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CHANGELOG
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CHANGELOG
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20010909
- Following of projectiles now "sortof" works and is OK nice.
- The AI's will try and avoid using to low angles - hitting stuff when
projectile is going up.
20010908
- Better naming of Casper players, and removed some old debug prints
20010906
- Casper will figure out if an enemy dies, and try to get a new target.
- The buymenu will not show for players that does not need "interaction".
- The viewpoint will follow non interactive players automatically,
but still needs a lot of work.
20010905
- Casper can now aim at people - admittedly, that is cheating, but he
can....
20010904
- Console dropping option now kindof works.
20010903
- Added option to drop down a console.
20010902
- Some minor stuff added to AICasper - still no sense in what it does.
20010901
- Added the config directory to the dist stuff.
20010831
- Finally completed (sort of) the autotools support.
20010726
- Added the first part of a "feedback" framework for the AI players,
so that they can figure out where their missiles hit.
20010725
- Moved the handling of the fire command from the TGame class to
the player class - otherwise it was possible to fire when an IA player
was active (no good).
- Added an AI factory to facilitate creating AI players.
- Added two AI personalities, Baltazar and Casper (identical for now).
20010716
- Updated the basic AI to be slightly more interessting.
Still nowhere fun enough to play with, but basic and in place..
20010608
- Added the first AI structure - fires when it gets a chance
- Respects -geometry, uses default settings if not present
20010607
- Added displaying of team to "hud".
- Added a few messages going to the console from TTank.
- Made the score screen show a crude display of the team scores
- Tagging 0.3.5.2
20010605
- Modified all entities to carry around a reference to the game they
belong too.
20010604
- Fixed the colormathing, and List matching in general. Please note,
that a default value for any list item should be set now, ie, the list
menuitem will not initialize the option, and will only set the value
of the option, if the selected item is changed, or "rechoosen".
- Moved the TListMenuItem to its own file to reduce dependencies
- Made the TListMenuItem toggle values on "select", which makes
mouse changes easier.
- Starting to add team support.
20010603
- Added a number of default colors for the players, used during init,
added possible up to 8 players.
20010602
- Added code to make sure that player are initialized when a game starts.
Still sucks somewhat, but hey.
20010528
- Checked in stuff that allows for more dynamic configuration of players.
Lots of details still missing.
- Tagging 0.3.5.1
20010505
- Made menuitem to select colors
- Fixed bug in text renderer - now centers correctly.
20010504
- Made a TListMenuItem use templates, changed dependant code.
20010502
- Made the gamemode change change the keyboard repeat
20010501
- Added wind to the Map. This is a temporary hack (what else is new)
20010430
- Cleaned up a bit in objects and models, removed some memory leaks,
made the tanks use a display list.
20010429
- Moved the in game menu return to game to the bottom of the menu
- Fixed it so that the mouse do not "jump", when showing the in game menu
- Changed the scroll menu item to use some strings. Need to override render.
- Fixed some problems with scrolling up and down, and focus changes
- Made round delays be 1 second (using TDelays).
- Tagging 0.3.4.5
- Updated README
- Tagging 0.3.5.0 and releasing it
- Demystified creation of objects in tank.cc
- Added slight delay when projectile orbits.
20010428
- Made TScollMenuItem and made all menus potentially have such a beast.
- Made the Control menu use the scroll stuff.
- Implemented support for clearing a mapping
- Added remaining control selections to menu_controls (I hope).
- Updated README to reflect the controls thingy.
- Tagging 0.3.4.3
- Added support for using page up and down in menus to scroll scrollarea
- Fixed problem with mouse and positions when exiting the window in grab
- The bindings are now saved and loaded - the ugliest hack ever.
It will definitivly not stay like this.
- Tagging 0.3.4.4
- Made registering and unregistering consumers always work. Removed a lot
of bool checking code.
- Fixed some warnings
- Changed player money back to 500
- Added in game menu show sound
20010423
- Finally figured out why we had a segfault. I hate implicit type conversion in
C++.
- Tagging 0.3.4.2
- Modified help menu, added about menu, changed email address.
20010421
- Added first step towards mouse mapping support in TControlsMenuItem
some of it work.
20010420
- Tagging 0.3.4.1
20010419
- Fixed erratic moves - turns out, that update Hz in TGame was too low.
- It seems mapping ESC does indeed work.
20010418
- Added a return item to the controls menu
- Made it possible to access the controls menu from the in game menu
- Added a raw mode to gamemode
- Made the controls menu actually change the mappings for (most) keys.
- Renamed some keys
- Made the controls menu use a smaller size - temporary fix, probably.
20010417
- GetKeyMappings now work. Everything else is broken :-)
20010415
- Started adding a GetKeyMappings to InputConsumer.
20010414
- Started working on the TControlsMenu.
20010412
- Tagging version 0.3.3.3
- Added methods to let a mouse event write itself to a string, and construct from
a string.
- Made the inputconsumer use the new MouseInputEvent interface.
- Updated any mouse consumer to use the MouseInputEvent interface.
- Changed the mouseevents to use signed ints (and updated depencies)
- Added moving the viewpoint with the mouse
- Tagging 0.3.4.0, and releasing it
20010411
- Changed the Makefile to drop -g - makes final linking faster
- Added a "centermode" to the inputmouse - made gamemode change to/from it.
- Made the game aware of the mouse - hacked player to handle the mouse
need to fix permantly.
20010410
- The mouse is now supported in all menus
- Updated README
- Releasing version 0.3.3 (Postponed, due to sourceforge troubles)
- Changed the TColor of TColorDefinitions to be private, added interface.
- Made the focused menu item "pulse"
- Tagging version 0.3.3.1
- Made many of the attributes in TDisplay private.
- Added new command - toggle-pointer-grab - which toggle pointer warp (sic).
- Updated README with toggle-pointer-grab info and some more.
- Fixed problem with not beeing able to type 'q' and (now) 'a' in edits.
- Stopped make from linking when no .o files had changed
- Tagging version 0.3.3.2
- Added list of items from SE to DOCS
20010409
- Added code to generate mouse input events
- Made the menu show the mouse
- Made it possible to get the y position from the TextRender
- Made the menus use the mouse. Minor flaws still present.
20010408
- Added debug file
- Added more -W options to the compile
- Fixed the code, so that explosions _above_ the map does not do damage
- Releasing version 0.3.2
- Added inputmouse file - does not really do anything yet.
20010407
- Encapsulated width, lenght and has_changed in TMap.
- Encapsulated the current player in TGame.
- Added methods to make an entity affect or not affect the turn in TGame
- Made the tanks fall down during update, if not on ground
- Made the tanks appear correctly in the z direction
- Made the tanks appear correctly in the z direction at start of a round
- Rotated the tanks 45 degrees
- Made the cannon use doubles, changed adjust to reflect this,
updated the command handler in TPlayer
- Fixed the normal recalculation to handle the borders of explosion, and leveling.
- Removed a lot of debug messages. Mostly errors left now ;-)
- Removed the pos display from display, and a very minor change to angle, etc.
- Removed some dead code from tank.cc
20010405
- Fiddled with the slide code
- Made the tanks smaller - for larger map feeling...
- Think I fixed the TMap::HeightAt function
20010404
- Made the map fall down code more smooth
- Edited README slightly
- Made the MIRV and Funky bomb work a little better
20010329
- Tagging version_0_3_1
- Removed keyboard.hh and keyboard.cc
- Fixed the keyrepeat problem
- Removed a lot of dead keyhandling code.
20010326
- Added the tab key to allow for weapon changes.
- Fixed the missing "enter is fire" button.
- Updated the help menu entry.
- Added the flymode, clipmode and refreshrate buttons.
- Added the various rendermode options
20010325
- Restored most of the functionality needed to play the game.
20010324
- Fixed problem with missing movements that were pressed and released within
a single frame.
- Made the fonts on the actual game scale with the size
- Made TPlayer handle the viewpoint-rotate and canon commands
20010323
- Made the TPlayer handle some of the basic movement commands
in a "fluent" manner.
20010322
- Only the TBuyMenu does not work as intended now with the
command stuff.
20010321
- Made the client handle the quit command.
- Moved some menuitem code from the header to the cc file.
- Made the menuitems handle commands (sort of).
- Made the menu scale the text sizes so that it fits to the Display size.
20010320
- Changed some size dependencies in client.cc
- Started making the menu structure aware of the command structures.
20010318-19
- Command structure
- Added Special to handled keyboard stuff
- Added mode file
20010313
- More command structure.
- Added conditional to Makefile
20010310
- Added some conversions between input events and commands.
20010307-09
- Added beginning of input event structures/files.
20010306
- Added the GPL License
- Updated the README file
20010305
- Added the steepness options to the map
- Made moves a bit more fluent. (Not the right way though).
20010304
- Minor changes to make THX compile under Mandrake 7.2
- Added arrow keys support in menus.
- Made it possible to change the window size, and have the menu still work.
- Cleaned up the drawing of tanks a bit - makes the explosions red.
20000725
- Fixed a missing include from markers.cc that made markers disappear
- Removed the LAME SOUND warnings
- Fixed conversion warnings
- Fixed warnings from sound.cc
- Upgraded the glTexFont files, removed most of the warnings.a
- remove the game_cmds file
- cleaned up render.hh and removed it from some #includes.
- Tidied up some of the #includes
20000724
- Cleaned up a bit
20000720
- Skjalms changes should be in here now:
- Almost correct collision detection between ground and projectiles
- Tank has a model
- Thinner cannon, has shadows
- Prices adjusted
20000717
- Cleaned up some of the code a bit. Still lots to go.
- Imported sources of version 0.2.8.1 into the sourceforge cvs.
20000627
- Made refreshrate work.
- Added a slight support method to TConsole.
- Removed the char buffers that were not absolutly neccesary.
20000626
- Converted all text elements to use textured fonts.
- Added drawing of markers as a keyboard option, defaults to not on.
20000619
- Fixed viewpoint reseting - now a viewpoint can also be reset from a
location.
- Console now works as before and uses texturemapped text for rendering
- Tracked down a bug in the texture_load code
20000618
- Changed the canon rotation keys to n, m and made them use step of 1, 10
if N,M. Same with A,Z,O and P. Clipmode is now on i.
- Changed gravity and cleaned projectile fireing code a bit.
- Changed the money calculation code and the prices for missiles a bit
- Added TSpaceMenuItem
- Added viewpoint to the player, each player now have its own viewpoint
- Converted the display module to C++
20000617
- Made method to let menuoptions center on ":".
20000616
- Projectiles now have a strength and uses the radius for the explosion only
- Renamed the project from 3dse to thx
- Added a lot of sounds to various events
- Version 0.2.7 complete, release is version 0.2.7.1, because forgot commit.
20000615
- Changed menu cancel code a bit
- Implemented game over "score" screen
- Randomized player ordering
20000609
- Added menu for buying stuff between rounds
20000608
- The playernames are now used in the game.
- Changed the player distribution code slightly
- Changed the Within method of the map, which I hope will fix the issues with
projectiles exploding at the wrong place/time.
- Implemented in game menu.
20000607
- Added an inventory to the player, that allows selection between different projectile
at run time.
20000605
- Viewpoint reset on round start.
- Removed a lot of cout statements
- Made an money award system.
20000604
- Added game over screen. Takes you to the game menu.
- Reenabled sound.
- Fixed the very slow fading projectiles on orbit
20000601
- More cleaning up.
- Added menu for round end, and started coding for it.
- Added stuff to game.cc that makes it possible to restart a round
- Made map only load textures once
- Removed a lot of old couts
- Lot of very minor stuff
20000530
- added menugame and client files trying to clean up a bit
20000528
- made operations on map that provides several random spots.
- made TDelay entity, that affect_turn and sleeps. Made TMarker inherit from it
- made explicit state change in tanks and operation that prepares for a round.
20000527
- Integrated Skjalms random map making code
- Added light
- Added options to control light, shademode, normals from keyboard
- Change the projectile module to use a more modular update
- Added a fed extra projectiles - currently non-selectable
- Updated the game/round/turn code - still not done, but better:
Player change is now correct AFAIK.
Round end is now correctly determined (but not handled).
Dying animation needs to insert "affect_round" until they are done.
20000521
- Added support for map size from menu.
20000510
- Changed glTexFont to allow interspace adjustments to the char rendering,
which gives sligthly nicer looking displays.
- Introduced storage values to the menu system, that for now can be used to
start a game with a given number of players.
20000508
- Changed the menu system to look a little nicer.
- Made the menu rendering dependent on the screen size.
- Added menu help text
20000507
- Made the exit and start menu entries do something.
20000506
- The menu system uses glTexFont code to render the menu with.
- Added color module
- Added "text" module as wrapper to glTexFont.
- Made TListMenuItem class.
- Made TInfoMenuItem that still needs quite some work.
20000504
- started to use glTexFont library. Some changes will be needed, but
in general I think it is great for this project. It has problems
with proportional writings. Maybe I should fix this?
20000427
- fixed a wrapping in menus.
- made menu entries be able to be disabled.
20000426
- Have some menuitems in place. (Value, String, Sub, Return).
20000424
- made the impact on maps use the radius and be "round" in nature.
- made menu skeleton, still needs a lot of work.
20000423
- converted map to c++ class.
20000422
- made projectile spawn marker entities
- made fixed updates of the game state when deltatime > max_deltatime
this helps make the physics more accurate.
- updated todo file
20000421
- tank, projectile and explosion is now converted to c++
- game, entities mostly OK now, cleaned up.
- player now converted.
- more then 2 players can now be added to the game.
- players that are dead are now removed from the game.
- can change between rendering types on 1, 2, 3 on the keyboard.
20000420
- converted game.hh and entities.hh to c++. Still some old code in there.
20000419
- new function for common entities
- function pointers to entities render functions
20000418
- new module "textures" added. Textures are now working. I think.
- can now use textures of different sizes
- cleaned up display a little
20000417
- tanks take damage both from explosions and faling to the ground
- tanks use a vector_t for location, and is drawn at their z values
- tanks have a cannon that can rotate, keys on [,] [.] (is drawed)
- projectiles are fired from the location of the tank
- tank code pretty much cleaned up.
- adjusted near clip plane. Makes most of the errors with z buffer go away.
20000416
- As a test, made the projectile spawn "kids" upon first explosion. :-)
This is a hack now, but demonstrates the flexibility of the entity system.
- Corrected bug in mappoint_at macro/function
- Landscape now takes (simple) damage
- Cleaned up the map module. Mostly ok now.
20000415
- Updated entities to use a "update_func" pointer.
- Added function to map that checks if a location is within the map.
- Projectiles that leaves the map now explodes.
- Changed bitmap font in display c. Removed a bit of old code.
- Updated the tank module, and it is now almost as it should be.
- Projectiles can now be fired from within game.c and is fired with correct values.
20000413
- Fixed most of the problems with inserting/removing entities
20000412
- Updated the cvs. Underway to the next version.
- Entity system almost in place now. Entities can be added and removed
quite dynamically.
- Found the "refreshrate" bug: adding lines to print was the reason that
the performance fell so violently.
20000410
- reorganized quite a bit. Is now using glutIdle to update the game
world. This works with a "new_projectile_t" and using entities to
automatically update the world. Still undecided as to what to do with
the update/render issue and client/server stuff. Eventually I may
decide to move all handling of an entity (map, tank, projectile, etc)
into the various modules that handles these, and make conditional defines
in the case with the dedicated server. The display stuff is now handled
(skeleton in place, works with new_projectile) by using the games
dynamic list of entities.
20000408
- moved data stuff into a data directory, source into src
20000407
- made landscape height floating point
- now uses lists to display terrain - improved performance approx 30 %.
20000405
- fixed texture repeate bug. It was a braindamaged thing.
- now has a sligthly better landscape slide model
20000404:
- better movement code (new keybindings)
- textures mapped linearly
- added refreshrate function
- limited viewpoint to 3 within map
- random tank placement minimum 5 from border and not on line
- added backside culling - minimal speed up. (bugs?)
- added some more keys to rotate up and down and a flymode
- fixed initial impact bug
20000403:
- First version
- 11 hours of coding
- texture mapped landscape
- single type of balistic missile
- 2 degrees of freedom
- broken collision detect with ground
- single map
- texture mapping based on landheight
- sound on impact (non portable)