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Version 0.4.4
Total freeze bug (in network code; local as well as remote) fixed
Version 0.4.3
Savegame crash bug fixed
Universe liveliness increased
Potential horrendous lag problem fixed
Multiplayer client smoothing improvement
Version 0.4.2
Server robustness improved
New user based login and preservation system for server/savegames
Main view can zoom out
Fixed lag in inputting chat text
Fixed input text scrolling
More in-game chat options
Limited reverse thrust
More comprehensive server logging
Enhanced torpedo physics
Further optimised graphics
Crash bug involving decloaking fixed
Further anti-lag improvements for client/server
More AI modifications
Package namechange
Sparc bus error crash fixed
Potential cheating bug fixed
Version 0.4.1
Compilation bug on some systems fixed
Buffer overflow in server fixed
Miscellaneous AI behaviour fixes
Better bandwidth utilisation in extreme circumstances
Improved equipment handling
Updated manual
Version 0.4.0
Non-US/English keyboard bug fixed
Multiplayer protocol underwent complete re-write
Joining a game now a lot faster
Multiplayer synchronisation bugs entirely fixed
Code now -Wall -Werror compliant
C++ compilation bugs on some systems fixed
Code cleaned up immensely
Smaller universe
Faster game data and savegame loading
Beam weapons
Standalone server
Simple player 'whois' function in game
Version 0.3.1
Spasmodic text input fixed
One game synchronisation bug (multiplayer) fixed
Planetary marketplace feature restored
Miscellaneous AI fixes
Version 0.3.0
Sophisticated multiplayer support; works well over a modem
Adaptive client framerate
Fixed colour bug on >16 bit displays
Smaller savefiles
Further graphical speed optimisations
Improved targetting ergonomics
In game help
Some features (refueling and other purchases) removed temporarily
Slicker interface
Version 0.2.1
More combat friendly viewing
Damage 'juddering'
Much improved speed on loading savegames
Graphics routines greatly speeded up for non 8-bit displays
Possible startup deadlock fixed
Redesigned combat AI
New targetting option
Sound toggle
More sound effects
'make install' supported and required
Version 0.2.0
SOUND EFFECTS!
Potential buffer overflow in database functions fixed
Fancier sensor display
More effective AI cloaking technique
See README to increase window size
Version 0.1.4-b
FPE bug hopefully fixed
Version 0.1.4
Equipment upgrades available
Phaser targetting problem solved; see README
_Savegames_ implemented
Battle damage (and repairs)
Subtle tweaks to make battle more fun
Dead ship resurrection bug fixed
Version 0.1.3
Improved graphics for planets and some ships
Star systems better defended
Cloaking not quite so effective
Elite style 'mass lock' prevents warping out near planets
Rolling demo at start
Beginnings of an economy and actually useful planets
Allies won't take so well to being fired on
Improved phaser targetting
Much better teamwork from fleets
Piracy is now an option, once you disable a vessel
More ergonomic keys. See the readme for details
Slight starscape improvements
Version 0.1.2
Now have x86 testers, so expect much fewer crash bugs
Fixed direction-finder jittering bug
Improved combat AI (less predictable)
Denser population
More polished game initialisation
More sensible shooting angles (see Bird of prey)
Slightly more forgiving torpedoes
Themed communications
Fleet commands
Klingons are _allies_ now, don't forget!
Slightly better planet names
Some prettied up graphics
Much better background stars
Version 0.1.1
Wrong distribution of inhabited planets. Fixed.
More behavioural patterns; commuting, invasions, fleets, cowardice
Shield control (they take up energy)
Maneuvering takes up power
Smaller universe for faster travel
Typesetting bug fixed
Cloaking
Finite fuel
_Potential_ division by 0 error trapped
Version 0.1.0
Even better explosions!
Code overhauled for neatness (BIG job)
Auto-navigation
More starships and weapons
MAJOR division by 0 error trapped (thanks Idan!)
...though some may remain
Quicker graphics and font algorithms
More appropriate viewer orientation
More sophisticated scanner display
Key repeat fixed
Framerate monitor; should get about 24
A whole universe out there....
Easily variable screen layout (see layout.h)
Version 0.0.5
Improved interface
Datafiles much more intuitive
Planets
Better damage algorithms
Warp speed
Improved enemy movement
Scanners
Better explosions
Version 0.0.4
I do believe that this version will compile on BeOS; all credit to Eugenia at BeNews. Photon torpedoes are now available and rather good; 'z' will ripple them off. I've redone some of the graphics; the ships were looking rather shabby previously. Also the resolution has gone back down to 600x400 for speed considerations. Code has been tidied up a little, subdividing mammoth functions down to smaller sub-functions. Also using my own optimised square root function. AI vastly improved with respect to movement. Please note that the runabouts that hide outside of your phaser arcs and blatter you from above are a _feature_ and not a bug!
Version 0.0.3
A bit of combat, finally! 'Space' will fire your weapons off. Enemy AI and weapons targetting is now pretty mean. Prepare to get walloped pretty good. I've made some rather good looking detonations as well. A sensor display, and also some indicator bars. Red for shields, Green for power levels. 't' should flip the target, though I think that's a little buggy. Plus, the display has been expanded to 800x600. If you get a long stream of "-"s on the console, this means you have frame rate underrun.
Version 0.0.2
A lot of tidier code, and user transparent improvements. This includes functions that save out and load objects from files, rather than the tedious variable defines I had to do before. Much improved auto-pilot. Rather nasty memory overrun that I noticed when loading more than one sprite; look in the 0.0.1 'ship' definition and see that I expanded the rotations from 18 to 36 but left something behind......
Some rudimentary weapons fire that doesn't do much. Looks pretty though.
Version 0.0.1
Just establishes a basic 'ship' object only environment, demonstrating graphics, user control and a slightly shabby autopilot. Not really playable in any fashion. You can use the cursors.