From e5ed48f165908b8b35b88d494f98a00996a835d2 Mon Sep 17 00:00:00 2001 From: mcmartin Date: Tue, 24 Jan 2006 13:31:38 +0000 Subject: [PATCH] Updated for 0.5 git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2230 8092fc87-c524-0410-9efc-e669fe64eaf9 --- sc2/WhatsNew | 96 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 96 insertions(+) diff --git a/sc2/WhatsNew b/sc2/WhatsNew index 75317b43f..80993396c 100644 --- a/sc2/WhatsNew +++ b/sc2/WhatsNew @@ -12,10 +12,105 @@ Changes are broadly classified into the following categories: unlikely to be of interest to you unless you plan on coding extensions. + Version 0.5 + ------------- + +NEW FEATURES + +- The Starmap is searchable! Type / then the beginning of the + constellation name, and you can tab through all possible + completions. +- New 'hq' scaler, based on Maxim Stepin's "HQ2X" scaler. See + www.hiend3d.com/hq2x.html for more details. +- Scalers can use MMX/SSE/3DNow! instructions for significant speed + improvements. The "Processor pack" is necessary for compilation of + same on VC6. +- Imported DOS versions of many graphics; these have richer palettes + and so generally look better +- There's a proper credit roll at the end of the game now. +- Superior Planet handling: topographical maps scaled far more + precisely; optional 3DO-style throbbing slave shield; planets are + finally rotating spheres instead of spotlit cylinders or rectangles. + The old PC-style "Entering Planetary Orbit..." screen is back. +- Setup Menu far more complete and easy to use, and selections made in + the Setup Menu will actually persist when you restart the program +- Added support for the Tremor Ogg Vorbis decoder (avoids floating point + math) +- Home, End and BackSpace keys work as you'd expect in text input. +- Most of the game works with Unicode properly now, and so, with proper + font characters installed, will work with non-Latin alphabets. (On + Windows, Unicode input requires a very recent version of SDL.) +- Text may be input with the joystick again, as on the 3DO. The + available characters are stored in content/lbm/joyalpha.txt. +- The intro now plays only when a new game is started. +- Color depth is now determined entirely automatically. + +BUGFIXES + +- Only SELECT and CANCEL trigger the fade-to-black at the end of a + Super Melee, solving the issue of invisible "Really Quit?" menus for + Super Melee. The "quit during fades" problem in general is still + extant. +- Many dialog, and comm animation, and general graphical fixes +- Keypress status is not reset when entering battle mode, so (for + instance) Melnorme ships can continue to charge a shot across + battles. +- The Melnorme would occasionally strip off Plot Points as part of a + fuel deal. No longer. +- Bugs in the original code prevented certain ships from properly + spawning in "uncontrolled" space. The "wilds" are now a bit wilder, + as apparently originally intended. +- Venus's atmospheric density was incorrectly corrected in the 3DO + version. It's been correctly corrected now. +- Scheduled plot events work properly, even when the game suddenly + skips ahead in time. +- Fixed version checking in unix build scripts. SDL 1.2.10 is now + recognised as newer than 1.2.9. +- Spliced communications can be safely skipped past now. +- Fixed fast escape weirdness (bug #619) +- Threading system no longer assumes that there is no thread 0; this + permits compilation on AmigaOS. +- Relative paths and fallback paths work properly now. +- Scalers now use surface pitch instead of image width - this is + reported to solve many strange display problems in non-OpenGL mode + on Macs +- Ending sequences may now be safely paused. + +INTERNAL CHANGES + +- Added the rest of devel/ and users/ documentation into MSVC .dsp + files. +- Control scheme upgraded. Old versions of keys.cfg will no longer + work. +- PNG transparency info (tRNS chunk) is now set properly, based on + info in the .ani files. +- Paletted images should render much faster now, and collisions + between mods are less likely. +- New font engine: fonts are loaded and treated as alpha-channel-only + images, with font effects handled as backing images. +- Melee works properly with alpha-channel graphics new, even when + mipmapped. +- Lander report drawing handled more sensibly now +- Binary resource indexes have been replaced with textual ones. +- All spritework is done internally in 32BPP. +- Removed MikMod i/o hacks. +- The temp files for representing star and group data are now kept in + memory instead. +- Separate config_win.h file for build.sh builds on Windows +- Lowered some animation rates to reasonable levels, lowering CPU + usage. +- Changed comm subtitle caching scheme. Should kill the "blue comm + screen" problem forever. +- Refactored setup menu code to use generic widgets. +- Cleaner build output. Set '$MAKE_VERBOSE' to 1 for old output. +- Improved dependency tracking for unix build system. "./build.sh uqm + depend" is now only needed for checking for new source files. + Version 0.4 ------------- NEW FEATURES + - Savegame slot defaults to the last one used during this play - PC intro and ending sequence are now present - 3DO intro and ending movies are supported for those who have these @@ -118,6 +213,7 @@ NEW FEATURES - 'CREW'/'BATT' instead of icons in melee when using PC menus BUGFIXES + - Text entry doesn't freeze up lander reports anymore - VUX warps in at proper range - Distance-based ship effects (Syreen, Slylandro, Kohr-Ah) were screen