2007-06-11 Zefz <zefzsoftwares@hotmail.com> * Fixed the pause button to work correctly. * Some particle expansion have been... expanded. * Moved all logging to log.txt and did some major improvements to some of the logging. Fatal error exits now properly tries to clean the memory Egoboo uses too. In addition the game doesn't quit immediently some minor file is missing, instead it logs a warning. * Removed a memory leak. * Any Skill ID can now be added as an expansion. 2007-03-11 Zefz <zefzsoftwares@hotmail.com> * Minor corrections to the frame rate counter. * Cleaned away some of the old RTS code. * And added a setup option to disable developer debugging messaging popping up ingame. 2007-02-11 Hans de Goede <j.w.r.degoede@hhs.nl> * Both Tim Smith and I have been working on a Linux / Unix port, first I merged my and Tim's port into one best of both port. This commit merges this best of both port into current egoboo svn. * Fix egoboo Unix port to also run on X servers running in 16 bpp colordepth 2007-26-10 Jonathan Fischer <jonathan@mohiji.org> * Replaced the GPL stuff Zefz added with the proper verbage from the FSF website. * Some small cleanups related to logging. * General merge from the Egoboo Resurrection codebase into the Egoboo 2.x one 2007-08-10 Zefz aka Johan Jansen <zefzsoftwares@hotmail.com> * Added a few new script AI functions * Did some cleaning in the code * Renewed and added the GNU Public License to all source files 2007-18-09 Zefz aka Johan Jansen <zefzsoftwares@hotmail.com> * Optimized the sound and music code * Removed various minor bugs * Worked some on high quality shadows and overlay effects * Added new particle expansions * SetPassageMusic now works correctly with SDL_Mixer * TargetDropMoney AI script function added * Bunch of other AI scripts added * Improved the game structure loading system * Improved some error messaging responds (Make debugging easier) 2007-13-08 Zefz aka Johan Jansen <zefzsoftwares@hotmail.com> * Finished video options in the menu * Also did the audio settings menu * Added the pause function * Added panic escape button (CTRL+Q) * Removed egobooutril.c and .h from the project (Unused?) * Some minor bugfixing * Cleaned up the code some, removed a lot of outdated stuff * Todo: Enchantment end sound still needs to be done 2007-13-08 Zefz aka Johan Jansen <zefzsoftwares@hotmail.com> * Added and fixed a few scripting functions * Fixed the blips not working (Those sparkles around the icon and map markers) * Worked a little more on the menu 2007-09-08 Zefz aka Johan Jansen <zefzsoftwares@hotmail.com> * Enabled antialasing, shading, prespective correction and dither for OpenGL graphic rendering * Added SDL_Mixer!! * Disabled many silly warning messages * Ingame music * Sound fading & positional (copyed some from aleous here, credits to him) * New script functions for sound & music * Egoboo now reads the setup for music volume 2007-14-07 Zefz aka Johan Jansen <zefzsoftwares@hotmail.com> * Added exp penality system upon death * Added a few new script functions and script variables 2007-15-03 Jonathan Fischer <jfischer@csusm.edu> * Did some major improvements to the Menu User intreface... * Random name generation fixed 2007-14-03 Zefz aka Johan Jansen <zefzsoftwares@hotmail.com> * Fixed nullicon bug (Credits to Denis Jaimes for that) * Camera zoom has been reset again 2007-15-01 Zefz aka Johan Jansen <zefzsoftwares@hotmail.com> * Split modules into 2 types, import modules and non import modules * Fixed module unlock system error * Added new script variables targetmoney and targetammo 2007-07-01 Zefz aka Johan Jansen <zefzsoftwares@hotmail.com> * Fixed the IfCleanedUp script function not working correctly * Modified camera zoom * Increased number of models and particles egoboo can run at the same time (Needed for huge modules like Bishopia) * Fixed if respawn valid value not working * Modified some minor menu stuff * Added a DoNothing function (For AI scripts) * Compiled egoboo using SDL-1.2.11 2005-06-01 Jonathan Fischer <jfischer@csusm.edu> * Added code for checking whether a filename points to directory to win-file.c & proto.h. Unix port is coming on that. * Continued work on the network code. * Began cleanup of file system handling code; making sure that what I need is available to get up and running on the Mac. 2005-05-25 Jonathan Fischer <jfischer@csusm.edu> * Added a new build/ directory for keeping project files for various build systems in. * Continuing work on network code. 2005-05-23 Jonathan Fischer <jfischer@csusm.edu> * Added new UI code, 'cause debugging with the current menu system is difficult * Some tests for the UI are in testmenu.c, I'll start converting the existing menus in the next update. 2005-05-19 Jonathan Fischer <jfischer@csusm.edu> * Replaced almost all DirectPlay code with equivalent ENet code. * Re-enabled networking in setup.txt 2005-05-19 Jonathan Fischer <jfischer@csusm.edu> * Added enet to the project * Fixed some compilation warnings * Switched to building with SDL-1.2.8 (any difference?) * Default to windowed mode for now. 2001-12-08 Benjamin Bishop <bishop@cs.uga.edu> * Many new goodies in town.mod * Mana potions for elf * Windows import/skin bug squashed 2001-12-03 Benjamin Bishop <bishop@cs.uga.edu> * Incorporated JT's transparency fix * Defaulted Alim to skin 2 * Fixedup exitarea object in rogue mod 2001-11-30 Benjamin Bishop <bishop@cs.uga.edu> * 2.2 STABILITY RELEASE CANDIDATE * Reverted back to this copy (5 months old) X for stability * Incorporated NVIDIA fix from JT X * Patched particle bugs that JT fix tickled X * Broke into developer/stable packs X * Added information to title screen X * Fixed level icons X * Made mana-replenish adjustments X * Deathmatch level * Fix up town.mod allow exporting X add magic book vendor add sheep/shepard add guards * Balanced character items X * Add identify spellbook * Clean up wizard.mod * Zambinis mana pool enough? 2001-06-06 Benjamin Bishop <bishop@cs.uga.edu> * We're back! CVS now up on pika 2001-03-14 Morgan Aldridge <classic@sover.net> * fixed GLTexture_LoadA() for big endian processors in GLTexture.c 2001-03-11 Benjamin Bishop <bishop@cs.uga.edu> * Fixed MANY things in cartman. Cartman now works in SDL (without mesh editing) Can import/export mods fonts work kludged in a workaround for big tiles Lightmap is loaded/saved properly * Finished up palash.mod 2001-03-10 Benjamin Bishop <bishop@cs.uga.edu> * Fixed dreaded import/export bug. Import directory was getting clobbered early in graphic.c * Updated title bmp for palash * Removed game title screen (bloated filesize) * Working on porting cartman to SDL so I can finish fixing palash 2001-03-09 Benjamin Bishop <bishop@cs.uga.edu> * Removed big windows zip file from CVS * Fixed up palash.mod problems (slot conflict and sound bugs in load_one_wave - some problems remain) * Fixed up sound files in palash.mod - palash now works * Removed a bunch of diagnostic crap 2001-03-05 Dan Olson <theoddone@quakefiles.com> * Fix some building issues for Linux systems. 2001-03-01 Germain Sauvé <gersauve@cgocable.ca> * Added FindClose to win_file.c * Small fix to configfile.c 2001-02-17 Morgan Aldridge <classic@sover.net> * fixed a call to the FILENAME() macro in setup_characters() in char.c * more work on porting load_mesh() and all the md2 loading code to big endian processors in game.c * added a small function for Mac endian conversions in egobootypedef.h 2001-02-07 Morgan Aldridge <classic@sover.net> * Fixed DirGetNext() in mac-file.c so that it now makes sure the file matches the type from the search string... that fixed a bunch of issues with file loading. 2001-02-04 Benjamin Bishop <bishop@cs.uga.edu> * Looks like timing is working now. Had to uncomment the allclock line in game.c * attempted to add pacos elf.mod and crypt.mod levels, but couldn't get them running. I'll look at this in more detail later. Pal-ash also seems to be not working. 2001-02-03 Benjamin Bishop <bishop@cs.uga.edu> * Changed icons to reflect status of modules * Added boogers dungeon to the cvs * Mouse buttons work better. Multiple presses are getting screwed up though. 2001-0203 Daniel Burrows <Daniel_Burrows@brown.edu> * Turn GL_CULL_FACE and GL_DEPTH_TEST off while rendering text. This fixes the "mysterious vanishing text messages" bug when you return to the menu after playing a game. * draw_wrap_string now calls BeginText() and EndText(). There may be other things that get fixed, but it at least fixes the end-module text. 2001-0202 Daniel Burrows <Daniel_Burrows@brown.edu> * Make sure that FRAMESKIP and ONESECOND have reasonable values, even on non-Windows systems. (I was hoping this would fix the framerate problems, but it doesn't seem to have; however, it's still more "correct" than having completely wrong numbers) 2001-02-02 Benjamin Bishop <bishop@cs.uga.edu> * Did case sanatize of egoboo files, cvs had been ignoring the .obj extended directories. * Fixed up a number of things broken by the case change. * "Fixed" Gnome mod to not depend on rogue for debugging purposes 2001-02-02 Daniel Burrows <Daniel_Burrows@brown.edu> * Fix the FPS counter. UNIX clocks don't tick at the same rate as Windows ones! Changed TIMER_TICKS_PER_SECOND to CLOCKS_PER_SEC (the canonical POSIX define) and added a #define for broken systems. 2001-01-31 Daniel Burrows <Daniel_Burrows@brown.edu> * Eh, the return type of fgetc is an int, not an unsigned char. goto_colon in game.c was using a char, which is guaranteed to miss EOF (gcc was even complaining about it..) 2001-01-28 Morgan Aldridge <classic@sover.net> * working on converting the md2 loader to work on big endian processors: * added Endian.h in the Mac includes in egobootypedef.h * porting rip_md2_header(), rip_md2_frames(), rip_md2_frame_name(), rip_md2_commands() in game.c 2001-01-27 Daniel Burrows <Daniel_Burrows@brown.edu> * Changed many upper-case or capitalized filenames to lower-case. * Fixed a potential format-string problem in char.c * Added a new global "pending_click", which is set to TRUE when a click event is emitted by SDL. See menu.c for use. (really, this is a hack, but it fits better with the rest of the code than doing this the "right way") It is set by read_input in input.c. * Changed copy_directory_to_host to copy_directory in menu.c. This will have to be undone when the network code is ported, but for now it allows imports to work. 2001-01-27 Morgan Aldridge <classic@sover.net> * made gHardwareSpec extern so it isn't defined multiple times 2001-01-27 Germain Sauvé <gersauve@cgocable.ca> * Added SLD_PauseAudio before closing the sound system 2001-01-25 Germain Sauvé <gersauve@cgocable.ca> * Added sound options in Setup.txt * Removed _inline from prthitawall and chrhitawall 2001-01-21 Germain Sauvé <gersauve@cgocable.ca> * Ported most of the sound ( still looping sound to do ) * Fixed sound bug when sound was off 2001-01-16 Christian Laforte <claforte@mailandnews.com> * Removed all references to particlescale, since we now do the billboarding in world coordinates. * Clean-up of graphic.c. Removed most of the D3D code, except for stuff that hasn't been implemented yet (ground fog and colorkeying mostly.) 2001-01-17 Germain Sauvé <gersauve@cgocable.ca> * Remove some BeginXDMode ine graphic.c, graphicptr.c and graphicmad.c * Inverted s and t for reflected particules 2001-01-16 Germain Sauvé <gersauve@cgocable.ca> * Remove the screensize multiplication for particule size 2001-01-16 Christian Laforte <claforte@mailandnews.com> * Finished porting shadows (render_shadow doesn't blend correctly though) 2001-01-15 Christian Laforte <claforte@mailandnews.com> * Fixed and enabled particles. Looks great! ;-) for more information on OpenGL billboarding: http://nate.scuzzy.net/docs/billboard.html * Also fixed particle reflection, started porting shadows. 2001-01-15 Benjamin Bishop <bishop@cs.uga.edu> * Disabled lighting entirely. This temporarily fixed the character lighting problems. * Need to do: Particles * Need to do: Camera fix * Need to do: Input (space isn't working, mouse buttons working wrong) * Need to do: Proper lighting * Need to do: Sound 2001-01-14 Morgan Aldridge <classic@sover.net> * fixed more FILENAME() macro calls 2001-01-14 Christian Laforte <claforte@mailandnews.com> * Checked-in Germain's new setup.txt * Fudged the projection matrix to look more like D3D version. 2001-01-14 Germain Sauvé <gersauve@cgocable.ca> * Added option the grab and hide the mouse in setup.txt (no more #ifdef ) 2001-01-14 Christian Laforte <claforte@mailandnews.com> * Potential fix for inverted colors on Mac. (in GLTexture.c, inverted the RGB masks.) * #ifdef-ed the workarounds for mouse cursors on MacOS and Linux. 2001-01-14 Germain Sauvé <gersauve@cgocable.ca> * Added some cross-platform typedef. ex: typedef Sint32 LONG 2001-01-13 Matthew Fairfax <mfairfa@clemson.edu> * Tweaked the font code on the Mesa 3.0 drivers and got it working 2001-01-13 Morgan Aldridge <classic@sover.net> * Working on removing double calls to the FILENAME() macro in game.c and graphic.c * Commented out the call to hide the cursor in sdlinit() for debug reasons (can't use my debugger without a cursor) * Updated get_module_data() (in module.c) to use the FILENAME() macro when loading module files * Took out the calls to the FILENAME() macro in reset_particles() in particle.c 2001-01-13 Matthew Fairfax <mfairfa@clemson.edu> * Tweaked font drawing code (hopefully will fix the problem) * Disabled Alpha test but characters are still rendering transparent correctly! Someone else must have done something that fixed it? 2001-01-13 Christian Laforte <claforte@mailandnews.com> * Minor optimizations of make_light_table, Begin/End 2D/3D, goto_colon. (changed game.c, graphic.c, proto.h, script.c) 2001-01-12 Christian Laforte <claforte@mailandnews.com> * Minor clean-up of graphic.c (should have no impact on execution.) * Additional clean-up of camera.c, egoboo.h, game.c and graphic.c. Also optimized reading the MD2 file. 2001-1-12 Morgan Aldridge <classic@sover.net> * converted a couple more variables to BOOL in egoboo.h so they would work with code in the ConfigFile code * one line in draw_scene_sadreflection() (graphic.c) was causing problems (it shouldn't have) so I had to do it the long way * Updated the CodeWarrior Pro 5 project with all the new files 2001-01-11 Christian Laforte <claforte@mailandnews.com> * Minor clean-up of graphicmad.c and graphicfan.c (should have no impact on execution.) 2001-01-11 Matthew Fairfax <mfairfa@clemson.edu> * Fixed black line in font by adding 0.001 to fx1 and fy1 * Fixed character trasnparency by enabling Alpha test 2001-01-11 Germain Sauvé <gersauve@cgocable.ca> * Created graphicfan.c, graphicmad.c and graphicprt.c * Ported the water rendering code ( almost ) * Added glcolor to MAD 2001-01-10 Germain Sauvé <gersauve@cgocable.ca> * Remove Begin3DMode form render_fan, render_mad, render_prt and the like. Put Begin3DMode in draw_scene. Replace Begin3DMode by glLoadMatrixf(mView.v); glMultMatrixf(mWorld.v); 2001-01-09 Dan Olson <theoddone@quakefiles.com> * Fixed perspective and other rendering bugs using Christian's matrix patch as well as reversing all the glFrontFace calls. We were previously viewing the back faces of all the polygons, which caused the rendering bugs. * Oops, this time I really did break status bars :) Culling Disabled in Begin2DMode for now. 2000-01-09 Nicholas Vining <mordred@lokigames.com> * added atexit(SDL_Quit) to graphic.c in the hope that it'll stop locking my mouse cursor when egoboo crashes. * Turned off mouse locking. Sucky. At some point we should have a key to disable it, but for now hopefully it will inspire somebody to add keyboard input. * UPDATE: Pulled at Christian LaForte's request, but locking still isn't a long term solution.. 2001-01-08 Dan Olson <theoddone@quakefiles.com> * Fixed some of the depth buffer things as suggested by Matty Noble on the mailing list. 2001-01-07 Christian Laforte <claforte@mailandnews.com> * Got the keyboard working. We can now move the characters! * Updated the scancode list (scancode.txt) for SDL. * Temporarily forced networkon to FALSE. * Temporarily forced autoturncamera to FALSE. * Minor clean-up of game.c and network.c 2001-01-07 Dan Olson <theoddone@quakefiles.com> * Partial fix of bad alpha on models 2001-01-07 Benjamin Bishop <bishop@cs.uga.edu> * Cleaned up Begin3D * fixed newline compile warning on new headers * fixed draw_one_bar which fixed character stats * fixed draw_map 2001-01-07 Christian Laforte <claforte@mailandnews.com> * Additional cleanup of graphic.c * Moved enchant functions that were left in graphic.c to enchant.c 2001-01-07 Nicholas Vining <mordred@lokigames.com> * Put errorlog.txt in the current directory instead of in basicdat. This created a few amusing filenames in the wrong places on my system. 2001-01-07 Christian Laforte <claforte@mailandnews.com> * Use the world transformation matrix. The character models now display at the right position (at least in advent.mod). * Cleanup of graphic.c (removed duplicated functions, esthetic changes) 2001-01-07 Christian Laforte <claforte@mailandnews.com> * Merged in Germain's change to egoboo.dsp and mine. * Commented-out some unused variables in graphic.c * Attempt to check-in Germain's new setup.txt 2001-01-06 Germain Sauvé <gersauve@cgocable.ca> * Implemented the ConfigFile in read_setup * Added egoobootypedef.h so you don't need to include egoboo.h to have basic type definitions * Added egoboostrutil 2001-01-06 Dan Olson <theoddone@quakefiles.com> * Partial porting of render_prt() * Cleanups to make the code compile under Linux again * Now grabs mouse cursor, this makes it nice under X11 * fixed up a few commented out things and added an SDL_Quit in an error function. 2001-01-06 Dan Olson <theoddone@quakefiles.com> * Modified mouse input code to make the movement sane in-game. 2001-01-06 Christian Laforte <claforte@mailandnews.com> * Fixed crash when loading MD2 models. It was caused by opening the file without specifying that it was binary. * Now call load_all_objects, reset_players and setup_characters for Little-endian (Intel-based) machines. The MD2 file format needs some more massaging for big-endian machines. 2001-01-06 Christian Laforte <claforte@mailandnews.com> * Merged Ben's perspective fix with Germain's latest check-in. * In main_game(), uncommented the call to update_game. * In update_game(), commented out the while condition in the sync loop, so that important functions such as move_characters get called. 2001-01-06 Germain Sauvé <gersauve@cgocable.ca> * Put Begin3DMode in draw_scene ( was call in render_fan ) 2001-01-06 Benjamin Bishop <bishop@cs.uga.edu> * Fixed perspective call in graphic.c * Looking at how to rotate the up direction in Begin3D 2001-01-06 Dan Olson <theoddone@quakefiles.com> * Major updates to graphic.c, render_fan appears to work now, others should also work including render_texmad and draw_map * General fixup and some whitespace cleanups in other places * Addition of GLVERTEX structure for easier porting of rendering functions. 2001-01-06 Christian Laforte <claforte@mailandnews.com> * Commented out some unused variables in camera.c, char.c, game.c and graphic.c * Changed VC6 project so that it compiles egoboo.exe in the egoboo\ directory. 2001-01-04 Dan Olson <theoddone@quakefiles.com> * Fixed server takedown on my hardware at program exit. (It wasn't calling SDL_Quit) If there's a better spot for that let me know. * Removal of more various /* PORT */ comment blocks in graphics.c, mostly glEnable's and glDisable's. 2001-01-04 Dan Olson <theoddone@quakefiles.com> * Fixed up a small function in graphic.c * Removed (apparently) useless -lXv from the link line 2001-01-03 Germain Sauvé <gersauve@cgocable.ca> * Added a lot of FILENAME() in functions interacting with files. There is probably a lot of redundant calls to FILENAME but it won't hurt. * Added #include <math.h> in mathstuff.h 2001-01-03 Nicholas Vining <mordred@lokigames.com> * Fixes to the Makefile, mathstuff.c, and a few more things to get this to compile again after Morgan's latest wave of changes. 2000-12-16 Morgan Aldridge <classic@sover.net> * fixed load_all_menu_images() so it uses the FILENAME() macro to load directories - now the MacOS Version loads menus correctly 2000-12-14 Morgan Aldridge <classic@sover.net> * Moved math stuff from graphics.c, proto.h, egoboo.h to mathstuff.c and mathstuff.h. 2000-12-13 Benjamin Bishop <bishop@cs.uga.edu> * DONE: render fan is now getting called, looks like reasonable data * now drawing mesh verts to be displayed * TODO: need to get gluLookAt right * TODO: why is camera spinning? 2000-12-13 Morgan Aldridge <classic@sover.net> * Added a ProjectBuilder project in hopes of eventually getting it to compile under Mac OS X. 2000-12-13 Benjamin Bishop <bishop@cs.uga.edu> * Finished up _CNV changes * TODO: render_fan is not getting called since the camera code is not telling it to draw anything 2000-12-12 Morgan Aldridge <classic@sover.net> * Added mac-file.c, still needs work and testing 2000-12-12 Benjamin Bishop <bishop@cs.uga.edu> * Fixed up load_mesh and mesh init stuff * Ported most of remaining char.c * Added _CNV macro for GLMATRIX conversion * Added show_stats back from oblivion 2000-12-10 Gary A. Clark <clarkg@fireserve.net> * Fixed proto.h so inline becomes __inline for VisualC 2000-12-08 Germain Sauvé <gersauve@cgocable.ca> * Added configfile.h and configfile.c TODO: include them in egoboo ( change setup.txt ) ======= 2000-12-8 Morgan Aldridge <classic@sover.net> * UPDATE: ported the texture loading stuff in load_one_object() to the GLTexture code * TODO: finish implementing the alpha value for textures and make it work in the code that uses the texture loader 2000-12-7 Nicholas Vining <mordred@lokigames.com> * Changed definition of TRUE and FALSE. TRUE is (!FALSE), so that if you have something like this: if ((foo & 0x2) == TRUE) it will work. * Minor change.log cleanups. Put new entries at the top! :-) 2000-12-6 Benjamin Bishop <bishop@cs.uga.edu> * Added GLMATRIX and GLVECTOR types * Wrote in equivalent D3D matrix routines * Got load_all_objects mostly working * Now with heavy diagnostic garbage TODO: Need to load textures in load_one_object 2000-12-5 Benjamin Bishop <bishop@cs.uga.edu> * Working on draw_blip and bindtexture problem * UPDATE: got draw_blip workin, looks kinds funny * Fixed up mouse ordering. Middle and right buttons were reversed * Updated comments as to what is working on initialization * found that its dying on read_wawalite * fixed up light code in graphic.c now dying on bars * fixed up (i think) bars pointer check * Now getting to main game loop 2000-12-1 Gary A. Clark <clarkg@fireserve.net> * Added change.log :) * Fonts work on black background, but mouse cursor is alpha-ized DONE: Use in texture alpha so leters overwrite background UPDATE: Added a mouse cursor to the font