From 30ffb291f5ad9dc8257c2981a105698802a8eefd Mon Sep 17 00:00:00 2001 From: mathusummut Date: Fri, 9 Nov 2018 12:34:44 +0100 Subject: [PATCH] Updated version number --- ChangeLog.md | 857 +++++++++++++++++- deprecated_megaglest_docs/CHANGELOG.txt | 827 ----------------- source/glest_game/facilities/game_util.cpp | 6 +- source/glest_game/game/game.cpp | 4 +- source/glest_game/menu/ircclient.cpp | 2 +- .../glest_game/menu/menu_state_load_game.cpp | 2 +- source/glest_game/menu/menu_state_root.cpp | 20 +- source/glest_game/menu/menu_state_root.h | 1 - source/glest_game/menu/server_line.cpp | 2 +- .../glest_game/network/client_interface.cpp | 2 +- source/glest_game/network/connection_slot.cpp | 2 +- source/shared_lib/include/util/util.h | 2 +- source/shared_lib/include/versions.h | 8 +- source/shared_lib/sources/util/util.cpp | 7 +- 14 files changed, 862 insertions(+), 880 deletions(-) delete mode 100644 deprecated_megaglest_docs/CHANGELOG.txt diff --git a/ChangeLog.md b/ChangeLog.md index 742762e66..55bbf4da4 100644 --- a/ChangeLog.md +++ b/ChangeLog.md @@ -60,29 +60,29 @@ Size of attack and move icons increased ## 2018-05-16 -[16 maps added](https://github.com/ZetaGlest/zetaglest-data/compare/4c67d4bfba21...9dfb37450e07) +* [16 maps added](https://github.com/ZetaGlest/zetaglest-data/compare/4c67d4bfba21...9dfb37450e07) ## 2018-05-08 -OpenBSD build instructions added +* OpenBSD build instructions added ## 2018-05-06 -[[d1acd87](https://github.com/ZetaGlest/zetaglest-source/commit/d1acd8742395bca8b37656e9e8065022902586fe)]Lua +* [[d1acd87](https://github.com/ZetaGlest/zetaglest-source/commit/d1acd8742395bca8b37656e9e8065022902586fe)]Lua can now be used in scripts tag in faction tag within XML ## 2018-03-31 -[[bugfix:835c6ef](https://github.com/ZetaGlest/zetaglest-source/commit/835c6efd924ed7e62ccd43e064bc6b7f5cdecbfc)]Fixed +* [[bugfix:835c6ef](https://github.com/ZetaGlest/zetaglest-source/commit/835c6efd924ed7e62ccd43e064bc6b7f5cdecbfc)]Fixed "x" key getting stuck on Windows ## 2018-03-20 -[[045b0b8](https://github.com/ZetaGlest/zetaglest-source/commit/045b0b88e051f7163fbef42fa0adc63a326ca186)]Removed "MG_" and "xxx" (3 digit extension) on nicknames in lobby player list +* [[045b0b8](https://github.com/ZetaGlest/zetaglest-source/commit/045b0b88e051f7163fbef42fa0adc63a326ca186)]Removed "MG_" and "xxx" (3 digit extension) on nicknames in lobby player list ## 2018-03-14 -[Windows](https://github.com/ZetaGlest/zetaglest-source/commits/develop/mk/windows) build +* [Windows](https://github.com/ZetaGlest/zetaglest-source/commits/develop/mk/windows) build system, dependencies, and documentation updated ## 2018-02-22 @@ -126,11 +126,11 @@ https://github.com/ZetaGlest/zetaglest-data/compare/ac7d2af266cb...579ce1539bbb ## 2018-02-14 -default command changed to "attack" +* default command changed to "attack" ## 2018-02-03 -Temporarily (or maybe permanently) reverted the default command back to +* Temporarily (or maybe permanently) reverted the default command back to "move" (see entry dated 2018-01-27). Hotkey changes: @@ -142,17 +142,14 @@ Hotkey changes: ## 2018-01-31 -[Replaced the sphinx with the scarab](https://github.com/ZetaGlest/zetaglest-data/commit/60e734180ecb7f925144c94bef339e6130f9ae20) +* [Replaced the sphinx with the scarab](https://github.com/ZetaGlest/zetaglest-data/commit/60e734180ecb7f925144c94bef339e6130f9ae20) (Egypt's starting units) ## 2018-01-27 -[Changed default mouse right-click command: attack!](https://github.com/ZetaGlest/zetaglest-source/commit/2c4fc340de958f6b94b40ee62eabff015625e62b) +* [Changed default mouse right-click command: attack!](https://github.com/ZetaGlest/zetaglest-source/commit/2c4fc340de958f6b94b40ee62eabff015625e62b) (pressing "a" not needed anymore); ["m" key can be used for "move"](https://github.com/ZetaGlest/zetaglest-source/commit/bf5a04be18f2b16b8a565acff4baabc5fbfed293). -I play-tested this earlier tonight. It takes some getting used to and -I'm not convinced yet it makes things better. We'll get more feedback. - ## 2018-01-24 4 new tactical scenarios were added / Thanks @ [Julie Marchant](https://github.com/onpon4) @@ -175,13 +172,839 @@ information. ## 2018-01-24 -[#6](https://github.com/ZetaGlest/zetaglest-source/issues/6) Players +* [#6](https://github.com/ZetaGlest/zetaglest-source/issues/6) Players can now enter the multiplayer lobby unconditionally (i.e. "InternetGamesAllowed" will no longer be used) ## 2018-01-14 -Added Elves faction (https://forum.megaglest.org/index.php?topic=3944.0) +* Added Elves faction (https://forum.megaglest.org/index.php?topic=3944.0) -[#1] Replaced the Egypt graphics with -Archmage's remaster: https://github.com/virtushda/EgyptRemaster +* [#1] Replaced the Egypt graphics with Archmage's remaster: https://github.com/virtushda/EgyptRemaster + +#MegaGlest ChangeLog + +To see a timeline of detail changes please visit: +https://github.com/MegaGlest/megaglest-source/commits/master + +v3.13.0 +- important sounds like "attack alarm" are always played +- display build/morph/upgrade time +- new AI tag for units(buildings) which allows fake size for buildings + while placing them +- much better error handling and messages especially for modders and xml-related problems +- fix unwanted double event for some keys ( like alt+enter ) +- map filter option for game setup on headless server +- option to select/command multiple buildings of same type ( uniform-selection ) +- major cross platform OOS fix which especially showed up quite often when playing without + fog of war +- you must prove basic game knowledge before you can play online by winning a special scenario +- less visible parts of black squares while rendering cliffs +- possibility to let units spawn units on death +- improved AI behavior per faction ( mostly magic ) + +v3.12.0 +- MegaGlest uses SDL2 now +- glowing meshes. ( models can glow like particles do ) +- console message for finished upgrades +- new parameter to set servers titles +- 5 new maps +- improved network performance +- better stability in the lobby + +v3.11.1 +- no more false clicks when commanding via mini map +- map editor has a more useful and powerful map height randomizer +- map editor saves all maps with .mgm ending by default +- fixed map editor ( several linux distributions had trouble ) +- for missing tilesets and techs optional download from mod center instead of server. (bugfix) +- healthbar default set to "if needed" +- nicer tilesets as defaults +- improved camera startposition on game start ( main building in center ) +- attackBoosts: Ep + Hp regeneration is shown in description +- MegaGlest can be build easier on MacOS ( sadly noone was willing to test ) + +v3.11.0 +- healthbars with a lot of options +- multi shot / multi-projectiles with different timings,sounds and particle systems +- several camera shake effects +- new tileset "pine rock" +- some new maps +- improve switching settings when connected to a headless server +- support for team unit sharing +- team resource sharing +- tags feature +- Attack boosts fixed in many ways +- Attack boosts and upgrades now support upgrading attack speed +- timed particles and mesh bound particles really work now. +- unit height independend particle positioning ( flat-particle-positions ) +- CPU players multiplier are displayed in debug view +- You can have non commandable units +- Units spawned by an attack skill can get an attack command +- Unit and Splash particles can be speeded up ( accelerated ) +- Looting https://github.com/MegaGlest/megaglest-source/pull/17 +- HP and EP starting values +- can be given https://docs.megaglest.org/XML/Unit#target-height +- +several bugfixes + +v3.10.0 This version was skipped because of version number trouble. + +v3.9.1 +- Backward compatible with 3.9.0 +- Many bug fixes as reported on the forums since 3.9.0 +- Moved the project from sourceforge.net to github.com and from subversion to git +- Better handling of lagging clients in network games +- Fixed cmake scripts to correctly detect dependencies that were previously partially + working on some distros and improved build support for Mac OS X +- Added numerous new LUA functions as documented at http://wiki.megaglest.org +- Code quality improvements as reported by cppcheck and coverity (and clang) +- Better color picking algorithm thanks to willvarfar makes color picking very stable +- Render order improved to allow more transparency effects +- Adjustable camera scroll speed +- Particle systems can be bound to meshes of models + +v3.9.0 +- we hopefully now really solved the last out of sync problems for cross platform games. +- animated tileset object support. +- new tileset texturing possibilities +- new tilesets birchforest, desert4 and updated mediterran using animated objects and + new texture system +- greatly improved textures and animations for the roman faction +- new maps +- better network game performance / management to handle slower clients. +- easier ability to download game content from host and masterserver( if available there ). +- new arranged options menu with serveral sub menus +- menu gui improvements +- attack hotkey toggles through all attack types +- single player games can be sped up incrementally in steps. +- color picking is greatly improved and the default selection mode now for better compatibility +- greater ability to translate game content into your native language. (including techtrees) +- Added Hebrew, Arabic, Vietnamese (and others). +- screenshots for savegames without annoying menu in screenshot. +- addition of google-breakpad to better track down bugs. +- many new lua functions for scenario modders. +- cell coordinates are shown in the mapeditor +- tilesets can set default air unit heights +- added ability for stand alone mod's to customize more of the engine like about screen. +- performance improvements. +- and as always many bugs were fixed + +v3.8.0 +(This version was never released, only as a beta.) + +v3.7.1 +- bugfixes reported in the bugs forum since 3.7.0 + +v3.7.0 +- bugfixes reported in the bugs forum since 3.6.0.3 +- display requirements when a player cannot execute a command +- improved IRC connection handling +- auto word wrapping for message boxes +- headless server can run in local lan mode (does not broadcast to master server) +- Added lua security sandbox +- third person view allows you to follow a selected unit. Select one unit anf press f4 to + enable (deselect anf f4 to disable). +- cell markers allow players to create markers anywhere on the map and associate a note + with them. All team players see the markers. +- quick sonar signal to tell team players where the action is happening +- admin player can disconnect other network players in game +- saving / loading games. +- when placing a new unit, we display a 'ghosted' model while units walk to the build + location to show the space it will occupy +- video playback support (using libvlc) +- network multi-player scenarios +- campaign scenarios +- Integrated language translation support (translate / update your favorite language @ + https://www.transifex.com/projects/p/megaglest and pull the files into the game via + advanced translation options to test your changes) +- play a sound when player mentions your name in chat mode +- more game data validation for commandline modders, see --help for more info +- many new lua commands for scenario modders +- enhanced AI management (logging and modding) and added more intellegence to decsions +- enhanced game data downloads now allow for downloading data from the mod center instead + of game server if available. +- Quick keys in game lobby, SHIFT++listbox arrow to jump to that letter in a list + or Hold CTRL when clicking listbox for network control type to change all non human + control values +- enhanced unicode support for non-ascii characters +- customizable unit, resource and upgrade language files +- tilesets support animated models +- scenario factions may now be 'neutral', meaning not on any players team. +- new command action mouse cursors +- resources are selectable showing info about the resource +- particle colors are now affected by the time of day +- new game hints are displayed while loading a new game +- linked faction support (and new techtree MagiTech for classic Glest play) +- added runtime checks to ensure cpu supports expected optimizations of the binary used + (sse, x87) +- lots of code cleanup from static analysis such as cppcheck and valgrind +- experimental big endian and non x86 architecure support (need testers to give feedback) + +v3.6.0 +- bugfixes reported in the bugs forum from beta1 and 2 +- iso639-1 style language loading example: megaglest --use-language=zh and auto language + detect on first time launch +- new and updated translations (Greek, Japanese, Russian, Italian, Czech etc) +- auto complete player names in chat mode using tab character +- customized port # override via commandline (useful for multiple headless servers) example: + megaglest --use-ports=x,y (x is internal port y is external port) +- new commandline option to support standalone modes example: megaglest --load-mod=x + (x is the path to the mod) +- new lua functions added (to be documented on the MG wiki) +- lower CPU / RAM requirements in headless server mode +- attack-boosts can be named and shared for proper re-use and singleton usage. +- New font system and enhanced International language support (Chinese, Japanese, etc) +- New intro +- Enhanced AI plays smarter and responds more quickly +- Improved mod menu which always checks for updates for all mods now and more +- Modders can change intro, menus, faction AI behavior and many more things. +- New ability to enable in game team-switching for defecting to other teams in game +- Ability to toggle languages anywhere in the game using CTRL-L +- Numerous bug fixes as reported in the bugs forum +- Improved Megapack including better balanced Romans faction +- New attack boost system (currently used by Romans faction) which allows new types of + in game unit effects. +- New headless server mode allows dedicated servers to host games for network players + (command line option --headless-server-mode) +- Added ability to 'pause' network games by press ESC in game to show a new popup-menu + with in game options. +- Hosts can now set a title for their game for network games. +- Music fades in and out of game start/stop +- New low food warning indicators tells players when they are running out of food +- MacOSX support (thanks weltall) +- Players are no longer dropped in game lobby when toggling maps (player status may show + as unassigned network node if they are ina slot that is not applicable to the selected map) +- Bugfixes for supported UPNP for auto router configuration when hosting games +- many more... + +v3.5.2 +- Lots of work to make MegaGlest a Linux distro friendly package (Debian, Arch, etc) +- Added Support for Russian and Ukrainian with proper fonts in Linux if installed. +- Map editor now supports diagonal flipping +- Windows users now have a shortcut to the mod folder in their MegaGlest programs Menu. +- Bug fixes including: + - Fix corrupted g3d viewer screenshots, and automatic screenshot mode does not steal + focus for Linux users + - Proper network disconnect detection when connection drops in an abnormal way + - Avoid crash when user has no soundcard installed + - Better video handling for buggy opengl drivers that don't properly handle non power + of two textures + - Better support for non ASCII file paths (like Japanese, etc) for international users + and Unicode enabled parts of the code + +3.5.1 +- Much better pathfinder performance +- Allow servers to temporary block specified network players from the game lobby +- Better Linux distro packaing support (by default megaglest works in standard linux + paths and make install added) +- Game data cleanup (duplicate sound files have been merged in megapack) and non free + content replaced. (autumn and desert tilesets) +- Displayed up to 15 queued commands (observers can view all players queued commands) +- Allow factions in a techtree to share common data using the special tag in xml files + $COMMONDATAPATH which points to the techtrees commondata/ folder. +- standardized games and tools startup scripts with names starting with 'startup_' +- updated translations for German, Italian and French +- bugfixes reported in 3.5.0 +- AI enhancements (better repair, and safer build positions) +- Improved network code, fixes some out of synch issues. +- Display players svn revision# in network game lobby + +3.5.0 +- Menu changes to better group similar items +- Added Blender related tools in blender sub folder +- Modified binary and script names for Linux builds to avoid conflicts with original glest +- Added preview info in mod menu, scenario menu and tutorials +- End game stats have more info now +- Added more validations for modders for techtrees and scenarios (commandline options) +- Bugfix for OpenAL (now works in v 1.13) +- Updates to Romans faction +- Network messages generated by the game are now displayed in the local users selected language +- Support for custom credits (add the file data/core/menu/credits.txt) +- More AI player improvements +- Default screenshot format is now jpg (configurable in options menu) +- Fixed some performance problems with 'stuck' units +- improved resource selection +- performance improvements, now make it possible to play with more units and slower + hardware than before. +- new maps with cliffs and higher terrain +- support for sending 7z tilesets and techtrees over network +- new game mod management console to download new game content or remove existing mod content +- multi-threaded pathfinding for better performance when many units are moving +- CPU AI player improvements (units get unstuck more often and stationary air units + attack more efficiently) +- new tileset and resource particle support. +- added jpg screenshot support +- optional compressed GPU texture support +- improved harvesting and resource selection +- better support for multiple platform compiling +- Modifiable keyboard hotkeys +- bugfixes for map editor and g3d viewer to work more stable on multiple platforms +- LSB conform ".megaglest" usage + + +3.4.0 +- new attack alarms use visual and audio cues to indicate when and where you or your + team are under attack +- new auto router configuration for Internet hosted games will auto port forward (for + UPNP enabled routers) +- new network file transfer system current allows servers to send missing maps and + tilesets to clients +- new IRC client built into the Internet lobby (uses freenode's megaglest-lobby channel) +- improved sound handling for better stability and smoother game play +- CPU AI players now can have their resource multiplier manually changed +- new fog of war setting allows showing resources on the map at game start (thanks GAE team) +- many new commandline options (try --help to see) +- texture compression for video cards that support it +- improved AI players are much harder to defeat +- new Romans_beta faction in megapack +- new language translations +- new tilesets, maps and a tutorials +- G3D Viewer enhancements including PNG screenshots with alpha transparency option +- performance improvements for both rendering and network play +- FreeBSD support has been added in this release +- no more selection problems! +- bugfixes discovered in 3.3.7.2 + + +3.3.7.2 +- This is primarily a bugfix release to correct noticable issues from 3.3.7 + +3.3.7.1 +- This version included a bug and was withdrawn within minutes after release. + +3.3.7 +- Again more performance updates to rendering and game updating +- screenshots work again in windows ( bugfix ) +- some new maps especially meant for coop multiplayer +- map preview in the game setup menus ( can be switched off in options for performance reasons ) +- new features for unit particles ( for example see genies new green glow ) +- observers ( implemented as special faction to choose ) +- multibuild +- teamates are shown with yellow cycle now ( instead of red ) +- bugfix for AI not losing HP when food is out +- added more LUA functions +- player number based map filter in cutom game menu +- toggle of music in custom menu while waiting for players +- advanced features switch to simplify the game setup +- faction preview ( a small version of the loading screen is displayed ) +- working transparency textures for units! ( basically like trees in tilesets now ) +- smooth shadow on/off while playing when needed for performance reasons. +- new unit property max-unit-count to limit the amount of living units of this type +- harvesting units of size bigger one work better now +- free BSD support ( thanks to M0llemeister! ) +- first MacOS support ( alpha, thanks to GeoVah! ) +- several other minor changes/bug fixes + +3.3.6 +- More performance updates to rendering and game updating +- Improved network play for slower clients (new game options for lagging players) + - Added the ability to toggle Pause or Disconnect for lagged clients per game + - Better error detection of network state +- Updated client and server lobby screens to show more game information +- Added more per game changable settings for network games +- Updated support for GAE pathfinder (but should ONLY be used in single player + mode as network use is experimental) +- Added new commandline parameter for modders to validate their techtrees, usage: + ./glest --validate-techtrees +- Added new commandline parameter to display openGL driver information, usage: + ./glest --opengl-info +- Added support for Open Suse +- Fixed bugs where invalid IP addresses were used for NIC's that are not active +- Added the ability to turn OFF sounds via the options menu +- Some bug fixes and changes were made to the AI +- Fixed issue where command queues and multi-unit selecting was broken +- Fixed map editor for windows users where tooltips didn't show properly and memory corruption. + +3.3.5.1 +- Fixed slow rendering by reverting back to vanilla glest rendering +- Added much more error checking and network finesse +- Increased HTTP connection timeout from 5 to 10 seconds and made it configurable +- Added LAN IP Addresses on Custom Game Menu +- Disabled "Zoom out' on game end for Network Games (Created instability) +- Added more relaible TCP connection status checking +- Fixed mouse disappearing issues +- Made error messagebox persist between menus / screens +- Added ability to continue loading / playing if sound system cannot initialize + +3.3.5 +- major milestone: + http://freegamer.blogspot.com/2010/06/megaglest-335-pre-release-special.html +- Thank you to: titi, tomreyn, silnarm, rcl, ultifd, wciow, claymore, + coldfusionstorm, FG_Julius (and crew), softcoder +- Added loads of Network features (See below) +- Added multi-platform network play support +- network performance improvements +- Added master server support to help the community find online Internet games +- Added Internet lobby to display Internet Game Hosts +- Added client lobby where clients may chat and configure their player + settings before the game begins +- Added Network LAG checking for network games +- Added Server / Local based AI control for Network games +- Added customizable hotkey support +- Introduced native Linux 64 bit binaries and installer +- added queued commands (hold shift while continue clicking future unit commands) +- added new maps, tilesets and improved particle effects +- fixed many bugs found during the release cycle +- added particle viewing support in the G3d Viewer + +3.3.4 +- Fixed multiplayer related crashes from 3.3.3 +- 'M'-key to redisplay faded messages +- Some fontwork again +- Windows is using OpenAL as default +- Waterbug fixed. Walking in water volume is now releated to the camera position. + +3.3.3 +- Font size adjustment can be set in the ingame options. +- Font colors can be toggled while playing using the 'C'-key. +- Bugfix for windows, ingame options can change resolutions now. +- Font Helvetica is used for linux and font Verdana is used for windows +- Fontsizes can be set very detailed in glest.ini +- Fixed glest.ini + +3.3.2 +- Changed windows version to use SDL and also added support for OpenAL sound + (DirectSound is still the default) +- Sound issues for windows users are related to a bad dsound.dll in the + mega-glest folder. Delete this file as it is not required since DirectX should + already be installed on your Windows installation. +- Textures may now be in any of the following formats (tga, bmp, jpg and png) +- Scenarios, Techs and Factions all allow for a custom 'loading' page when + starting a game. Mega-Glest will look for a file called: loading_screen.* + where .* is any supported graphic file type (tga, bmp, jpg and png). The + priority is first in the scenario folder (if loading a scenario) if not found + it looks in the faction root folder and if not found it will look in the tech + folder. +- Screen Resolutions can be changed in the ingame options menu now +- Added a LAN game auto-discovery feature. Clients may click the 'Find LAN Games' + button to search on your local network for another Computer hosting a + Mega-Glest game (a server). +- Mega-Glest now actually uses the ServerPort setting in the glest.ini + (the default port for glest is 61357) +- Added a read-only display ofthe configured Server Port # when joining a network + game. +- Added the ability to configure Fog of War per game session. +- Fully working Photo Mode where you may take good photos of your mega-glest + game / mao scenario by setting the value in glest.ini: + PhotoMode=true +- Added the ability to use a playername instead of the hostname when playing + in a network game. Goto the options area (Options button on main screen) + and type your custom playername into the Network Player Name edit box. +- Added the ability to rotate units when creating a unit (before placing it) + by pressing the R key (for rotate) +- Added camera zoom in/ out (like in GAE) by using the scroll wheel on your + scroll mouse +- Added MANY new configurable items in glest.ini (some are optional and may not + be in the ini file. Most options are described when you run the configurator + application. +- Added the ability to run Glest full screen on multiple monitors + (currently linux only) via the two settings in glest.ini: + AutoMaxFullScreen=true + Windowed=false +- Users may now save all user created context in their own customer folder using + the glest.ini setting: + UserData_Root=mydata/ + where mydata is a folder under the current glest folder. You may use ANY path + in this setting. +- Glest allows users to specify a special folder to read / write the ini and log + files. To do this set an environment variable with the name: + GLESTHOME=/mycustomerpathtoawritablefolder/ +- When experiencing problems, users may enable debugging to a logfile using the + following glest.ini settings: + DebugLogFile=debug.log + DebugMode=true + DebugNetwork=true + This will log all debug information to a file in the glest folder called + debug.log +- fixed a bug with not calling in lua scenario, when died due + to running out of consumable ressources like food +- fixed the bug which lets you loose the active command if one of your unit dies. + This was the problem that made it very hard to build buildings when you are in + a battle for example. +- When a AI is disable for a faction in a scenario this faction doesn't consume + consumable ressources like food any more. + +3.3.1 +- fixed a bug with network consistency checks ( it wasn't completly active any more in 3.3.0 ) +- network consistency checks are reported more user friendly (on server and client ) +- all network related errors should be handled with a dialog and doesn't crash glest any more. + +3.3.0 +- New multiplayer version of megaglest! It should be much more stable now + and less choppy than original glest ! +- New disconnect messages and chat in connect menu ..... +- Now with several particles for every skill! +- black particles! +- Fire with smoke for every "burnable" unit ( even walking/flying ones ) +- 8 player support +- Individual particle systems for damage indication +- More particles everywhere in the data +- New snow +- Ingame option to switch off all the new particles ( for slow machines ) +- Morphing ground units to flying units +- Damage-all switch in splash definition works now +- Linux editor/g3dviewer/configurator are working and part of the linux + distribution too now +- New maps +- New tileset scrubland +- Editor with lots of comfort functions and 8 player (*.mgm) support. + The editor includes things like undo/redo, brush copy , mouseover display now + +3.2.3 +- MegaGlest forks off vanilla Glest +- Only needed factions are loaded ( thanks silnarm ). +- a weeker CPU player was added for real beginners +- two new CPU players were added ( CPU-Mega and CPU-Easy ) +- much much more data compared to glest ( factions/maps/tilesets ... ) + + +====================================================== +All versions before 3.2.2 refer to vanilla Glest +====================================================== + +3.2.2 +- Two networking bugfixes + +3.2.1 +- Auto tester +- Bug fixes + +3.2.0 +- LUA scriting +- New tileset: Dark Forest +- Tutorials +- Improved text rendering +- Added sound effect for chat messages +- Changed loading screen +- Removed IP from new game screen +- Removed Api Info screen + +3.1.2 +- Fixed slow building placement in ATI cards with catalyst 7.10 or newer +- Fixed fog of war smoothing +- Improved position picking when giving orders +- Fixed some glitches in shadows +- Added red colored building cursor when trying to build in an invalid location +- Fix for empty chat messages +- Reduced Drake Rider morphing time from 120 to 80 and reduced splash radius attack of a few units +- Improved battlemachine death animation +- The game now checks that all players are using the same binaries + +3.1.1 +- Improved shadows +- Added command line options +- Improved 'Valley Of Death' map + +3.1.0 +- In-game chat +- Main menu background model changed +- Server IPs are now stored in a file, and can be used later +- Network status key +- Map changes: Added 'Swamp of Sorrow' and 'Valley of Death', removed 'One on One' and 'The Ruins' +- Balance changes + +3.0.0 +- Network play over LAN/Internet +- New key shortcuts for giving orders and selecting special units +- Renamed some units +- Reworked tech faction upgrades +- Balance changes +- Clicking on the minimap now always moves the camera, even if the area is not explored +- Removed some dangerous glest.ini options + +2.0.1 +- Scenarios +- Added more info to the results screen + +2.0.0 +- New Magic units: + - Tower of Souls: Air defense building, attacks air only + - Golem: Defensive unit, needs EP to walk, can't attack air + - Daemon giant: Heavy melee unit + - Drake rider: Light ranged unit +- New Tech units: + - Aerodrome: Building for producing air units + - Air ballista: Air defense building, attacks air only + - Rider: Fast medium unit + - Ornithopter: Light air unit + - Airship: Heavy air unit, can't attack air +- New Magic upgrades +- New Tech upgrades +- New animations for existing units +- Shared vision between allies +- New particle blending +- Felix and Matze added to the credits +- Players now start on the location indicated in the game settings menu +- Score system +- HTML documentation +- Increased projectile accuracy +- Optimized particle rendering +- Loads of balance changes + +1.2.2 +- Fixed timing problem that was causing some units to regenerate too fast on some computers +- Html tech tree documentation + +1.2.1 +- Fixed random crash during load + +1.2.0 +- New tileset objects +- AI now expands its base +- 2 new maps: "in the forest" and "island siege" +- Improved existing maps +- Pathfinding optimizations +- Fixed issues in windowed mode +- Balance changes +- Enemy projectiles are visible when being attacked outside the sight range +- Fixed crash when trying to build a unit without be_built skill + +1.1.1 +- Archmage energy regeneration rate back to normal +- New windowed mode with window borders +- New error message for when maps have dimensions that are not power of 2 +- New contact email + +1.1.0 +- Glest now compiles on MinGW +- New tileset objects +- New particle systems for all units +- Shared library merged with Duelfield +- Fixed OpenGL version detection bug (now the game detects OpenGL 2 correctly) +- Auto config option added to in-game config menu +- Added configuration option to bypass OpenGL version check +- Added object variations in tilesets +- All files renamed to lowercase to ease portability +- New map: One On One +- New 3D model format (G3D v4) +- Dead skills now have a fade parameter +- Strings in XML files restricted to lowercase (game formats names) +- ShadowMapLike shadows renamed to Projected shadows +- Shadow mapping support, producing everything over everything shadows +- 8 bit TGA support +- Changed some particle systems +- Now if video mode change fails the game tries the same mode with the default refresh rate +- Changes on about and loading screens +- Changes on language strings +- Fixed a bug affecting the orientation of the light at night + +1.0.10 +- Small bug fixes + +1.0.5 +- Balance changes +- Computer controlled units that can't attack air won't run under dragons +- New configuration tool +- Fixed a bug with building construction emplacement +- Fixed a bug related with shadows in free camera mode +- New translation strings for main menu +- Win/Lose window +- Other bug Fixes + +1.0.0 +- Remaining 3D models done +- Remaining 2D art done +- New magic faction music +- New main menu art and programming +- Fonts change it's size depending on screen resolution +- Bug fixes + +0.8.1 +- New Sumoner Guild model +- Startup crash on some systems fixed + +0.8.0 +- Two factions with new units and 3D models +- Cellmaps for units, now units can enter and exit buildings +- New sounds for everything +- New 2D art for icons and buttons +- New water rendering method +- Improvements on projetile damage synchonization +- New main menu system, now a 3d model is used for background +- Particle systems redesigned to allow 3D models +- Sounds synchronized to projectiles and splashes +- New menu music +- Meeting points +- Selection improvements +- HP regeneration +- Camera can be moved with the arrow keys +- About section changed +- Bug fixes + +0.7.6 +- Bug fixes + +0.7.3 +- Selection improvements +- Air units support +- AI improvements +- Bug fixes + +0.7.2 +- Fixed a bug related with unit resource info + +0.7.1 +- New stone texture +- 3D textures disabling option added to config menu +- ShadowVolumes removed from shadow options (can be enabled via glest.ini). +- DepthBits now defaults to 32 (up from 24), and StencilBits to 0 (down from 8) +- Fixed some bugs +- Battlemage sounds are now at 22Khz +- Performance optimizations +- OGG files can also be used as static sounds + +0.7.0 +- New 3D models for units +- New 3D models and textures for tilesets +- 3D model format changed to add support for player colors +- New maps +- Improvements on building command +- Experience levels +- New sounds +- New command available: morph +- 3D textures (for animated water) +- Water Effects +- Focus arrows +- New XML field: anim-speed +- MPs (Magic Points) are now called EPs (Energy Points) +- New cell sytem: maps 2x bigger, river borders more accurate +- Minimap is now filtered +- Surface detail removed (always draw on max detail) +- Animated trees on intro screen +- Pressing 'T' saves a TGA image on the screen folder +- Improved AI +- Units react instantly when given a command +- Ranged units now attack walking units +- Camera angle changed +- Sounds are synchronized to the action (new XML tag for this) +- Command and Skill format changed, now type is the first tag +- New options for particle systems +- Unit speed changed on XMLs +- Fog of war changes smoothly +- Optimizations on pathfinding +- Optimizations on particle systems +- Crash info is now saved in crash.txt + +0.6.3 +- New and very fast shadow mode: Shadow Mapping Like +- Some new sounds +- Camera movement stops slowly +- Fire particles changed +- Height fog removed, depth fog added +- WGL extensions added to the api info menu +- Anisotropic filtering (option added to glest.ini) +- Map format changed from text to binary +- Buildings are randomly rotated + +0.6.2 +- Texture tiling changed to texture splatting + +0.6.1 +- Units now turn arround when changing direction +- Free camera mode optimized + +0.6.0 +- New building models +- Music and sounds +- New particle systems: fire ball and ice nova +- Damage and armor types +- Now it is possible to attack your own units +- Now it possible to give "follow" and "attack unit" orders (using move and attack + targeting a unit) + +0.5.2 +- Fixed a bug in pathfinding algorithm + +0.5.1 +- Fixed a bug loading GL_EXT_fogcoordf + +0.5.0 +- Added win/lose screen +- DX8 sound +- 3d realtime menu +- Ogg sound support +- Streaming sound support +- Game speeds and pause +- Groups and add/remove to/from selection +- New 3d models for units + +0.4.3 +- Fixed a bug when double clicking two towers, one under construction and the other one + built, caused the first one to finish its construction. +- Fixed a bug that made that fire never stopped when repairing buildings +- Performance counters added for world update timing + +0.4.2 +- Fixed a bug that made the game crash when right clicking outside the map and a building + was selected + +0.4.1 +- Fixed a bug that made the game crash when canceling unit production + +0.4.0 +- Shadows (infinite shadow volumes) +- New graphic engine, faster model and particle rendering +- New model format, that allows to export files from 3dsmax +- Memory leaks have been removed (using _CrtDumpMemoryLeaks()) +- Air units support +- TGA texture support +- Height fog (using GL_EXT_fog_coord) +- ISO Latin 1 character set support for lang files +- Screen resolution can be changed by editing glest.ini. +- More configuration options +- Now terrain borders are alpha-blended, and look better +- Double click selects nearby units of the same type +- Model viewer and map editor have been moved to the editor pack +- New lang file format +- New glest.ini file format + +0.3.1 +- Opengl 1.2 and GL_ARB_multitexture support check +- G3d model viewer improvements + +0.3.0 +- Keyframe animation (linear interpolation) +- Particle systems (rain, snow, fire and magic projectile) +- New pathfinding algorithm (A* with g=0) +- New tile generation system (no more problems with triple intersections) +- Teams +- Map editor +- 3d model viewer +- More sounds +- Improved fog of war using multitexture (no more problems with water colors) +- Auto orders when clicking right mouse button +- New 3d models and animations +- New sun orbit (better lighting) +- New languaje strings added +- Selection circles reflect HP and MP status +- Progress bars +- Bug fixes + +0.2.0 +- Models (such as trees) have RGBA textures. +- Better lighting model now, less ambient and more difusse and specular +- Units have new skills and magics. +- Sound support (direct sound). +- Corpses now remain in the battlefield +- Unit format has totally changed, unit and buildings are the same now. +- Speed optimizations. +- glest.ini has more options. +- Units now try to mantain it's formation when receiving move commands. +- Some models have been remade (Archmage, Town Hall..) +- Buildings adapt to the terrain +- Lots of bug fixes. + +0.1.6 +- Unit models have been redesigned, now they have more polygons and detailed animations. +- Minor bug fixes. + +The following earlier versions have been released, but no changelog is available: +0.1.5 +0.1.4 +0.1.3 +0.1.2 +0.1.1 +0.1.0 +0.0.3 +0.0.2 +0.0.1 \ No newline at end of file diff --git a/deprecated_megaglest_docs/CHANGELOG.txt b/deprecated_megaglest_docs/CHANGELOG.txt deleted file mode 100644 index 4f64119cf..000000000 --- a/deprecated_megaglest_docs/CHANGELOG.txt +++ /dev/null @@ -1,827 +0,0 @@ -MEGAGLEST CHANGELOG -=================== - -To see a timeline of detail changes please visit: -https://github.com/MegaGlest/megaglest-source/commits/master - -v3.13.0 -- important sounds like "attack alarm" are always played -- display build/morph/upgrade time -- new AI tag for units(buildings) which allows fake size for buildings - while placing them -- much better error handling and messages especially for modders and xml-related problems -- fix unwanted double event for some keys ( like alt+enter ) -- map filter option for game setup on headless server -- option to select/command multiple buildings of same type ( uniform-selection ) -- major cross platform OOS fix which especially showed up quite often when playing without - fog of war -- you must prove basic game knowledge before you can play online by winning a special scenario -- less visible parts of black squares while rendering cliffs -- possibility to let units spawn units on death -- improved AI behavior per faction ( mostly magic ) - -v3.12.0 -- MegaGlest uses SDL2 now -- glowing meshes. ( models can glow like particles do ) -- console message for finished upgrades -- new parameter to set servers titles -- 5 new maps -- improved network performance -- better stability in the lobby - -v3.11.1 -- no more false clicks when commanding via mini map -- map editor has a more useful and powerful map height randomizer -- map editor saves all maps with .mgm ending by default -- fixed map editor ( several linux distributions had trouble ) -- for missing tilesets and techs optional download from mod center instead of server. (bugfix) -- healthbar default set to "if needed" -- nicer tilesets as defaults -- improved camera startposition on game start ( main building in center ) -- attackBoosts: Ep + Hp regeneration is shown in description -- MegaGlest can be build easier on MacOS ( sadly noone was willing to test ) - -v3.11.0 -- healthbars with a lot of options -- multi shot / multi-projectiles with different timings,sounds and particle systems -- several camera shake effects -- new tileset "pine rock" -- some new maps -- improve switching settings when connected to a headless server -- support for team unit sharing -- team resource sharing -- tags feature -- Attack boosts fixed in many ways -- Attack boosts and upgrades now support upgrading attack speed -- timed particles and mesh bound particles really work now. -- unit height independend particle positioning ( flat-particle-positions ) -- CPU players multiplier are displayed in debug view -- You can have non commandable units -- Units spawned by an attack skill can get an attack command -- Unit and Splash particles can be speeded up ( accelerated ) -- Looting https://github.com/MegaGlest/megaglest-source/pull/17 -- HP and EP starting values -- can be given https://docs.megaglest.org/XML/Unit#target-height -- +several bugfixes - -v3.10.0 This version was skipped because of version number trouble. - -v3.9.1 -- Backward compatible with 3.9.0 -- Many bug fixes as reported on the forums since 3.9.0 -- Moved the project from sourceforge.net to github.com and from subversion to git -- Better handling of lagging clients in network games -- Fixed cmake scripts to correctly detect dependencies that were previously partially - working on some distros and improved build support for Mac OS X -- Added numerous new LUA functions as documented at http://wiki.megaglest.org -- Code quality improvements as reported by cppcheck and coverity (and clang) -- Better color picking algorithm thanks to willvarfar makes color picking very stable -- Render order improved to allow more transparency effects -- Adjustable camera scroll speed -- Particle systems can be bound to meshes of models - -v3.9.0 -- we hopefully now really solved the last out of sync problems for cross platform games. -- animated tileset object support. -- new tileset texturing possibilities -- new tilesets birchforest, desert4 and updated mediterran using animated objects and - new texture system -- greatly improved textures and animations for the roman faction -- new maps -- better network game performance / management to handle slower clients. -- easier ability to download game content from host and masterserver( if available there ). -- new arranged options menu with serveral sub menus -- menu gui improvements -- attack hotkey toggles through all attack types -- single player games can be sped up incrementally in steps. -- color picking is greatly improved and the default selection mode now for better compatibility -- greater ability to translate game content into your native language. (including techtrees) -- Added Hebrew, Arabic, Vietnamese (and others). -- screenshots for savegames without annoying menu in screenshot. -- addition of google-breakpad to better track down bugs. -- many new lua functions for scenario modders. -- cell coordinates are shown in the mapeditor -- tilesets can set default air unit heights -- added ability for stand alone mod's to customize more of the engine like about screen. -- performance improvements. -- and as always many bugs were fixed - -v3.8.0 -(This version was never released, only as a beta.) - -v3.7.1 -- bugfixes reported in the bugs forum since 3.7.0 - -v3.7.0 -- bugfixes reported in the bugs forum since 3.6.0.3 -- display requirements when a player cannot execute a command -- improved IRC connection handling -- auto word wrapping for message boxes -- headless server can run in local lan mode (does not broadcast to master server) -- Added lua security sandbox -- third person view allows you to follow a selected unit. Select one unit anf press f4 to - enable (deselect anf f4 to disable). -- cell markers allow players to create markers anywhere on the map and associate a note - with them. All team players see the markers. -- quick sonar signal to tell team players where the action is happening -- admin player can disconnect other network players in game -- saving / loading games. -- when placing a new unit, we display a 'ghosted' model while units walk to the build - location to show the space it will occupy -- video playback support (using libvlc) -- network multi-player scenarios -- campaign scenarios -- Integrated language translation support (translate / update your favorite language @ - https://www.transifex.com/projects/p/megaglest and pull the files into the game via - advanced translation options to test your changes) -- play a sound when player mentions your name in chat mode -- more game data validation for commandline modders, see --help for more info -- many new lua commands for scenario modders -- enhanced AI management (logging and modding) and added more intellegence to decsions -- enhanced game data downloads now allow for downloading data from the mod center instead - of game server if available. -- Quick keys in game lobby, SHIFT++listbox arrow to jump to that letter in a list - or Hold CTRL when clicking listbox for network control type to change all non human - control values -- enhanced unicode support for non-ascii characters -- customizable unit, resource and upgrade language files -- tilesets support animated models -- scenario factions may now be 'neutral', meaning not on any players team. -- new command action mouse cursors -- resources are selectable showing info about the resource -- particle colors are now affected by the time of day -- new game hints are displayed while loading a new game -- linked faction support (and new techtree MagiTech for classic Glest play) -- added runtime checks to ensure cpu supports expected optimizations of the binary used - (sse, x87) -- lots of code cleanup from static analysis such as cppcheck and valgrind -- experimental big endian and non x86 architecure support (need testers to give feedback) - -v3.6.0 -- bugfixes reported in the bugs forum from beta1 and 2 -- iso639-1 style language loading example: megaglest --use-language=zh and auto language - detect on first time launch -- new and updated translations (Greek, Japanese, Russian, Italian, Czech etc) -- auto complete player names in chat mode using tab character -- customized port # override via commandline (useful for multiple headless servers) example: - megaglest --use-ports=x,y (x is internal port y is external port) -- new commandline option to support standalone modes example: megaglest --load-mod=x - (x is the path to the mod) -- new lua functions added (to be documented on the MG wiki) -- lower CPU / RAM requirements in headless server mode -- attack-boosts can be named and shared for proper re-use and singleton usage. -- New font system and enhanced International language support (Chinese, Japanese, etc) -- New intro -- Enhanced AI plays smarter and responds more quickly -- Improved mod menu which always checks for updates for all mods now and more -- Modders can change intro, menus, faction AI behavior and many more things. -- New ability to enable in game team-switching for defecting to other teams in game -- Ability to toggle languages anywhere in the game using CTRL-L -- Numerous bug fixes as reported in the bugs forum -- Improved Megapack including better balanced Romans faction -- New attack boost system (currently used by Romans faction) which allows new types of - in game unit effects. -- New headless server mode allows dedicated servers to host games for network players - (command line option --headless-server-mode) -- Added ability to 'pause' network games by press ESC in game to show a new popup-menu - with in game options. -- Hosts can now set a title for their game for network games. -- Music fades in and out of game start/stop -- New low food warning indicators tells players when they are running out of food -- MacOSX support (thanks weltall) -- Players are no longer dropped in game lobby when toggling maps (player status may show - as unassigned network node if they are ina slot that is not applicable to the selected map) -- Bugfixes for supported UPNP for auto router configuration when hosting games -- many more... - -v3.5.2 -- Lots of work to make MegaGlest a Linux distro friendly package (Debian, Arch, etc) -- Added Support for Russian and Ukrainian with proper fonts in Linux if installed. -- Map editor now supports diagonal flipping -- Windows users now have a shortcut to the mod folder in their MegaGlest programs Menu. -- Bug fixes including: - - Fix corrupted g3d viewer screenshots, and automatic screenshot mode does not steal - focus for Linux users - - Proper network disconnect detection when connection drops in an abnormal way - - Avoid crash when user has no soundcard installed - - Better video handling for buggy opengl drivers that don't properly handle non power - of two textures - - Better support for non ASCII file paths (like Japanese, etc) for international users - and Unicode enabled parts of the code - -3.5.1 -- Much better pathfinder performance -- Allow servers to temporary block specified network players from the game lobby -- Better Linux distro packaing support (by default megaglest works in standard linux - paths and make install added) -- Game data cleanup (duplicate sound files have been merged in megapack) and non free - content replaced. (autumn and desert tilesets) -- Displayed up to 15 queued commands (observers can view all players queued commands) -- Allow factions in a techtree to share common data using the special tag in xml files - $COMMONDATAPATH which points to the techtrees commondata/ folder. -- standardized games and tools startup scripts with names starting with 'startup_' -- updated translations for German, Italian and French -- bugfixes reported in 3.5.0 -- AI enhancements (better repair, and safer build positions) -- Improved network code, fixes some out of synch issues. -- Display players svn revision# in network game lobby - -3.5.0 -- Menu changes to better group similar items -- Added Blender related tools in blender sub folder -- Modified binary and script names for Linux builds to avoid conflicts with original glest -- Added preview info in mod menu, scenario menu and tutorials -- End game stats have more info now -- Added more validations for modders for techtrees and scenarios (commandline options) -- Bugfix for OpenAL (now works in v 1.13) -- Updates to Romans faction -- Network messages generated by the game are now displayed in the local users selected language -- Support for custom credits (add the file data/core/menu/credits.txt) -- More AI player improvements -- Default screenshot format is now jpg (configurable in options menu) -- Fixed some performance problems with 'stuck' units -- improved resource selection -- performance improvements, now make it possible to play with more units and slower - hardware than before. -- new maps with cliffs and higher terrain -- support for sending 7z tilesets and techtrees over network -- new game mod management console to download new game content or remove existing mod content -- multi-threaded pathfinding for better performance when many units are moving -- CPU AI player improvements (units get unstuck more often and stationary air units - attack more efficiently) -- new tileset and resource particle support. -- added jpg screenshot support -- optional compressed GPU texture support -- improved harvesting and resource selection -- better support for multiple platform compiling -- Modifiable keyboard hotkeys -- bugfixes for map editor and g3d viewer to work more stable on multiple platforms -- LSB conform ".megaglest" usage - - -3.4.0 -- new attack alarms use visual and audio cues to indicate when and where you or your - team are under attack -- new auto router configuration for Internet hosted games will auto port forward (for - UPNP enabled routers) -- new network file transfer system current allows servers to send missing maps and - tilesets to clients -- new IRC client built into the Internet lobby (uses freenode's megaglest-lobby channel) -- improved sound handling for better stability and smoother game play -- CPU AI players now can have their resource multiplier manually changed -- new fog of war setting allows showing resources on the map at game start (thanks GAE team) -- many new commandline options (try --help to see) -- texture compression for video cards that support it -- improved AI players are much harder to defeat -- new Romans_beta faction in megapack -- new language translations -- new tilesets, maps and a tutorials -- G3D Viewer enhancements including PNG screenshots with alpha transparency option -- performance improvements for both rendering and network play -- FreeBSD support has been added in this release -- no more selection problems! -- bugfixes discovered in 3.3.7.2 - - -3.3.7.2 -- This is primarily a bugfix release to correct noticable issues from 3.3.7 - -3.3.7.1 -- This version included a bug and was withdrawn within minutes after release. - -3.3.7 -- Again more performance updates to rendering and game updating -- screenshots work again in windows ( bugfix ) -- some new maps especially meant for coop multiplayer -- map preview in the game setup menus ( can be switched off in options for performance reasons ) -- new features for unit particles ( for example see genies new green glow ) -- observers ( implemented as special faction to choose ) -- multibuild -- teamates are shown with yellow cycle now ( instead of red ) -- bugfix for AI not losing HP when food is out -- added more LUA functions -- player number based map filter in cutom game menu -- toggle of music in custom menu while waiting for players -- advanced features switch to simplify the game setup -- faction preview ( a small version of the loading screen is displayed ) -- working transparency textures for units! ( basically like trees in tilesets now ) -- smooth shadow on/off while playing when needed for performance reasons. -- new unit property max-unit-count to limit the amount of living units of this type -- harvesting units of size bigger one work better now -- free BSD support ( thanks to M0llemeister! ) -- first MacOS support ( alpha, thanks to GeoVah! ) -- several other minor changes/bug fixes - -3.3.6 -- More performance updates to rendering and game updating -- Improved network play for slower clients (new game options for lagging players) - - Added the ability to toggle Pause or Disconnect for lagged clients per game - - Better error detection of network state -- Updated client and server lobby screens to show more game information -- Added more per game changable settings for network games -- Updated support for GAE pathfinder (but should ONLY be used in single player - mode as network use is experimental) -- Added new commandline parameter for modders to validate their techtrees, usage: - ./glest --validate-techtrees -- Added new commandline parameter to display openGL driver information, usage: - ./glest --opengl-info -- Added support for Open Suse -- Fixed bugs where invalid IP addresses were used for NIC's that are not active -- Added the ability to turn OFF sounds via the options menu -- Some bug fixes and changes were made to the AI -- Fixed issue where command queues and multi-unit selecting was broken -- Fixed map editor for windows users where tooltips didn't show properly and memory corruption. - -3.3.5.1 -- Fixed slow rendering by reverting back to vanilla glest rendering -- Added much more error checking and network finesse -- Increased HTTP connection timeout from 5 to 10 seconds and made it configurable -- Added LAN IP Addresses on Custom Game Menu -- Disabled "Zoom out' on game end for Network Games (Created instability) -- Added more relaible TCP connection status checking -- Fixed mouse disappearing issues -- Made error messagebox persist between menus / screens -- Added ability to continue loading / playing if sound system cannot initialize - -3.3.5 -- major milestone: - http://freegamer.blogspot.com/2010/06/megaglest-335-pre-release-special.html -- Thank you to: titi, tomreyn, silnarm, rcl, ultifd, wciow, claymore, - coldfusionstorm, FG_Julius (and crew), softcoder -- Added loads of Network features (See below) -- Added multi-platform network play support -- network performance improvements -- Added master server support to help the community find online Internet games -- Added Internet lobby to display Internet Game Hosts -- Added client lobby where clients may chat and configure their player - settings before the game begins -- Added Network LAG checking for network games -- Added Server / Local based AI control for Network games -- Added customizable hotkey support -- Introduced native Linux 64 bit binaries and installer -- added queued commands (hold shift while continue clicking future unit commands) -- added new maps, tilesets and improved particle effects -- fixed many bugs found during the release cycle -- added particle viewing support in the G3d Viewer - -3.3.4 -- Fixed multiplayer related crashes from 3.3.3 -- 'M'-key to redisplay faded messages -- Some fontwork again -- Windows is using OpenAL as default -- Waterbug fixed. Walking in water volume is now releated to the camera position. - -3.3.3 -- Font size adjustment can be set in the ingame options. -- Font colors can be toggled while playing using the 'C'-key. -- Bugfix for windows, ingame options can change resolutions now. -- Font Helvetica is used for linux and font Verdana is used for windows -- Fontsizes can be set very detailed in glest.ini -- Fixed glest.ini - -3.3.2 -- Changed windows version to use SDL and also added support for OpenAL sound - (DirectSound is still the default) -- Sound issues for windows users are related to a bad dsound.dll in the - mega-glest folder. Delete this file as it is not required since DirectX should - already be installed on your Windows installation. -- Textures may now be in any of the following formats (tga, bmp, jpg and png) -- Scenarios, Techs and Factions all allow for a custom 'loading' page when - starting a game. Mega-Glest will look for a file called: loading_screen.* - where .* is any supported graphic file type (tga, bmp, jpg and png). The - priority is first in the scenario folder (if loading a scenario) if not found - it looks in the faction root folder and if not found it will look in the tech - folder. -- Screen Resolutions can be changed in the ingame options menu now -- Added a LAN game auto-discovery feature. Clients may click the 'Find LAN Games' - button to search on your local network for another Computer hosting a - Mega-Glest game (a server). -- Mega-Glest now actually uses the ServerPort setting in the glest.ini - (the default port for glest is 61357) -- Added a read-only display ofthe configured Server Port # when joining a network - game. -- Added the ability to configure Fog of War per game session. -- Fully working Photo Mode where you may take good photos of your mega-glest - game / mao scenario by setting the value in glest.ini: - PhotoMode=true -- Added the ability to use a playername instead of the hostname when playing - in a network game. Goto the options area (Options button on main screen) - and type your custom playername into the Network Player Name edit box. -- Added the ability to rotate units when creating a unit (before placing it) - by pressing the R key (for rotate) -- Added camera zoom in/ out (like in GAE) by using the scroll wheel on your - scroll mouse -- Added MANY new configurable items in glest.ini (some are optional and may not - be in the ini file. Most options are described when you run the configurator - application. -- Added the ability to run Glest full screen on multiple monitors - (currently linux only) via the two settings in glest.ini: - AutoMaxFullScreen=true - Windowed=false -- Users may now save all user created context in their own customer folder using - the glest.ini setting: - UserData_Root=mydata/ - where mydata is a folder under the current glest folder. You may use ANY path - in this setting. -- Glest allows users to specify a special folder to read / write the ini and log - files. To do this set an environment variable with the name: - GLESTHOME=/mycustomerpathtoawritablefolder/ -- When experiencing problems, users may enable debugging to a logfile using the - following glest.ini settings: - DebugLogFile=debug.log - DebugMode=true - DebugNetwork=true - This will log all debug information to a file in the glest folder called - debug.log -- fixed a bug with not calling in lua scenario, when died due - to running out of consumable ressources like food -- fixed the bug which lets you loose the active command if one of your unit dies. - This was the problem that made it very hard to build buildings when you are in - a battle for example. -- When a AI is disable for a faction in a scenario this faction doesn't consume - consumable ressources like food any more. - -3.3.1 -- fixed a bug with network consistency checks ( it wasn't completly active any more in 3.3.0 ) -- network consistency checks are reported more user friendly (on server and client ) -- all network related errors should be handled with a dialog and doesn't crash glest any more. - -3.3.0 -- New multiplayer version of megaglest! It should be much more stable now - and less choppy than original glest ! -- New disconnect messages and chat in connect menu ..... -- Now with several particles for every skill! -- black particles! -- Fire with smoke for every "burnable" unit ( even walking/flying ones ) -- 8 player support -- Individual particle systems for damage indication -- More particles everywhere in the data -- New snow -- Ingame option to switch off all the new particles ( for slow machines ) -- Morphing ground units to flying units -- Damage-all switch in splash definition works now -- Linux editor/g3dviewer/configurator are working and part of the linux - distribution too now -- New maps -- New tileset scrubland -- Editor with lots of comfort functions and 8 player (*.mgm) support. - The editor includes things like undo/redo, brush copy , mouseover display now - -3.2.3 -- MegaGlest forks off vanilla Glest -- Only needed factions are loaded ( thanks silnarm ). -- a weeker CPU player was added for real beginners -- two new CPU players were added ( CPU-Mega and CPU-Easy ) -- much much more data compared to glest ( factions/maps/tilesets ... ) - - -====================================================== -All versions before 3.2.2 refer to vanilla Glest -====================================================== - -3.2.2 -- Two networking bugfixes - -3.2.1 -- Auto tester -- Bug fixes - -3.2.0 -- LUA scriting -- New tileset: Dark Forest -- Tutorials -- Improved text rendering -- Added sound effect for chat messages -- Changed loading screen -- Removed IP from new game screen -- Removed Api Info screen - -3.1.2 -- Fixed slow building placement in ATI cards with catalyst 7.10 or newer -- Fixed fog of war smoothing -- Improved position picking when giving orders -- Fixed some glitches in shadows -- Added red colored building cursor when trying to build in an invalid location -- Fix for empty chat messages -- Reduced Drake Rider morphing time from 120 to 80 and reduced splash radius attack of a few units -- Improved battlemachine death animation -- The game now checks that all players are using the same binaries - -3.1.1 -- Improved shadows -- Added command line options -- Improved 'Valley Of Death' map - -3.1.0 -- In-game chat -- Main menu background model changed -- Server IPs are now stored in a file, and can be used later -- Network status key -- Map changes: Added 'Swamp of Sorrow' and 'Valley of Death', removed 'One on One' and 'The Ruins' -- Balance changes - -3.0.0 -- Network play over LAN/Internet -- New key shortcuts for giving orders and selecting special units -- Renamed some units -- Reworked tech faction upgrades -- Balance changes -- Clicking on the minimap now always moves the camera, even if the area is not explored -- Removed some dangerous glest.ini options - -2.0.1 -- Scenarios -- Added more info to the results screen - -2.0.0 -- New Magic units: - - Tower of Souls: Air defense building, attacks air only - - Golem: Defensive unit, needs EP to walk, can't attack air - - Daemon giant: Heavy melee unit - - Drake rider: Light ranged unit -- New Tech units: - - Aerodrome: Building for producing air units - - Air ballista: Air defense building, attacks air only - - Rider: Fast medium unit - - Ornithopter: Light air unit - - Airship: Heavy air unit, can't attack air -- New Magic upgrades -- New Tech upgrades -- New animations for existing units -- Shared vision between allies -- New particle blending -- Felix and Matze added to the credits -- Players now start on the location indicated in the game settings menu -- Score system -- HTML documentation -- Increased projectile accuracy -- Optimized particle rendering -- Loads of balance changes - -1.2.2 -- Fixed timing problem that was causing some units to regenerate too fast on some computers -- Html tech tree documentation - -1.2.1 -- Fixed random crash during load - -1.2.0 -- New tileset objects -- AI now expands its base -- 2 new maps: "in the forest" and "island siege" -- Improved existing maps -- Pathfinding optimizations -- Fixed issues in windowed mode -- Balance changes -- Enemy projectiles are visible when being attacked outside the sight range -- Fixed crash when trying to build a unit without be_built skill - -1.1.1 -- Archmage energy regeneration rate back to normal -- New windowed mode with window borders -- New error message for when maps have dimensions that are not power of 2 -- New contact email - -1.1.0 -- Glest now compiles on MinGW -- New tileset objects -- New particle systems for all units -- Shared library merged with Duelfield -- Fixed OpenGL version detection bug (now the game detects OpenGL 2 correctly) -- Auto config option added to in-game config menu -- Added configuration option to bypass OpenGL version check -- Added object variations in tilesets -- All files renamed to lowercase to ease portability -- New map: One On One -- New 3D model format (G3D v4) -- Dead skills now have a fade parameter -- Strings in XML files restricted to lowercase (game formats names) -- ShadowMapLike shadows renamed to Projected shadows -- Shadow mapping support, producing everything over everything shadows -- 8 bit TGA support -- Changed some particle systems -- Now if video mode change fails the game tries the same mode with the default refresh rate -- Changes on about and loading screens -- Changes on language strings -- Fixed a bug affecting the orientation of the light at night - -1.0.10 -- Small bug fixes - -1.0.5 -- Balance changes -- Computer controlled units that can't attack air won't run under dragons -- New configuration tool -- Fixed a bug with building construction emplacement -- Fixed a bug related with shadows in free camera mode -- New translation strings for main menu -- Win/Lose window -- Other bug Fixes - -1.0.0 -- Remaining 3D models done -- Remaining 2D art done -- New magic faction music -- New main menu art and programming -- Fonts change it's size depending on screen resolution -- Bug fixes - -0.8.1 -- New Sumoner Guild model -- Startup crash on some systems fixed - -0.8.0 -- Two factions with new units and 3D models -- Cellmaps for units, now units can enter and exit buildings -- New sounds for everything -- New 2D art for icons and buttons -- New water rendering method -- Improvements on projetile damage synchonization -- New main menu system, now a 3d model is used for background -- Particle systems redesigned to allow 3D models -- Sounds synchronized to projectiles and splashes -- New menu music -- Meeting points -- Selection improvements -- HP regeneration -- Camera can be moved with the arrow keys -- About section changed -- Bug fixes - -0.7.6 -- Bug fixes - -0.7.3 -- Selection improvements -- Air units support -- AI improvements -- Bug fixes - -0.7.2 -- Fixed a bug related with unit resource info - -0.7.1 -- New stone texture -- 3D textures disabling option added to config menu -- ShadowVolumes removed from shadow options (can be enabled via glest.ini). -- DepthBits now defaults to 32 (up from 24), and StencilBits to 0 (down from 8) -- Fixed some bugs -- Battlemage sounds are now at 22Khz -- Performance optimizations -- OGG files can also be used as static sounds - -0.7.0 -- New 3D models for units -- New 3D models and textures for tilesets -- 3D model format changed to add support for player colors -- New maps -- Improvements on building command -- Experience levels -- New sounds -- New command available: morph -- 3D textures (for animated water) -- Water Effects -- Focus arrows -- New XML field: anim-speed -- MPs (Magic Points) are now called EPs (Energy Points) -- New cell sytem: maps 2x bigger, river borders more accurate -- Minimap is now filtered -- Surface detail removed (always draw on max detail) -- Animated trees on intro screen -- Pressing 'T' saves a TGA image on the screen folder -- Improved AI -- Units react instantly when given a command -- Ranged units now attack walking units -- Camera angle changed -- Sounds are synchronized to the action (new XML tag for this) -- Command and Skill format changed, now type is the first tag -- New options for particle systems -- Unit speed changed on XMLs -- Fog of war changes smoothly -- Optimizations on pathfinding -- Optimizations on particle systems -- Crash info is now saved in crash.txt - -0.6.3 -- New and very fast shadow mode: Shadow Mapping Like -- Some new sounds -- Camera movement stops slowly -- Fire particles changed -- Height fog removed, depth fog added -- WGL extensions added to the api info menu -- Anisotropic filtering (option added to glest.ini) -- Map format changed from text to binary -- Buildings are randomly rotated - -0.6.2 -- Texture tiling changed to texture splatting - -0.6.1 -- Units now turn arround when changing direction -- Free camera mode optimized - -0.6.0 -- New building models -- Music and sounds -- New particle systems: fire ball and ice nova -- Damage and armor types -- Now it is possible to attack your own units -- Now it possible to give "follow" and "attack unit" orders (using move and attack - targeting a unit) - -0.5.2 -- Fixed a bug in pathfinding algorithm - -0.5.1 -- Fixed a bug loading GL_EXT_fogcoordf - -0.5.0 -- Added win/lose screen -- DX8 sound -- 3d realtime menu -- Ogg sound support -- Streaming sound support -- Game speeds and pause -- Groups and add/remove to/from selection -- New 3d models for units - -0.4.3 -- Fixed a bug when double clicking two towers, one under construction and the other one - built, caused the first one to finish its construction. -- Fixed a bug that made that fire never stopped when repairing buildings -- Performance counters added for world update timing - -0.4.2 -- Fixed a bug that made the game crash when right clicking outside the map and a building - was selected - -0.4.1 -- Fixed a bug that made the game crash when canceling unit production - -0.4.0 -- Shadows (infinite shadow volumes) -- New graphic engine, faster model and particle rendering -- New model format, that allows to export files from 3dsmax -- Memory leaks have been removed (using _CrtDumpMemoryLeaks()) -- Air units support -- TGA texture support -- Height fog (using GL_EXT_fog_coord) -- ISO Latin 1 character set support for lang files -- Screen resolution can be changed by editing glest.ini. -- More configuration options -- Now terrain borders are alpha-blended, and look better -- Double click selects nearby units of the same type -- Model viewer and map editor have been moved to the editor pack -- New lang file format -- New glest.ini file format - -0.3.1 -- Opengl 1.2 and GL_ARB_multitexture support check -- G3d model viewer improvements - -0.3.0 -- Keyframe animation (linear interpolation) -- Particle systems (rain, snow, fire and magic projectile) -- New pathfinding algorithm (A* with g=0) -- New tile generation system (no more problems with triple intersections) -- Teams -- Map editor -- 3d model viewer -- More sounds -- Improved fog of war using multitexture (no more problems with water colors) -- Auto orders when clicking right mouse button -- New 3d models and animations -- New sun orbit (better lighting) -- New languaje strings added -- Selection circles reflect HP and MP status -- Progress bars -- Bug fixes - -0.2.0 -- Models (such as trees) have RGBA textures. -- Better lighting model now, less ambient and more difusse and specular -- Units have new skills and magics. -- Sound support (direct sound). -- Corpses now remain in the battlefield -- Unit format has totally changed, unit and buildings are the same now. -- Speed optimizations. -- glest.ini has more options. -- Units now try to mantain it's formation when receiving move commands. -- Some models have been remade (Archmage, Town Hall..) -- Buildings adapt to the terrain -- Lots of bug fixes. - -0.1.6 -- Unit models have been redesigned, now they have more polygons and detailed animations. -- Minor bug fixes. - -The following earlier versions have been released, but no changelog is available: -0.1.5 -0.1.4 -0.1.3 -0.1.2 -0.1.1 -0.1.0 -0.0.3 -0.0.2 -0.0.1 diff --git a/source/glest_game/facilities/game_util.cpp b/source/glest_game/facilities/game_util.cpp index 51f632ad8..8ffb761ba 100644 --- a/source/glest_game/facilities/game_util.cpp +++ b/source/glest_game/facilities/game_util.cpp @@ -39,7 +39,7 @@ namespace Game { const char *mailString = "https://github.com/ZetaGlest"; string getCrashDumpFileName() { - return (string("zetaglest") + GameVersionString) + ".dmp"; + return GameVersionString + ".dmp"; } string getPlatformTypeNameString() { static string platform; @@ -198,9 +198,9 @@ namespace Game { //case 1: return "Built: " + string(__DATE__) + " " + GIT_Rev; switch (i) { case 0: - return string("ZetaGlest ") + GameVersionString; - case 1: return GameVersionString; + case 1: + return "Network multi-player cross-platform 3D real-time strategy (RTS) game"; case 2: return "Copyright 2001-2010 The Glest Team"; case 3: diff --git a/source/glest_game/game/game.cpp b/source/glest_game/game/game.cpp index f78a8a872..8688b0939 100644 --- a/source/glest_game/game/game.cpp +++ b/source/glest_game/game/game.cpp @@ -9011,7 +9011,7 @@ namespace Game { Lang & lang = Lang::getInstance(); string gameVer = versionNode->getAttribute("version")->getValue(); if (gameVer != GameVersionString - && checkVersionComptability(gameVer, + && checkVersionCompatibility(gameVer, GameVersionString) == false) { char szBuf[8096] = ""; snprintf(szBuf, 8096, @@ -9127,7 +9127,7 @@ namespace Game { XmlNode *minimapNode = worldNode->getChild("Minimap"); if (gameVer != GameVersionString - && checkVersionComptability(gameVer, + && checkVersionCompatibility(gameVer, GameVersionString) == false) { char szBuf[8096] = ""; snprintf(szBuf, 8096, diff --git a/source/glest_game/menu/ircclient.cpp b/source/glest_game/menu/ircclient.cpp index b9912ed33..64fef9553 100644 --- a/source/glest_game/menu/ircclient.cpp +++ b/source/glest_game/menu/ircclient.cpp @@ -837,7 +837,7 @@ namespace Shared { if (SystemFlags::VERBOSE_MODE_ENABLED || IRCThread::debugEnabled) printf("===> IRC: Line: %d\n", __LINE__); safeMutex.Lock(); - if (irc_connect(ircSession, argv[0].c_str(), IRC_SERVER_PORT, 0, this->nick.c_str(), this->username.c_str(), (string("ZetaGlest ") + GameVersionString).c_str())) { + if (irc_connect(ircSession, argv[0].c_str(), IRC_SERVER_PORT, 0, this->nick.c_str(), this->username.c_str(), GameVersionString.c_str())) { safeMutex.ReleaseLock(); if (SystemFlags::VERBOSE_MODE_ENABLED || IRCThread::debugEnabled) printf("===> IRC Could not connect: %s\n", irc_strerror(irc_errno(ircSession))); return; diff --git a/source/glest_game/menu/menu_state_load_game.cpp b/source/glest_game/menu/menu_state_load_game.cpp index fc309659c..8e2ccb999 100644 --- a/source/glest_game/menu/menu_state_load_game.cpp +++ b/source/glest_game/menu/menu_state_load_game.cpp @@ -397,7 +397,7 @@ namespace Game { string gameVer = versionNode->getAttribute("version")->getValue(); if (gameVer != GameVersionString - && checkVersionComptability(gameVer, + && checkVersionCompatibility(gameVer, GameVersionString) == false) { char szBuf[8096] = ""; diff --git a/source/glest_game/menu/menu_state_root.cpp b/source/glest_game/menu/menu_state_root.cpp index 810b38c08..67c7ea6a4 100644 --- a/source/glest_game/menu/menu_state_root.cpp +++ b/source/glest_game/menu/menu_state_root.cpp @@ -59,8 +59,7 @@ namespace Game { "buttonMods"), buttonOptions("MainMenu", "buttonOptions"), buttonAbout("MainMenu", "buttonAbout"), - buttonExit("MainMenu", "buttonExit"), labelVersion("MainMenu", - "labelVersion"), + buttonExit("MainMenu", "buttonExit"), labelGreeting("MainMenu", "labelGreeting"), mainMessageBox("MainMenu", "mainMessageBox"), errorMessageBox("MainMenu", "errorMessageBox"), @@ -76,18 +75,7 @@ namespace Game { int buttonWidth = 200; int buttonXPosition = (1000 - buttonWidth) / 2; - - /*//labelVersion.registerGraphicComponent(containerName,"labelVersion"); - if (EndsWith(glestVersionString, "-dev") == false) { - labelVersion.init(525, yPos); - labelVersion.setText(glestVersionString); - } else {*/ - labelVersion.init(buttonXPosition, yPos); - //labelVersion.setText(glestVersionString + " [" + getCompileDateTime() + ", " + getGITRevisionString() + "]"); - labelVersion.setText(GameVersionString); - //} - - labelGreeting.init(labelVersion.getX(), labelVersion.getY() - 16); + labelGreeting.init(buttonXPosition, yPos - 16); labelGreeting.setText(""); Steam *steamInstance = @@ -224,9 +212,6 @@ namespace Game { console.resetFonts(); - //labelVersion.setText(glestVersionString + " [" + getCompileDateTime() + ", " + getGITRevisionString() + "]"); - labelVersion.setText(GameVersionString); - buttonNewGame.setText(lang.getString("NewGame")); buttonLoadGame.setText(lang.getString("LoadGame")); buttonMods.setText(lang.getString("Mods")); @@ -723,7 +708,6 @@ namespace Game { renderer.renderButton(&buttonOptions); renderer.renderButton(&buttonAbout); renderer.renderButton(&buttonExit); - renderer.renderLabel(&labelVersion); renderer.renderLabel(&labelGreeting); renderer.renderConsole(&console); diff --git a/source/glest_game/menu/menu_state_root.h b/source/glest_game/menu/menu_state_root.h index 65eabe2f0..2427a275b 100644 --- a/source/glest_game/menu/menu_state_root.h +++ b/source/glest_game/menu/menu_state_root.h @@ -43,7 +43,6 @@ namespace Game { GraphicButton buttonOptions; GraphicButton buttonAbout; GraphicButton buttonExit; - GraphicLabel labelVersion; GraphicLabel labelGreeting; GraphicMessageBox mainMessageBox; diff --git a/source/glest_game/menu/server_line.cpp b/source/glest_game/menu/server_line.cpp index 0a471c020..6000cf8c8 100644 --- a/source/glest_game/menu/server_line.cpp +++ b/source/glest_game/menu/server_line.cpp @@ -192,7 +192,7 @@ namespace Game { //printf("glestVersionString [%s] masterServerInfo->getGlestVersion() [%s]\n",glestVersionString.c_str(),masterServerInfo->getGlestVersion().c_str()); compatible = - checkVersionComptability(GameVersionString, + checkVersionCompatibility(GameVersionString, masterServerInfo.getGlestVersion()); selectButton.setEnabled(compatible); selectButton.setEditable(compatible); diff --git a/source/glest_game/network/client_interface.cpp b/source/glest_game/network/client_interface.cpp index 40f3357b8..694223b34 100644 --- a/source/glest_game/network/client_interface.cpp +++ b/source/glest_game/network/client_interface.cpp @@ -568,7 +568,7 @@ namespace Game { if (SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork, "In [%s::%s Line: %d] got NetworkMessageIntro, networkMessageIntro.getGameState() = %d, versionString [%s], sessionKey = %d, playerIndex = %d, serverFTPPort = %d\n", extractFileFromDirectoryPath(__FILE__).c_str(), __FUNCTION__, __LINE__, networkMessageIntro.getGameState(), versionString.c_str(), sessionKey, playerIndex, serverFTPPort); //check consistency - bool compatible = checkVersionComptability(networkMessageIntro.getVersionString(), getNetworkVersionGITString()); + bool compatible = checkVersionCompatibility(networkMessageIntro.getVersionString(), getNetworkVersionGITString()); if (SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork, "In [%s::%s Line: %d] got NetworkMessageIntro, networkMessageIntro.getGameState() = %d, versionString [%s], sessionKey = %d, playerIndex = %d, serverFTPPort = %d\n", extractFileFromDirectoryPath(__FILE__).c_str(), __FUNCTION__, __LINE__, networkMessageIntro.getGameState(), versionString.c_str(), sessionKey, playerIndex, serverFTPPort); diff --git a/source/glest_game/network/connection_slot.cpp b/source/glest_game/network/connection_slot.cpp index 4a01b038e..37d6c2420 100644 --- a/source/glest_game/network/connection_slot.cpp +++ b/source/glest_game/network/connection_slot.cpp @@ -872,7 +872,7 @@ namespace Game { //check consistency if (SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork, "In [%s::%s Line: %d]\n", __FILE__, __FUNCTION__, __LINE__); - bool compatible = checkVersionComptability(getNetworkVersionGITString(), networkMessageIntro.getVersionString()); + bool compatible = checkVersionCompatibility(getNetworkVersionGITString(), networkMessageIntro.getVersionString()); if (SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork, "In [%s::%s Line: %d]\n", __FILE__, __FUNCTION__, __LINE__); diff --git a/source/shared_lib/include/util/util.h b/source/shared_lib/include/util/util.h index 468b6cc87..9d1526364 100644 --- a/source/shared_lib/include/util/util.h +++ b/source/shared_lib/include/util/util.h @@ -257,7 +257,7 @@ namespace Shared { int compareMajorMinorVersion(const string &versionA, const string &versionB); int getMajor(string version); int getMinor(string version); - bool checkVersionComptability(string clientVersionString, string serverVersionString); + bool checkVersionCompatibility(string clientVersionString, string serverVersionString); template void enforceMinimumValue(T minValue, T &value) { diff --git a/source/shared_lib/include/versions.h b/source/shared_lib/include/versions.h index 11bf7ed89..6f2846148 100644 --- a/source/shared_lib/include/versions.h +++ b/source/shared_lib/include/versions.h @@ -1,4 +1,4 @@ -#define GAME_VERSION "0.8.02" -#define LAST_COMPATIBLE_VERSION "0.8.01" -#define G3D_VIEWER_VERSION "1.0.00" -#define MAP_EDITOR_VERSION "1.0.00" +#define GAME_VERSION "ZetaGlest 1.0" +#define LAST_COMPATIBLE_VERSION "ZetaGlest 1.0" +#define G3D_VIEWER_VERSION "1.0" +#define MAP_EDITOR_VERSION "1.0" diff --git a/source/shared_lib/sources/util/util.cpp b/source/shared_lib/sources/util/util.cpp index 04b7ec2a0..4096a6c57 100644 --- a/source/shared_lib/sources/util/util.cpp +++ b/source/shared_lib/sources/util/util.cpp @@ -855,7 +855,7 @@ namespace Shared { } } - bool checkVersionComptability(string clientVersionString, string serverVersionString) { + bool checkVersionCompatibility(string clientVersionString, string serverVersionString) { //SystemFlags::VERBOSE_MODE_ENABLED = true; bool compatible = (clientVersionString == serverVersionString); @@ -927,7 +927,10 @@ namespace Shared { // strip the v off the first version, ie v3.7.0 replaceAll(tokensServer[0], "v", ""); replaceAll(tokens[0], "v", ""); - + replaceAll(tokensServer[0], "ZetaGlest", ""); + replaceAll(tokens[0], "ZetaGlest", ""); + replaceAll(tokensServer[0], " ", ""); + replaceAll(tokens[0], " ", ""); if (SystemFlags::VERBOSE_MODE_ENABLED) { // debug version strings