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3.43 beta
=========
- russian localisation from Alrusdi
- collision detection for cue in table
- new pause function with key p on game with AI player
- replace gl_quads, gl_quad_strip with gl_triangle_strip
- zenity (gnome), kdialog (kde), xmessage (X11), MS Windows error dialogs
- replace glbegin/glend/glvertex and so on to vertex arrays
- bugfixing table display
- new default directory /usr/games
- Package Management for debian/ubuntu distribution
- Start of Apple Mac Port from Julian Mayer (thanks)
- old mouse movement is selectable under options
- selectable language option
- correct application restart in menu
- bug-fixes turning around in room
- bug-fixes for WINDOWS-Port SDL 1.2.15
- new high-res graphics, peoples, plants.....
- animated fire in fireplace
3.42 beta
=========
- reorg of sourcecode
- new sound engine inside
- change SDL_Audio to SDL_MIXER
- integration of backgroundmusic (ogg and mp3 support)
- include songs from "Zentriert ins Antlitz" (Marc Friedrich)
- an extern history function
- problems on toggle fullscreen solved
- problems set windowed video mode solved
- start of use SSE intrinsics
3.41 beta
=========
- Bugfix release
new in 3.4 beta
===============
- desktop icon
- textures for room and walls
- routines for displaying walls
- more optimizations in table.c
new in Beta 2
=============
- Tron like game playfield (a little bit like the movie ;-)
- Glass balls (not really perfect, but a beginning
- new network module IPv4
- IPv6 only in the start mode shown, but only IPv4 works now (SDL_net problem)
- all game types can be played in the network gaming mode
- in birds eye view it's now possible to play a game with cue-moving etc.
- the main-menu now shows some more help on every option.
Start of foobillard++
=====================
- a little bit textures for the roomfloor
- new handling of changing to the next shot (more human feeling)
- start to write a whole manual
- start of basic utf8 handling for strings and fonts
- bugfixing
- much code rewriting
- most mouse-commands also with keyboard possible
- some problems with the .rc file solved
- new improved controls direct on the screen (visible with icons)
- some antialiasing filtering functionality
- some anisotropic filtering funcionality
- lost balls from table are detected correctly in jump shots
- switching the jump shots on as default
- more graphics
- more sound
- more options adjustable inside the game
- new options
- carambol play has now a (adjustable) defined ending with winning option
- carambol play has a functional tournament mode
- bug fixing
- SDL is now a must have. Glut isn't supported anymore
- freetype2 is now a must have. Without it, the program won't work
- Snooker shows now the correct balls to play
- new statusline for more info in gameplay
new in 3.2 (not published)
==========
- Start of Localisation
- better orientation for the Fonts
- changed fonts for blueboldttf,iomanoid,youregon because they are not GPL
(thanks to the Meego Port Team)
- Special Options for WeTab Port
- Corrected Game Start
- Corrected Tournament
- Corrected functions in billard3d.c
- Corrected Menu handling
- Improved and corrected moving around in all states
3.1 (internal Version)
======================
- not published (internal Version, pre foobillard++)
new in 3.0a
===========
- 3.0 didnt work because of wrong data-directory (thx to Jens Granseuer)
new in 3.0
==========
- directional lighting working again
- multitex check for table detail map (thx to Alan W. Irwin)
- commandline option for table detail map
- timeout for network-read
- snooker: white potted -> next !act player may place (thx to Peter Lord)
- more realistic near range ball reflection (in fresnel vertex program)
- correct VRPool keybindings for glut (press/release instead of toggle)
- more intuitive --enable-sdl/glut (thx to Mike Frysinger)
- fix: carambol: 2nd player uses yellow ball again
new in 2.9
==========
- added 'struct' before GLUtesselator (thx to Lukasz Szift Hejnak)
- table detail map texture (cloth)
- better mipmap settings for text objects
- internal format for rendered reflection GL_RGB instead of GL_RGB16
- fixed some restart-bugs (player parameters wouldnt be kept)
- undo for training mode
new in 2.8
==========
- new configure option --enable-nvidia=off also disables fresnel reflections
- configure option --enable-bumpref is discarded.
- tournament mode implemented
* several named opponents with different strengths
* a tounament window with status info after every match
* cmdline option for fast motion of AI vs. AI games
- internal changes in the main simulation loop
- segfault fix (uninitialized string for score text in 8ball)
- removed some compile warnings
- sound also with glut (hardcoded for s16le and /dev/dsp for now)
- new configure option "--enable-sound" to explicitly en/disable sound
- VRPool keyfuncs also for glut (toggle instead of press/release)
- also using glutPassiveMotionFunc for mouse movements
- some simplifications of restart menu
new in 2.7
==========
- bugfix: place-ball-texture in reflections always under white ball
- performance gain by whole ball culling (also in reflections)
- fresnel-like reflections using NV_vertex_program
- rendered reflections a bit more decent
- experimental, simple (really simple!) avatar
- bugfix: training mode: if cueball into pocket take next ball still in game
new in 2.6
==========
- switch for debug messages in configure script
- bugfix: dont write .rc when not writeable
- bugfix: segfault when more than 50 display modes (thx to Alan Claunch)
- bumpmaps on table frame
- slight performance gain by triangle strips (experimental)
- variable bird view distance for different table sizes (thx to Stephen Illingworth)
- ball spin prop. to hit strength again (seems i changed this once for testing)
- cushion physics changes
new in 2.5
==========
- polygon offset for reflections due to z-fighting on some hardware (thx to Michel D�nzer)
- bugfix: str_contains didnt check for termination of 1st string (thx to Frank Gevaerts)
- bugfix: fullscreen mode wasn't saved in config file.
- AI-player skill adjustible in menu
- gamemodes match/training
- training mode: free placement and cueball selection
- training mode: tab key to switch cueball
- some VRPool hold-key-funcs implemented (work correctly in SDL only)
* s .... mouse shot
* b .... cue butt up/down
* e .... english
* m .... place cue ball
new in 2.4
==========
- button2 after button1 = toggle cue view
- hold button2 after button1 = place cue ball
- hold button1 after button2 = adjust effet
- black outlines for menu text
- different blending func for rendered reflections
- 8ball rule fix: potting 8 at break caused a win (thx to A. Friesen.)
- manpage (thanx to Wouter Eerdekens)
new in 2.3
==========
- bugfix: bumpref_list was not generated
- fix: cueball could be placed all the time
- new more complete snooker code (thx to Frank Gevaerts)
- sound compatibility fix for big endian machines (thx to Frank Gevaerts)
- table socket and floor
- black ground of holes (no floor see through)
- bugfix for some voodoo drivers (player text and menu didnt show up)
- pool rules fix: no foul when hitting cushion outside the foul-region before ball in the foul-region
- pool rules fix: no foul at break when potting other balltype than 1st hit
- 3D-font rendering for text objects
- 3D winner text
- some debug message cleanup
new in 2.2
==========
- non ANSI conform variable declaration fixed - sloppy me
- only printable characters are accepted in textfield (thx Corey Edwards)
- removed hardcoded "CC=gcc" in Makefile.am (thx Corey Edwards)
new in 2.1
==========
- vast performance improvements of rendered reflections
* cuberef lod (mipmap levels)
* calc only cuberefs of balls in FOV
- human/ai player adjustible in menu
- better sdl friendliness (thx to Michael G. Martin)
- automatically save actual settings into .foobillardrc file on quit
- correct wraping (clamp to edge) of cubemaps
- cue-offset crosshair on ball
new in 2.0
==========
- fallback for systems without sound
- automatically exclude bumpref for non NVIDIA cards at compiletime
- additional configure parameter for enabling/disabling bumpref
(if automatic detection doesnt work)
new in 1.9
==========
- exact table polygons (no more black dots)
- ball traces
- better sound timing
- better sound data
(ball-ball sound borrowed from kbilliards - scaled in time by 0.7 -
thx to Samuele Catuzzi)
- better rendered reflections due to cube offset
- bump reflections on edges using NVIDIA opengl extensions
- place_cue_ball.png real black instead of 0x010101
- removed --netgame and --host=... options
(network game should be started from menu)
- menu code for textfield entry
- menu: added textfield for IP
- menu: added textfield for portnumber
- menu: added textfield for player names
- smaller near clipping value
- fixed shadow flicker bug
new in 1.8
==========
- realtime rendered cubemap ball reflections
- jumpshot code (experimental - not activated yet)
- random seed at startup
- bugfix: "rg on/off" text for lensflare menu
- table theme moved to display menu
- menu and cmdln option entries for cubemap reflections
- cmdln option for cubemap reflection resolution
- 2 GL_LIGHTs instead of one
- rgstereo aim (specify left/middle/right eye for aiming (menu and cmdln))
- player data of both players displayed
- bugfix: intialize scores, when starting a new game
- now also possible to run non-installed (from anywhere in the sourcetree)
- bird view <F2> (external+freemove+centered position)
- <F3> equivalent to <c>
- <F4> equivalent to <f>
new in 1.7
==========
- buxfix: glut linked in SDL binaries (thx to Corey Edwards)
- black-white theme without frame texture
- options_frame_tex now variable options_frame_tex_var
- commandline options for famecolor and blackwhite theme
new in 1.6
==========
- physics adjusted to more realistic speeds and friction coeffs.
- added 0th and 1st order (in speed) cushion damping
- power bar now prop to energy (speed^2) with max 7 m/s.
- non-vertexarray code works again
- ball-ball ang. mom. transfer with rolling cutoff
- more english (spin) according to higher speeds and higher friction.
- help added to menu
- bugfix: wall-ball strobe-apart-check before dt
(balls would leave table on edges)
- bugfix: balls strobe-apart-check before dt
(balls would not collide at flat angles and hight speed )
- added free move mode for external view
- added network game to menu
- configure defaults to SDL instead of glut
new in 1.5
==========
- holes adjusted to norm-sizes (and positions)
- ball colors adjusted to normed colors
- bugfix: create/free_pooltexbinds in MENU_ID_RGSTEREO_ON callback removed
- create_pooltexbinds capsuled from code (only create_texbinds)
- configure and spec files patched for "make srpm" (thx to Michal Ambroz)
new in 1.4
==========
- carambol added (only simplified rules yet)
- rudimentary carambol ai-player
- snooker added (only simplified rules yet)
- rudimentary snooker ai-player
- bugfix: args can be seperated by whitespc in .foobillardrc (thx to Frank)
- bugfix: SDL: keyrepeat used to hang, when toggling fullscreen
- fullscreen also for GLUT
- scoretext or symbol above player name, depending on gametype
- ai_get_stroke_dir gets full player-struct as 3rd arg (instead of full_half)
- menu entry for lensflare and helpline
- stippled helpline
- bugfix: user could place cue offset and cueball of AI-player
new in 1.3
==========
- popup menu for many many options and game settings (ESC)
- many code adapted for "on the fly"-switching in menus
- experimental direct mouse-cue-move shot (using CTRL+button1)
- bigger and seperate winner-text
- no cue offset placement (shift+button2) when in cue view mode
- bugfix: performance used to sink when using vertex arrays
- bugfix: freetype lib used to initialize more than once
- code cleanup: warning-free
new in 1.2
==========
- bugfix: LOD depends on window size again
- bugfix: font rendering: overlapping characters overwrote each other
- fullscreen mode for SDL
- commandline parameter for screen (window) geometry
- darker place-cue-ball-cursor
new in 1.1
==========
- SDL support included "configure --enable-SDL" (thx to Stephane Chauveau)
- proper timing for SDL-version
- simple network game support (--host=HOST_IP, --netgame)
- better LOD-determination
- additional detail level --balldetail=v (very high)
- bugfix: place cue-ball into other balls not possible (+initial placement)
- bugfix: in place-cue-ball-mode help text was brighter
- sound support when compiling with SDL
new in 1.0
==========
- major physics changes:
* ball-ball friction (ang mom transfer, par mom transfer)
* ball-wall friction (ang mom transfer, par mom loss)
- ball cant rebounce on table after falling into hole
- switched to more free fonts. (http://www.larabiefonts.com)
- different fonts for player-, help-, and balltext.
- again autoconf and automake applied (thx to Michal Ambroz)
- again foobillard.spec for rpm (thx to Michal Ambroz)
new in 0.9b
===========
- bugfix: obsolete GLUT_STENCIL caused some problems for depth>16bit.
- wheel support even for non imwheel-ers
new in 0.9a
===========
- bugfix: segfault when no .foobillardrc present
- help line for FOV added
new in 0.9
==========
- freetype fonts for balls and player text
( fonts lent from http://www.pizzadude.dk )
- balls autotextured (colors+text)
- smooth movement (fine adjust per Ctrl obsolete)
- red-green(cyan) stereo !!!!
- symbolic icons for half/full/any
- default ball detail set to high
- bugfix: place cue ball not possible while balls moving
- <F1> for help screen
new in 0.8
==========
- better hole, edge and table surface design
- better structure: HOLE_W substituted by HOLE_TAN (internal)
- balls dropping into holes
- bande: lower edge in line with upper edge
- bande: corrected hit position to z=0
- additional commandline option for balldetail
new in 0.7
==========
- lensflare
- stricter 8pool rules
- correct timing for queue
- more commandline options
- config file (~/.foobillardrc) - takes same args as commandline
- winner/loser bug with 8ball fixed
- better table texture
- positional light
- segmented table area
- table frame specular
- hole bumpers
- segmented cue
- err of ai-players (commandline parameters)
- X11R6 instead of X11 in makefile - thx to Mirco Mueller
new in 0.6
==========
- compiles under windows (but runs?)
- foul - placing of cue ball
- 9-ball game
- 9-ball aiplayer
- commandline options (not for windows) for...
* player names
* player ai setting
* 8/9 ball
* table,edge color
* table size
- smaller default table size (7 ft)
- display next ball for 9ball
new in 0.5
==========
- timing also for zooming
- corrected framerate-independent timing with max 100 fps
- multiple position dependent shadows
- cue shadows added
- slow move also with both mouse buttons
- queue move bound to 0-90
- queue excentricity bound to ball radius
- no shot while balls moving or AI-player
- no power adjustments when AI-player active
new in 0.4
==========
- proceed_dt_euler_new debugged and used
- most sliding and rolling physics corrected
- raii of xxxhedron-balls scaled to match sphere volume
- increased default detail
- detail adjusted for different window sizes
- cue offset adjustible for excentric hit (ctrl+right mouse button)
- diamond normals fixed and calculated concave
- idle callback time triggered and # of proceed_td calls framerate dependent
- billmove.c: replaced wirkabstand by mu*I/(m*d) instead of mu*d/10
- added strength bar and adjustment (CRSR UP/DN)
- players are reset to "any" when <n> pressed
- command line argument "2" for human-human game
- <enter> and <space> for fire
- removed some obsolete pics
new in 0.3
==========
- texture on table
- simple billard rules
- removed freeze bug
- added multitexture reflection (faster but simpler) (<r>-key)
- table foot brown instead of green
- improved shadow map (only 8-bit gray)
- new proceed_dt_euler func (not used yet)
new in 0.2
==========
- better implementation of borders/holes
- nicer table with wood furniture
- gold covers on table edges and golden diamonds
- simple ai-player (space button)
new in 0.1
==========
- table borders linear
- better ball textures
- animated queue with texture
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