From jon at radscan.com Mon Jul 21 23:32:18 2008 From: jon at radscan.com (Jon Trulson) Date: Mon, 21 Jul 2008 23:32:18 -0600 (MDT) Subject: [conquest] Conquest 8.3b (devel) is available Message-ID: Source tarball: http://downloads.sourceforge.net/conq/conquest-8.3b.src.tar.gz Optional musicpak (unpack in ~/.conquest/): http://downloads.sourceforge.net/conq/conquest-musicpak-8.3.tar.gz SVN tagged release: http://conq.svn.sourceforge.net/svnroot/conq/tags/conquest-8.3b SVN current (possibly unstable) development: http://conq.svn.sourceforge.net/svnroot/conq/trunk This is a possible 8.3.1 (stable) release candidate. Yay. :) This version reworks the innards of hud rendering and adds client-side orbital calculations for smoother orbital movement around fast-moving objects. Dead handling has been enhanced. In addition, a new 'hud_info' option was added to allow the display of certain information on the last (i)nfo'd ship/planet in the hud. A variety of other fixes and enhancments were made - here is the HISTORY section for this release. 8.3b (devel) 07/21/2008 - rework 'dead' handling. - Now, at least in the GL client, when you die you will actually see it. - The 'dead' node has been converted to an overlay node. After you've died, you will still see what is going on around you. - in the dead node, hitting ESC will take you back to the main menu, hitting [TAB] will re-enter your ship directly without having to go through the menu. - clients now compute orbital position directly rather than using the server's idea of your ship's position in orbit around a planet. This provides for much smoother movement when you see ships (including your own) that are in orbit around fast moving objects. - fix doomsday motion. Instead of simply stopping when within range of a locked-on planet or ship, continue to stay in range when possible (ie: should the planet/ship move out of range). - conquestd (server) changes - dead rework. No longer sleep for 2 seconds after a ship is killed. - in the menu state, no longer wait for 1 second before updating the client. Now we update at full speed. - got rid of the driver countdown timer. There is really no need to kill the driver (if your client driver started it) just because your ship has been dead for more than 15 seconds. This is the 21st century after all. - Older clients playing on newer servers will notice that you go immediately to the 'dead' screen when you die, since the server no longer sleeps for 2 seconds on ship death. - Newer clients playing on older servers will notice that when they die, ship and planet updates will decrease to one per second. After 15 seconds, and if you are the only player, updates will stop entirely. Other than these changes in behavior, client/servers are still compatible. As usual, use the latest client on the latest server for the best results :) - fix bug that prevented you from seeing your own torps on LR scan if you were at war with your team. - redo how data data is cached and stored in the GL client. New hud.c and hud.h files handle the setting of hud information (alert level, warp, damage, etc). Move this stuff out of GL.c. Move hud caching out of gldisplay and into the hud data structs where it belongs. This should speed up hud endering somewhat by avoiding unneccessary computations and string generation. - reworked the 'alt_hud' stuff. When enabled, this would allow certain information (distance, direction) about a ship or planet that was last (i)nfo'd to be displayed. This option is now called hud_info, and is enabled by default. For the GL client, this data is displayed below the ship's status icon in the hud. For the curses client, this information is displayed just below the viewer. The alt_hud config option is still present but does nothing. In the future it will be used to enable an experimental cockpit (hud/viewer), if one is ever written. - re-implemented the 'REPAIR' and 'CLOAKED' icon ship indicators to just render the text directly rather than use textures. got rid of the icon cloak and repair textures since their services are no longer required. There were 8 of them, though only two were even being used. - got rid of the 'BETTER_ETA' defines. This code has been in use forever, I think it works, so no need to conditionally compile it :) - initGLShips() - don't go all fatal on us just because some textures couldn't be found... - When pausing during playback of a recording, use the framedelay rather than spinning as fast as possible. - rework the way the playback speed and time is displayed in both the curses and GL clients. Now show the percentage into the recording you are currently viewing, and instead of displaying the internal framedelay, show the 'speed' (1x, 2x, -3x, etc). - fix UDP error on Solaris (possibly others). Use write() rather than sendto() when a UDP connection has already been properly established (EISCONN). - standardize how some buttons are referenced in the game's text for consistancy: RETURN -> [ENTER] TAB -> [TAB] ESCAPE -> [ESC] - rename clPutShip() -> clbPutShip(), like most everything else in conqlb. - minor code cleanups -- Happy cheese in fear | Jon Trulson against oppressor, rebel! | mailto:jon at radscan.com Brocolli, hostage. -Unknown | #include