From jon at radscan.com Sun Jul 2 18:28:59 2006 From: jon at radscan.com (Jon Trulson) Date: Sun, 2 Jul 2006 18:28:59 -0600 (MDT) Subject: [conquest] Conquest 8.1.2e (devel) is now available Message-ID: At the usual place ( http://www.radscan.com/conquest.html ). This version cleans up and removes alot of textures, adds some mouse button macro support to the CP, adds new planet bombing graphics, removes the alian language textures, and adds a variety of other changes. Getting close to an 8.2 stable release. :) Here is the relevant portion of the HISTORY file (it's a little long): 8.1.2e (devel) 7/1/2006 - added some mouse support in the GL client. Macros can be assigned to mouse buttons + key modifiers (Control, Alt, and Shift). Configuration of your mouse macros is available via the (O)ptions menu, or you can edit your conquestrc file directly. The mouse only works when playing the game (in the Cockpit) and the cursor is within the viewer window in the GL client. Three default mouse macros are provided to give you a taste, and will be saved in your conquestrc file the first time you run this version of the client. They are: mouse button 0 (left): Fire phaser at mouse button 1 (middle): Set course to mouse button 2 (right): Fire Torp at Of course you can redefine these, as well as add others. See the mouse macro comment block in your conquestrc file for a description of the format. is represented as '\a' in the macro string. When the particular mouse button is hit, the '\a' character sequence, if present in the macro, will be replaced with the angle of the cursor relative to the center of the viewer when the button was pressed. Up to 32 buttons (0-31) are supported, and can be used with any combination of the Modifier keys (Shift, Alt, and Control). That gives you a total of 256 macros, provided you have a mouse/input device with 32 buttons. Enjoy :) - Since it's going to be painful continuing with the alien language thing, they've been removed from this version (with the exception of the team-specific Conquest logos). All teams use the same decal1/decal2 (scale) textures in the HUD now. The 'do_native_lang' option is gone. Fixed up the decal1/2 textures with new, easier to read fonts, changed a few colors, and re-organized the allocation scale. The 'critical' alert icons have also been changed to have an english font, and all ships use the same set. Since each ship has a different shape, there was no good way to draw the lines between the text and the area of the ship of interest using a single set of textures. So, they are more like lamp indicators overlayed on the iconhud now. Towed/towing status and carried army count is displayed semi-transparent at the bottom of the viewer now, rather than in the icon hud area - not enough room there :) New 'Engine Overload' and 'Weapons Overload' "pulsed" messages are displayed in the viewer when an overload condition exists (using a new animdef). - removed the Irken planet textures and texture definitions. There does not seem to be an Irken server available anymore so there is no point in including them... The images and a .trc file are present in the irken-mod.tgz file available from Cat, should he wish to run a server again :) Just unpack the tarball in your ~/.conquest/ directory and you will be able to see the Irken planets in all their glory. - removed all of the non-used textures (eng/sh fail, other team (alien) decal/icon textures, torpicon/beam/tow, etc). In other words, massive texture cleanup and removal. Went from 179 to 107 textures. Woohoo. - fixed up configure to not build static libs by default anymore. 8.1.2d (not released) - added 'bombing' graphics. Now when you bomb a planet, you see explosions on it. The server protocol changed as a result, though the change is backward compatible. When connecting to an older server (< 8.1.2d) you will only see explosions if you are bombing a planet yourself (we fake it on the client). 'Bombing' state for a ship won't be recorded, so you won't see the bombing graphics when playing it back. Playing on a newer server (>= 8.1.2d), you will see bombing graphics for any ship in scanning range that is currently bombing a planet. In addition, recording files, when played back, will show bombing graphics for those ships that were bombing at the time. - fixed problem in GL client, where if a planet's type, etc changed after initGLPlanets was run, the user would not see the change in texture/color/size, etc. Now we update the GL display characteristics of a planet whenever a packet that could affect these characteristics arrives. - when doing a 'make install', only overwrite the system conqinitrc file if it does not already exist, to prevent accidentally overwriting any local planet modifications (yes, this happened to me :). The texturesrc file is always overwritten on install. - cleaned up the Klingon warp indicator texture. - fixed drawTexBox to not gratutitously invert Y, and adjusted planet textures to compensate. Same for drawTexQuad and the conq-logo textures. Now, WYSIWYG as far as texture editing goes. -- Jon Trulson mailto:jon at radscan.com http://radscan.com/~jon #include "No Kill I" -Horta From jon at radscan.com Sun Jul 16 23:07:16 2006 From: jon at radscan.com (Jon Trulson) Date: Sun, 16 Jul 2006 23:07:16 -0600 (MDT) Subject: [conquest] Subversion (SVN) repository available Message-ID: Hi, I've made an SVN repository for conquest available to those interested. Following the general recommended layout guidelines: svn://radscan.com/conquest/trunk - current development svn://radscan.com/conquest/tags/ - tagged (official) releases Let me know if you run into any issues. -- Jon Trulson mailto:jon at radscan.com http://radscan.com/~jon #include "No Kill I" -Horta From jon at radscan.com Mon Jul 17 21:59:17 2006 From: jon at radscan.com (Jon Trulson) Date: Mon, 17 Jul 2006 21:59:17 -0600 (MDT) Subject: [conquest] Conquest 8.1.2g (devel) is now available Message-ID: At the usual place ( http://www.radscan.com/conquest.html ). or svn://radscan.com/conquest/tags/conquest-8.1.2g/ Getting close to a stable 8.2 :) This version fixes a variety of bugs and makes further enhancments/changes to the HUD. A mouse angle bug was fixed, and torp pips are back, along with phaser recharge status. It does correct a server bug, so upgrading your servers (if you run any) is recommended :) Here's the HISTORY chunkage: 8.1.2g (devel) 7/16/2006 - add 'Hull Critical' and 'Shields Critical' pulse messages to viewer. Remove icon sh/hull critical texture decals. - server fix: propagate SHIP_F_REPAIR flag for ships other than your own that are within scanning range so that shield status is accurate when repairing. - added man pages for conqdriv, conqmetad, conqoper, conquest/conquestgl (one manpage for both), conquestd, and conquestsh. These will be beefed up more in the future from info in the README and other files. 8.1.2f (devel - not publically released) - fixed bug with mouse macros and angles that would cause the computed angle to be off by a few degrees depending on where you clicked. - Engine/weapon critical alerts now pulsed in viewer. Got rid of iconhud eng/wep critical decal textures. - added 'Fuel Critical' alert pulse in viewer when fuel is < 100. - 'alert bars' are gone. In their place are torp status pips, indicating torpedo status for each torp (left), and a vertical phaser status gauge, indicating phaser recharge state (right). Torp pip colors: Green - ready to fire White - in flight Red - exploding Phaser recharge: Green - ready to fire Red - recharging - Alert text is now displayed at bottom of viewer, instead of hud icon area. - army counts and team owner are now displayed on SR scan as well when numeric_planet_map is enabled. Previously this only worked when in LR scan. - 'p', 'P', and 'f' firing commands always accept an angle, even if you can't actually fire them. This avoids certain 'accidents' when using macros, where if the fire command could not succeed for some reason, the angle would be mistakenly interpreted as a warp command. - When in orbit, use 'Orbit' instead of 'o' in warp indicator. - add conquest homepage URL and mailing list suggestion to main menu. - switched to Subversion (svn) source code control. An svn conquest repository can be found at: - 'current' development: svn://radscan.com/conquest/trunk - tagged (officially released) revisions: svn://radscan.com/conquest/tags/ -- Jon Trulson mailto:jon at radscan.com http://radscan.com/~jon #include "No Kill I" -Horta