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125 lines
5.7 KiB
Plaintext
125 lines
5.7 KiB
Plaintext
Homeworld SDL - Change log
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* later releases (from February 2019 onward)
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- I don't want to maintain two changelogs, so please refer to
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https://gitlab.com/ThibaultLemaire/HomeworldSDL/-/releases
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* 0.5 (2007-02-25)
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- So many improvements we've forgotten so e of them :)
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- Homeworld SDL now compiles under gcc 4!
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- clean up of the build configurations
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- new/improved IDE projects on Windows and Linux
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- Homeworld SDL playable on Windows (!)
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- Missing derelict explosions.
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- converted Bink .avi movie playback
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- fixed: NIS sequences getting chopped up a bit.
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- fixed: menu buttons missing text after a resolution change
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- fixed: mouse cursor now aligns with movement disc when using resolutions with a widescreen aspect ratio
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- fixed: saving of user preferences; more multiplayer settings remembered.
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- But derelict explosions are missing.
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* 0.4 (2007-12-20)
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- The fabled lost release.
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* 0.3 (2004-08-01):
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Linux/x86:
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- Enable sound and subtitles. Audio is decoded using converted versions of
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the Windows .obj binaries provided by Relic. SDL is used for audio output.
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(Steve Freeland <caucasatron@yahoo.ca>)
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- Added fix for backing up register states in etgEffectCodeExecute() (ETG.c).
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(Steve Freeland <caucasatron@yahoo.ca>)
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Mac OS X:
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- The game code changes required to support the MacOSX version of Homeworld.
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For the most part this consists of two things:
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1. Byte swapping (x86 use little endian data arrangement; PowerPC uses big
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endian).
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2. Temporarily turning off code because it is platform-specific or it has
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not yet been fixed to run on MacOSX yet and we just wanted to get
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something that compiles and, more importantly, plays. :)
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(OS X port by Michael Trepka <michael@machomeworld.com> and Tigital, with
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contributions by Laurence Passmore <lmop@machomeworld.com> and Martin Vito
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Cruz <sleepinghead@netzero.com>; code merged by Laurence Passmore)
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- Add support for Command-Q "quit" keyboard shortcut.
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(Laurence Passmore <lmop@machomeworld.com>)
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- Fix single player bug on MacOSX where the next level wouldn't load after
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hyper spacing because Bink movie playing is partially enabled.
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(Laurence Passmore <lmop@machomeworld.com>)
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All:
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- Fix bug 20: When loading a saved game, files are not looked for in the same
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directory they were saved.
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(Steve Freeland <caucasatron@yahoo.ca>)
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- Sensors.c: Set smEyeStart = smLookEnd - smEyeEnd instead of smEyeEnd -
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smEyeEnd (=0).
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(Steve Freeland <caucasatron@yahoo.ca>)
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- Fix buffer overrun bug that broke manual rotation of the Build Manager's
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ShipView.
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(Laurence Passmore <lmop@machomeworld.com>)
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- Add auto-rotation of the Build Manager's ShipView.
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(Laurence Passmore <lmop@machomeworld.com>)
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- Fixes some memset and variable assignment bugs in Camera.c.
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(Laurence Passmore <lmop@machomeworld.com>)
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- Change all occurrences of abs() to ABS(). Also disables the FAST_TO_INT
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hack in src/rgl/fixed.h.
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(Martin Vito Cruz <sleepinghead@netzero.com>)
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- Sensors.c: Enable the M key in the sensors screen.
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(Martin Vito Cruz <sleepinghead@netzero.com>)
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- Fix the shortcut key issue somewhat more correctly by converting the hotkeys
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to lowercase, which is apparently what SDL is returning.
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(Aaron Plattner <plattner@caltech.edu>)
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- Particle.c: Fix a segfault during mesh animation.
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(Steve Freeland <caucasatron@yahoo.ca>)
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- Initial support for using $HOME/.homeworld for save games, screenshots,
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logs, and other such file output.
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(Ted Cipicchio <ted@thereisnospork.com>)
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- Various compiler warning fixes.
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---
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* 0.2 (2003-11-23):
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- Game no longer crashes during explosions (in the code, memcpy() was used
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where memmove() should have been used in etgCallbackOpen()
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(src/Game/ETG.c)). This fix may also fix other unknown bugs and crashes in
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the game.
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- Avoid using the same source and destination in strcpy() by passing a copy
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of lightCurrentLighting to lightParseHSF() in LoadLighting()
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(src/Game/SaveGame.c).
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- Configuration settings will now load properly from
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~/.homeworld/Homeworld.cfg
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- Fixed a possible segmentation fault in fileSetPrependPath()
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(src/Game/File.c) from reading the length of a string within a dbgAssert(),
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which would not be compiled when HW_BUILD_FOR_DISTRIBUTION is defined.
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(Steve Freeland <caucasatron@yahoo.ca>)
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- Resolution changes now work properly without needing to restart the game
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(menus, etc. now adjust properly). Unfortunately, switching from OpenGL to
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software still causes graphics to be bunched up in the bottom left corner.
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- The "/window" command-line flag now works.
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(Steve Freeland <caucasatron@yahoo.ca>)
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- Converted the few C++ sources used (src/Game/KNITransform.cpp,
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src/SDL/avi.cpp, src/SDL/rinit.cpp) to C to eliminate the need to link to
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libstdc++.
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- Relieve dependency on SDL 1.2.6 by removing references to SDL_LoadObject(),
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SDL_LoadFunction(), and SDL_UnloadObject() in src/rgl/kgl.c and
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src/SDL/sstglide.c. While the code isn't as portable (uses functions
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specific to Windows and Unix-derivatives now), at least it should work with
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earlier versions of SDL 1.2.x.
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- Modified save game code to be more portable. Offsets to level state
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functions in memory are no longer saved in the save game file, as they are
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not portable across hardware platforms, operating systems, or compilers
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(including different compiler flags and possibly different versions of the
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same compiler). Save games now use an index into a predefined array of all
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state functions, which is generated by kas2c. The saved game version has
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also been changed (older saved game files will no longer be loaded).
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---
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* 0.1.1 (2003-10-11):
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- Force ETG.c to compile without optimizations (was getting thrashed in
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optimization)
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---
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* 0.1 (2003-10-11):
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- Initial release (no sound or network support, OpenGL rendering only)
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