From jon at radscan.com Fri Sep 1 20:28:30 2006 From: jon at radscan.com (Jon Trulson) Date: Fri, 1 Sep 2006 20:28:30 -0600 (MDT) Subject: [conquest] Conquest 8.2 (stable) is now released into the wild. Message-ID: It can be found at: Source tarball: http://radscan.com/conquest/conquest-8.2.src.tar.gz SVN tagged release: svn://radscan.com/conquest/tags/conquest-8.2/ SVN current (possibly unstable) development: svn://radscan.com/conquest/trunk/ From the HISTORY file: This version represents a major update to Conquest, primarily in the GL client, conquestgl. A variety of new enhancments and bugs fixes are present. By far the most work went into the GL client. There were several important server fixes as well, so please upgrade your servers to this release if you run one :) The following section will outline the major changes to the various Conquest components in this version (compared to the last stable revision 8.1.2). Following that is the much more detailed HISTORY that went into each intervening development release (if you are bored - it is *long*). - General - Conquest now creates a ~/.conquest/ directory in which to store conquestrc (the user config file), the conquest.log file, and texture/animation definitions, and images (~/.conquest/img/). If you have an existing ~/.conquestrc config file you should copy it into ~/.conquest/conquestrc if you want to keep your settings. The ~/.conquestrc is no longer used. - Using the new conqinit (CQI) parser, the planet initialization code was rewritten. This makes it easier for someone to create 'custom' planet configuations for their server(s). - manpages for all of the commands. Text documentation (README, CONQINIT.TXT, etc) are installed in /share/doc/conquest now. - rework remote OPER commands. Now use '/' as a prefix for sending certain commands to 'GOD' from within the game. Only users with the 'OPER' bit set in their user record can send oper commands to the server. New commands allow OPER's to create robots and kill ships, in addition to starting/stopping server-based game recording. - correct problem where clients might exit incorrectly when an unexpected packet arrives during the welcome phase. - enhance recording protocol so that server recordings are easier to determine. Always store the ship number that made the recording into the header. Existing recording (CQR) files are compatible. - previously, the client(s) tried to be smart and not waste the server's time with requests it knew the server would reject, for example, firing a phaser when you are cloaked. Unfortunately, this introduced race conditions when the connection had any significant lag, which would cause the client's idea of what would succeed to be incorrect. Now, we simply send such commands to the server, regardless of the local client's state, and let the server sort it out. - Add a new 'conqurule.easy' robot AI definition to the distribution. This rule file makes the robots a bit less lethal to new players. You can install it for a running game with something like 'conqstrat -U 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. 8.1.2c (devel) 5/7/2006 - new user option 'do_native_lang'. When set to true, you will see the scale labels in the HUD displayed in the team's 'native' language. When false (default) you will see the labels in english (Federation). Yes, this is a bit of a hack. When Cat can deliver to me Orion, Romulan, and Klingon language font files, then we can do it properly :) - fixed up the limit checks in GLcvtcoords(). Now we are a bit more agressive in checking the visbility of an object before rendering it, particularly in LR view. - UDP keepalive's are sent from the client to the server every 30 seconds from the GL client, regardless of what screen you are on. Previously these were only sent if you were in the cockpit (CP). - redid the Negative Energy Barrier (NEB). The NEB is now drawn as a 'wall' (and at most, only 2 can possibly be in view at a time), rather than the large textured quad spanning the universe that was previously used. This allows us to be smart and not render it when it's not in view (saving frames and cycles). Also, the TOS-bmsk texture is no longer needed now, and has been removed. In addition, the barrier is now drawn at the ship's depth plane, correcting it's position and size relative to the ship. It sure looks alot bigger in SR view when you are passing through it :) - finished CONQINIT.TXT, describing CQI, and the format of the conqinitrc and texturesrc files in all their glory. 8.1.2b (not publically released) - fix bug in render.c that miscalculated the size of the warp indicator quad in certain situations. - enhance recording protocol so that server recordings are easier to determine. Always store the ship number that made the recording into the header. Existing recording (CQR) files are compatible. - If you pass '-d 0.0' on the conquestgl command line, the 75 FPS frame throttle is disabled. This is mainly useful for 'benchmarking' - having conquestgl always render at full speed. This works for playing back a recording as well as playing the game normally. - remove doomsday AP firing timer and convert to an animdef (doomsday-ap-fire) specified in texturesrc. - modify CQI parser to allow (ab)using a texture {} section to store 'named' colors. This is done by treating texture definitions that specify "" as the filename, as a special case, indicating that only a color is specified there. I just didn't see the point in creating a whole new 'colordef' section and related CQI infrastructure just for color parsing and storage. All colors used in conquestgl will eventually be specifed this way. - merge 8.1.2a into conquest HEAD branch. 8.1.2a (devel) 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 http://radscan.com/~jon #include "No Kill I" -Horta From ralmoritz at gmail.com Sat Sep 2 00:37:52 2006 From: ralmoritz at gmail.com (Ralph Moritz) Date: Sat, 02 Sep 2006 08:37:52 +0200 Subject: [conquest] Conquest 8.2 (stable) is now released into the wild. In-Reply-To: References: Message-ID: <1157179072.10485.1.camel@localhost> Awesome! I haven't had a good game of Conquest in AGES ;-) -- Ralph Moritz Phone (Home): +27 317 055 268 (Mobile): +27 846 269 070 GPG Public Key: http://ralphm.info/me at ralphm.info.gpg From dwpayne at gravitic.com Sat Sep 2 15:26:03 2006 From: dwpayne at gravitic.com (David W. Payne) Date: Sat, 02 Sep 2006 15:26:03 -0600 Subject: [Fwd: Re: [conquest] Conquest 8.2 (stable) is now released into the wild.] Message-ID: <44F9F6EB.1060701@gravitic.com> I talked with Jon and we propose a game on Sunday afternoon. 2pm 'ish that is Denver, Colorado MDT. We can start on Jon's server: conquest.radscan.com:1701 We can play against each other, gang up on robots, conquer a little bit of the universe and/or move on to some of the development servers (which have interesting new planets). Please feel free to make suggestions on game time(s) and/or servers. For me at least, I could probably play late at night (Denver time) Sunday night as Monday is a holiday. Also, there is a possibility of playing on Monday. Dave Awesome! I haven't had a good game of Conquest in AGES ;-) -- Ralph Moritz Phone (Home): +27 317 055 268 (Mobile): +27 846 269 070 GPG Public Key: http://ralphm.info/me at ralphm.info.gpg -- #include "No Kill I", said the Horta to the Fly.... The way to make a small fortune in the stock market is to start with a large one. From jon at radscan.com Sun Sep 3 00:48:32 2006 From: jon at radscan.com (Jon Trulson) Date: Sun, 3 Sep 2006 00:48:32 -0600 (MDT) Subject: [Fwd: Re: [conquest] Conquest 8.2 (stable) is now released into the wild.] In-Reply-To: <44F9F6EB.1060701@gravitic.com> References: <44F9F6EB.1060701@gravitic.com> Message-ID: On Sat, 2 Sep 2006, David W. Payne wrote: > I talked with Jon and we propose a game on > Sunday afternoon. 2pm 'ish that is Denver, Colorado MDT. > So let it be written, so let it be done. > We can start on Jon's server: conquest.radscan.com:1701 > > We can play against each other, gang up on robots, conquer > a little bit of the universe and/or move on to some of the > development servers (which have interesting new planets). > > Please feel free to make suggestions on game time(s) and/or > servers. > > For me at least, I could probably play late at night (Denver time) > Sunday night as Monday is a holiday. > > Also, there is a possibility of playing on Monday. > > Dave > > > Awesome! I haven't had a good game of Conquest in AGES ;-) > > -- Jon Trulson mailto:jon at radscan.com http://radscan.com/~jon #include "No Kill I" -Horta