0.62 to 0.70 - booster - wall acceleration - better handling of .ini file (versioning & protection against partly written files) - simplified GUI - new bot AI 0.61 to 0.62 - better & faster shadows - red outlines on the recognizer - better 3D sound effects - sound effects for player's lightcycle - sound effects for recognizer flying overhead - support for 'switching songs' (add your own music) - mp3 support - ogg/vorbis support (only linux version) - better camera zoom functions - integrated scripting language - more & more intuitive configuration options - many stability & performance enhancements - distribution friendly build process 0.59 to 0.61 - fixed lightcycle-hits-lightcycle lockup bug - fixed a view z-buffer issues - camera settings are saved 0.59 to 0.60 Usage: - new camera controls, use the mouse to tweak/rotate/zoom - removed the 2D map - simplified the menu structure Graphics: - vastly better visuals due to lighting & shadows - fixed many rendering artefacts - added recognizers - new textures / create your own Audio: - 3D positional sound & doppler effects Gameplay: - more movie-like default - much much stronger AI options (try to beat the MCP) Others: - in-game credits some details (outdated): - fixed load/save of player options (computer/human/none) - fixed crash on exit on linux/3dfx - converted all '// ... ' comments to '/* ... */' for added portability - added z-tests for almost everything to prevent visual artefacts - back-to-front ordering of transparent surfaces (sort-of) - converted 0 to NULL for null pointers - changed internals for: - collision detection, turns, movement, trails, - messed with trail drawing (z-buffer), moved that to trail.c - added mouse callbacks (glut only) and stubs in the gui - added mouse callbacks for SDL and SYSTEM_MOUSEUP, SYSTEM_MOUSEDOWN constants - colored debug texture (2D map) - added second 2D map for evaluation (one line drawing, one textured) - added "console" for status messages - added ligthing for trails - added shadows to trails - added line to trail-top to make them appear 'thick' - added 'art-pack' support - rewritten texture handling / loading. added 'fallback' path - texture repeat or stretch on larger arenas (configurable) - too many to add 0.53 to 0.59 most important visible changes (including the ones to 0.59beta) Game play: - rewrote computer player / added skill levels - different arena sizes (menu item) - different speeds (menu item) - experimental speed oszillation - configure players (human, computer, none) Other: - very cool new model from Charles Babbage - levels-of-detail for the model - configure keyboard controls (not saved between games yet) - added volume settings for music / fx to Audio menu - used wall & floor texture from Nicolas Zimmermann - (optional) sound effects, SDL version only - added trail decals on solid trails (option) - added trail bow before cycle - changed GUI background - resized menu (dynamic size now) - added screenshot function (F12 - disabled on MacOS) - fixed lightcycle going backwards (if you liked the old way better, that's an option now) - added arena overview camera mode when dead - GNU autoconf WOOO! WOOO! - textures in png format other visible changes (including the ones to 0.59beta) - played with wall dimensions - fixed chase camera starting position - fixed bug with crash texture turning then crashing during smooth turn - 4 different wall textures (Nicolas, Darrell) - added mipmapping with GLU box filter (Darrell) - choose bitween bilinear & trilinear filtering - fixed wall textures being upside down - adjusted clip plane (better 1st person view now) - added polygon counter - added support for multiple fonts - cam chase speed scales with cycle speed now code changes: - see cvs logs to 0.59beta visible changes - Arena size is now a variable (game->settins->grid_size or grid_size in gltron.ini) - cam chase speed scales with cycle speed now - fixed lightcycle going backwards (if you liked the old way better, that's an option now) - (optional) sound effects, SDL version only - fixed wall textures being upside down - used wall & floor texture from Nicolas Zimmermann - fixed bug with crash texture turning then crashing during smooth turn - 4 different wall textures (Nicolas, Darrell) - added mipmapping with GLU box filter (Darrell) - added different speeds to Game Settings menu (boring, normal, fast, crazy) - fixed chase camera starting position - played with wall dimensions - experimental speed oszillation - very cool new model from Charles Babbage - levels-of-detail for the model - configure players (human, computer, none) - configure keyboard controls (not saved between games yet) - added arena overview camera mode when dead - GNU autoconf WOOO! WOOO! code changes - removed clearCol - added parameters for value, colmap, colwidth to setCol, getCol to remove dependency from global variable - moved all data files (except sound effects) into data/ subdirectory this breaks make install of course - regrouped variable declarations in data.h - hopefully fixed stupid file loading bug now - changed MAX_VAR_NAME_LEN to 64 - sanity check for grid_size and speed - added sound effect stubs to libmikmod code for compatibility - halfed crash texture - changed wall texture OGL format to GL_RGB (565 is better than 4444) - fixed bug with capped walls (wrong texcoords) - properly shut down SDL sound at exit - unite special&keyboard callbacks to 0.54 - fixed bug that caused a crash on non-linux unices: do not free pointer returned by getenv - removed error.h dependancy from sgi_texture.c - moved all glut stuff to system_glut.c, makes porting to SDL easier - moved data structures from gltron.h to data.h - added glutReshapeCallback to center the game area when the window is maximised to 0.53 - added switch/option to capture mouse pointer (useful for Voodoo1/2 owners) - added switch/option do disable lightcycle turning smoothly - added switch/option to disable crash texture - moved lightcycle option to video/options - added bilinear filtering for wall & crash textures (thanks David for pointing that out, I just forgot it) - new logo from David Banz - accordingly, changed the color of the menu foreground and background to fit the logo - moved player loading into initGameStructures and the mesh data into Player->Model->Mesh - moved player color into Player->Model - small clean-ups - changed FPS code, added average / worst case FPS counter - fixed bug in drawText - added seperate display callback for gui pause mode - changed all display() calls in idle functions to glutPostRedisplay() - game finishes now after last crash is over (less abrupt) - can't turn cycle now after crash - randomized explosion vectors a bit, looks much better now - explosion debris fades slowly to 0.52 - added crash texture - +necessary files: gltron_crash.cgi - added exploding lightcycle upon crash - added rotating lightcycle when doing corners (still ugly) - fixed lightcycle material alpha - changed floor texture a bit to 0.51: - moved to CVS (now on www.ards.net) - fixed model coloring - fixed a few win32 problems - fixed chase camera (finally) to 0.50: - optimised drawPlayers, does now frustum culling based on object coordinates - added configuration menu for the bots - threw some junk out to 0.50beta4: - incorporated the low poly models, not yet optimized - fixed font / font-tex.pl generating distorted texture - added Game Settings menu - made font size screen size dependent (where useful) - changed menu layout and initialization a bit - changed menu highlighting (it's now done by font color) - necessary files: + t-u-low.obj to 0.50beta3: - added new font handling and font textures - consequently dropped M. Kilgards TexFont - organized files (a bit) - necessary files: + xenotron.ftx, xenotron.0.sgi, xenotron.1.sgi - necessary files: - helvetica.txf to 0.50beta2: - broke FPS counter again (actually, it wasn't ever working really good) - changed texture format to 'SGI image data, 3-D, 4 channels, uncompressed' - broke a LOT of stuff - rewrote some more - it's too late in the evening - added some nifty background effects to the UI - added new callback management, works GREAT so far - necessary files: + gltron.sgi to 0.50alpha: - GPL'd all my stuff - rewrote a whole LOT of code not mentioned here - added a (primitive) menu system - added general file searching routine, it now looks in ., GLTRON_HOME, /usr/share/games/gltron and /usr/local/share/games/gltron - necessary files are (currently): menu.txt settings.txt helvetica.txf - added these to make install... - changed INSTALL to mention the files from above - changed GLTRON_SNDDIR to GLTRON_HOME - changed the way settings are loaded (and pointers to game->settings->whatever are obtained) - finally really fixed the 'behind'-view (F10 to switch) - switched to Mark Kilgard's TexFont for Fonts (not permanent, because it's not GPL'd) - hopefully didn't break the rpm.specs to 0.47: (all changes by Thomas Flynn) - Added ifdefs to .h files to allow multiple inclusion - Moved a bunch of functions from gltron.c to engine.c These seem to be functions necessary for the game and do not contain OpenGL or glut code. List of functions are: setCol(); clearCol(); getCol(); turn(); initDisplay(); changeDisplay(); initGame(); initdata(); colldetect(); doTrail(); fixTrails(); clearTrails(); mainIdle(); gameIdle(); defaultDisplay(); cycleDisplay(); allAI(); resetScores(); movePlayers(); timediff(); chaseCamMove(); camMove(); screenSaverCheck(); - Added argument to drawTraces() so that pfTron knows which player (0,1,2,3) to draw traces for. - Created getElapsedTime() to replace frequent calls to glutGet(GLUT_ELAPSED_TIME); which are specific to glut. - Changed name of Display structure to gDisplay. Conflicts with Display structure in Xlib.h - Changed movePlayers() to call setGameIdleFunc() where it used to call glutIdleFunc(). Needed to move that glut call elsewhere. - Changed it so that scores are not updated if in screensaver mode. Didn't seem to make sense. If you disagree, lemme know. - Changed it so that the sound file is searched for in $GLTRON_SNDDIR then ./ then /usr/share/games/gltron. - Decided to get consistant with the naming. All instances of gltron are now gltron. - Added gltron.rpm.spec and gltron_sound.rpm.spec. - New Makefile. New rules: install, packages. Must be root for both. The packages rule makes .rpms, .tgz, and .deb files. to 0.46: - fixed bug with -k option, no more crashes - capped FPS at 90-100 FPS (you need more???) - fixed crazy FPS counter under windows - now shows the real numbers - fixed alternate camera mode under windows - did a new windows version (with sound!) - included glut.dll in the win32 distribution - changed texture format, it's now char[] instead of char*, that should remove problems with non-gcc compilers - fullscreen rendering under win32 (switched to glutGameMode where avaiable) - added '-i' switch, forces in-a-window-rendering under win32 - added '-v' switch, demo/screensafer mode (don't use with -f!) to 0.45: - added sound (Song by Peter Hajba) - added load/save for preferences - split code over several files to 0.44: - added help screen to 0.43: - fixed bug with uninitialised variable 'loop' in mainIdle() that caused the game to crash sometimes - added #ifdefs for FreeBSD (patch from Andrey Zahkhatov) to 0.42: - added glow around players (patch from Xavier Bouchoux) - added second camera (patch from Mike Field) - added nice color fade to model color where actually the bikes should be (I hope I'll receive the models soon) - added optional erasing of crashed players (like in the movie) - added optional fast finishing of the game after human crashes (no more long wait for next round if the computers decide to go in circles around the block) - added message who actually won the round (if you can't find it, it's at the bottom of the screen) - added CREDITS file - added keys for steering player 3 & 4 (you're silly if you think you can get 4 people to use one keyboard) - fixed a few minor bugs (e.g. speed change is now persistent) - changed behaviour of Display->onScreen - added keys for cycling players in upper/lower window in split-screen mode - changed FOV to 105 - added keys to change FOV - introduced a bug that makes the game freeze (very very rare), perhaps someone finds out why? to 0.41: - changed floor & wall textures (I'm still no artist though) - changed trail colors to fit new floor texture - multiple perspectives, view 1, 2 or 4 players (F1-F3 changes that on the fly) - it's worth the download! - fixed typos with -h switch - fixed Makefile, compiles now with -O2 instead of -g (debug) I can't see an obvious speed increase though - added this CHANGELOG file