[conquest] Conquest 8.2 (stable) is now released into the wild.
Jon Trulson
jon at radscan.com
Fri Sep 1 20:28:30 MDT 2006
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
<prefix>/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 <conqrule.easy'.
- switched to Subversion (svn) source code control. An svn
conquest repository can be found at:
- 'current' (possibly unstable) development:
svn://radscan.com/conquest/trunk
- tagged (officially released) revisions:
svn://radscan.com/conquest/tags/
- conquestgl
- All new cockpit (CP) with new ship artwork provided by
Cataboligne (aka Roy). He spent incredible amounts of time
on acquiring new textures and adding them into Conquest.
The CP looks *much* nicer as a result. Among these:
- new ship textures
- team specific torp texture animations. Torps are
'directionally' displayed.
- new per-team phaser textures
- team-specific LR tactical grids
- new doomsday texture. Doomsday now fires a visible AP
beam at unfortunate planets.
- new shield textures (now you can see your shields as well
as other ship's shields and their strengths).
- Iconic ship status representation
- new gauges
- new conquest logos
- he also supplied new texture management and planet
configuration support. However, these were removed and
replaced with the CQI infrastructure I was already
working on at the time.
- rework some of the status indicators:
- self destruct and current alert target are now shown in
the viewer.
- New alert 'pulse' messages are displayed in the viewer
indicating: engines critical, engines overloaded,
weapons critical, weapons overloaded, shield critical,
hull critical, and fuel critical.
- add torp 'pip' display based on original work by Cat.
These indicate torp status (ready, in-flight,
exploding).
- show shield recharge status (when down)
- show phaser charging status
- bombing graphics. You can see your explosions as you bomb
victim planets.
- Mouse support in the CP. You can now assign macros to
mouse buttons (+ modifiers). This allows you to use the
mouse in the viewer while in the CP to do... just about
anything you can cram into a macro :)
The default configuration assigns the left button to fire
phasers at the indicated angle, middle button to set
course, and right button to fire a torp. Of course you
can redefine these in the Options menu or by editing your
~/.conquest/conquestrc file directly.
See the comments in the conquestrc file or the conquest(6)
manpage for more information.
- complete rewrite of the texture managent code. Previously
Conquest used 37 'hardcoded' textures. With the new
atrwork from Cat (173 textures), this was no longer a good
way to do things :) [Note the release distribution
contains approximately 107 textures - many were removed
from the orginal patch from Cat].
CQI provides a way of adding (and allowing users to add or
redefine) textures and animations using external human
readable/editable text files parsed by CQI.
For a complete description of CQI, See the CONQINIT.TXT
file in the source distribution. See the conqinit(6)
manpage for information on the conqinit utility.
- texture loader now suports RLE compressed TGA files. All
textures are supplied in compressed format now.
- New negative energy barrier (NEB) rendering.
- default resolution is 1024x768 now. Can run in fullscreen
by passing the -f flag to conquestgl.
- 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). This is needed to keep some
firewalls happy.
- fix off-by-one in GL ship list.
- conquestd (game server)
- fix very old (and rather serious) bug that prevented
phasers fired within 315-360 degrees from causing any
damage. Server operators, please upgrade to this release
:).
- fix problem where the recording packet cache was not
cleared when starting a new recording, except for the first
one.
- always emit at least one ship update via UDP (if enabled)
to prevent some firewalls from closing down the connection
after a period of seeming inactivity.
- propagate SHIP_F_REPAIR flag for ships other than your own
that are within scanning range so that shield status is
accurate when repairing.
- new SHIP_F_BOMBING flag so that clients can easily
determine who is bombing a planet (for the bombing
graphics).
The following are the detailed notes for the intervening
development versions leading up to this release. Probably not
worth reading unless you are looking for more details on the
changes described above :)
8.1.2k (devel - not publically released) 8/29/2006
- get rid of '-d n.n' option, use '-B' option now for
'benchmark mode'. Still needs work to be useful.
- add 'AUTO_RECORD' define in defs.h (default is undefined).
When defined, the server automatically records all games.
- convert remaining glutGet(GLUT_ELAPSED_TIME) to
clbGetMillis().
- When loading textures, we now look for system-wide *.trc
files in CONQETC after loading the main 'texturedrc' file.
So the texture/anim config loading order is now:
System-wide CONQETC/texturesrc
System-wide CONQETC/*.trc
User ~/.conquest/*.trc
This will make it easier to add 'misc' texture definitions to
the distribution w/o neccessarily having to change
texturesrc, which should only contain 'base' information.
Along those lines, added system-wide '00_plantex.trc' file
that specifies some different texures for some of the class D
planets.
Added new texture images for jupiter, neptune, and uranus.
- add new 'conrule.easy' robot rule file. This file specifies
a robot stragegy that should make robots more 'fun' (read:
less hopelessly lethal) for newbies. Experienced players
might have some fun dogfighting them too. :)
You can setup your universe's robots to use this strategy
with:
conqstrat -U < conqrule.easy
I will probably run this one on the public server at
conquest.radscan.com:1701, since alot of new people show up
there (and get their butts kicked by robots).
- randomize robot headings when created.
- when initializing (e)verything or (u)niverse in conqoper,
enable the game by default. Previously the game had to
always be manually enabled after initializing any of these
things.
- arrange for the conquest AI rule files, and the non-manpage
documentation to be installed in $prefix/share/doc/conquest/
- manpages/documentation:
- add contents of conquest.doc into the conquest manpage.
Get rid of conquest.doc. Also add section on macros to the
conquest manpage.
- add contents (other than telnet server info) of SERVER.TXT
into conquestd manpage. Remove SERVER.TXT from
distribution (but keep in the repository).
- add conquestgl manpage (sources conquest manpage).
- various minor fixes
8.1.2j (devel) 8/9/2006
- 8.2 pre-release, barring significant issues.
- draw a line below the shield gauge that will indicate current
shield strength when shields are down. This is useful for
allowing you to check your shield's recharge status without
having to raise them first.
- change 'REPAIRING' icon decal color from green to cyan-ish.
- add a conqinit man page.
- move CLAMP() macro into conqdef.h for everyone to use.
- fixup the cygwin build
- update README.cygwin for current info and methods for
enabling IPC services.
- re-arrange the lib ordering a bit at link time so the
stupid linker can handle libconqinit/libconquest
dependancies (cqiInitPlanets).
8.1.2i (devel - not released) 7/29/2006
- fixed an old (and serious) bug that prevented phasers from
damaging a target if it's angle was between 315 and 360 from
your ship. It is definitely advisable for server operators
to upgrade to this version if you want phasers to work when
fired within this angle range
- fixed torpdir stuff in GL.c - should no longer get occasional
incorrect directional torp angles.
- changed ship textures and drawShip() to not use lower left as
the ship's texture origin, like the other textures.
- fix off-by-one in GL ship list.
8.1.2h (devel - not released) 7/21/2006
- patches from Clint Adams, putting the manpages in their proper
place (section 6 rather than 1), and supplying a conqai and
conqstrat manpage.
- in initGLPlanets, use the classd texture by default (for
class A, O, and Z, for example) rather than the moon
texture.
- When looking for ~/.conquest/*.trc files, only look for files
that *end* in .trc .
- 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 determine
the validity of a command.
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/
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 <angle>
mouse button 1 (middle): Set course to <angle>
mouse button 2 (right): Fire Torp at <angle>
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.
<angle> 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] <what>
- create robot(s)
/r[obot] <username> [<number> <warlike if non-null>]
- 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 <std/disclaimer.h>
"No Kill I" -Horta
More information about the Conquest
mailing list