Updated bug list for UQM project

This commit is contained in:
pelya
2013-05-13 00:03:19 +03:00
parent 33e70f3969
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We worship these two higher beings for making the original, legendary game:
Fred Ford
Paul Reiche III
The Ur-Quan Masters port:
-------------------------
Core team (in alphabetical order):
Serge van den Boom <svdb@stack.nl>
Mika Kolehmainen <mk@kapsi.fi>
Michael Chapman Martin <mcmartin@gmail.com>
Chris Nelson <chris@toysforbob.com>
Alex Volkov <codepro@usa.net>
Additional programming (in alphabetical order):
Geoffrey Hausheer <uqm-devel@phracturedblue.com>
Nicolas Simonds <uqm@submedia.net>
Music remixers (in alphabetical order):
Jouni Airaksinen <markvera@spacesynth.net>
Tore Aune Fjellstad
Espen Gätzschmann
Aaron J. Grier <agrier@poofygoof.com>
Dan Nicholson <dan@kosmic.org>
George Nowik <norgio@attbi.com>
Riku Nuottajärvi <riku.nuottajarvi@pp.inet.fi>
Erol Otus <erol@toysforbob.com>
Other contributions (in alphabetical order):
Jouni Airaksinen <markvera@spacesynth.net> (Startup Menu)
Karl Bartel <karlb@gmx.net>
Travis Chase <cftc@shaw.ca> (BeOS port)
Felix Lazarev <felix@freedo.org> (3DO internals)
Parker MacMillan
Sanjay Madhav <madhav@usc.edu> (code patches)
Robert McNamara <robert@americantenor.com> (MacOS X stuff)
Mike Melanson (ADPCM basis from FFmpeg used for DUK audio)
Mudrony Laszlo <mudronyl@dragon.klte.hu> (PC/DOS content unpacking)
Erol Otus <erol@toysforbob.com> (Splash screen)
Brian Rogers <burpmaster@truffula.net>
Horatiu Romosan <hory@post.ro> (v0.1 Win32 installer)
Zarla Sheenaza <astronia@aol.com> (0.6 Win32 installer graphics)
Joffrey Smith (setup graphics)
Peter van Valderen <p.vanvalderen@chello.nl>
Alex Volkov <codepro@usa.net> (additional slides)
Alexander Waseleski <Paxtez@hotmail.com> (code patches)
Yukki (v0.1 Win32 installer graphics)
Original game:
--------------
Programming & technology:
Fred Ford
Game design and fiction:
Paul Reiche III
3DO programming:
Ken Ford
Fred Ford
Brad Van Tighem
Producer (3DO version):
Mark Wallace
3DO production:
Paul Reiche III
Richard Antaki
Starring the voices of:
Richard Antaki ....... Thraddash
Alex Bennett ......... Starbase Commander
Rich Betz ............ Ariloulaleelay
............ Druuge
Roy Blumenfeld ....... Zoq-Fot-Pik
David Bryce .......... Kohr-Ah
.......... Ilwrath
.......... Shofixti
.......... Spathi
Lauren Forcella ...... Supox
Greg Johnson ......... Orz
......... Pkunk
......... Utwig
Bruce Leyland ........ Yehat
Erol Otus ............ Chmmr
Paul Reiche III ...... Mycon
...... Talking Pet
Brad Van Tighem ...... Slylandro Speaker
Madeleine Wild ....... Zoq-Fot-Pik
....... Syreen
....... VUX
Larry Zee ............ Umgah
............ Melnorme
............ Ur-Quan
840-AV ............... Slylandro Probe
Paul II, Paul III .... Victory Sequence
Arianna & Devin Reiche
Voice effects:
Jeff Forehan
Burke Treischmann
Mark Miller
Voice editing:
Richard Antaki
Paul Reiche III
Burke Treischmann
Steve Henefin
Jeremy Bredow
Erik Griss
Brad Van Tighem
Art and animation:
George Barr
Paul Reiche III
Erol Otus
Greg Johnson
Kyle Balda
Jeff Rianda
Taunya Shiffer
Leonard Robel
Greg Hammond
Armand Cabrera
Silicon Knights
Additional writing:
Greg Johnson
Mat Genser
Robert Leyland
Iain McCaig
Tomi Quintana
Erol Otus
Leonard Robel
John Estes
Music:
Burke Treischmann
Dan Nicholson
Riku Nuottajärvi
Eric Berge
Erol Otus
Marc Brown
Aaron Grier
Kevin Palivec
Tommy Dunbar
3D cinemagraphics:
Gene Bodio
Phil Le Marbre
TrueMotion(R) "S" Video Compression by The Duck Corporation
Product marketing manager (3DO version):
Jim Curry
3DO testers:
Susan Michele
Jeremy Bredow
Wes Gittens
Ty Johnson
Tate Schieferle
Carolina Esmurdoc
Rob Johnson
Kevin Kwan
Joe Ganis
Chang Fadel
Erik Griss
Eugene Law
Mark Ybarra
Steve Groll
Tim Jordan
Matt Young
PC/DOS testers:
Pam Levins
Tomi Quintana
Joel Dinolt
Robert Daly
Greg Hammond
B.J. Shea
Robert Leyland
Sean Vikoren
Mike Ebert
Tony Hsieh
ROL
Ed Gwynn
Akila Redmer
Russell Bornschlegel
Steve Graziano
Mark Voorsanger
Special thanks to:
Greg Johnson
John Ratcliffe
Paul's Foundation:
Laurie
Devin
and Arianna
Got us 86'ed out of a restaurant in Las Vegas:
Madeline Canepa (we love her anyway)

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All known bugs and missing features are listed in our online bug database,
which can be found at
http://bugs.uqm.stack.nl/
New bugs that you may find can be reported at the same location.
In-game menu overlaps with on-screen keys
Two-player melee crew & batt overlaps with on-screen keys
Put thrust key to the bottom

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The Ur-Quan Masters
Copyright (C) 1992, 2002 Toys for Bob, Inc.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
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GNU General Public License for more details. A copy of the
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The content -- voiceovers, dialogue, graphics, sounds, and music --
are copyright (C) 1992, 1993, 2002 Toys for Bob, Inc. or their
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Masters.
The documentation -- excluding documentation that is part of the
code or otherwise clearly governed by the preceding licenses --
may be used freely under the terms of the Creative Commons
Attribution 2.0 license (included below, and also available at
http://creativecommons.org/licenses/by/2.0/).
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File diff suppressed because it is too large Load Diff

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@@ -1,135 +0,0 @@
These are some guidelines for people who want to contribute to the code.
Don't be surprised if your contributions get tossed in the bit-bucket if you
do not follow them. We don't want to be unfriendly, but our time is limited.
These guidelines are there so that you won't waste both our and your time.
Before making changes:
- Read this entire document
- See if the the Bugzilla bug database at
http://bugs.uqm.stack.nl/ contains any comments on what you're planning
to do.
- Make sure you're using the most recent Subversion version
- Discuss in advance what you're planning to do, with the core team.
The best place to do this is on #sc2 on irc.freenode.net.
This prevents you from wasting your time when
- someone else is already working on your issue
- we've got a very clear idea of how we want it to be
- the code you're planning to change will be completely rewritten
in the near future.
- Don't bother on adding "great ideas" you have for the game;
Our current goal is a straight port. The code is GPL, so feel free
to start your own modified version, but don't bother sending them
in for the official version.
Making changes:
- Follow the coding style of the existing source. You don't have to like it,
we don't even always do, but we've accepted this as our standard. The main
reason is that this is very close to the original style.
Trying to start a discussion about the standard is pointless and is
definately NOT appreciated.
- Use 1 tab per indentation level
- Use no more than 76 chars on a line, when using a tabsize of 4.
- Use 2 extra indentation levels for the continuation of a broken line,
like this:
if (blablablabla || foobar ||
zut || linefiller ||
morezut)
printf ("Yeah!\n");
- Don't use tabs for anything but indenting. If you would, and someone
has a different tab size, or something in the line changes, other stuff
on the line may or may not move, depending on where on the line it is.
If you for instance want to align a list of declarations, use spaces,
like this:
{
<TAB>long l,
<TAB> m;
<TAB>int i;
}
(Though in this particular case, I personally would repeat the 'long',
or place l and m on the same line)
- Put { on a seperate line, both for the start of a function and
for the start of a block.
- one space around binary operators, and after commas.
- one space between the function name and following '(', both in
declaration and call (unusual as it is).
- one space after 'if', 'while', 'do', 'for' and 'switch'.
- even for short selections or repetitions, don't have the statement
to execute on the same line as the guard. So:
if (a)
a--;
- Use unix-style line-endings, that is '\n' only. If the editor you're
using doesn't support this, please pass your code through a conversion
program before submitting.
- Don't hurry into changing code. All code is there for a reason. Be sure
you understand that reason before changing it. Don't just go recode a part
because you think that would be easier than trying to understand the
original. If you don't have the skills or patience to do so, this is not
the place for you.
- Only use portable functions. The code is intended to work on Windows,
Linux, FreeBSD, BeOS and MacOS X.
Try to avoid unnecessary system-dependant code, but use #ifdefs if you
really have to.
- No shortcuts. Don't assume anything about user input (like the length),
and check the return values of functions that may fail.
- Your code shouldn't cause any compile-time or runtime-warnings. We know
the current source is far from warning-free, but those should be removed
eventually and we don't want to make it worse.
- Don't add comment lines saying things like "This line added by <me>".
These comments only foul the code and don't add anything for people
reading it. You'll still be credited in the Changelog, and for large
contributions (or many small ones) in the authors list. We have
Subversion for when we need to find out when what changes were made.
Making the patches:
- One issue per patch.
We need to keep track of what's being changed, and multiple changes
in one patch will make that more difficult.
Also, we might want to accept one patch, and reject the other.
- Use unified diffs.
That way, there's a bigger chance the patch can be automatically applied
successfully against modified files.
- Make the patches against the current Subversion tree.
Test the patches:
- If possible, test your changes both on Windows and a *nix platform, or
send them to someone to test them for you.
Getting the patches committed:
- Either attach the patches to the appropriate bug report in the Bugzilla
bug database or send them to one of the committers, in plain-text format.
This can be done by email, DCC from within the #sc2 channel, or by
mentioning an URL where we can get the patch.
The committers are listed below (in alphabetical order), with their
particular field of expertise with the source. Though all of us
should have enough experience to deal with most issues not explicitely
mentioned.
Serge van den Boom (svdb at stack.nl), Meep-Eep at #sc2
- Resource system
- 3DO historical code
- *nix build system
- Netplay
- General issues (particularly on *nix)
Mika Kolehmainen (mk at kapsi.fi), Gwl at #sc2
- Graphics
- Sound
- General issues
Michael Martin (mcmartin at stanford.edu), McMartin at #sc2
- Threading
- Alien communications code
- Graphics
- Input system
- In-game configuration
- General issues
Alex Volkov (codepro at usa.net), fOSSiL at #sc2
- Graphics
- Sound (particularly MixSDL)
- General issues
- Only submit code that can be used under the GPL. By submitting code you
hold the copyright to, you agree that it can be used under the term of
the GPL. If you use code by someone else, make sure that it can be used
under the GPL and let us know, so that adequate credit can be given.
Initial version of this file by Serge van den Boom, 2002-12-05.

View File

@@ -1,21 +0,0 @@
You're looking at the readme for 'The Ur-Quan Masters', a volunteer
project that intends to bring the classic game 'Star Control II' to
modern systems.
The program code that comprises 'The Ur-Quan Masters' was derived from code
written by Toys for Bob, Inc. for the 3DO version of 'Star Control II', with
their permission and encouragement.
If you've got this file from the source tree, you can find everything
you need to get started in INSTALL (INSTALL.mingw for MinGW) and
doc/users/unixinstall.
The home page of the project is located at http://sc2.sourceforge.net/
You can find links to downloads, our bug database, and our forum there.
Have fun!
Star Control II is a registered trademark of Accolade, Inc.
All other trademarks and tradenames belong to their respective owners.

View File

@@ -1,370 +0,0 @@
This file tries to organize and describe the changes between releases.
Changes are broadly classified into the following categories:
- New Features: These are either elements of the original games that
were first implemented in this release, or actually new capabilities
that are visible to the user.
- Bugfixes: The removal of visible Bad Things from the code.
- Internal Changes: The removal of invisible Bad Things from the code,
or changes in the way the program itself is structured. These are
unlikely to be of interest to you unless you plan on coding
extensions.
Version 0.6
-------------
NEW FEATURES
- Netplay! You can now engage in Super Melee over the Internet.
- Key configuration is now entirely in-game.
- UQM now compiles and runs on 64-bit systems.
BUGFIXES
- The Quit button (F10) now works properly when used during the
introduction sequence.
- Various small fixes to text and conversation logic.
INTERNAL CHANGES
- The setup menu now reads all its text from the content, easing
translation.
- The MOD player for PC-style music can now be linked against an
external version of libmikmod.
- Various code cleanups and memory optimizations.
Version 0.5
-------------
NEW FEATURES
- The Starmap is searchable! Type / then the beginning of the
constellation name, and you can tab through all possible
completions.
- New 'hq' scaler, based on Maxim Stepin's "HQ2X" scaler. See
www.hiend3d.com/hq2x.html for more details.
- Scalers can use MMX/SSE/3DNow! instructions for significant speed
improvements. The "Processor pack" is necessary for compilation of
same on VC6.
- Imported DOS versions of many graphics; these have richer palettes
and so generally look better
- There's a proper credit roll at the end of the game now.
- Superior Planet handling: topographical maps scaled far more
precisely; optional 3DO-style throbbing slave shield; planets are
finally rotating spheres instead of spotlit cylinders or rectangles.
The old PC-style "Entering Planetary Orbit..." screen is back.
- Setup Menu far more complete and easy to use, and selections made in
the Setup Menu will actually persist when you restart the program
- Added support for the Tremor Ogg Vorbis decoder (avoids floating point
math)
- Home, End and BackSpace keys work as you'd expect in text input.
- Most of the game works with Unicode properly now, and so, with proper
font characters installed, will work with non-Latin alphabets. (On
Windows, Unicode input requires a very recent version of SDL.)
- Text may be input with the joystick again, as on the 3DO. The
available characters are stored in content/lbm/joyalpha.txt.
- The intro now plays only when a new game is started.
- Color depth is now determined entirely automatically.
BUGFIXES
- Only SELECT and CANCEL trigger the fade-to-black at the end of a
Super Melee, solving the issue of invisible "Really Quit?" menus for
Super Melee. The "quit during fades" problem in general is still
extant.
- Many dialog, and comm animation, and general graphical fixes
- Keypress status is not reset when entering battle mode, so (for
instance) Melnorme ships can continue to charge a shot across
battles.
- The Melnorme would occasionally strip off Plot Points as part of a
fuel deal. No longer.
- Bugs in the original code prevented certain ships from properly
spawning in "uncontrolled" space. The "wilds" are now a bit wilder,
as apparently originally intended.
- Venus's atmospheric density was incorrectly corrected in the 3DO
version. It's been correctly corrected now.
- Scheduled plot events work properly, even when the game suddenly
skips ahead in time.
- Fixed version checking in unix build scripts. SDL 1.2.10 is now
recognised as newer than 1.2.9.
- Spliced communications can be safely skipped past now.
- Fixed fast escape weirdness (bug #619)
- Threading system no longer assumes that there is no thread 0; this
permits compilation on AmigaOS.
- Relative paths and fallback paths work properly now.
- Scalers now use surface pitch instead of image width - this is
reported to solve many strange display problems in non-OpenGL mode
on Macs
- Ending sequences may now be safely paused.
INTERNAL CHANGES
- Added the rest of devel/ and users/ documentation into MSVC .dsp
files.
- Control scheme upgraded. Old versions of keys.cfg will no longer
work.
- PNG transparency info (tRNS chunk) is now set properly, based on
info in the .ani files.
- Paletted images should render much faster now, and collisions
between mods are less likely.
- New font engine: fonts are loaded and treated as alpha-channel-only
images, with font effects handled as backing images.
- Melee works properly with alpha-channel graphics new, even when
mipmapped.
- Lander report drawing handled more sensibly now
- Binary resource indexes have been replaced with textual ones.
- All spritework is done internally in 32BPP.
- Removed MikMod i/o hacks.
- The temp files for representing star and group data are now kept in
memory instead.
- Separate config_win.h file for build.sh builds on Windows
- Lowered some animation rates to reasonable levels, lowering CPU
usage.
- Changed comm subtitle caching scheme. Should kill the "blue comm
screen" problem forever.
- Refactored setup menu code to use generic widgets.
- Cleaner build output. Set '$MAKE_VERBOSE' to 1 for old output.
- Improved dependency tracking for unix build system. "./build.sh uqm
depend" is now only needed for checking for new source files.
Version 0.4
-------------
NEW FEATURES
- Savegame slot defaults to the last one used during this play
- PC intro and ending sequence are now present
- 3DO intro and ending movies are supported for those who have these
movies from the 3DO CD of Star Control II
- Improved slave shield graphics
- Added a new -l option to produce logfiles
- Added a new 'triscan' scaler derived from scale2x
- Made the fact that self-destructing ships grant resources more obvious
- Added a "config dir" option for holding saves and melee information
- Cocoa hooks
- Setup menu now permits configuration of some options. They do not
yet persist past program quit, though.
- Added a "--version" option
- Melee images are now based on the (richer) DOS content
- 3-step melee zooming as per the PC version is now implemented
- It is now possible to complete the game without ever allying with the
Starbase (if one is insane; this is known on the forum as "Beating The
Game Differently" - but bugs and plot elements preventing this have been
fixed or evaded under this circumstance).
BUGFIXES
- Fixes to the Quit Confirmation dialog
- Collisions/encounters with "invisible" fleeing ships gone
- Other ships insystem remain in proper locations after planet landing
- Fixed some keyboard "focus" problems where flight controls were
being cleared at inappropriate times, or interfering with menus
- Graphics fixes
- Subtitle timings work in the absence of oggs
- Conversation summaries with Melnorme no longer crash
- --contentdir argument may now have spaces
- $HOME isn't required for Unix systems anymore
- Fuel estimates fixed (original bug)
- Fuel usage on planet landing now correcly reported on all versions
- MOD music will play on big-endian machines under high-quality now
- Space marines die in a self-destructing Scout
- ZFP speech is properly vertically aligned now
- Various odd behaviors when loading in HyperSpace now fixed
- Quitting from the Roster screen no longer crashes
- Many dialog fixes
- The "Blue Comm Screen" problem no longer occurs
- Combat Energy computation in Outfit Flagship screen corrected
- A game crash that manifested when pausing after 85 minutes has been
corrected
- Main menu version number drawn more consistently
- Transparency bugfixes - 3DO ending credits, planets in battle
- Content packs may also be named ".uqm" - these are really still
zip files, but you can't expand them by accident.
- One may now configure a joystick without crashing the game if the
joystick is not present
- Music volume normalized throughout the game
INTERNAL CHANGES
- Thread system completely reworked to provide more detailed thread
information, and to prevent resource leaks
- Sound code is now virtualized and separate from game logic
- Fine-grained control of menu sounds
- Input system fully unified - all parts of the game use the same
basic structure now
- Build scripts made more robust
- Window-drawing code was lifted out of confirm.c and made more general
- Lots of debugging functions
- Unicode support for game dialogs and fonts
- Lots of code cleanups
- Documentation of more internals
Version 0.3
-------------
NEW FEATURES
- PC-style shipyard graphics, complete with animated power lines
- Selling ships in the shipyards has slightly different controls
that make it harder to sell ships accidentally
- Main menu displays version number
- Added a '-g' option to control gamma correction
- Planet spin has been improved
- Trilinear (mipmap-based) scaling in melee
- PC-style conversation summaries have been implemented
- Ship location display in status bar matches original more closely
- Game flags (such as AWARE_OF_SAMATRA) that were ignored by half the
game (even in the original) now are more universally available
- Oscilloscope and Mini-Map have borders now
- Commander Hayes won't let you rescue him until he's explained his
predicament
- Confirmation dialogs are now menu-based
- Positional sound effects are available for OpenAL
- Delete key works on Super-Melee team editing
- Exit key from the Main Menu will quit the game
- Quit option available in GAME menu
- New Main Menu graphics: Setup (not yet implemented) and Quit are
options at the Main Menu now
- Cubic resampling in high quality audio mode
- PC-style alien outtakes when game is completed
- 2 more ship slots in melee, as the PC Star Control 2 had.
- All the standard melee teams from the Star Control 2 PC version.
- Support for 50 savegames, instead of just 10
- 'CREW'/'BATT' instead of icons in melee when using PC menus
BUGFIXES
- Text entry doesn't freeze up lander reports anymore
- VUX warps in at proper range
- Distance-based ship effects (Syreen, Slylandro, Kohr-Ah) were screen
size dependent
- Line clipping fixed
- Various communication animation glitches solved
- Various melee crashes solved
- Various race conditions eliminated
- Scaling of graphics is handled by the rendering thread now, solving
issues where the background and object scales would drift out of
sync
- Subtitle text is clipped more carefully
- Objects can no longer be scaled to total invisibility
- Various dialogue fixes
- Crossfade glitches eliminated
- Pause and Exit keys function properly everywhere
- Visit Count overflow with Yehat and Chmmr patched
- Wav loader and color transforms are now endian safe
- Menu glitches when leaving the "GAME" menu are gone
- Druuge transactions no longer baselessly increase crew cost
- Lander speed has been retimed to match 3DO
- Audio resampling works now correctly (less cracklings)
- MixSDL buffer underrun handling fixed
- Some memory leaks have been eliminated
- Fixes and speed improvements on bilinear, biadapt, biadv scalers
- Various minor graphics glitch fixes
- Crew death on planet is now counted properly in all cases
- Mouse cursor is now hidden in fullscreen mode
- Guardian in Blazer mode being drained by DOGI will no longer
result in a non-blazer Guardian with Blazer effects.
INTERNAL CHANGES
- Legacy graphics code stripped down tremendously, a lot of "poor
man's object orientation" has fallen away too. Many uses of
function pointers with only one possible value replaced with simple
direct calls.
- Crossfades require you to explicitly cache the screen before drawing
the transition target
- User Input code has been completely rewritten
- File I/O code has been completely rewritten
- Subtitle drawing is now cached as its own sprite; communication
screens are much less graphics intensive now
- DRAWABLE_DESC uses separately allocated arrays for its frames
Version 0.2
-------------
NEW FEATURES
- Planet info "coarse scan" information available and properly rendered,
either in 3DO way (symbols) or PC (text)
- 3D spinning planet in orbit window is present, with antialiasing and
phong lighting and an animated approach
- Pixel-perfect collision detection; Spathi/Mycon are thus playable, and
the game is now beatable
- Build system enhanced and generalized to handle OpenBSD and FreeBSD cleanly.
- Oscilloscope display works in communication now
- Color-shading in planet scans
- Earth with its slave shield now functions properly
- Outfit Starship and Shipyard graphics re-extracted
- Save data and temp files are put in a separate directory now
- Star sizes and colors are properly differentiated.
- Planet surface is smoothed, blurred, and randomized slightly when it's
magnified
- SIS Status window fully implemented (including gradiated fonts from PC
version)
- Dialogue "slider" shows how far along the speech is; rewind/forward works
- 'ESC' alone lets you emergency-warp-escape
- Optional PC version menus
- Preliminary support for MacOS X (needs more work)
BUGFIXES
- Melee screens cleaned up, SuperMelee menus work.
- Subtitles now render for all alien races
- Major editing of subtitles to match more closely the speeches
- Speech and subtitles are now synchronized properly
- Autopilot indicator doesn't take over the top of the screen anymore.
- Entering star systems on autopilot doesn't crash the system.
- Planet scan is properly erased when cancelling/landing
- Initial display of planet surface on landing is at correct position
- Spheres of influence now move correctly on the starmap
- Melnorme correctly compute the required additional credits
- Team names switching when selecting the next ship to fight in melee fixed
- Commas left dots behind on planetary reports; this is fixed
- Screen resets properly after loading/saving
- Dialog choices wrap properly
- Precursor ship crew count now placed correctly in melee
- 'Cued' color transforms in conversations occur at the right time now
- SIS correctly predicts its own fuel usage now
- Melnorme no longer give away fuel
- Flagship modules are properly aligned
- The PC soundtrack now loops correctly
- Lander upgrades were drawn incorrectly
- Autopilot now works in QuasiSpace without fuel
- Captain portraits in melee are updated properly now
- If you have over 1000 units of a resource, those numbers are properly
cleared
INTERNAL CHANGES
- SDL_mixer has been abandoned in favor of either OpenAL or the new
"MixSDL" library built on the basic SDL_audio routines
- Color transforms in communications are merged into the core animation
thread now, improving speed and stability
- Much more flexible handling of commandline options
- All allocated memory is allocated through 'safe' routines that abort if
the allocation fails.
- Thread library now includes condition variables
- Threads can tell the rendering thread to sleep until everything they've
requested is done
- The rendering thread has been recoded to use no heap space and to have a
far smaller memory footprint.
- Added a special #define, DCQ_OF_DOOM, which simulates severe overload
stresses.
- SAI and related scalers removed due to GPL incompatibilities; similar
algorithms reimplemented under GPL.
- Files for the intro and ending sequence have been successfully extracted
- Rendering thread routines are somewhat more modular than before
- Created a new set of graphics primitives that's much easier to use
- Only parts of the screen that actually changed are updated
- Input code rewritten entirely
- Various functions have their names changed to avoid conflicts with
core library routines on OS X
Version 0.1
-------------
Initial release.