TUD Changes
Version: 0.9.21 not yet released
- display current shooting destination (mainly for debugging) and possible shooting range
Version: 0.9.20 released 01 Aug 2000 (not playable)
- sprites are now generated from png's (thx to erikyyy) - in fact a png is converted to 1 or 2 ppm's which are converted to a spr
- speeded up sprite generation (color lookup with exact match and no remap - remap is done by ppmquant)
- also replaced the gif's in the documentation with png's
Version: 0.9.19 released 17 May 2000 (first release after important redesign - not playable)
- shots are now sprites and not ugly pixels (anyway shooting stuff needs a rewrite)
- changed object hirarchy in detail: (was a lot of work)
joined object_datatype (object_datentype) and unit_datatype (einheit_datentype) into product_datatype => kicked off lot of code which was nearly twice - not yet complete
splitted server and client stuff out of object-hirarchy (much cleaner and more flexible now) - I think in english it's called delegating (for each object exists a server adapter class and a client adapter class) - there are some bugs (server game load/save doesn't work) and it needs a clean-up
- added new artillery unit from cran
Version: 0.9.18 released 17 April 2000
- generate new landscape if generation of start positions fails (repeat if required)
- right mouse click on units which can't drive now sets a way-point and doesn't set follow mode
(+)This solves the B->A and C->A => C->B->A problem for factories (f.e.) (-)now you must drive in manually again
(-)This doesn't solve the B->A and C->A and B far away from C => C->B->A problem for vehicles
- fixed very tricky bug in ground-checking and sprite-lib code which caused roads to be buggy just because of their color (took a lot of time to find this one - early in the morning ;-)
- now only one unit is build at a time, objects still are builded until you stop it (with ESC and mouse over the build icon) - in the future there will be a build list
- jeep can look further, crane/kran/building unit ;-) (what is the english word for the german "Kran"?) lesser
- fortress gets destroyed faster, drives slower, min. vertical degree of canons inc.
- Powerboat now faster
- small ammo more explosive
Version: 0.9.17 released 15 April 2000 (playable - but buggy)
- updated erikyyy's start position generator to v. 3 and encapsulated it further (create_startpos.H and .C)
Version: 0.9.16 released 15 April 2000 (playable - but buggy)
- reimplemented unit contacts menu(this time it displays a list of all units in contact with)
- added erikyyy's start position generator for tile-based landscapes (by interpolating the landscape with tiles)
- fixed explosion painting bug (the movie wasn't removed after finish playing)
- added command "playsample" to client
- server now uses the new neutral relationship (you will only attack military units with this)
Version: 0.9.15 released 05 April 2000 (perhaps playable)
- fixed visibility bug in unit transmission
- reduced traffic a little bit (still needs major improvement)
Version: 0.9.14 released 01 April 2000 (not playable)
- applied parts of cran's "patch" ;-) (sound_esd.H sound_esd.C), start sound
- splited code further up - still needs documentation and cleanup
- rewritten parts of the player stuff (start positions now are given randomly - login with nick and "password")
- player relationships extended - contain now:
friend/neutral/enemy (neutral should mean only military units are attacked)
receive chat messages and send chat messages
- reimplemented the gui-part for the playerlist (displays now also disconnected players with status)
- menu variable lookup now continues with parents (verry useful for the playermenu)
- improved client/server handshake (now they check the protocol version and use binary mode if possible)
Version: 0.9.13 released 25 Feb 2000 (not playable)
- fatalfehler function (fatal error) wrapped by a makro (Now line and file are displayed - thx to erikyyy)
- fixed stupid bug in chat (delete key)
- fixed bug in server's autofollow code
- fixed bug discoverd by cran
- fixed memory leak bug in screen interface
- complete client GUI rewrite (in fact nearly a complete client rewrite ;-) (splited the client into smaller modules)
- fixed memory leak in communic stuff and in client server handshake
- network communication stuff didn't survive write errors - now it should (SIGPIPE)
- fixed even more memory leaks
- fixed transporter bug (when the transporter of a unit died it was still in a transporter) - now it still may stay in water this will be fixed by a complete rewrite of the transporter stuff
- created a new GUI (you can switch the GUI in setups/setup_client.set)
- the GUI is defined in one file: fe. misc/default_800x600.menu or misc/newscreen.menu
Version: 0.9.12-3 released at 08 Feb 2000
- darkdown in 16/24/32 Bit mode uses now corresponding color space and not palette (again?)
- Fixed? compilation problem (missing object file) reported by Vladimir Naprstek
Version: 0.9.12-2 released at 07 Feb 2000
- fixed a clipping bug which caused client death when a unit died ;-(
Version: 0.9.12 released at 07 Feb 2000
- fixed "name clash" of map() with STL map
- Added sound (esound) from cran (until now there are no good samples)
- changed explosion stuff and shot stuff (still needs a major remake)
- Fixed chat bug (didn't work anymore)
- fixed some memory free bugs
- cleaned up all the display stuff (the device dependent part) now it should be easy to write an interface implementation (starting point is screen.H)
- added workaround from erikyyy for egcs compiler problem s.a. egcsbugfixer.H , now TUD should compile with -O2 again !!
- removed the different mask modes - only darkdown
- Started complete rewrite of event handling stuff (and menu stuff). Until now I use a new interface to old interface mapping which is definitely buggy, I did release this version anyway because 0.9.11 didn't even compile on newer compilers and it seems like I do not have enough time to make a good release within this week
Version: 0.9.11 released at 04 Feb 2000
- cran organized new web hosting at http://tud.pandur.org
- Once more changed keyboard input stuff (Now shift works again)
- Added some keys in scroll-screen: Page-Up,Page-Down,Home(Pos1)
- Added delete key for chat
- added signaling stuff (signals from server to client on special events f.e out of fuel, vehicle crashed, hit, destroyed, built, ...)
- added signalling stuff to event-mask
- added signalling stuff to client (He displays a text message. If you click on it he scrolls to the pos.)
- cleaned up the auto-drive stuff (set_autodrive_mode())
- Added a fuel and a speed display
- added crash colors (mainly for ships because people didn't like it to see their fortress crashing on the beach)
- changed driving stuff once more (now acceleration and breaking doesn't depend on ground - made everything only more complicated)
- building is now only blocked if it would really result in a crash => you don't have to keep the build-circle clean anymore
- units don't crash anymore when following (they keep exactly the max. breakpath? away - would be a great thing in the real world ;-) - units now also slow down to reach way-points exactly
- cleaned up the code (splited into smaller pieces and changed once more the object hierarchy)
Version: 0.9.10 released at 01 Feb 2000
- erikyyy submitted memory check (operator overload of new/delete)
- all arrays allocated with new [] should now be freed with delete []
- Fixed some bugs in a session with erikyyy ;-) (the 0.9.9 ver. in fact isn't playable)
- Started cleaning up the code (the server part)
- changed unit characteristics (in general they drive faster and are build faster)
- if you like arcade games you can still use accelerate 10 in the server terminal ;-)
Version: 0.9.9 released at 27 Jan 2000
- server save command now doesn't overwrite existing files anymore (see below)
- Added ground number to name mapping (is used when scrolling in client for example)
- Improved creation and modification of ground tables
- Added ground high sea
- painted nicer road sprite (well it is still ugly)
- Added ground view switch (mainly for groundtable "debugging")
- Fixed bug in sprite cache (server needed 10MB RAM;-)
- Added text output
- Added text input (hack)
- client uses text/input output for chat (type t in the scroll-screen and then the text)
- Started GUI contest
- you can use the cursor keys to scroll in the scroll-screen
- you can use the cursor keys to drive the selected unit in the scroll-screen
- added a switch to enable scroll on selected unit
- units have now 3d coordinates (for airplanes and submarines mainly but perhaps also for a 3d landscape)
- added smooth acceleration/breaking and rolling out (3 new values in vehicle file) in fact I completely changed the driving model (I am still not happy with it and there may be some bugs)
- Added font sent in by erikyyy (i wrote a gimp scheme script to extract the letters from the image)
Version: 0.9.8 released at 21 Jan 2000
- added a example interface as starting point for porting the graphics to other targets than X11 (GGI/svgalib)
- added a first suggestion for a sound interface
- added remote administration (off by default) ATTENTION: Remote administrators are allowed to do all server console commands (save is dangerous because it allows to overwrite files - when file permissions allow it) best choice is to run the server as nobody or special TUD user (anyway the remote adm will be able to write to temp - if it is allowed ;-)
- added non-interactive server mode (for running as daemon - you still have it to detach from console yourself - perhaps you want to run it from init) default is interactive mode (if you set it to non-interactive in setups/setup_server.set you perhaps also want to enable remote administration) - to exit the TUD server you just need to send it a SIGTERM
- added timeout value for connecting to meta-server (anyway it is annoying if you aren't connected to the Internet => DEFAULT is off)
- Charles provides a web-server for the meta-server
- Added a porsche (fast car ;-)
- Added simple terminal chat features (type in client: send player X hello (replace X with the no of the player;-) )
- Added possibility to choose which players should receive a message (A new switch on the right of the friend/enemy switch) Up means no-chat and down means chat) To test (you need 2 clients!): put switch down and type in the client window: send chat hello
Version: 0.9.7 released at 14 Jan 2000
- fixed clipping bug reported by erikyyy
- improved auto-drive once more (now units slow down to get way-points - you can still have unreachable way-points ;-)
- way-points now are reached when unit only touches them (before the middle of the unit had to reach the way-point)
- Now roads are buildable (and destroyable !) And all the complicated visibility stuff seems to work
- fixed a server cleanup bug which led to strange (terminal killing) output and an endless loop when the server tried to exit with connected clients
- started to catch network communication errors - the server should survive a client crash now
Version: 0.9.6 released at 09 Jan 2000
- now objects needed to build another product are subtracted (you can win the game now;-)
- the landscape files are no more (only levels)
- you can now script in the level files (best way to create new levels is to take the empty.lev and add a script)
- added some commands to the server
- moved random landscape generator into server (starting positions still must be created manually)
- raw materials are now returned if you stop building
- reorganized building stuff (a little bit better now ;-)
- changed autodriveto (calculates rotation now exactly - not always full left or full right) - should improve gameplay and very slow servers (or with accelerated time)
Version: 0.9.5 released at 02 Dec 1999
- Fixed filename bug (server sent complete filename (with path) to client)
- improved ferries to be more usable
- improved random landscape generator (now you can choose to have more rivers)
- display ground when scrolling (on client terminal window - mainly for debugging) by the way the color of a pixel defines the ground type !
- started automatic generation of html documentation of "vehicles" and objects
- landscape is now changeable (mainly to make roads and railroads possible but also for god mode and random landscapes)
- landscape is now explorable
- added some statistics (uptime / network traffic)
Version: 0.9.4 released at 18 Nov 1999
- Added a metaserver (small perl-scripts, depend on perl and libwww-perl (Module LWP) and libcgi-perl) disabled by default because I don't have a web-server connected to the Internet - but perhaps you ?. It is a small CGI script which uses the DBI interface to connect to a database. If you are behind a firewall you can use a proxy by setting http_proxy (export http_proxy="http://proxyhost.xxx:port" with bash) of course you will anyway have a problem to let clients connect to you. (If you have a ssh account in the Internet you can use this as proxy see man ssh - only if you are allowed to connect out with ssh ;-) but then you must submit your tud-server manually (because in the moment the tud_notifymetaserver.pl script uses hostname -i to report the server ip to the meta-server)
- Removed some more byte order bugs from communic (now tud should work on all ASCII machines - and between all 32Bit (and ASCII) machines). I don't think that the 64Bit - 32Bit mixture will work immediately. But normally you should only have to change allgtypedef.h. Perhaps you want to try it ?
- Peer is now build in the correct direction ;-)
- Fixed some building bugs
- Fixed exchange bug (with icons that present more than one part of a resource)
Version: 0.9.3 released at 12 Nov 1999
- fixed transporter bug
- created ferry unit
- Fixed (one not all) byte-order bug
- Painted new tiles
- added a tool for random landscape generation
- Added ferry
- Now you can build a harbor
- explosions differ in size (but are still ugly)
- Fixed some build bugs
Version: 0.9.2 released at 15 Oct 1999
- Petter sent me some automake scripts (a week later also Falk Hueffner ;-). Now you just type: ./configure;make; make install (as root if you use the default installation directories). BTW. in the moment you must do a make install.
- All sprites are now kept in spr_src (use make clean to remove them - not rm *.spr because this will remove some sprites which are not created out of ppm files)
Version: 0.9.1 released at 01 Sep 1999
- Fixed bug reported by Petter Reinholdtsen
- Added another switch (overview switch)
- Added transport units
- chose-able (in setup_client.set) between nice dark-down mask (slow but improveable) and ugly black lines
- Auto-follow much better now
- server may now accelerate time
- removed yyysound completely (unfortunately it isn't continued by erikyyy ;-))
Version: 0.9.0 released at 29 Aug 1999
- Simplified the object hierarchy
- Units that can drive and build (but not while driving ;-)
- Some small bugs fixed
- Two or three undocumented switches ;-)
- client scrolls to a unit after startup
- you can stop building
Version: 0.8.2 released at 11 Jul 1999
- Added X11-16Bit patch from Petter Reinholdtsen
- Added formation follow (no graphical interface yet)
- Patched click on units of enemy (never follow them)
- Way-point list is now displayed with lines (switch-able with second undocumented switch :-)
- Active unit is rounded by a circle
- Speeded up (sprite_puzzletype)
- Soft-scroll could now be disabled (switch-able with third undocumented switch :-)
- Started with vehicles that can build (merging the objects together - perhaps I should change the complete design of the object hierarchy)
Version: 0.8.0 released at 8 Jan 1999
- Auto follow is much better now. Followers get all way-points of parent.
- Lend / Give / Take Back / Give back work
- Friend / Enemy selection works again
- Client actions on right mouse click are better now.
Version: 0.7.18
- Painted much better GUI
- Fixed many bugs
- Vehicles now have a restricted capacity for objects
- Started the player menu
Version: 0.7.16
- Objects and Vehicles may need now other objects to be build (this is not yet displayed)
- Added some displays
- Added buttons with fixed size (sprites are zoomed to maxpect) menu.H
Version: 0.7.12
Version: 0.7.10 released at 28 Jul 1998
- Now compilable with egcs. But only with a snapshot (not compilable with egcs-1.0.3 release - you need a newer one)
Version: 0.7.8 released at 28 Jun 1998
- Fixed problems with newer compilers (typeof construct)
- Started to extract a game engine (2D layered - very fast and simple)
Version: 0.7.6 released at 4 Feb 1998
- Added sound
- More than one canon on one vehicle
- Factories are build-able
- Now there can be different ammos and they are needed to shoot
- Game starts with your first "object" in the middle
- Game should be compilable on Solaris (Thanks to Bjoern Augustsson)
- Made the landscape 6 times bigger
Version: 0.7.4 released at 17 Dec 1997
- Replaced usage of String.h and strclass.h with string
- Linked libstdc++ statically, hope this fixes the problem with the binaries
- Fixed some problems with the source
- Added this change log
- Improved the documents
- Made some speedups in the graphics
- Added setup file for client
- Added visibility mask mode
Jens Thiele
Last modified: Sun Feb 11 19:30:32 CET 2001