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Text File | 1993-12-20 | 10.1 KB | 296 lines | [TEXT/MPS ] |
- RELEASE NOTES
-
- All versions still have lots of magic cookies and weird behavior.
- You have to experiment. The Mac version is closest to what the
- final released versions will be like, is actually playable.
-
- xtconq is basically broken, don't bother with it for now.
-
- xconq is semi-broken; still some screen junk, plus some missing
- bits of interface. You can move units by clicking on the six-way arrow
- icon in the corner, then clicking on destinations as for version 5.
- Many version 5 commands works, many do not. Player interaction in games
- with multiple X displays doesn't work right, although all the windows seem
- to work.
-
- cconq weirds out periodically, can look around but not move anything,
- but basically works.
-
- The monochrome parts of the X11 and Mac image libraries are now synchronized.
-
- The manual is not much changed from d14, but is much improved over the
- d12 version. It still needs much more tutorial material.
-
- CHANGE LOG
-
- Version 7.0d15 (6/10/93):
-
- Added much more display drawing to the X interface. Much remains
- to be added.
-
- Got X/Mac image conversions mostly working.
-
- Added a basic set of function prototypes and fixed Lisp reader bugs,
- both from Tom Richards.
-
- Fixed fatal X11 bug found by G. Caronni.
-
- Version 7.0d14 (5/6/93):
-
- Added winds and clouds layers, a few effects of them, and painting/display
- of them in the Mac interface.
-
- Improved modularity of plan/task execution.
-
- Eliminated junk code from mplayer.
-
- Added temperature layer back, plus improved Mac display of temperature.
-
- Fixed synthesis and side library lists to be real lists
- that can be operated on with the list operations.
-
- Changed all actions to include both an "actor" and an "actee".
-
- Changed all actions to store ids rather than raw pointers.
-
- Eliminated movement points as a distinct concept.
-
- Updated many .h files to reflect the revised set of symbols,
- modified read/write as well.
-
- Finished making the source and manual consistent, modulo a few
- obscure symbols mentioned in the manual.
-
- Version 7.0d12 (2/11/93):
-
- Expanded Mac's designer palette to include all types of layers.
-
- Fixed parts of scorekeeper handling.
-
- Started flushing the concept of separate move points.
-
- Added reinforcement units that can be scheduled on appear on particular
- turns.
-
- Changed construction planning on the Mac to be able to examine and set
- construction for all units at once.
-
- Added new kinds of unit tasks.
-
- Added a number of new/updated games to the library, including 50km
- scale maps of Europe and world, and various ww2 game designs.
-
- Implemented country growth.
-
- Updated the manual to reflect the code more accurately, filled in
- more details. Wrote tools to compare source code against the manual.
- Added and/or changed many of the parameter names and definitions
- to be make the source and manual consistent.
-
- Version 7.0d11 (12/4/92):
-
- More work to make reader and writer consistent, added more control flags
- to module that govern what parts are written out.
-
- Added parameters to control maze generation.
-
- Many fixes and cleanups in the library. Added Magnusvew scenario,
- nickname generator.
-
- Finished the fire-at action, added Mac interface to it, add range specs
- to panzer game, added AI to fire at enemies if possible.
-
- Version 7.0d10 (11/22/92):
-
- Minor Mac-specific fixes.
-
- Version 7.0d9 (11/20/92):
-
- Changed reader to work from keywords in keyword.def. Eventually all GDL
- symbols will be in a .def file.
-
- Added more game end handling.
-
- Added some construction and combat smarts to mplayer.
-
- Cleaned up Xt code, made it use more resources.
-
- Changed all actions to return success/error codes.
-
- Changed all planning and tasking to buffer actions instead of executing
- them directly.
-
- Added world reshaping dialog to designer tools in Mac interface.
-
- Did some display cleanup in curses interface.
-
- Defined a build task that handles all the actions necessary to construction.
-
- Added Massimo's ng-chinese.g.
-
- Added a "task" command to skelconq to allow testing of tasks.
-
- Added people-side info to world.
-
- Version 7.0d8 (9/24/92):
-
- Added Massimo's ship names to library (as ng-ships.g), edited for consistency
- and added some more names and namers. Modified flattop.g to use.
-
- Patches to fix NULL derefs (incl. in strcmp calls) that Sparcs don't like.
-
- Version 7.0d7 (9/16/92):
-
- Added rubberbanding for selecting and dragging in the Mac interface.
-
- Implemented the "actorstate" as an object attached to units that buffers
- up actions to be performed and tracks acp/mp allowances. Main execution
- loop traces through single actor chain instead of one for each side.
-
- Removed restrictions on borders and connections; now any number of terrain
- types may be defined as such. Changed name of the relevant area slot to be
- "aux-terrain".
-
- Implemented basic agreements.
-
- Redesigned Mac game setup dialogs to be more compact and look better,
- also added a splash screen, picture is still boring though.
-
- Changed help interface to let interface just acquire help text directly,
- instead of using a callback.
-
- Cleaned up curses interface substantially.
-
- Flushed the pseudo-datatype "bool" everywhere, replaced with "int".
-
- Added a Battle of Gettysburg game design and scenario.
-
- Updated/fixed mplayer and unit plan code.
-
- Implemented more GDL parameters.
-
- Removed the definition of set_xx_yy functions from type and table defns,
- hacked to be more compact etc.
-
- Changed the term "resource" to "material" everywhere.
-
- Changed Mac interface to scroll by pixels instead of cells.
-
- Version 7.0d6:
-
- Added a "sea-level recognizer" to fractal terrain generation.
-
- Fixed stupid bugs in the command-line parser.
-
- Changed Mac interface to keep all its images in a separate resource file.
-
- Started update of task handling machinery.
-
- New layer encoding and read/write machinery in general.
-
- Improved river generation algorithm (sort of, still has problems).
-
- Version 7.0d5:
-
- Wrote program to convert Mac image resources to the general imf format.
-
- Added new menus to Mac interface, added selection of multiple units.
-
- Added a "make-maze-terrain" synthesis method.
-
- Redesigned the viewing machinery (side_view et al) to use separate layers
- for terrain, units, etc. This is so that terrain can be modified by a unit
- without everybody seeing it instantly, also so that see-all bypasses view
- caching entirely (no allocation!).
-
- Many library cleanups and reorgs.
-
- Version 7.0d4:
-
- The xlib interface has been reorganized to look more like the "classic"
- Xconq interface. Its interaction still needs some work though.
-
- The Mac interface has many enhancements, is starting to converge on
- its final form. See the Mac "Read Me" for details on how to use the
- interface. The Mac version now has many more images than the X version,
- although it still doesn't know about named colors.
-
- Scrolling works, but is still squirrely for both Mac and Xlib versions.
-
- The kernel now has a default behavior for mplayers in games that
- have no explicit scoring; each mplayer will act totally randomly, down
- to and including making the units issue random actions, whether or not
- appropriate for that type. This has the effect of keeping the mplayer
- "busy", plus it exercises the bulletproofing in unit action and planning
- code. This means that Xconq might crash randomly if mplayers are in a
- game - most of those cases have been fixed, but I'm sure there are others.
-
- Version 7.0d3:
-
- My main push here has been to make the startup sequences and simple
- movement work correctly for all interfaces. This still has not been
- achieved, but here's what works:
-
- Curses: usual cmdline args, starts in survey mode, 'z' switches to move,
- usual direction letters move, 'd' flips to next unit, '<cr>' to go to
- the next turn.
-
- Xlib: usual cmdline args, starts in "magnifying glass" mode, click on a unit
- to select, click on six-arrows for move mode, click on destination. Can
- keep clicking on new destinations, selection is retained.
-
- Xt: if no game on cmdline, new game dialog (still garbled) pops up. When
- game selected, pops up player/side selection, click on "Done", get windows,
- but can't move, no input accepted.
-
- Mac: pops up new game dialog, select a game (weirdness with list, have to
- click a lot sometimes), get and OK a player setup, then click on a unit
- and drag to move. Command-M to go directly to next turn.
-
- Machine players (AIs) do not appear automatically! (We can now have games
- with only one side, all-human only, etc) You have to say "-e 1" at least.
- Sides with no display and no AI are just supposed to sit and not do anything.
- "*conq -g duel -e 1" will let you watch mplayer exploring with its one tank.
-
- There is still a lot broken or missing, but there are quite a few workarounds
- if you poke around a bit.
-
- Misc changes to manual as suggested by Massimo, misc cleanups to library
- but still many parts of modules are commented out.
-
- The X11<->Mac image family tools are still in progress, as are the X11
- image display tools xlsb and xlsimf. Should be cleaned up by next time.
-
- The .hqx file in the Unix version of the mac directory includes an
- already-built application. The library folder should be in the same
- folder as the app (eventually some lib games will be resources, so this
- won't always be necessary). Re-creating MacConq requires Think C 5.0[.2] and
- a 32-bit-int ANSI library. It would be useful to have an MPW version.
-
- Version 7.0d2:
-
- The manual has been reorganized. It now consists of four main chapters;
- how to play, how to design games, reference manual, and how to hack.
- The reference manual is a bare but formal description of GDL, while the
- design chapter concentrates on how to use GDL and includes a tutorial.
- The texinfo nodes are messed up again...
-
- The distinction between sides and player is better defined now,
- and I've started on the code that supports multiple AIs (new name
- for robot players).
-
- Skelconq has been improved as a test bed; you can now type in arbitrary
- unit actions as commands. See the man page and online help for details.
-
- I'm starting to all the new parameters to *.def, but most are still
- not implemented. Much of the library still uses obsolete names.
-
- All the executables remain unreliable or obscure - only "cconq -g tdnd"
- and "xconq -g tdnd" usually let you move units, and in both cases you have
- to switch modes/select units a couple times before you can get that.
-
- Version 7.0d1:
-
- First version released outside my home directory.
-
-