diff --git a/project/jni/application/commandergenius/commandergenius b/project/jni/application/commandergenius/commandergenius index cdd8564eb..6f28771d5 160000 --- a/project/jni/application/commandergenius/commandergenius +++ b/project/jni/application/commandergenius/commandergenius @@ -1 +1 @@ -Subproject commit cdd8564ebdd26b6c733bad120a8df44e11edc041 +Subproject commit 6f28771d57ca7d878e3cfee08014651b854b9c7f diff --git a/project/jni/application/sc2/AUTHORS b/project/jni/application/sc2/AUTHORS deleted file mode 100644 index e34b166dd..000000000 --- a/project/jni/application/sc2/AUTHORS +++ /dev/null @@ -1,204 +0,0 @@ -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 - Mika Kolehmainen - Michael Chapman Martin - Chris Nelson - Alex Volkov - -Additional programming (in alphabetical order): - Geoffrey Hausheer - Nicolas Simonds - -Music remixers (in alphabetical order): - Jouni Airaksinen - Tore Aune Fjellstad - Espen Gätzschmann - Aaron J. Grier - Dan Nicholson - George Nowik - Riku Nuottajärvi - Erol Otus - -Other contributions (in alphabetical order): - Jouni Airaksinen (Startup Menu) - Karl Bartel - Travis Chase (BeOS port) - Felix Lazarev (3DO internals) - Parker MacMillan - Sanjay Madhav (code patches) - Robert McNamara (MacOS X stuff) - Mike Melanson (ADPCM basis from FFmpeg used for DUK audio) - Mudrony Laszlo (PC/DOS content unpacking) - Erol Otus (Splash screen) - Brian Rogers - Horatiu Romosan (v0.1 Win32 installer) - Zarla Sheenaza (0.6 Win32 installer graphics) - Joffrey Smith (setup graphics) - Peter van Valderen - Alex Volkov (additional slides) - Alexander Waseleski (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) - diff --git a/project/jni/application/sc2/BUGS b/project/jni/application/sc2/BUGS index f7bac6a7b..dd1259c06 100644 --- a/project/jni/application/sc2/BUGS +++ b/project/jni/application/sc2/BUGS @@ -1,5 +1,3 @@ -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 diff --git a/project/jni/application/sc2/COPYING b/project/jni/application/sc2/COPYING deleted file mode 100644 index bda2c0218..000000000 --- a/project/jni/application/sc2/COPYING +++ /dev/null @@ -1,944 +0,0 @@ - - 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 - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be entertaining, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 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Any -permitted use will be in compliance with Creative Commons' -then-current trademark usage guidelines, as may be published on its -website or otherwise made available upon request from time to time. - -Creative Commons may be contacted at http://creativecommons.org/. diff --git a/project/jni/application/sc2/ChangeLog b/project/jni/application/sc2/ChangeLog deleted file mode 100644 index 94c1d5467..000000000 --- a/project/jni/application/sc2/ChangeLog +++ /dev/null @@ -1,1082 +0,0 @@ -Changes towards version 0.7: -- Fixed ship picking order after a simultaneous destruction, e.g. - Shofixti picks last after Glory device (bugs #1087, #1088) - Alex -- Game no longer locks up after quickly escaping melee (bug #1003) - Alex -- Reset input delay upon leaving Supermelee (bug #1022) - Alex -- Properly account for simultaneous destruction of last ships - in each fleet in Supermelee (bug #437) - Alex -- Do not match singular stars when given a prefix in star search - (bug #1071) - Alex -- Preserve character case when editing with joystick (bug #1080) - Alex -- Fixed misaligned cargo count (bug #1092) - Coredev -- Fixed the network SuperMelee team configuration protocol - SvdB -- Fixed fuel reserve bounds checks - SvdB -- Fixed a crash when filling fuel tanks over 10 (bug #1082) - Alex -- Got rid of many warnings - SvdB -- Clean up and some refactoring of the SuperMelee code - SvdB -- Fixed concurrent screen fades regression (bug #1079) - Alex -- Removed some legacy source code files related to resources - SvdB -- Put SuperMelee source files in separate subdirectory - SvdB -- Added additive and alpha drawing modes to graphics lib - Alex -- Fixed black pixel gaps between the planet and shield when entering the - orbit of a shielded planet (bug #32) - Alex -- Split off SDL-specific colormap bits into SDL domain - Alex -- Fixed planet blinking when exiting scan (bug #799) - Alex -- Restore menu sounds after editing a control set name (bug #1066) - Alex -- Use an own 'UniChar' rather than 'wchar_t', which may not be large - enough, depending on the platform - SvdB -- Added 'COLOR' resource type - SvdB -- All graphics operations use 24-bits colors at the game level too now, - instead of 16 bits colors. - SvdB -- Cross-platform safemode (ignores uqm.cfg, bug #946) - Michael -- Correct Chmmr response when asking about Sa-Matra (bug #1073) - Alex -- Refactored universe generation - SvdB -- Comm animation processing rewrite, bugs fixed - Alex -- Added graphics context debugging function - SvdB -- Thread down-throttling and game sleep when inactive (currently disabled), - (bug #1070), from Flandry -- Internal changes: GOOD_GUY/BAD_GUY ship flags retired - Alex -- Fixed Melee menu timeout when both sides are Cyborgs (bug #1067) - Alex -- Fixed AI ship not moving on warp in (bug #648) - Alex -- Revert gfx settings entirely when a mode switch fails (bug #1056) - Alex -- Fixed the Syreen lights-out scene timing (bug #1011) - Alex -- Added a native error box for MacOSX (like we have for Windows) - Alex -- Fix for weird colors problem on MacOSX w/ SDL 1.2.14; also improves - overall compatibility on all platforms - Alex -- Unix build system cleanups, fix detection of SDL, libmikmod, pthread - SvdB -- Make DoPopupWindow() work over faded out screens. - SvdB -- Trackplayer rewrite; fixed many bugs - Alex -- Source tree reorg: libs/ moved out of sc2code/, msvc++/ moved to - build/msvc6/, src/sc2code/ renamed to src/uqm/ - Coredev -- Druuge no longer turn hostile after attempting a salvage (bug #1013) - Alex -- Process subtitles correctly with no timestamp file (bug #1060) - Alex -- Lander will no longer hang when killed on planets with a lot of - natural disasters (bug #584) - Alex -- Canceling load from the main menu returns to main menu (bug #679) - Alex -- Fixed inputting numbers with the numpad, except directx (bug #934) - Alex -- Better location description in savegame summaries (bug #844) - Alex -- Fixed crash when saving a game into the last slot while having - too many devices on board - Alex -- Allow any sound data format to be graphed by comm oscilloscope; also - auto-adjust the scope for different gain levels (bug #1064) - Alex -- Game settings Quit menu now delegates to F10 quit (bug #462) - Alex -- Do not pause the game in places where not relevant (bug #984) - Alex -- Fixed crashes and potential weirdness when loading savegames from - a Homeworld encounter screen (bug #997) - Alex -- Cleanup of GLOBAL(ShipStamp.frame) abuse; fixes bug #1054 - Alex -- Game attempts to exit cleanly under normal circustances (bug #52) - Alex -- Fixed Mmrnmhrm's X-Form transformation without energy use (bug #1004) - Alex -- Added missing sleeps in DoInput() functions (bug #893) - Alex -- Starmap unit conversion corrections; fixes bug #970 - Alex -- Rounding-error correction in log(x|y)ToUniverse (bug #1046), from Nic -- Change hardcoded Starbase and Sa-Matra values to pretty enum values - (bug #1047), from Nic -- Load override.cfg from user's dir to add or override menu controls - Alex -- Allow addons to override any content by placing zips into their - 'shadow-content' dir - Alex -- Content reorg: font chars now use hexadecimal numbering - Alex -- Content reorg: some race comm and ships renamed, ship files renamed, - many ani files renamed, new naming scheme for ani frames and voice - Alex -- .cfg files are now kept as subtrees of the resource map - Michael -- Flight control data no longer unnecessarily copied to config directory - Michael -- Index loading/saving now can operate on subtrees - Michael -- Videos vs. slide now controlled by a '3dovideo' addon - Michael -- New video resource type for 3DO videos - Michael -- Allow reaching 999.9:999.9 in HyperSpace (bug #628), from Nic -- Use system getopt_long() when available - SvdB -- Added --addondir commandline option - Mika -- Case insensitive matching when looking for .zip/.uqm/.rmp files - SvdB -- Added read-ahead buffering when reading zip index files. - SvdB -- Added support for packed ani and font files - Mika -- DrawTracedText abstraction (bug #1029), from Nic -- Experimental support for Symbian S60 3rd edition - Mika & SvdB -- Pthread support - Mika -- Content Dirs completely reorganized; 3DO and PC segregation - Coredev -- Voiceovers controlled by a synthetic '3dovoice' addon - Michael -- CONVERSATION explicitly names text/voice/timestamps - Michael -- Replaced stricmp() by the POSIX compatible strcasecmp() - SvdB -- Split STRTAB further into STRTAB and CONVERSATION - Michael -- INT32, BOOLEAN, and STRING resource types - Michael -- UNKNOWNRES is now safe to load, and "loads" as its resvalue - Michael -- CODE is now SHIP, and uses an integer descriptor instead of a one-byte - .cod file - Michael -- ResourceLoadFun is now descriptor-based, not stream-based - Michael -- Removed RES_TYPE enum, folded into ResourceDesc - Michael -- Split STRTAB into STRTAB (strings) and BINTAB (color/xlat tables) - Michael -- Removed internal references to defunct resource types - Michael -- Revamped resource system to only use .rmp files - Michael -- Isolated all constructed resources into cons_res.c - Michael -- Fixed a crash when conversing with music disabled - Michael -- Moved all resources into starcon.ls2 - Michael -- Fixed compile errors when compiling without joystick support - Michael -- Added endian-aware integer read functions to uio - SvdB -- Introduce the concept of an "InputContext" - SvdB -- Don't use alloca() in uio. - SvdB -- Replace PlayerOne/PlayerTwo by PlayerControls[0]/PlayerControls[1] - SvdB -- Moved comm resources into starcon.ls2 - Michael -- Repackaged static comm/ship data to it all uniquely named - Michael -- On MacOS X, search for the content in the application bundle, from Nic -- Planetside resource names are now consistent and generatable - Michael -- Androsynth ruins freeing condition now uses cycles (Bug #1028) - Michael -- .rmp files now carry the types of the targets - Michael -- Joystick threshold defaults to 10,000, not 0 (Bug #1046) - Michael -- Remove MEM_HANDLEs from everywhere outside of memlib - Michael -- Split out RESOURCEs from the loaded data in RACE_DESC and LOCDATA - structures - Michael -- Prevent overflow for planet weight when scanning a planet (bug #1025) - - from Benjamin Alan Weaver -- Don't set _POSIX_THREAD_SAFE_FUNCTIONS - SvdB -- Support for Windows CE. - SvdB with Pavel Chernikov -- Added support to the unix build system for explicitely specifying the name - of the define to set to show when a symbol is found. - Also a fix for when 'strcasecmp' is #define'd by the system. - SvdB -- Rewrote mapres.c to use uio's hashtables instead of its own - association lists - Michael -- Added a Remix option to the setup menu - Michael -- Addon zips can live in content/addons directly - Michael -- 3DO music separated into an addon pack - Michael -- Major change in resource index scheme - Michael - - .lst replaced (mapping to IDs instead of to files) - - .rmp files give the mapping from IDs to files. - - Addons provide additional files instead of overriding UIO - - Addons must provide .rmp files to do the necessary overrides. -- Removed unnecessary _ALIGNED_ON macro usage - SvdB -- The current directory is now among the locations searched for the content - when no explicit location has been specified. (bug fix) - from Nic -- Non-3DO Shipspin anims now use Presentations - Michael -- Added presentation commands TEXT, TE (text effect), MOVIE - Alex -- Increased the size of display queue (elements were sometimes missing - in e.g. Nemesis vs. Nemesis battles with many marines out) - Alex -- ShowPresentation() no longer clears the screen by force; presentations - now do this by request - Michael -- Added match_matchPatternOnce() - SvdB -- Fixed a problem with blue ships after Avatar's tractor beam, - along with some other fill-stamp situations; bug #929 - Alex -- Added TFB_Canvas_Lock(), TFB_Canvas_Unlock() and TFB_Canvas_GetStride() - - SvdB -- Scaling images with respect to their hotspots: stabilizes compound - Melee objects; re-added bilinear Melee scaler; zooming planet uses - bilinear; fixes bug #685 - Alex -- Added --keepaspectratio to keep correct aspect ratio when using - custom resolutions in OpenGL mode - Mika -- Add /var/tmp as possible location for temporary files. Don't try - /tmp and /var/tmp at all on MS Windows (Cygwin excepted) - SvdB -- Added fullscreen/windowed toggle key F11 (bug #578) - Mika -- Allow building without ogg vorbis support (bug #852) - SvdB -- Reworked SuperMelee fleet loading (fixes bug #823) - SvdB -- Fixed enemy ships getting recrewed between ecnounters in HyperSpace - (bug #996) - Alex -- Removed mouse_err.c since DoPopupWindow() is used now - SvdB -- (debugging) Fixed instant-move towards the current location - SvdB -- Fixed wrong Sa-Matra guards icons after Kohr-Ah win (bug #1001) - Alex -- Internal ship structures and queues refactoring and cleanup - Alex -- Fix quitting out of IP before the IP is fully set (bug #987) - Michael -- Fixed speech looping with long tracks at high sampling rates; - scope supports higher rates for speech now; bug 999 - Alex -- Basic support for .ani-based shipspin animations - Michael -- Fixed some Melnorme history info timestamps - Alex -- Fixed Ur-Quan story timestamps, from Vlad-Ceru Opran -- Removed the 256-frame limit on .ani files - Michael -- Renamed PlaySpeech/StopSpeech to work around name collisions - on OSX - Alex -- Ending the battle with a simultaneous death no longer triggers an - assertion - SvdB -- Concurrent supermelee ship selection - SvdB -- New generic, unthreaded flashing code - SvdB -- Cleanup of 3DO ship spin support; spin speech works now - Alex -- No longer creating and mounting a temporary directory. It is no longer - used, but it might be again at some point, for loadable modules. - SvdB -- Added RNG functions that work on a supplied state - SvdB -- Fixed a crash on startup if uqm.cfg did not exist, flagged and fixed - by jdorje - Michael -- Support for 3do "ship spin" videos (Bug #733, patch by Jan Lönnberg) - -Michael -- Major refactoring of input configuration to use the resource system - instead of custom files (bugs #961 and #949) - Michael -- Added ability to remove entries from ALists - Michael -- Cleaned up FRAME, CONTEXT, and FONT abstraction layers - Michael -- Added Input Frames to pause code to stop infinite loops - Michael -- Added more netplay debug code - SvdB -- Added uio_fprintf() and uio_vfprintf() - SvdB -- Any input will register for at least one frame (Bug #864) - Michael -- Many VControl cleanups - Michael -- Fix compilation without Netplay support - SvdB -- Added limited AIFF sound file decoder for playing 3DO originals; - SDX2 decoder by SvdB - Alex -- Typo fix in Starbase speech (bug #959) - Michael -- (MacOS) Don't package up .svn dirs with 'build.sh uqm install' (bug #958), - from Nic. -- No more extra newlines to log_add() calls for libs/network/ code - SvdB -- DUCK videos now play correctly after a video mode change; bug #734 - Alex -- Cancel key will now quit out of the Manifest Menu (Bug #838) - Michael -- Added -w and -x commandline options, to counter -f and -o; used these - to implement "Safe Mode" links in the Win32 installer (Bug #946) - - Michael -- OpenGL texture loading uses surface pitch instead of screen width. - This should head off future bugs similar to Bug #740 (this issue was - reported as Bug #956) - Michael - -0.6.2 (maintenance release): -- A bit more debug info for failed connects. - SvdB -- Exit with failure if basic content cannot be found, ensuring proper - error reporting under Windows - Michael -- Popup windows for "Really Exit?" and Game Pause are immune to fades - and crossfades (Bug #455) - Michael -- No longer depend on SDLK_LAST statically; key input should now be safe - if compiled with a different version of SDL than the one running the - program (Bug #936, possibly also #834 and #883) - Michael -- Unix build scripts now work under LC_CTYPE=tr_TR - SvdB -- Flush write buffer when doing a uio_fclose() after doing only - uio_fwrite() operations. - SvdB -- Major rewrite of the SwapBuffers commands -- screen compositing logic - has all been abstracted out into sdl_common.c instead of being - nearly-duplicated in opengl.c and pure.c - Michael - -0.6.1 (maintenance release): -- The Unicode Private Use Area is no longer considered printable. This - is a stopgap to handle unusual behavior with text entry under OS X. - From Nic; see bug #942 for more details - Michael -- Do not rely on GL_UNPACK_SKIP_* arguments, which some OpenGL drivers - mishandle (Bug #914) - Michael -- Do not overwrite GLOBAL_SIS (CrewEnlisted) when leaving Hyperspace - (Bug #938) - Michael -- Fixed a text entry width problem that was deleting control template - names (Bug #947) - Michael -- uio cleanups, documentation - SvdB -- uio path parsing fixes/improvements - SvdB - - Windows UNC path support (#907) - - Windows drive-relative paths ("D:path" without a path seperator) - - treat multiple consecutive path seperators as one (like POSIX) -- config dir no longer needs trailing path seperator (bug #738)- SvdB -- Simplification of uio Stream functions. No more internal seeks. - SvdB - -0.6.0: -- Fixed a bug where an input delay was used for non-network games - SvdB -- Fixed a bug where the victory ditty would end prematurely when UQM - is compiled without Netplay support - SvdB -- Take $CFLAGS and $LDFLAGS into account for dependency detection - (they were already used for the building itself) - SvdB -- Validate UQM version of either side of a Netplay game - SvdB -- Better abort and disconnect handling for Netplay - SvdB -- Menu sounds in Setup track rest of game (#922), from Nic - Michael -- Shifted the Mouse Error to a Popup Window, moved the message to - starcon.txt for translators - Michael -- Generic DoPopupWindow() command for status messages - Michael -- Update the 'current selection' icon after deleting or inserting ships - in a fleet in SuperMelee - SvdB -- Correct some background pixels in melebkgd.{25,26}.png - SvdB -- Unix build scripts improvements. - SvdB -- Build fixes for MacOS X (with thanks to Nic) - SvdB -- Ships in battle can resume normal speed in all circumstances after - the enemy Avatar's tractor beam disengages (bug #860; this is a - netplay desynchronizing change) - Alex -- Conversation summary breaks lines based on actual chars/words - that fit (bug #916) - Alex -- Netplay configuration dialog - Michael -- Better error message for 'Kernel failed to load' (#917) - Michael -- Pushbutton for connecting to netplay, in anticipation of a full - configuration dialog later - Michael -- Cleanup of comm.c - SvdB -- Netplay - SvdB -- Added step-by-step instructions for compilation on MSVC++ - SvdB -- All output done in binary mode, due to uio/Win32 conflicts (#912) - Michael -- Online key configuration menu actually functional now - Michael -- Tweak to Lander UI - Special Weapon is now explicitly Lander Escape, - just as Warp Escape is - Michael -- Default key configuration changed slightly; online display of current - key bindings - Michael -- Input templates can now be renamed, both online and off - Michael -- Fixed an integer-size error that was causing crashes on AMD64, from - Solomon Peachy (#895) - Michael -- Added some generic lib code to be used by future code. - SvdB -- Joystick support is now optional; from SvdB, Alex -- Restructed and normalized savegame and game-state reading/writing code; - savegames are now compatible between same-endian 32- and 64-bit systems; - savegames from prior 64-bit builds cannot be used - Alex -- (Unix build scripts) Failed mkdep doesn't result in empty .d files - anymore. Now using the gcc 3 "-MF" and "-MT" options. - SvdB -- removed internal libmikmod, adding a dependancy on an external one - SvdB -- Added a quit button for the Super Melee main menu - Michael -- Fixed sporadic uqm.cfg loading errors in release builds - Alex -- Quit (F10) now works correctly during intro (bug #862) - Alex -- Playing failure sounds when entering text consistently (bug #884) - Alex -- 64-bit fixes in construct_response () - Michael -- Removed rotating 3d planet frame caching (cuts mem usage by 5M) - Alex -- One pixel fix in melee menu pictures. - SvdB -- Debugging function to add energy during battle. - SvdB -- Changed slaveshield throb rate to match the 3DO - SvdB -- Fixed recently introduced bug with crew count on exit to HyperSpace. - (bug #875) - SvdB -- Fixed static vars not reinited in alien comm code (caused various - side-effects; bug #870) - Alex -- Fixed a spinlock in Melee's final score screen (Bug 879) - Michael -- Phase 2 of online keyconfig - Setup Menu can configure assignment of - templates to players - Michael -- Control scheme shifted to Menus + Control Templates in preparation for - the online keyconfig - Michael -- Fixes to logic in the Utwig conversations (Bugs 327, 647), from Nic - and Michael -- Removed unused and invalid lander font chars - Alex -- Setup menu reads strings out of lbm/setupmenu.txt - Michael -- More fixes towards working 64-bits binaries. - SvdB -- Flashing outfit modules to build with PC menus too; bug #871 - Alex -- Corrected caption Orbit: to Tilt: in planet scan; bug #847 - Alex -- Added missing failure sounds in Outfit, Shipyard, Cargo and Roster; - played when over/under capacity, not enough RUs, etc; bug #842 -Alex -- Crew retrieved from space after the end of an encounter will no - longer set the crew larger than the ship's maximum. - SvdB -- Flagship crew numbers are no longer continuously synchronised during - melee, but only at the beginning and end of the battle. - SvdB -- Various small cleanups. - SvdB -- Debugging function to add crew during battle. - SvdB -- More documentation - SvdB. -- RMPLIFIED PRECURSOR BOMB is now AMPLIFIED, from Vorn (bug #812) - -Michael - -0.5: -- Innocent original c&p bug fixed, from bpoint. -- Handle relative dirs in -C correctly, from Jan Lönnberg (part of bug #738). -- Internationalization fixes: moved many hardcoded English strings - into string resource file starcon.txt (bug #778), from Andrew Zabolotny -- Melee Scale and Slides/Movies now take effect immediately - Michael -- The intro now plays only when a new game is started - Alex -- fixed uio_rename() and some other cases where a new file is created - under specific circumstances. - SvdB -- Fix bug in GetStringContents which used the number of chars where it - should have used the memory size. - SvdB -- Control scheme upgrades checked (VControl Version upgrade) - Michael -- Better instant-move (for debugging) - SvdB -- Fixed version checking in unix build scripts. SDL 1.2.10 is - now recognised as newer than 1.2.9. - SvdB -- Some small improvements to the portability of the build system, - from Jim Paris -- Fixed two-week bomb installation at the Starbase bypassing the - defeat condition (bug #757), from Nic, Alex -- Added star search in Starmap (define Menu-Search and Menu-Next keys - in your keys.cfg) from kworces, Alex, SvdB -- Fixed Orz greeting at Taalo homeworld inconsistency (bug #819) - Alex -- Fixed Venus' atmo density to 90 times that of Earth (bug #821) - Alex -- Internationalization fixes: better or, in some cases, fixed support of - non-Latin UTF-8 strings (more to come; bug #778), from Andrew Zabolotny -- Remaped special chars used in the game (degree, infinity and earth - signs; middle dot) to their UCS equivalent codes (bug #818) - Alex -- Color depth is now determined entirely automatically - Michael -- Text input is now available in languages other than English - (UCS/Unicode; SDL does not support Unicode input on Windows yet; - you must have proper font chars installed -- see translations) - Alex -- Re-added joystick text input (with Up/Down/PageUp/PageDown keys); - joystick alphabet in content/lbm/joyalpha.txt (bug #495) - Alex -- Text input refactoring: enabled key repeat, added support for - Home, End and BackSpace keys; (bugs #671, #815) - Alex -- Selecting the scan methods for shielded and gas giant planets - is now allowed when using PC menus (bug #800) - Alex -- Added a unified credit roll combined with outtakes (bug #46) - Alex -- Setup menu selection doesn't reset when you quit a submenu now - Michael -- Split config.alwaysgl and config.usegl so that "Use Pure Mode If Possible" - persists across runs even when using a GL mode - Michael -- Fixed Yehat Rebel left hand doubling up problem (bug #807) - Alex -- Fixed the problem with Melnorme stripping Chmmr bomb/crystal - modules from the ship in a fuel deal (bug #803) - Alex -- Corrected baseline of 'j' in Micro font (bug #797) - Alex -- Fixed small VUX animation glitch (out of order frames; bug #808) - Alex -- CANCEL now behaves as expected in setup menu - Michael -- Only SELECT and CANCEL trigger the fade-to-black at the end of a - Super Melee, solving the issue in bug #547 - Michael -- Admiral ZEX is no longer referred to as "Commander" or "Zex" (bug - #811) - Michael -- Keypress status is not reset when entering battle mode (solves - bug #596) - Michael -- Added the rest of devel/ and users/ documentation into MSVC .dsp - files (bug #589) - Michael -- Fixed PNG transparency info (tRNS chunk) in all images according - to info specified by .ani - Alex -- Comm animation fixes (bugs 557, 705, 806); from chmmravatar, Alex -- Imported DOS versions of alien comm graphics which have richer - palettes and look better in most cases (bug #314) - Alex -- Added slider controls for volume to setup menu - Michael -- Added --shield and --scaler hq to setup menu - Michael -- Fixed lockup when skipping past VUX beast analysis data in Starbase - (bug #790; should take care of all spliced comm edge cases) - Alex -- Added 3DO-style throbbing slave shield (--shield; bug #32); - special thanks to Nic for inspiration and some code - Alex -- Rotating 3D planet changes: nicer looking slave shield; planet now - finally looks like a rotating sphere (and not cylinder); added some - lighting variance to give it a 3D feel (not a smooth ball) - Alex -- Refactored colormaps storage, management and transforms; paletted - images rendering should be much faster now - Alex -- Corrected intro slide 5 (crosshair removed); bug #794, from AusME -- Split off alien comm colormaps from global scclrtab into - corresponding race dirs (avoids potential mod collisions) - Alex -- Refactored font engine: fonts are loaded and treated as - alpha-channel-only images (allowing for antialiased fonts now); - solid color and gradient/alternate effects processing is unified - Alex -- Fixed problems with pausing the game during ending sequences - (game-clock bug; undrawing incorrectly due to cliprect) - Alex -- Removed hotspot abuse from lander report drawing to fix bad - positioning desync brought on by new hotspot handling - Alex -- Trilinear melee scaler overhaul (melee smooth mode should look - nicer now; melee can now fully use alpha gfx) - Alex -- Miscellaneous Sa-Matra gfx fixes (Generator collision masks and - explosion frame 0 were off; Shield position was off in med and sml; - Main sml gfx was 2 pixels too narrow) - Alex -- Replaced the binary resource indexes by textual ones - (also resolves bug #687) - SvdB -- Some subtitle timing fixes (bug #s 771, 780) - Alex -- Entering Planetary Orbit wait screen is back (from DOS) - Alex -- Gfx engine changes: now always 32bpp internally (facilitates - alpha channel usage); accelerated platform-specific scaler code; - only using alpha channel where needed. Processor pack is necessary - for compilation on VC6. - Alex -- New 2x scaler 'hq' (by Maxim Stepin; www.hiend3d.com/hq2x.html) - Alex -- Removed MikMod i/o hacks (using MREADER i/o now; bug #787) - Alex -- Fixed fast escape weirdness (bug #619) - from Jan Lönnberg -- New topographical 4x planet surface scaler (bug #786) - Alex -- Added support for Tremor for Ogg Vorbis decoding (avoids floating point - math) - SvdB -- Fixed T-Pet compulsion graphics (partially); bug #772 - Alex -- Doing game-state file I/O in memory instead of temp files; - should avoid problems as in bug #752 - Alex -- Separate config_win.h file for build.sh builds on Windows - SvdB -- Fixed a typo ("we" -> "he") in Thraddash dialog (bug #783) - Alex -- Corrected grammar in Umgah 'Caster lander report (bug #781); - from James Ho -- Options selected in the Setup Menu now persist across runs -Michael -- Added a simple implementation of key-value pair "resource" files - for organizing simple data such as configuration options -Michael -- Added a 'fullscreen' setup menu option - Alex -- Fixed a bug that prevented Slylandro Probes from ever showing up - in interplanetary exploration (found by SvdB, bug #768) -- Lowered the Comm ambient animation rate from 120 to 40fps, thus - limiting the CPU usage - Alex -- Fixed Recursive Mutexes to still work even if the ThreadID is 0 - (bug 779) - Michael -- Permit independent selection of graphics driver and resolution in - setup menu - Michael -- Changed comm subtitle caching to use own context instead of - screen grabs; should resolve Blue Comm Screen universally - Alex -- Added missing break statement in DrawBatch:RECT_PRIM - Alex -- Setup menu split into four submenus - Michael -- Fixed fallback in getHomeDir() for when $HOME is not defined on *nix - - SvdB -- %APPDATA% fallback no longer to "../userdata", but to "./userdata", - as we don't chdir() to the content dir anymore. - SvdB -- Commander Hayes flickering lights animation now properly reenabled - when applicable (bug #777) - Alex -- Refactored setupmenu code to use generic widgets - Michael -- Support UTF-8 chars in mineral names (bug #770) - SvdB -- Modified scalers to use surface pitch instead of width - reported to - fix bug #740 - Michael -- Cleaner build output. Set '$MAKE_VERBOSE' to 1 for old output. - SvdB -- Improved dependency tracking for unix build system. - SvdB - "./build.sh uqm depend" is only needed for checking for new source files. -- handle "." and ".." in paths - SvdB - -0.4: -- Nicer title image during intro, from Nic -- Installation routine for MacOS X, from Nic. -- Lots and lots of dialog fixes, from Nic. -- Some speech is dependant on whether spoken voices are on, from Nic. -- OpenAL header cleanup. Updating OpenAL may be necessary. - Windows users should put the OpenAL headers in an AL/ directory - now too (should be the default). - SvdB -- Improvements to the unix build system for cross-compilation - SvdB -- Do not define ssize_t for MinGW. - SvdB -- Fallback readdir_r() - SvdB -- Attempting to click the screen pops up an error message, from - Nic, heavily modified (dodge on #533) -Michael -- Fixed potential crash with a truecolor oscilloscope image (thanks - jdorje) and made it generally more flexible (bug #729) -Alex -- Added missing Tanaka battle portrait images (new artwork; oldcap) and - minor fixes to other shofixti images (bug #183), from Nic -- Mycon captain portrait finally fixed (bug #183), from Nic -- Saving the game while on autopilot inside an interplanetary system - will no longer reset the autopilot (bug #725) -Alex -- Main menu and Super Melee menu can now play music tracks; drop in - 'lbm/mainmenu.ogg' and 'melee/melemenu.ogg', respectively -Alex -- Can now switch mod->ogg in intro/outro player (thanks Nic), and - mod<->ogg everywhere in general -Alex -- Fixed crash after T.Pet conversation upon reentering D.Crateris - once Ur-Quan have been confused (bug #531) -Alex -- Fixed last subtitle flashing after fast-forwarding to the end, - pressing F10 and selecting NO (bug #498) -Alex -- Fixed first contact with Arilou at homeworld; Talking Pet confusion - (bug #638), from Paxtez -- Fixed warp-escape in Cyborg mode removed by previous game input - patches (bug #563) -Alex -- Fixed spurious story-line changes (usually the manner of the encountered - race) caused by loading a game from an Encounter screen (bug #519) -Alex -- Option change: --meleescale to --meleezoom (bug #694) -Alex -- The alpha icon is now default (for XP/2003); bug #474 -Alex -- Fixed incomplete memset()s in comm alien animation code (comm should - be saner now), from jdorje -- Guard access to the Clock so that accessing it is a no-op when the game - isn't actually in progress (bug #678), from Nic -- Accept files with .uqm extension for packages (bug #558) - Added regex fallback files. - SvdB -- Music volume normalized throughout the game (bug #718) -Alex -- VControl parse errors suppressed unless critical - attempting to set - the threshold of a nonexistent joystick no longer makes the game refuse - to run (Bug #660, again) - Michael -- Properly handling Thraddash-Ilwrath mission overlap (bug #530) -Alex -- Separate 'ask for fuel' player responses for Mercury and Luna missions - (bug #716), from Nic -- Stereo SFX model changed slightly (fixes #472) -Alex -- Pkunk Spindle news items are now disabled until you befriend them - (bug #315), from Paxtez -- Melee captain names re-extracted and fixed (bug #188) -Alex -- It is now possible to complete the game without ever allying with the - Starbase at Earth; known as 'Beating the Game Differently' mode; - (bug #592) -Alex -- The direction flagship is facing is now preserved through an - encounter in Hyperspace -Alex -- Added support for PC-style 3-step melee zooming; -b=pc|step option; - (bug #694) -Alex -- Melee team building pick-ship box is now generated with actual ship - icons (bug #692) -Alex -- Setup Menu no longer crashes or misbehaves on custom resolutions (bug - #693) - Michael -- Quit confirmation window (on F10) undraws correctly during intro slides - (bug #673) -Alex -- Attempting to set to a mode that Doesn't Work in Setup no longer ends - the program (bug #695) - Michael -- Fixed segfault when shutting down because video could not be initialized - (bug #683) - Michael -- Fixed crash when restarting Sa-Matra battle after abort (bug #700) -Alex -- Some cleanups, enabling successful build with GCC 4 (bug #710), - mostly from Ville Skyttà -SvdB -- Sa-Matra portrait now fills the portrait space (bug #514), from Nic -- Updated melee images with original DOS content; should resolve most - captain portrait issues (bug #183) -Alex -- Bug #702 fixes (dead code + compiler warnings) -Alex -- Flagship will not fly sideways on auto-pilot in Hyperspace (bug #642) -Alex -- Fixed menu sounds in full-game battle ship selection box (bug #566) -Alex -- Added '--version' - SvdB -- Fixed a bad memory access which could occur when the code relies - on CharCount for determining the end of a string (bug #701). - SvdB -- Battle planet images now have corrected transparency info, so there - is no more black square overlaping ships (bug #128); and coincidently - 3DO credits now have a starfield background (bug #470) -Alex -- Unicode support for fonts and strings - SvdB -- Fixed image clipping with --meleescale=nearest (bug #126) -Alex -- Setup menu now uses a background contributed by Joffrey Smith -- If keys.cfg refers to a nonexistent joystick, the game will stil run - (bug #660) -McMartin -- Fixed support for languages other than English; loading font chars - with codes above 136 is now possible (bug #690), from Matthias Hager -- Enable the other insults against the Mycon (bug #559), from Nic. -- Colormap format (.ct files) changed to allow for richer graphics. - First step towards importing some of the original DOS gfx. - See bug #314 for more info. -Alex -- Better dependency checking in unix build scripts - SvdB -- Many options menu changes: left-justified categories, and the ability - to change driver/resolution/bpp/scaler in real time, and updates are - less frequent so as to spare the DCQ -McMartin -- PC ending animation now draws the flagship with modules according to - the actual player's load; also the script structure changed - allowing for an FPS improvement -Alex -- Version number in the main menu does not blink anymore when the - menu selection is changed (bug #672), from Nic -- Massive amount of file restructuring and cleanups. Need many more. - SvdB -- Added Intro and Ending slide shows (bug #46); use "-i pc" -Alex -- Cross-fades in OpenGL mode with complex scalers fixed (bug #674) -Alex -- Added doc/devel/dialogs - SvdB -- Don't allow the reply "Symbionts, how interesting!" in the Supox - conversation until they mentioned they were Symbionts. (bug #528), - from Nic -- Not initialising the various systems when -h/-? is supplied (bug #656), - from Nic -- F10 works when playing the intro (bug #665), from fOSSiL -- Game clock counter overflow fix (bug #668) - [collective effort] -- Cocoa hooks for MacOS X, from Nic -- Corrected number for combat energy when outfitting starship. - SvdB -- Added dumping planet info to uqmdebug.c - SvdB -- Check language.txt for locale, from Zap -- Make it possible to specify the config dir on the command line. - (bug #645) - SvdB -- Speech .txt and .ts corrections, from Nic. - SvdB -- Made the unix build scripts more portable. Removed some small - bugs. - SvdB -- No longer chdir() to the content dir (bug #564) - Environment variables and ~ are interpreted in the supplied content - path now. - Don't look for content in the default directories if an explicitely - supplied path failed. It would only confuse users. - SvdB -- The unix build script is now able to detect SDL on Darwin (bug #358) - SvdB -- Resource units given more obviously when ordering a probe to - self-destruct (bug #586), from Nic. -- Shipyard "Combat Energy" changed to reflect the recharge rate (bug #522). - Also, some cleanups. Thanks and apologies to Nic. - SvdB -- Added lots of debugging functions, SvdB -- Cleaned up use of the DEBUG define, SvdB -- Talking Pet .txt file corrected to match the .ogg files, - and talkpet.ts corrections, from Nic -- Abstracted window-drawing code from confirm.c -Michael -- Fixed blue comms screen problem (bug #363), from Joel Holveck & Nic -- Automatically adding an icon for Darwin builds, from Nic -- Fixed Roster-F10-Quit bug (#591), - Michael -- Restructured starcon2.c, with better checks for argument parsing, - and consistent error messages. - SvdB -- Restructuring of the unix build scripts. - Also, interrupted dependency builds are now detected. - SvdB -- Unix build: Make it possible to use another directory than the current - one for putting the build data in (such as build.vars, config.state, - the obj/ dir, and the final binary). - SvdB -- Fixed various odd behaviors when loading from HyperSpace (bug #587), - from Nic and Michael -- Added new 'triscan' scaler; derived from scale2x[.sf.net] -Alex -- Space marines die in a self-destructing Scout (Bug #445), from Nic -- Added the -l option to produce logfiles (bug #560), from Nic -- Zoq-Fot-Pik speech properly vertically centered (bug #579), from Nic -- Input code refactoring, phase 2: All player input is brokered by - DoInput -Michael -- Updated .cvsignore commands, from Nic -- Fixed a keyrepeatbug from when the player cancels out of the - Starmap in IP -Michael -- IP_taskfunc now uses PulsedInputState instead of handling its - own debounce delays -Michael -- Input code refactoring, phase 1: Replaced messy structs with an - array indexed by an enum. -Michael -- Thread code refactoring: only the main thread will actually spawn - threads, and thread IDs are properly recycled with SDL_WaitThead () - once they're done. (With luck, this will fix bug #561) -Michael -- Sound code refactoring: core api is now virtualized, - MixSDL is divided to generic mixer and driver entities - Mika -- Optimized MixSDL mixing and resampling routines - (hopefully fixes bug #435) - Mika -- MOD music should now play properly on big endian machines if using - high quality mode (workaround for bug #166) - Mika -- Better-looking slave shield (bug #32), from Nic -- Bay door animations don't stall before aborting (bug #500), from - chmmravatar -- Reports SDL version on startup (bug #520) - Mika,Nic -- Fuel usage on planet landing is now reported correctly on all situations - (bug #556), from Nic -- Fine-grained control of menu sounds, "MenuSounds" global now - guaranteed to always be non-null -Michael -- Added support for stdio file access through temporary files to uio. - added uio_copyFile to uio - SvdB -- Added uio_getFileLocation() and uio_getMountFileSystemType() to uio. - Also some small improvements. - SvdB -- Fixed fuel usage estimate to selected destination on the starmap. - (original bug, not reported) - SvdB -- Sound decoders refactoring: decoders are now virtualized, - the high-level decoding code is unified and any format is - theoretically streamable -Alex -- Patches to enforce the invariant that the GraphicsLock is held when - SetFlashRect is called (bug #504) -Michael -- Major refactoring of threadlib; see doc/devel/threads -Michael -- Downgraded the GraphicsLock to an ordinary Mutex -Michael -- Added movie player; only movies defined are intro and ending; - only .duk decoder present (.duk audio decoder mostly derived - from decoder by SvdB) -Alex -- Extra fallback for the unlikely situation that $HOME isn't set on a - unix system. (#493) - SvdB -- Accept spaces in --contentdir argument (#492) - SvdB -- Separated and abstracted sound buffer-tagging and trackplayer - clip/subtitle chaining -Alex -- Abstracted the recursive mutexes in MixSDL and DCQ code -Michael -- Introduced a new synchronization construct (CrossThreadMutex) and - migrated the GraphicsSem and clock_sem over to it (#359) -Michael -- Replaced thread-local Semaphores with Mutexes (#359) -Michael -- Load/save icons don't flash anymore when in savegame menu - (part of bug #291), from Paxtez -- Savegame slot now defaults to the last one used during one execution - of uqm (bug #477), from chmmravatar -- Fixed one-pixel glitch in shipyard when scrapping (bug #461), - from Paxtez -- Adjusted subtitle timings when there are no oggs (part of bug #362), - from chmmravatar -- Fixed crash in conversation summary and ffw/frew problem when - selling data to Melnorme (bug #476), from chmmravatar -- Flush input after selecting "Navigate" (bug #475) - Michael -- Fixed ships in solar system getting displaced after having - visited a planet (bug #365) -Alex -- Fixed collisions/encounters with "invisible" fleeing ships - (bug #319) -Alex -- Quit confirmation fixes: lander reports, conversation summaries, - outtakes, end credits; font effect properly set/saved/restored; - (bugs #454, #465, #466); from chmmravatar -- Obsolete "register" keywords removed -Michael - -0.3: -- Dirty hack to avoid a warning about the "ignored.key" hack - SvdB -- Typo 'natually' fixed in Arilou speech - SvdB -- uio: Fixed a bug which could cause spurious warnings when using .zip files - generated from DOS/Windows - SvdB -- uio: Fixed a potentially memory-corrupting bug when in a .zip file a subdir - is described before a dir higher in the directory structure. -- uio: Fixed an incomplete message that would only show when handling a - specific error - SvdB -- Added doc/checklist file - SvdB -- RUs properly cleared in savegame display, from Paxtez, chmmravatar -- Support for up to 50 savegames, from Paxtez -- Action names are properly null-terminated, stops a crash for some - bad keys.cfg types -Michael -- added '--addon ' - SvdB -- keys.cfg from incompatible control scheme version is now renamed - automatically to keys.old -Mika -- Added warranty message in the console on startup, SvdB -- Left and Right directions disabled in fuel screen (bug #452), from - Paxtez -- Syreen don't rejoice until victory truly is theirs (bug #451), from - Nic -- Guardian in Blazer mode being drained by DOGI will no longer - result in a non-blazer Guardian with Blazer effects. Original sc2 bug. - (bug #283); from Paxtez -- 'CREW' and 'BATT' instead of icons in combat screen when using - PC-style menus (bug #308); from Paxtez -- New shipyard SCRAP system with scrapping confirmation - (bug #413); from Paxtez -- Syreen ships become available when Talana says they are - (bug #264); from Nic, Alex -- The infinity symbol is correctly printed for gas giant atmosphere - in coarse scan screen (bug #239) -Alex -- Prevent Syreen crew above 12 getting thrown out the airlock in - Roster screen (bug #184); from chmmravatar, Alex -- Lander report messages now use the entire panel (bug #36), from chmmravatar -- Fix colour cycling in the roster screen (bug #279), from Nic -- Fixed last seen battle-group teleporting to Sol after invoking - Talking Pet in Sol (bug #109) -Alex -- Fixed a dialog glitch on Slylandro homeworld (#442) -Michael -- Freeze planetary simulation at beginning of landing sequence to stop - event bursts (bug #80) -Michael -- Extra 2 ship slots in supermelee, as in the PC SC2, and all the PC - default teams, from chmmravatar (bug #248) - NOTE: this breaks old team saves! -- Made functions for GET_GAME_STATE and SET_GAME_STATE - SvdB -- Fixed bug with entering closing portals (bug #108) - SvdB+chmmravatar -- Mouse cursor is now hidden in fullscreen mode (bug #173) -Mika -- Version checks inside the input code to flag incompatible changes --Michael -- Install location for content on unix systems is now ${prefix}/share/uqm - instead of ${prefix}/lib/uqm - SvdB -- New main menu graphics from MarkVera, Paxtez, Nic (bug #393) -- Removed a place where you could ask for repairs when you shouldn't - (bug #432), from Nic -- Can use F10 to quit during splash screen as well as main menu -Michael -- Fixed starship location when being teleported from Procyon to - the Earth Starbase after the Precursor bomb is installed. - SvdB -- Crew death on planet is now counted properly in all cases (bug #70) -Mika -- Fixed lockup in 'save failed' alert box (bug #397), from ghakko -- Fixed glitch in Pkunk animation (bug #354), from Paxtez -- Fixed Kohr-Ah final defeat message repeating (bug #426) -Mika -- Fix for picking up talking pet after Umgah genocide - from Paxtez -- MinGW compilation fixes - SvdB+Mika -- Bilinear scaler is now faster, has 24bpp mode and uses regions -Alex -- Accept CRLF line endings in .txt and .ts files - SvdB -- Fixed overflow problem with 32bpp bilinear,biadapt,biadv scalers -Mika -- MixSDL now handles resampling correctly (less cracklings); - added cubic interpolation for high quality mode -Mika -- Removed the redundant "GameExiting" variable -Michael -- Added quit options to ingame menu (bug #409), from Paxtez -- Fix position of blinking save/load in melee (bug #406), from Paxtez -- New packaging/io system. - SvdB -- Exit confirmation dialog is prettier and safer, from Paxtez -- Exiting from the main menu with F10 now exits the game -Michael -- Changed lander speed to 35 FPS, which matches reported 3DO speed - (Bug #22) -Michael -- Added a Menu-Delete key for the Super-Melee menu (#123) -Michael -- Added support for positional (stereo) sound effects, currently - works only with OpenAL -Mika -- Fixed screen transitions from homeworld conversations (bug #348) -Michael -- Fixed Fwiffo join_us_refusals initialization (bug #405) -Mika -- Fix Druuge transactions to not elevate crew costs baselessly (bug #235), - from ghakko -- Fixed glitches and NULL Stamp draw attempt in menu code (bug #26) -Mika -- Absence of voice files is now automatically detected (bug #309) -Mika -- Fixed Commander Hayes mouth movement before radioactives are given - (bug #343) -Mika -- Fix glitches in slylandro probe animation (bugs #398, #399), from Paxtez -- Confirmation dialog box for exiting the game is now menu-based -- Commander Hayes explains his predicament before you get the option to - rescue, closes #366, from Nic -- Gestalt mode accelerates continuously as long as some key is held; - should resolve to PC-style input wrt bug #381 - Michael -- Fixed some more false key cancels, addressing 378 again - Michael -- Added "gestalt mode" for acceleration cancels; fixes #381 - Michael -- Fixed some "false key cancels" in the input system, addressing bugs - #378 and #379 -Michael -- Completely reworked the input system -- Added PC version outtakes, from chmmravatar -- Fix crash in PlayStream when whole file is prebuffered and its not - speech (bug #259) -Mika -- Fix endian problem in colormap transform code (bug #137) -Mika -- Fix minor glitch in planet coarse scan (bug #238), from chmmravatar -- Wav loader is now endian safe (bug #165) -Mika -- Dialogue patch for Melnorme, fixing bug #335 -- Two dialogue spots where visit count could run away patched; fixes bug - #333, from Stas Sergeev -- EventHandler checks CurStarDescPtr before dereferencing it (bug #347) -- Oscilloscope/mini-map now has borders (bug #307 part 4) -Mika -- Flashing rects are no longer constrained to even-numbered pixels on the - y axis; fixes bug #255, from Nic -- Fixed minor glitches in main window borders (bug #307 parts 1,2,3) -Mika -- There's now space before and after : in coordinates (bug #307 part 6), - from Paxtez -- Star coordinates no longer shimmy (bug #331), from chmmravatar -- The DRAWABLE_DESC datatype now uses separately allocated arrays for - animation frames instead of doing pointer arithmetic between it and - FRAME_DESCs --McMartin -- Date on the green bar now has floating period between day and - the year like in PC version (bug #307 part 5) -Mika -- AWARE_OF_SAMATRA flag is now written as well as read (closes #113), - from Nic -- Subtitle drawing is now cached (closes #313) -Mika -- Fix glitch and lockup in dialogs when rewinding (bugs #311 and #272), - from chmmravatar -- Fastforwarding when in last subtitle now works as expected (bug #318), - from chmmravatar -- Fixed MixSDL buffer underrun handling (bug #211) -Mika -- Fix issue with caps lock and num lock preventing planet scan - and lander message skipping (bug #299), from chmmravatar -- Subtitles are now hidden after alien has finished talking (bug #312), - from chmmravatar -- Fix for mycon portrait (bug #183), from Nic -- Music levels no longer drop in conversations when using -T 0 - (partial fix for bug #309), from chmmravatar -- Added PC-style conversation summaries (bug #310), from chmmravatar -- Pressing pause key now stops dialog correctly (bug #167), from chmmravatar -- Fix some glitches in load/save screen (bug #163), from chmmravatar -- Utwig shield now pulsates properly (bug #269), from Nic -- Fix for memory leak in TFB_DrawCanvas_ExtractPalette (bug #277), - from Richard Braakman -- Patched Umgah dialogue, fixing bug #8 -- Crossfade code now explicitly caches the screen to transition from, and - thus no longer glitches. The code needed a slight rewrite, but this - does fix bug #33 -McMartin -- Melee scaling is now trilinear by default, but it's still possible to - choose nearest neighbour with --meleescale; fixes #34 -Mika -- Minimum scaling extent is now 1,1; fixes mostly small-objects-disappearing - problem in melee, from chmmravatar -- Fixed a long standing memory leak relating to planet surface -PhracturedBlue -- Scaled images no longer allocate/free memory all the time -McMartin -- Planet spin on lander launch/return is now enabled -PhracturedBlue -- Fix skipping after planet scan, landing (closes bug 31) -PhracturedBlue -- Decelerate when entering orbit to give a smoother effect -PhracturedBlue -- fix subtitle text overlap issues (bug 232) -- 'Esc' now leaves planet surface (bug233) -PhracturedBlue -- Fix race on exiting starbase (bug 230) -PracturedBlue -- Cleanup shipyard door animation (bug 215) -PhracturedBlue -- Misc .ani fixes; Fixes asteroid destruction crash (bugs 150, 155, 158) - and somewhat fixes Mycon potrait (bug #183) -fOSSiL -- Moved image scaling to DCQ thread; fixes scale-out-of-sync problem - in melee -Mika -- Fix lockup in cyborg melee (fixes 204 and 218) from chmmravatar -- Added -g option to control gamma correction, from chmmravatar -- Restored the CondBank to actually use condition variables properly - (resolves a race condition under OpenBSD) -- Removed aspects of the legacy graphics code that are never used or that - are redundant. More 'C-like' use of the PRIMITIVE datatype. -- Fix various graphics glitches during dialog. Especially Spathi Eye,and ZFP - Closes #23, #156 - PhracturedBlue -- Fix Syreen, KohrAh and Slylandro ship effects to not be screen - size dependant (corolary to bug 93) - PhracturedBlue -- Line clipping is now handled correctly; fixes #28 (one pixel corruptions) - and #198 (beam weapons changing direction) -Mika -- Vux warps in close (fixes bug 93) -from Nic -- Fixed lockup on lander-report (Bug #144 annd 187?) - PhracturedBlue -- Version # is now printed in the main menu, from Nic -- Added PC Shipyard + Hangar power lines animation; - (closes #176) -fOSSiL - -0.2: -- Shipyard/Outfit screens now use larger PC graphics; - Outfit blueprint is properly aligned; from Nic -- Key config is now saved in user dir too. - melee.cfg too again. - SvdB -- Added copyFile() - SvdB -- Pure mode partial screen updates are now more efficient; - fixed 'crossfades not finished' problem -Mika -- Graduated colours for crew in shipyard, from Nic -- Alien dialog fixes: Talking Pet, Utwig, Mycon, Syreen -fOSSiL -- Updated all game, menu, melee and weapon sounds to original 3DO - ones (extracted using various tools); some sounds were simply - wrong: menu - "device success", weapons - arilou, slylandro, thraddash; - others had bad sampling rates; (fixes #19) -fOSSiL -- Fixed Melnrome repeating "Please do not mention this subject again" - text (bug #145) -fOSSiL -- Fixed load/save screen leaving characters when having more - than 1000 units of some type of resources (bug #75) -fOSSiL -- Lowered Drawable memory footprint, made Frame safer - Martin -- Support for running without voice .ogg files present -PBlue -- Slider should now work correctly everywhere -PhracturedBlue -- Added 'nosound' driver and --sound=openal|mixsdl|none - option; -a option has been removed -fOSSiL -- Fix ZFP stuttering and some other random sound issues -PBlue -- Correctly deal with multiply-mapped keys. This may fix some keys - not being detected correctly on the Mac as well - PBlue -- OpenGL mode now fully supports partial screen updates -Mika -- Fixed melee ship selection-box bugs -fOSSiL -- Added a 4th button to starcon.key 'Esc' now emergency-escapes -PBlue -- Biadapt and biadv scalers now work in OpenGL mode too -Mika -- Fixed lockup when fastforwarding through orz comm -PBlue -- A new windows installer is now in builds/win32_install -PBlue -- Added '-a' switch to go between OpenAL and MixSDL at runtime -PBlue -- Melnorme will pronounce numbers now -fOSSiL -- Added icons to win32 builds (MSVC and mingw) -fOSSiL -- Removed the GraphicStrength code, since all that is handled with - an arithmetic blit routine outside of the drawing thread -- Added an improved version of biadapt scaling filter, - working name "biadv" (use --scale=biadv) -fOSSiL -- Removed SDL_mixer sound module -- TFB_FlushGraphics keeps track of smallest bounding box that requires - updating, allowing for faster scaling -- Added a TFB_Canvas data buffer to let TFB_Image be more accessible -- Added new graphics primitives -- Added 'smooth' scolling for ff, frev (similar to the 3DO) - PhracturedBlue -- New streaming code for openal/mixsdl. supports ff/frev in subtitles -PBlue -- New sound module "mixsdl" (experimental) -fOSSiL -- Fixed overlapping subtitle text while switch tracks -PhracturedBlue -- New flash-thread cacheing scheme - PhracturedBlue -- Voice-over / subtitle synch is done - PhracturedBlue -- Optimized DCQ to be much smaller and faster -- Added stat data in outfit screen (use --font=pc) - from Nic -- Added fixed introx.mod, from fOSSiL -- Fixed Orz .mod file, from fOSSiL -- Added vertical alignment for subtitles (text runs off screen fix)-from Nic -- Updated infinity text/symbol for RUs - from fOSSiL, Nic -- Split away DCQ-specific code into its own header file -- Added correct lander font - from fOSSiL -- Added support for multiple menu hierarchies, and a few PC hiers. -PBlue -- Fixed a potential semaphore race when suspending clock -PhracturedBlue -- Function name conflict fixes for Mac OSX -by peterb -- Minor fixes for pc-fonts (Outfit screen, gradient color swap) -by Nic -- DCQ is now accessed uniformly by routines in gfx_common.c -- Fixed OpenGL colors on MacOS X -Mika -- Added a sane cmd-line naming scheme: --opt=(pc|3do) see --help for more -PBlue -- Added new font effect (PC-lander messages), and set colors for text -PBlue -- Use correct font for 'CAPTAIN', 'FUEL', and 'CREW' is status screen -PBlue -- Added gradiated font support (for ship name), and PC-font option -PBlue -- Minor fixes to PCMenu by fOSSiL, Nic, PhracturedBlue -- Updated mingw support with better directions, and easier build -PBlue -- PCMenus now suports 'settings', and menu font is correct -PhracturedBlue -- Added '-b' option to get PC Menus -PhracturedBlue -- Check for a deadlock in savedgames and try to continue -PhracturedBlue -- Added an option ('-a') to display 'PC-style' coarse-scan -PhracturedBlue -- Fixed deadlock races in new FlushGraphics method -PhracturedBlue -- FlushGraphics now waits and notifies on a per-thread level - McMartin -- No longer using SHGetFolderPath on Windows - SvdB -- Key repeat is now enabled when typing text, from slayne -- Capital letter bug in new input code fixed, from slayne -- Oscilloscope now reacts to music when speech is disabled (OpenAL) -Mika -- Rewritten input code (better and adds joystick/pad support), from slayne -- Biadapt scaling for pure mode, from fOSSiL -- Saving user data in "%APPDATA%/Application Data" on windows - SvdB -- Melnorme comm fix, from TD. -- Planet scan font character fixes (micro.fon), from fOSSiL -- Temporary files are deleted on exit. - SvdB -- Font png's no longer need to have alpha channel, black background with - white pixels is enough -Mika -- Added PC version intro/ending font, from VileRancour -- Added files for intro and ending sequence, from fOSSiL; extracted using - Mudrony's scripts plus his own work. -- Added some corrected mods, from fOSSiL; extracted using Mudrony's scripts. -- Replaced add_sub_frame with arith_frame_blit -PhracturedBlue -- Crosshair in orbit leaving light trace to image in OpenGL mode fixed -Mika -- Planet scan should now take ~2secs on all computers -PhracturedBlue -- Updated earth image to look nicer (no vertical lines) -PhracturedBlue -- Clock semaphore is now created with a value of 0 -PhracturedBlue -- Rewrote Semaphore debugging code to be more useful - PhracturedBlue -- Better fix for clearing load/save screen - fOSSiL -- Implemented bilinear scaling in pure SDL mode - Mika -- Planet surface is now smoothed, from PhracturedBlue -- Implemented scanlines in pure SDL mode - Mika -- Star sizes and colors are now correct in solar system, from fOSSiL -- Captain portraits in melee are now updated properly after battle and - bottom portrait always stays in correct place, from fOSSiL -- Removed 2xSaI and SuperSAI scaling due to GPL incompatiblities. - They should be reimplemented later. -- Bucks print from wrong team in melee ship selection box fixed, from fOSSiL -- Autopilot works in Quasispace when without fuel, from fOSSiL. -- Negative shift warnings removed, from Fizban -- Displaying correct lander images, from fOSSiL. -- 3D planet now uses phong lighting, from PhracturedBlue -- Put save data and temporary files in a seperate dir - SvdB -- Fix OpenGL colors on big-endian CPUs, from Bryce McKinlay -- MikMod now loops modules correctly (OpenAL), from Nic -- player.fon/42.png corrected, from Parker -- GraphicsSem usage reverted back in RotatePlanet, from PhracturedBlue -- Pause/exit game dialog problem with planets fixed, from PhracturedBlue -- Fixed lockup if sbuf_size was zero (OpenAL) -- Planet surface changing color when using device fixed, from PhracturedBlue -- Some race conditions eliminated, from PhracturedBlue -- Earth / other slave shielded planet color issue fixed, from PhracturedBlue -- Orbit/starmap related lockup fixed, from PhracturedBlue -- 3D planet showing on starmap when in orbit fixed, from PhracturedBlue -- Scan (single, interrupting) fixed, from PhracturedBlue -- Defining DCQ_OF_DOOM lowers the DrawCommandQueue size to 512, to aid in - simulating severe overload stresses on the machine -- Removed TFB_FlushGraphics' dependency on GraphicsSem, which the new - condition variable code both breaks and makes unnecessary -- Scan tint is now cleared right after the scan, from PhracturedBlue -- Recoded the DCQ to not sit on the heap, added debugging info -- Fixed Outfit Starship and Shipyard graphics, from TDuck -- 3D planet is now zoomed randomly from any corner, from PhracturedBlue -- Flagship thrusters and modules one-pixel place fix, from TDuck -- Earth topo map is now tinted as should, from PhracturedBlue -- Fixed planet stuff when leaving surface with lander, from PhracturedBlue -- RotatePlanet now holds GraphicsSem a shorter time, from PhracturedBlue -- Added proper mutex usage to 3do_getbody.c, from PhracturedBlue -- Scan uses now additive blit instead of transparency, from PhracturedBlue -- Loading game saved while in orbit fixed (bg correct), from PhracturedBlue -- Changed SDL_Delay to SleepThread in TFB_FlushGraphics -- Rendering thread now broadcasts to a condition variable, stopping most - of the problems we were having where a fast thread spams the DCQ with - too many requests to handle in a timely manner -- Fixed an unsafe memory freeing from sfx.c -- Thread library now includes condition variables -- Shofixti dialogue fixed to subtitles, by BlckKnght -- Crash during loading from orbit fixed, from PhracturedBlue -- Starmap issue when orbiting earth fixed, from PhracturedBlue -- Oscilloscope is now implemented (OpenAL) -- Moved initialisation of _MemorySem to memInit - SvdB -- Planet scan is now cleared correctly, from l0ci -- Flagship modules are now drawn correctly instead of one pix left, from l0ci -- Planet code fixes, from PhracturedBlue -- Build fixes for FreeBSD, from Max Horn. -- Fixed typo in Thraddash text, from Dan Plimak. -- Make HMalloc abort when no memory available, from Abaddon. -- Replace malloc() calls by HMalloc, from Abaddon. -- #include in main program, for OSX, from Max Horn. -- Use sources for getopt() for all systems that don't support it, not only - for Windows, from Max Horn. -- Planet code cleanups, from PhracturedBlue -- Changed some types to SDLKey in input.c to prevent overflows, from tamlin -- Slider now moves in communications (OpenAL) -- Fixed a DCQ bug where it wasn't freeing batches of graphics commands -- > vs. >= bugfix on plangen.c, from PhracturedBlue -- More appropriate names to ROSTER + 1 and ROSTER + 2, from slayne -- Lines and colouring of planet surface when scanning, from PhracturedBlue -- Melnorme bridge turns purple at the right spot in his conversation -- Repaired a DrawCommandQueue invariant, from tamlin -- Color transforms in communication merged into core animation thread -- 3D planet is now antialiased, from PhracturedBlue -- Hyperspace saving crash introduced by prev. patches fixed, from slayne -- Precursor ship crew count is now placed correctly in melee, from wjp -- Dialog choices doesn't go off rectangle in right anymore, from wjp -- When saving in planet scan screen, screen is now redrawn, from slayne -- Commas causing pixels to appear in planetary reports fixed, from slayne -- Team names switching when selecting next ship to fight fixed, from slayne -- More memory leak fixes in 3do_getbody.c, from PhracturedBlue -- Fixed memory leak in _ReleaseCelData, from PhracturedBlue. -- Fixed mutex deadlock in 3do_blt.c, from tamlin -- 'additional credits' amount for Melnorme correct now, by Windplume. -- Spheres of influence now move correctly in starmap, from l0ci@hotmail.com -- Linux OpenAL fixes (music plays now as stereo) -- Fuel giveaway bug fixed, from steve@blckknght.org and Windplume. -- Starmap fuel range calculator and actual consumption matches now -- Collision detection is now pixel-perfect (fixes Sa-Matra, BUTT missile, etc) -- Fixed lander position sign bug which was introduced by previous fixes -- Initial display of planet surface on landing is at correct position -- Planet scan is now properly erased when cancelling/landing -- 3D planet view when entering orbit is now implemented -- TFB_DrawCommandQueue->FullSize was uninitialised. -- Typo 'cultrue' for Thraddash fixed. -- Autopilot indicator no longer blinking on starmap and combat -- Entering a star system lockup/messed graphics fixed -- Position of planet info icons/texts is now correct and centered -- Yehat had no subtitles. -- Incorrect position of 'empty slot' and 'team name' in supermelee fixed - -0.1: -- Initial release - diff --git a/project/jni/application/sc2/Contributing b/project/jni/application/sc2/Contributing deleted file mode 100644 index 9eca28971..000000000 --- a/project/jni/application/sc2/Contributing +++ /dev/null @@ -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: - { - long l, - m; - 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 ". - 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. - - diff --git a/project/jni/application/sc2/README b/project/jni/application/sc2/README deleted file mode 100644 index 74e0178d2..000000000 --- a/project/jni/application/sc2/README +++ /dev/null @@ -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. - diff --git a/project/jni/application/sc2/WhatsNew b/project/jni/application/sc2/WhatsNew deleted file mode 100644 index a91ff23c9..000000000 --- a/project/jni/application/sc2/WhatsNew +++ /dev/null @@ -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.