From jon at radscan.com Sun Mar 5 22:04:44 2006 From: jon at radscan.com (Jon Trulson) Date: Sun, 5 Mar 2006 22:04:44 -0700 (MST) Subject: [conquest] Conquest 8.1.2a (devel) is now ready Message-ID: at http://radscan.com/conquest.html This is a significant update incorporating Cat's new Icon HUD work and several other enhancements and fixes. This is probably a good version for server operators to upgrade to, as it works around a firewall issue that could cause dropped UDP connections, corrects some issues with server recording, and provides new server OPER commands. Here is the portion of the release notes (including the snapshot release notes). It's a bit long :) 8.1.2a (devel release) 3/05/2006 - at long last - This is a pretty major revision compared to the last stable 8.1.2 release. This version incorporates new artwork textures and a new 'Icon' HUD layout, curtesy of Cataboligne (aka Roy) including: - new ship textures - team specific photon torpedos/animations and phaser textures - team specific LR tactical grids - doomsday fires an anti-proton beam at unfortunate planets. It also corrects some potential server problems and adds new OPER commands. I would not hesitate to recommend upgrading to this server version at least :) Do to the rather large changes from Cat, it was clear that certain internal mechanisms (like texture management) in conquestgl needed major overhaul. So, in addition to the new art, the texture and animation backend has been completely rewritten from scratch, based on the new cqi (conqinit) lex/yacc parser. Texture and Animation descriptions are defined in the global 'texturesrc' file, or a user's own ~/.conquest/*.trc files. In addition, a much more complete customization of conquest's planets is possible via the global 'conqinitrc' file. The goal was to provide maximum flexibility to users/hackers w/o having to change the code each time :) conqinit is discussed in more detail in the CONQINIT.TXT file (currently crude, but will be improved for a stable release. :) - changes since last snapshot release: - cqi animation specific parser done. GLAnimDefs and the animQue runner/iterator done. We have animations :) - re-added the team specific torp animators that Cat originally supplied in his patch, but were left out of the snapshot releases until the new animator 'engine' was done. - other animators currently present (and working :) are the 'explosion', and blinker animations. See texturesrc for all texture and anim definitions if you want to see them for yourself. The only one(s) currently missing from the original patch, that will be added in the future, are the solar animators (for the suns). But I need some better textures from Cat first :) - conquestd: reworked server OPER commands. As you may (or may not) know, users marked as CONQ_OPER in conqoper, can send certain commands to the server when logged into the game, by sending a specially crafted message to GOD. This version no longer uses 'EXEC' as the command prefix, rather '/' is now used. - kill a ship or user: /k[ill] - create robot(s) /r[obot] [ ] - start a server recording /recon - stop a server recording /recoff - conquestd: fix problem where the recording packet cache was not cleared when starting a new recording, except for the first one. - reduced the size of all of the 1kx1k textures, saving alot of texture memory/file space :) The src package size went down to 5.2MB compared to 8.3MB in the snapshot releases. - The following are notes from the 3 previous snapshot releases leading up to this release. Worth reading (if you are bored) as there were alot of important changes not mentioned above. 8.1.2ng3 (snapshot release) 2/05/2006 - Got rid of the old HUD. The new Icon HUD is now the only hud in conquestgl and is a huge improvement over the old one. Thanks Cat! The DoIconHud and related options are now gone. - added new shield graphics. It's basically an edited version of Cat's original 'layer' texture, but with the insides 'partially' hollowed out and color coded according to strength. It think it gives a nice 'bubble effect'... I much prefer it - hope you do too! The shield layer options are gone, and only do_shields remains - indicating whether you want to see a shield graphic or not. do_shields is now on by default. - re-arranged the 'alert' indicator text, armies text and towing text around the ship icon. The alert text was too hard to read in certain cases. - changed the doomsday AP beam rendering to be less cpu intensive. The beam simply uses an on/off duty-cycle of 600ms now. - correct problem where clients might exit incorrectly when an unexpected packet arrives during the welcome phase. - While playing on CyberBilly's server, I noticed that when no ships are moving (and hence no UDP traffic is occuring), his firewall would terminate the UDP connection after 60 seconds, and the client would exit. It's basically the reverse of the problem that required implementing a client UDP keepalive mechanism in v8.1.1. So the server has been modified to always emit at least one ship update for your ship every 5 seconds if UDP is active, and no other UDP data has been sent in that time. This should work around the issue by keeping the connection 'live'. - add more debugging to readPacket() so problems might be known. - texturesrc - remove layer shield textures, added new shield textures. Updated to load the correct one for each ship. There are only 3 new textures that all the ships use depending on their shape :) - add a little explanation for the mysteryies in updateIconHudGeo(). 8.1.2ng2 (snapshot release) 1/30/2006 - The main focus of this release was to get the icon hud working. It now scales properly. The geometry setup was completely redone, since the code from Cat didn't quite work properly - probably because he didn't know what updateGeo() was really doing :) I will add some comments later. I promise. Some things changed as well: - alert status/bars The alert is now identified by 'alert bars' located on either side of the iconic ship diagram. The ship causing the alert is displayed just below the icon. The bars are coded the same as in the original hud, though there is no text on them. - steady yellow = proximity alert - blink yellow = enemy ship in yellow alert range - steady red = ship in red alert range - blink red = ship in phaser range - Cat's torp 'pip' stuff is gone as well (though the texture is still there). The main problem there was that each ship was different in where in the decal texture the pip array is located. This made it far too tedious/painful to implement correctly. I'd also like to try to make it reasonable for someone to add a new shiptype someday without severe pain. I like the idea though, so it may return in a more 'generic' way that looks and acts the same on all ships, and is therfore easier to code and maintain. - The 'animated' tractor icon decal was removed for the same reason. - The decal indicating you are carrying armies does not display the army count. Same reasons as above. I'll remove the empty '[]'s soon. - there is no room for some of the standard indicators in the new hud, so some are located in other areas, for example: numeric warp and heading, these are displayed to the bottom left of their respective icons. armies/ai - this is indicated by '%d armies' displayed in the upper left of the icon area, or by the action token when watching a robot. towing/towed by - this is indicated in the lower left of the icon area. destruct - this is now rendered in large, semi-transparent blinking letters centered in the viewer. Don't know why I didn't do that in the first place, 'cause it looks kinda cool :) - changed default WxH to 1024x768 as 800x600 is difficult with the iconhud. - uiPutColor() can understand alpha now. - fixed several minor conqinit parser issues. - ALT-G will toggle the tac display on/off in LR scan. 8.1.2ng1 (snapshot release) 1/05/2006 - This version incorporates Cataboligne's massive artwork patch. Among them: - new ship textures - team specific photon torpedos and phaser textures - team specific LR tactical grids - doomsday fires an anti-proton beam at unfortunate planets. - original 8.1.2 Conquest included 37 textures. This version includes 173 textures. The src tarball got a little bigger :) This also includes the new 'icon hud' functionality, which promises to be the future default hud, once the kinks are worked out. - User config data (~/.conquestrc) is now stored in a new ~/.conquest/ directory. The files that can currently be present in this directory are: conquestrc # used to be ~/.conquestrc conquest.log # what it says img/ # directory containing user textures (.tga) files. *.trc # user supplied texture definition files. If you already had a ~/.conquestrc with your settings in it, simply copy it into ~/.conquest/conquestrc before starting the game. - conquestgl will now emit it's log entries to stderr as well so that gl users might see something useful if something breaks :) - planet and texture configuration and intialization have been completely rewritten through the new CQI infrastructure. - texture loader now supports compressed tga files. - fix server recordings so they include TORPEVENT packets. These were only being recorded for clinet recordings. This is important when rendering the new 'directional' torp graphics Cat added when playing back a recording. - this version includes all of the bug fixes in 8.1.2. -- Jon Trulson mailto:jon at radscan.com ID: 1A9A2B09, FP: C23F328A721264E7 B6188192EC733962 PGP keys at http://radscan.com/~jon/PGPKeys.txt #include "I am Nomad." -Nomad