2000-08-26 Andy Heroff <aheroff@mediaone.net>
* Version 0.6.1 released!
* configure.in: Version update to 0.6.1.
* server/develop.c: In Road Building dev card code, modified code
so that when RB is complete, edges build during process are
removed from the build list. Affects ability to trade.
* server/trade.c: In domestic trade code, added check for valid
trade conditions (No trade before the roll, and if strict trade is
active, no trade after building or buying a dev card).
* client/help/C/gnocatan.sgml: Started to update help code. This is
by no means a finished product.
2000-08-25 Jeff Breidenbach <jeff@alum.mit.edu>
* debian/control, debian/changelog: preparation for point release
2000-08-24 Daniel Kobras <kobras@tat.physik.uni-tuebingen.de>
* configure.in: Fix handling of 'PROTOCOL_VERSION' so it shows
up as a string in config.h, not as an int.
2000-08-21 Andy Heroff <aheroff@mediaone.net>
* client/settingscreen.c: Modified justifications. Added i8n calls
to all text.
2000-08-21 Steve Langasek <vorlon@dodds.net>
* server/player.c, client/client.c, acconfig.h, configure.in:
Use a distinct protocol version number for client-server
negotiation, so that versions of the client and server that behave
compatibly will be able to connect to one another.
2000-08-18 Andy Heroff <aheroff@mediaone.net>
* client/settingscreen.c, client/gui.c, client/client.h,
client/Makefile.am: Added file. Added game settings screen.
2000-08-06 Jeff Breidenbach <jeff@alum.mit.edu>
* debian/control: Tweak build dependencies (Debian bug #68516)
2000-08-01 Andy Heroff <aheroff@mediaone.net>
* client/gui.c: Quick change to VP target text to make less
ambiguous.
* server/turn.c: Added debug for 'too-many' error. In the future,
all errors should be unique in some way (An identifier after the
description) so we can track the source of bugs.
2000-07-31 Andy Heroff <aheroff@mediaone.net>
* client/gui.c: Fixed resize bug once and for all. Added VP target
listing in the status bar.
2000-07-30 Jeff Breidenbach <jeff@alum.mit.edu>
* debian/rules: Explicitly clean client/help/C/gnocatan to
fix Debian bug #67287 (problem with the debian build of
gnocatan-help). This is a non-beautiful solution.
2000-07-19 Bibek Sahu <scorpio@dodds.net>
* client/client.c, client/config-gnome.c, client/config-gnome.h,
client/connect.c, client/gnocatan.c, client/gui.c: Abstracted
getting/setting configuration values to be platform-agnostic.
Still based on gnome-config, though; perhaps we want to stratify
the 'config path' into its various components?
2000-07-17 Andy Heroff <aheroff@mediaone.net>
* server/turn.c, server/develop.c, server/server.h: Fixed bug in
which the server would not check for a player victory after a
road building card had been played.
2000-07-09 Jeff Breidenbach <jeff@alum.mit.edu>
* debian/control: First pass at Build-Depends: field. (presumably
useful for the Debian autobuilders.)
2000-07-08 Andy Heroff <aheroff@mediaone.net>
* client/gui.c: Changed notebook tabs from left to top to fix the
client resizing bug seen going in and out of trade.
2000-06-23 Jeff Breidenbach <jeff@alum.mit.edu>
* debian/README.debian: removed as recommended by
http://www.debian.org/doc/maint-guide/ch-dother.html#s-readme
2000-06-21 Andy Heroff <aheroff@mediaone.net>
* server/player.c: Fixed a bug where a player with an older client
that doesn't report its version would have a player number of 0.
2000-06-19 Jeff Breidenbach <jeff@alum.mit.edu>
* debian/control, debian/changelog: update maintainer name,
version numbers for debian packages.
2000-06-19 Dave Cole <dave@dccs.com.au>
* client/connect.c (connect_create_dlg): Removed code which forced
uppercase first character on gnome config player name.
*** 7.3.3
Fix pathnames to tcl/tk libraries.
Fix Mac bugs: 1-bit images, loading of emblems from saved games, large
map handling, removed variants.
Add better solid colors in advterr.g.
*** 7.3.2
Fix crash with no-indepside games on Unix.
Add terrain images for advances.g.
*** 7.3.1
In Unix/Windows player setup, make separate buttons to add/remove
indepside AI and to configure indepside behavior.
Add --enable-alternate-scoresdir configure option.
Update config.guess and config.sub.
*** 7.3.0
This release accumulates over two years of changes throughout the
program. In general, the emphasis has been on improving the program's
usability, making the AI smarter, improving existing games, and
extending to Civ-type games, rather than adding random new games to
the library.
The Unix user interface has been rewritten to use tcl/tk. It includes
a full set of menus, resizeable panes in the map windows, buttons for
common operations, a mouseover display, and many additional map
display options. There is also a full set of dialogs for setting up a
game, plus a chat window to facilitate setting up networked games.
There is now a port to Windows, using the tcl/tk-based interface,
which means no more requirement to run an X server. The Windows port
still has bugs though.
The Mac interface now has floating windows for most auxiliary windows,
city and research dialogs, and more display controls, including
player controls over most colors and imagery used. Selected units
can now blink rather than being surrounded with a box.
Unix networking support now allows for more than two players in a
game, and the game setup dialogs are synchronized, so for instance
clicking on a variant checkbox causes all players' checkboxes to
change.
Hans Ronne added the game "Ancient Near East" (anc-near-east.g),
similar to Civilization but with more detail, such as different kinds
of wheat to discover. The included map of the Near East is
spectacularly large and detailed.
A Civilization II emulation (civ2.g) has been added. The game works,
but happiness is not implemented, most of the city improvements have
no effect, nor do the Wonders.
Linn Stanton added an extended version of the standard game (lhs.g)
that includes radar, artillery, aaa, engineers, mines, and minefields.
Many new graphic images are available, particularly for terrain.
Xconq can load images directly from image files in standard formats
(although only GIF is available at present).
Players in the standard game get towns with names appropriate to
their chosen nationalities.
It is now possible to play independent units as if they were a regular
side, and (more usefully), it's possible to have an AI run the
independent units. Watch out for the marauding barbarians!
A second AI type, the "iplayer", is available. It is a minimal
AI that does basic tactical planning for individual units, but
does not attempt to coordinate them.
A set of commands, agreement-draft etc, are available for setting
up agreements. (Agreement support is still incomplete though.)
New commands:
"c-rate" sets conversion rates for materials (division of
trade into science/shields/luxuries in Civ, for instance).
"collect" sets up a task to collect materials from terrain.
"research" sets per-side research into advances.
There is a new GDL type "advance", to represent scientific or
technological advances. Game designers can lay out a whole technology
tree, and either units or whole sides may do research to achieve
advances.
To allow "research" to apply to advances, the existing research
activity to develop tech levels has been renamed to "development".
Its characteristics remain the same however.
The "extract" action is available for units to get materials
directly from terrain.
A game design can include "advanced" units that are like Civ
cities; they are variable-sized, and can collect materials from
the surrounding terrain.
GDL includes many more variables, type properties, and tables.
Some of the more notable additions include:
global "combat-model", to choose algorithm for combat resolution
global "indepside-has-ai", to control indepside use of AI.
global "country-border-color" etc, to control colors used by
interfaces
side property "treasury", tables "gives-to-treasury" and
"takes-from-treasury", to accumulate materials for the
side as a whole
table "advance-needed-to-build", to define how the technology
tree enables the construction of unit types
table "terrain-density", to add random variation to synthesized
terrain
tables "unit-consumption-to-grow", "size-limit-without-advance",
and "side-limit-without-occupant", to regulate the
growth of advanced units (cities)
table "cellwide-protection-for", that controls protection for
all units in a cell
unit type properties "attack" and "defend", to define generic
attack/defense strengths
unit type property "advanced", to define advanced units
unit type properties "advanced-auto-construct" and
"advanced-auto-research", to automate the activities
of advanced units
unit type property "ai-tactical-range", to control the area
of awareness for a unit's tactical decisions
Sami Perttu contributed a supply system model; see doc/README.supply
for more detail on how to use in game designs.
The tcl/tk port includes experimental support for isometric display,
but this needs more work, and so is turned off by default. (See the
top of tcltk/tkconq.tcl to see how to enable.)
The Unix port uses autoconf for configuration. Xconq now conforms
better to FHS; library files reside in /usr/local/share/xconq, while
score files live in /var/lib/xconq/scores.
Many many bug fixes and smaller cleanups.
Netmaze is a multiplayer combat game (like the Atari Midi Maze game)
You play in a virtual maze and the goal of the game is to hunt down your
opponents. The view is full animated 3D. On fast machines, you can even
run it with texture mapping for the walls and floor.
There are also three robot players of varying ability.
ones to do, and each compiled and installed/de-installed apparently
correctly.
As a side effect of the dynamic PLIST, we no longer need to have separate
-static and -shared PLISTs. It's now easier than ever to make a perl5
package for NetBSD :)
WHAT'S CHANGED SINCE 1.11.0:
- Readline support added to the server.
- May now disperse initial units over specified area. See "dispersion"
server option.
- May now arrange for first client to connect to have a higher cmdlevel
than the following clients. See "cmdlevel" server option.
- Save files now transparently (un)compressed when (loaded) saved.
- Now requires a minimum number of ocean tiles to be adjacent to a land
tile wished to be transformed into ocean. Default is 1.
- Added Nuclear Fallout. Industrialization and population still
generate Pollution. Dropping a Nuke generates Nuclear Fallout, which
is distinct from Pollution. There is a new command to clean Fallout
vs. cleaning Pollution. Fallout contributes to Nuclear Winter --
which also changes terrain, but tends to Desert, Tundra and Glacier.
Added a new "cooling" icon to the info area to indicate the progress
towards Nuclear Winter, and also an icon for Fallout on the main map.
AIs are now more aggressive at cleaning up Pollution, but not Fallout.
- Ported to OpenVMS.
- Moved most of the dependencies on the "civstyle" server option to
separate values in game.ruleset files.
- Fixed bugs in "turns to build" displays.
- Fixed bug whereby Diplomat/Spy investigations of cities did not
reveal the correct supported and present unit lists.
- Fixed multiple bugs in go-to code.
- Fixed bug where starting a revolution, saving the game and restarting
the server would allow switching governments without anarchy.
- Fix bug that you could paradrop into cities you were at war with even
if they contained enemy units.
WHAT'S CHANGED SINCE 1.10.0:
- Internationalization extended. Still needs improvement.
Current localizations: de en_GB es fr hu ja nl no pl pt pt_BR ru.
- Added full Fog of War. Controlled by "fogofwar" server option.
- Added explicit Diplomatic States between civilizations: war, neutral,
no-contact, cease-fire peace and alliance.
- Allow terrain changes to/from land/ocean. Default ruleset allows
Engineers to Transform Swamp to Ocean and Ocean to Swamp. Also
allows Forest to be Mined into Swamp.
- Increased maximum number of players to 30.
- Fortifying now takes a turn to complete (like Civ1/2).
- Added correct Civ2 style of Apollo wonder (shows entire map, rather
than just cities). Selected by "civstyle" server option.
- Aggressive sea units no longer cause unhappiness when in a city.
- Added Civ2 rule that firepower is reduced to 1 for both the defender
and the attacker when a ship bombards a land unit.
- When changing current research, if user changes back to what was being
researched, the penalty is not applied (you keep all your bulbs).
- Added pop-up of more details when clicking on info box in GTK+ client.
- Improved the global warming danger indicator.
- Added warning of incipient city growth.
- The server "remove <player>" command is no longer available after the
game has started.
- Added "fixedlength" server option to make all turns exactly "timeout"
duration.
- The "timeout" time may be much longer (up to a day).
- Added goto for air units. If destination is beyond range, they will
stop in cities/airfields/etc. to get there.
- May now select a unit by clicking on the unit pile display on the left.
- Diplomats/Spies moving by goto now do pop-up the Diplomat/Spy command
dialog when they reach a city.
- Improved goto algorithm and implementation.
- Help dialog displays which buildings an advance will obsolete.
- Optionally show city food/shields/trade productions on main map.
- Added server option "autotoggle", which toggles AI status on and off
as players connect and disconnect.
- Allow Hoover Dam to be built anywhere, to conform to Civ2.
- Show turns per advance in Science Advisor dialog.
- Improved map and unit movement drawing code.
- Added "End Turn when done moving" local option.
- City production penalties now applied more correctly.
- Added Sentry and Fortify to Present Units' City Dialog pop-up.
- More nations added.
- Added a resource file for the GTK+ client.
- Improved network code for more reliable connections.
- Split nations.ruleset into individual <nation>.ruleset files.
- Extended registry file format to allow including files and overriding
entries.
- Added --with-xaw and --enable-client=xaw3d options to ./configure
script.
- Lots of bug fixes and code cleanups.
- Integrate X11 and Win32 code
- Greyscale X11 support added
- X11 performance enhancements
- Fix mouse offset problem
- Fix integer overflow problems at high tech levels
- Fix crashes when right clicking on grass squares
- The code has been "cleaned" using indent
- Some reworking of the Load/Save logic
- Fixed buffer overflow security holes. (Thanks to all those that brought my
attention to them.)
- The 'creating directory' questions are now asked within the game itself,
rather than via the controlling console or xterm. (Means you can start it
from, say, an fvwm menu.)
* AI code reverted to the 0.2 codebase.
* Fixed bug in tournament mode regarding AI selection.
* Added --insanity command-line option.
* Updated theme 3dRokz.
* Made configure more friendly to stow and related programs.
* Uses join face when puyo is joined.
* New theme: smileys (Brett Smith)
* Sound support added
* Music added -- still waiting on sound effects
* Updates to how hostname is obtained
* Fixed compilation error when --disable-network specified.
* Counting error on closed shapes fixed: This bug manifested itself
when mintomatch == 5 and a square cluster was formed -- the square
cluster was counted as 7 connected puyos, hence a match. Oops.
(thanks to Nick Cabatoff for spotting)