zoom in and out in short-range and
  long-range scan modes. A great number of bugs were fixed in the GL
  scaling code as a result. A new torp-alert sound effect was added. A
  ton of other issues and bugs were fixed, mostly 'under the hood'.

  If also corrects some possible buffer overflows in the client as
  reported by Luigi Auriemma.

From HISTORY:

8.2b (devel) 06/04/2007

- 8.2b devel release

  - fix bug that prevented timed effects from being triggered for
    delayms (if specified in the soundrc file) after the game started.

  - disable allocation of a depth buffer.  We aren't using it,
    so... Might help those with 16bpp displays.

- added sound effect for torp alerts.

  - fixed up configure so that it won't barf if sdl-config or other
    SDL checks fail.  If that happens, sound support will just be
    disabled.

    Also fixed some problems that prevented the GL client from being
    built when sound support was not available.  Sorry about that.

  - add capability of specifying named texture rectangles (texareas)
    as part of a texture definition into CQI.  This makes it possible
    to define the element positions of the 2 decals used in the hud in
    the texturesrc file, rather than hardcoding all that crap into
    updateIconHudGeo().  Simplified alot of the hud computations,
    especially in updateIconHudGeo().

    Simplified scale/gauge drawing considerably.  No more stupid stuff
    in there anymore I hope :)

    Added the new item rectangles to the various team decal1 and
    decal2 texture definitions in texturesrc.  Knock yourself out Cat
    :)

    Moved the torp status pips to the right of the icon ship, next
    to the phaser charge status gauge.

  - new hud decal1 and decal2 textures are provided.  These have been
    modified to contain all of the relevant decal data, so there is
    no more seperate fuel gauge and fuel number rendering, for
    example.  The number boxes are contained within the decal textures
    now - their locations are specified via texarea subsections in
    their respective texture definitions.

  - the compiled-in texture default configuration header file
    (texdata.h) has been removed.  All texture data is read from the
    texture config files at startup time, always.  The GL client will
    fail to start if the main texturesrc file cannot be found, or
    contains a syntax error.

  - more NEB rework so it looks a little better.  Added support
    to CQI texanim to modify the texture's s and t offsets.  Now use a
    'neb' animdef for rendering it to provide that 'high speed
    streaming cloud' look. :)

- add new '-v' option to the clients to increase verbosity

  - output some basic GL info.  Using '-v' will list the GL
    implementation's various limits.

- some sillyness fixed in cu2GLSize.

  - major rework of the vbg rendering.  It was pretty screwy,
    especially when you threw magfactors into it :)

  - Animdefs now always handle sizes in CUs, (istate and deltas and
    geo size).  These values must be rescaled via cu2GLSize or glScale
    prior to rendering now, in order for the magfactors to work
    properly.

  - Due to the size/scaling rework for the animdefs, explosions can
    now be drawn properly in LR scan, and therefore, are now drawn in
    LR scan :).  Planet bombing could work as well in LR, but for now
    it isn't.

  - make sure the mag change sound doesn't play more than once
    every 60 seconds.  Same for the info sound.

  - based on 'mag factor' idea from Cat, implemented zoom in/out in
    both SR and LR views.  There are 5 levels of zoom out and zoom in.
    You can zoom in/out with the '[' and ']' keys.  ^L resets the view
    to default zoom (none).

    During this work some subtle bugs in GLcvtcoords() were fixed,
    yielding much more accurate placing of objects.  Limit checks in
    GLcvtcoords fixed to properly account for magscaling.  It's main
    weakness now is accounting for the sizes of objects.  Oh well :)

    There were a variety of other scaling and sizing bugs fixed as a
    result of this work.

  - cursor now uses cross-hair shape.  With a fixed GLcvtcoords, it is
    actually accurate in the viewer now. :)

  - fixed some security (possble buffer overruns) in the client
    (meta.c and CLIENTSTAT processing) reported by Luigi Auriemma.

--
Jon Trulson
mailto:jon@xxxxxxxxxxx #include <std/disclaimer.h>
"No Kill I" -Horta