From jon at radscan.com Fri Nov 3 19:56:33 2006 From: jon at radscan.com (Jon Trulson) Date: Fri, 3 Nov 2006 19:56:33 -0700 (MST) Subject: [conquest] Re: new conquest strategy guide In-Reply-To: References: Message-ID: On Tue, 31 Oct 2006, Almighty Tallest Cataboligne wrote: > Conquest survivors > > damn, spoke too soon - still need an option section. >> > > Consider the guide done. The option section is finished and the character > count is near the article max for the weblog software. > > I may yet read through it and simplify some areas...other than that consider > the guide finished. > > Have a read. if you think you found a glaring error, let me know. (at this > point I'm not willing to quibble over semantics unless some text is really > confusing.) > Looks nice, thanks! I'll add a link to it on the website this weekend. > -Cataboligne > ---------------------------------------------- > 3 > 4 | 2 > \|/ > 5--*----> 1 Thing is facing this direction > /|\ > 6 | 8 > 7 > > I need a new sig... > Well, you could add the customary '-- ' prefix line before it so sig-aware mailers could remove it... :) -- Jon Trulson mailto:jon at radscan.com #include "No Kill I" -Horta From jon at radscan.com Tue Nov 7 18:25:41 2006 From: jon at radscan.com (Jon Trulson) Date: Tue, 7 Nov 2006 18:25:41 -0700 (MST) Subject: [conquest] Re: new conquest strategy guide In-Reply-To: References: Message-ID: On Tue, 31 Oct 2006, Almighty Tallest Cataboligne wrote: > Conquest survivors [...] > Consider the guide done. The option section is finished and the character > count is near the article max for the weblog software. > > I may yet read through it and simplify some areas...other than that consider > the guide finished. > > Have a read. if you think you found a glaring error, let me know. (at this > point I'm not willing to quibble over semantics unless some text is really > confusing.) > Ok, I read it in more detail and it looks really nice. I also 'forgot' to add a link to it from the conquest page. Now done, sorry... -- Jon Trulson mailto:jon at radscan.com #include "No Kill I" -Horta From jon at radscan.com Mon Nov 27 17:59:55 2006 From: jon at radscan.com (Jon Trulson) Date: Mon, 27 Nov 2006 17:59:55 -0700 (MST) Subject: [conquest] Conquest 8.2a (devel) is now available Message-ID: It can be found at: Source tarball: http://radscan.com/conquest/conquest-8.2a.src.tar.gz Musicpak tarball: http://radscan.com/conquest/conquest-musicpak-8.2a.tar.gz SVN tagged release: svn://radscan.com/conquest/tags/conquest-8.2a/ SVN current (possibly unstable) development: svn://radscan.com/conquest/trunk/ Fellow Conquistadors, This release is a major revision that adds actual sound support to the conquest OpenGL client (conquestgl), based on patches and sound from Cataboligne. It utilizes SDL and the SDL_mixer API. It is truly a step up in the evolution of Conquest :) Due to it's size, the music files are packaged in a seperate 'musicpak' tarball. If you want that full Conquest effect, download the musicpak and unpack it in your ~/.conquest/ directory. Effect and Music volumes can be configured from the (O)ptions page within the game. The following is the HISTORY snippet: 8.2a (devel) 11/27/2006 - Added sound support using SDL and the SDL_mixer API based on patches and samples from Cataboligne. This version supports sound effects for phasers, torps, explosions, and pile of other things. In addition, an optional 'musicpak' tarball provides some appropriate Conquest music to listen to during your campaign of terror. The musicpak is located on the webpage with the source tarball and can be installed by unpacking it into your ~/.conquest/ directory. SDL and SDL_mixer development header files and libs are required. All sound effects and music are supplied in OGG Vorbis (.ogg) format. I believe all linux systems at least, support OGG in their SDL implementation. Sound is only supported in the OpenGL (conquestgl) client. I have to say thanks again to Mr. Cataboligne - sound is a definite improvment to the Conquest experience :) The following is a somewhat more detailed log of the sound work. You do not really need to read it unless you are curious about the details :) - Add option (-S) to disable sound in conquestgl. - Effect and Music volume (if you installed the musicpak) are configurable from the options page. Sounds, like textures, can be overridden by the user. - moved the music into a seperate area in the repository (music/). Music is packaged in it's own tarball since it's pretty large (15MB). To hear the glorious music of Conquest, you must unpack the musicpak tarball into your ~/.conquest/ directory. The effects are shipped in the main src tarball as they are small in comparison :) If you have a checked out version of the repository, you can create the musicpak tarball by running 'makemuspkg'. - fixed doomsday beam sound to not try to fire more than once per second, and made it a positional sound. - moved doomsday_theme checks into nCP.c. - add beep sounds for alert, message, and error conditions. The sounds aren't too bad, if you have better ones... :) - hook up 'hit' effect. If you take more then 5 points of damage, it will play. - fix problem with volume. If an effect isn't using a panning mixer effect, then make sure all panning is disabled for that channel. Failure to do this results in non-positional effects playing at half their normal volume. As a result of this fix, went through soundrc and re-adjusted (equalized) some of the effect volumes. - rework themes() stuff, move into nCP.c - set the alert klaxon loop couts in soundrc to 0 (infinite). - Apply Cat's patch adding the themes() stuff and a few misc effect hookups. - fix clbCheckLaunch() to fail if weapons are overloaded. - Add option (-S) to disable sound in conquestgl. - Add support for .src (add-on sound RC files). These work the same as texture add-on files (.trc), allowing operators or users to override sound related definitions. They are looked for in the system-wide /etc/ directory, then the user's ~/.conquest/ directory. - beef up configure a bit. Properly detect when SDL headers are missing (sound support) and glut/GL headers are missing (OpenGL support). Don't try to build the relevant OpenGL and sound bits if not supported. - when searching for .trc and .src files, sort the filenames first before loading them, so that they are always loaded in a consistent order (alphabetically). - add engine background sound (engine). - converted all .wav's to .ogg's. - Initial sound support based on work by Cat. soundrc and associate parser working. Can init SDL/SDL_mixer and load/use sounds. Yay. -- Jon Trulson mailto:jon at radscan.com #include "No Kill I" -Horta