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- new in 3.0
- ==========
- - directional lighting working again
- - multitex check for table detail map (thx to Alan W. Irwin)
- - commandline option for table detail map
- - timeout for network-read
- - snooker: white potted -> next !act player may place (thx to Peter Lord)
- - more realistic near range ball reflection (in fresnel vertex program)
- - correct VRPool keybindings for glut (press/release instead of toggle)
- - more intuitive --enable-sdl/glut (thx to Mike Frysinger)
- - fix: carambol: 2nd player uses yellow ball again
-
- new in 2.9
- ==========
- - added 'struct' before GLUtesselator (thx to Lukasz Szift Hejnak)
- - table detail map texture (cloth)
- - better mipmap settings for text objects
- - internal format for rendered reflection GL_RGB instead of GL_RGB16
- - fixed some restart-bugs (player parameters wouldnt be kept)
- - undo for training mode
-
- new in 2.8
- ==========
- - new configure option --enable-nvidia=off also disables fresnel reflections
- - configure option --enable-bumpref is discarded.
- - tournament mode implemented
- * several named opponents with different strengths
- * a tounament window with status info after every match
- * cmdline option for fast motion of AI vs. AI games
- - internal changes in the main simulation loop
- - segfault fix (uninitialized string for score text in 8ball)
- - removed some compile warnings
- - sound also with glut (hardcoded for s16le and /dev/dsp for now)
- - new configure option "--enable-sound" to explicitly en/disable sound
- - VRPool keyfuncs also for glut (toggle instead of press/release)
- - also using glutPassiveMotionFunc for mouse movements
- - some simplifications of restart menu
-
- new in 2.7
- ==========
- - bugfix: place-ball-texture in reflections always under white ball
- - performance gain by whole ball culling (also in reflections)
- - fresnel-like reflections using NV_vertex_program
- - rendered reflections a bit more decent
- - experimental, simple (really simple!) avatar
- - bugfix: training mode: if cueball into pocket take next ball still in game
-
- new in 2.6
- ==========
- - switch for debug messages in configure script
- - bugfix: dont write .rc when not writeable
- - bugfix: segfault when more than 50 display modes (thx to Alan Claunch)
- - bumpmaps on table frame
- - slight performance gain by triangle strips (experimental)
- - variable bird view distance for different table sizes (thx to Stephen Illingworth)
- - ball spin prop. to hit strength again (seems i changed this once for testing)
- - cushion physics changes
-
- new in 2.5
- ==========
- - polygon offset for reflections due to z-fighting on some hardware (thx to Michel DΣnzer)
- - bugfix: str_contains didnt check for termination of 1st string (thx to Frank Gevaerts)
- - bugfix: fullscreen mode wasn't saved in config file.
- - AI-player skill adjustible in menu
- - gamemodes match/training
- - training mode: free placement and cueball selection
- - training mode: tab key to switch cueball
- - some VRPool hold-key-funcs implemented (work correctly in SDL only)
- * s .... mouse shot
- * b .... cue butt up/down
- * e .... english
- * m .... place cue ball
-
- new in 2.4
- ==========
- - button2 after button1 = toggle cue view
- - hold button2 after button1 = place cue ball
- - hold button1 after button2 = adjust effet
- - black outlines for menu text
- - different blending func for rendered reflections
- - 8ball rule fix: potting 8 at break caused a win (thx to A. Friesen.)
- - manpage (thanx to Wouter Eerdekens)
-
- new in 2.3
- ==========
- - bugfix: bumpref_list was not generated
- - fix: cueball could be placed all the time
- - new more complete snooker code (thx to Frank Gevaerts)
- - sound compatibility fix for big endian machines (thx to Frank Gevaerts)
- - table socket and floor
- - black ground of holes (no floor see through)
- - bugfix for some voodoo drivers (player text and menu didnt show up)
- - pool rules fix: no foul when hitting cushion outside the foul-region before ball in the foul-region
- - pool rules fix: no foul at break when potting other balltype than 1st hit
- - 3D-font rendering for text objects
- - 3D winner text
- - some debug message cleanup
-
- new in 2.2
- ==========
- - non ANSI conform variable declaration fixed - sloppy me
- - only printable characters are accepted in textfield (thx Corey Edwards)
- - removed hardcoded "CC=gcc" in Makefile.am (thx Corey Edwards)
-
- new in 2.1
- ==========
- - vast performance improvements of rendered reflections
- * cuberef lod (mipmap levels)
- * calc only cuberefs of balls in FOV
- - human/ai player adjustible in menu
- - better sdl friendliness (thx to Michael G. Martin)
- - automatically save actual settings into .foobillardrc file on quit
- - correct wraping (clamp to edge) of cubemaps
- - cue-offset crosshair on ball
-
- new in 2.0
- ==========
- - fallback for systems without sound
- - automatically exclude bumpref for non NVIDIA cards at compiletime
- - additional configure parameter for enabling/disabling bumpref
- (if automatic detection doesnt work)
-
- new in 1.9
- ==========
- - exact table polygons (no more black dots)
- - ball traces
- - better sound timing
- - better sound data
- (ball-ball sound borrowed from kbilliards - scaled in time by 0.7 -
- thx to Samuele Catuzzi)
- - better rendered reflections due to cube offset
- - bump reflections on edges using NVIDIA opengl extensions
- - place_cue_ball.png real black instead of 0x010101
- - removed --netgame and --host=... options
- (network game should be started from menu)
- - menu code for textfield entry
- - menu: added textfield for IP
- - menu: added textfield for portnumber
- - menu: added textfield for player names
- - smaller near clipping value
- - fixed shadow flicker bug
-
- new in 1.8
- ==========
- - realtime rendered cubemap ball reflections
- - jumpshot code (experimental - not activated yet)
- - random seed at startup
- - bugfix: "rg on/off" text for lensflare menu
- - table theme moved to display menu
- - menu and cmdln option entries for cubemap reflections
- - cmdln option for cubemap reflection resolution
- - 2 GL_LIGHTs instead of one
- - rgstereo aim (specify left/middle/right eye for aiming (menu and cmdln))
- - player data of both players displayed
- - bugfix: intialize scores, when starting a new game
- - now also possible to run non-installed (from anywhere in the sourcetree)
- - bird view <F2> (external+freemove+centered position)
- - <F3> equivalent to <c>
- - <F4> equivalent to <f>
-
- new in 1.7
- ==========
- - buxfix: glut linked in SDL binaries (thx to Corey Edwards)
- - black-white theme without frame texture
- - options_frame_tex now variable options_frame_tex_var
- - commandline options for famecolor and blackwhite theme
-
- new in 1.6
- ==========
- - physics adjusted to more realistic speeds and friction coeffs.
- - added 0th and 1st order (in speed) cushion damping
- - power bar now prop to energy (speed^2) with max 7 m/s.
- - non-vertexarray code works again
- - ball-ball ang. mom. transfer with rolling cutoff
- - more english (spin) according to higher speeds and higher friction.
- - help added to menu
- - bugfix: wall-ball strobe-apart-check before dt
- (balls would leave table on edges)
- - bugfix: balls strobe-apart-check before dt
- (balls would not collide at flat angles and hight speed )
- - added free move mode for external view
- - added network game to menu
- - configure defaults to SDL instead of glut
-
- new in 1.5
- ==========
- - holes adjusted to norm-sizes (and positions)
- - ball colors adjusted to normed colors
- - bugfix: create/free_pooltexbinds in MENU_ID_RGSTEREO_ON callback removed
- - create_pooltexbinds capsuled from code (only create_texbinds)
- - configure and spec files patched for "make srpm" (thx to Michal Ambroz)
-
- new in 1.4
- ==========
- - carambol added (only simplified rules yet)
- - rudimentary carambol ai-player
- - snooker added (only simplified rules yet)
- - rudimentary snooker ai-player
- - bugfix: args can be seperated by whitespc in .foobillardrc (thx to Frank)
- - bugfix: SDL: keyrepeat used to hang, when toggling fullscreen
- - fullscreen also for GLUT
- - scoretext or symbol above player name, depending on gametype
- - ai_get_stroke_dir gets full player-struct as 3rd arg (instead of full_half)
- - menu entry for lensflare and helpline
- - stippled helpline
- - bugfix: user could place cue offset and cueball of AI-player
-
- new in 1.3
- ==========
- - popup menu for many many options and game settings (ESC)
- - many code adapted for "on the fly"-switching in menus
- - experimental direct mouse-cue-move shot (using CTRL+button1)
- - bigger and seperate winner-text
- - no cue offset placement (shift+button2) when in cue view mode
- - bugfix: performance used to sink when using vertex arrays
- - bugfix: freetype lib used to initialize more than once
- - code cleanup: warning-free
-
- new in 1.2
- ==========
- - bugfix: LOD depends on window size again
- - bugfix: font rendering: overlapping characters overwrote each other
- - fullscreen mode for SDL
- - commandline parameter for screen (window) geometry
- - darker place-cue-ball-cursor
-
- new in 1.1
- ==========
- - SDL support included "configure --enable-SDL" (thx to Stephane Chauveau)
- - proper timing for SDL-version
- - simple network game support (--host=HOST_IP, --netgame)
- - better LOD-determination
- - additional detail level --balldetail=v (very high)
- - bugfix: place cue-ball into other balls not possible (+initial placement)
- - bugfix: in place-cue-ball-mode help text was brighter
- - sound support when compiling with SDL
-
- new in 1.0
- ==========
- - major physics changes:
- * ball-ball friction (ang mom transfer, par mom transfer)
- * ball-wall friction (ang mom transfer, par mom loss)
- - ball cant rebounce on table after falling into hole
- - switched to more free fonts. (http://www.larabiefonts.com)
- - different fonts for player-, help-, and balltext.
- - again autoconf and automake applied (thx to Michal Ambroz)
- - again foobillard.spec for rpm (thx to Michal Ambroz)
-
- new in 0.9b
- ===========
- - bugfix: obsolete GLUT_STENCIL caused some problems for depth>16bit.
- - wheel support even for non imwheel-ers
-
- new in 0.9a
- ===========
- - bugfix: segfault when no .foobillardrc present
- - help line for FOV added
-
- new in 0.9
- ==========
- - freetype fonts for balls and player text
- ( fonts lent from http://www.pizzadude.dk )
- - balls autotextured (colors+text)
- - smooth movement (fine adjust per Ctrl obsolete)
- - red-green(cyan) stereo !!!!
- - symbolic icons for half/full/any
- - default ball detail set to high
- - bugfix: place cue ball not possible while balls moving
- - <F1> for help screen
-
- new in 0.8
- ==========
- - better hole, edge and table surface design
- - better structure: HOLE_W substituted by HOLE_TAN (internal)
- - balls dropping into holes
- - bande: lower edge in line with upper edge
- - bande: corrected hit position to z=0
- - additional commandline option for balldetail
-
- new in 0.7
- ==========
- - lensflare
- - stricter 8pool rules
- - correct timing for queue
- - more commandline options
- - config file (~/.foobillardrc) - takes same args as commandline
- - winner/loser bug with 8ball fixed
- - better table texture
- - positional light
- - segmented table area
- - table frame specular
- - hole bumpers
- - segmented cue
- - err of ai-players (commandline parameters)
- - X11R6 instead of X11 in makefile - thx to Mirco Mueller
-
- new in 0.6
- ==========
- - compiles under windows (but runs?)
- - foul - placing of cue ball
- - 9-ball game
- - 9-ball aiplayer
- - commandline options (not for windows) for...
- * player names
- * player ai setting
- * 8/9 ball
- * table,edge color
- * table size
- - smaller default table size (7 ft)
- - display next ball for 9ball
-
- new in 0.5
- ==========
- - timing also for zooming
- - corrected framerate-independent timing with max 100 fps
- - multiple position dependent shadows
- - cue shadows added
- - slow move also with both mouse buttons
- - queue move bound to 0-90
- - queue excentricity bound to ball radius
- - no shot while balls moving or AI-player
- - no power adjustments when AI-player active
-
- new in 0.4
- ==========
- - proceed_dt_euler_new debugged and used
- - most sliding and rolling physics corrected
- - raii of xxxhedron-balls scaled to match sphere volume
- - increased default detail
- - detail adjusted for different window sizes
- - cue offset adjustible for excentric hit (ctrl+right mouse button)
- - diamond normals fixed and calculated concave
- - idle callback time triggered and # of proceed_td calls framerate dependent
- - billmove.c: replaced wirkabstand by mu*I/(m*d) instead of mu*d/10
- - added strength bar and adjustment (CRSR UP/DN)
- - players are reset to "any" when <n> pressed
- - command line argument "2" for human-human game
- - <enter> and <space> for fire
- - removed some obsolete pics
-
- new in 0.3
- ==========
- - texture on table
- - simple billard rules
- - removed freeze bug
- - added multitexture reflection (faster but simpler) (<r>-key)
- - table foot brown instead of green
- - improved shadow map (only 8-bit gray)
- - new proceed_dt_euler func (not used yet)
-
- new in 0.2
- ==========
- - better implementation of borders/holes
- - nicer table with wood furniture
- - gold covers on table edges and golden diamonds
- - simple ai-player (space button)
-
- new in 0.1
- ==========
- - table borders linear
- - better ball textures
- - animated queue with texture
-