All Bitfighter Releases

All Bitfighter releases are listed here, along with the relevant release notes.

Though the game will compile for Linux and OS X, due to resource limitations, we're only releasing Windows packages. If you want to help compile and package Bitfighter for Linux or OS X, please visit our Help Wanted page.

Release History

Download Release Date File Size
Full Release 012a - Windows Jan 4, 2010 844 KB
Full Release 012a - OS X Jan 4, 2010 2.33 MB
Full Release 012 - Windows Jan 1, 2010 844 KB
Full Release 012 - OS X Jan 1, 2010 2.34 MB
Full Release 011b - Windows/Linux Dec 18, 2009 843 KB
Full Release 011a - Windows/Linux Nov 13, 2009 841 KB
Full Release 011 - Windows Nov 11, 2009 841 KB
Full Release 011 - OS X Nov 11, 2009 2.67 MB
Full Release 010 - Windows Feb 03, 2009 706 KB
Full Release 010 - OS X Feb 03, 2009 2.47 MB
Full Release 009 - Windows June 27, 2008 657 KB
Full Release 009 - OS X June 27, 2008 2.3 MB
Full Release 008a - Windows May 13, 2008 646 KB
Full Release 008 - Windows May 13, 2008 646 KB
Developer Release 007.5 - Windows April 19, 2008 790 KB
Full Release 007 - Windows April 12, 2008 796 KB
Full Release 006 - Windows March 30, 2008 787 KB
Full Release 005 - Windows March 10, 2008 771 KB
Full Release 004 - Windows February 20, 2008 710 KB
Full Release 003 - Windows February 17, 2008 708 KB
Full Release 002 - Windows February 7, 2008 753 KB
Full Release 001 - Windows January 16, 2008 834 KB

Release notes for 012

Major changes

  • New object: Asteroid generator
  • Can drop items. Provisionally mapped to the "B" key in keyboard mode. See help for key bindings.

Other changes

Configuration

  • Added detailed logging options to the INI
  • Cleaned up unused INI settings

Display

  • Added lag to FPS display
  • Fixed issue with blank server name on Join screen
  • Added gametype/score indicator on game screen

Bug fixes

  • Fixed crash with invalid player ratings
  • Fixed minor glitch with rendering labels on square loadout/goal zones -- labels will prefer more horizontal alignment
  • Fixed crash when joining new server in commander's map mode
  • Fixed attribute editor for gofasts in editor
  • Fixed other crash conditions
  • Fixed Nexus scoring issue

Misc

  • Games without loadout zones automatically set new loadout upon respawn, for all game types
  • Level editor now edits levels in same level specified by leveldir param or INI setting. Seems to make much more sense than always editing in the levels folder.
  • Dedicated server level-list handling now the same as when hosting in interactive mode
  • Teams should now be numerically balanced, though still ratings based

Windows

  • Fixed windows icon

Linux

  • Improved dedicated-only server compilation -- should no longer need to run with -dedicated parameter
  • Much improved build process

Release notes for 011

Major changes

  • Levelgen scripts allow script-generated levels
  • New game item: Asteroids
  • Chat /commands
  • Many new item properties, including auto-healing of turrets & force fields, GoFast speed & accuracy, etc.
  • Much improved level editor, including dynamic level preview

Detailed change log

General Enhancements:

  • Levels that don't have designer-specified names can now be accessed from the Level Change menu on in-game options via their file name
  • Retrieve game ->can't pick up enemy flags, so more complex level designs are possible. Actually, maybe not true... maybe this is a lame feature.
  • Fixed scoring message on Hunters levels
  • ZoneControl ->When ship takes flag in an uncaptured zone, they immediately take control of zone without having to leave/reenter
  • Reassigned default key for loading loadout menu from Q to Z (Mac build, change made in Windows version in 010)
  • Added client IP address to server log
  • Added time disconnected and connection duration to server log
  • Unneeded vertices now removed from walls to improve both appearance and performance
  • Added screen saver suppression (Windows only, sorry, and only kind of works)
  • Enhanced flashing effect of zones in ZoneControl game
  • Added yellow flash to ZoneControl and Retrieve zones when touchdown is scored (like Nexus effect in Hunters game)
  • Indicator added to player's name when they are in chat, global chat, or options menus
  • Screenshots now saved in .BMP format
  • Scores displayed in LR corner of main game screen now sorted from high to low
  • Name of current game server now displayed on global chat screen
  • Changed Zapmatch to Bitmatch, the least controversial of the proposed game name changes.
  • Changed Hunters game name to Nexus, a very controversial name change. Nothing like instigating a nice ol' flamewar!!!
  • Team chat message entry box colored appropriately
  • Objective arrows now rendered correctly for levels with multiple Nexuses (Nexii??)
  • Improved rendering of labeling of loadout zones and nexii
  • Added spaces to level files written by editor to make them easier to read
  • Better handling of items with invalid parameter lines in .level files
  • Enter commands using "/" key, or by starting a global or team chat message with "/"
  • Added /restart command to restart current level
  • Added instruction page to explain available chat commands
  • Increased level description length from 32 chars to 60 (thanks Bobdaduck!), and enhanced parameter editor to better enforce those limits
  • Increased max level size from 64K to 96K
  • Private chat messages entered in [F5] chat now relayed to players in-game
  • Better messages when killed by turret or asteroid or mine
  • Soccer game can now be played in no-teams mode by defining only one team
  • It is now possible to add top-level quick chat items, meaning you can now create a flat, one level simpler quick chat menu with section like [QuickChat_Message1]
  • Levelgen scripts offer options for more dynamic and flexible levels. See the wiki for details.
  • List of players in global chat mode now displayed when in global chat
  • UI/Menus:

  • Improved menu navigation instructions for joystick users
  • More intelligent wrapping on long menus
  • On levels menu, pressing first key of level name will take you to levels starting with that letter, the next press will take you to the next, etc.
  • Username entry screen now remembers last name used
  • When hosting a game from the UI, game load progress info displayed
  • When loading a level from a local or remote server, progress bar is displayed
  • Mouse now works on Define Keys, Level Params, and Team Config menus (should now work on every menu)
  • Message displayed when connection to game server fails for some unknown reason
  • Joystick now works on all menus except for those in the editor

Items:

  • Can now specify regen time for health packs... currently, add 3rd number on definition line to specify respawn time in seconds (min val = 1 sec, default is 20secs). Cannot change value in editor, but will survive load/save cycle.
  • Turrets and Forcefields can now repair themselves, if you specify an additional argument on their definition line (secs / 10% repair... i.e. entering 1, item will fully repair in 10 seconds). Again, cannot change value in editor, but will survive load/save cycle.
  • 4 alternate gofast graphics available for testing... set in [Testing] section of INI file
  • Can specify gofast speed as optional last argument in level definition file (min 100, max 5000)... no editor UI available, but will survive load/save cycle in editor
  • Can specify whether ships snap to center of gofast with optional additional parameter in level file
  • Gofast are now almost deterministic in where you end up -- very precise corridors now possible, when snapping enabled
  • Default gofast speed reduced to 2000
  • If ship is sitting on repair when it respawns, ship gets the repair (no longer have to move)
  • FlagItems are automatically converted to HuntersFlagItems when loading Nexus levels
  • Flag spawns now spawn flags periodically in Nexus games. Can control rate by appending a number to the FlagSpawn entry in the level file (number in seconds). Cannot modify value in editor, but entries survive editing process when level is manually edited.
  • Flag spawn points now work as soccer ball spawn points in soccer game
  • Asteroids... you figure it out!

Specifiying levels:

  • ".level" extension now optional when specifying levels with the -levels param
  • -leveldir can now specify any folder on disk, but can still be used to specify a specific subdir of the levels folder. Be sure to use quotes if path includes spaces!
    example: -leveldir abc will load levels in abc subfolder under levels folder. -leveldir c:\levels will load all levels in c:\levels
  • If no levels specified on cmd line or in INI file, all levels in levels folder will be loaded, much as if the -alllevels param was specified
  • Level folder can now be specified in the INI file, either as absolute or relative path.

Scoring:

  • Full scoring information available with -rules option
  • Individual scores now replaced with rating (from 0 to 1) that persists between games. Rating calculated as ratio
    of points player makes divided by total scores all players make during that players time in the game
  • Killing turrets now a scorable event, 0 for all team scores, 1 for individual scores (-1 for own turrets)
  • Teams now assigned on basis of individual ratings, rather than randomly... should help better balance teams
  • Added scoring events when flag is removed from enemy zone in Retrieve and HTF games
  • HTF now requires flags actually be held full 5 seconds before scoring occurs

Editor:

  • Moved turret/spybug ranges display onto Tab-down display
  • When tab down, test items, resource items, gofasts, teleports, asteroids, and soccer balls all display at actual size, making precise positioning possible
  • Added more editor checks (flags in non-flag games, team flags in non-team-flag games)
  • Fixed problem with inserting vertices into wall segments that caused vertex to jump to location of its neighbor
  • Improved operation of text labeling, may cause slight change in text placed in earlier version of game
  • Display gofast speed and snapping on item
  • Better display in editor when in ctrl-A mode, can no longer select hidden items, tab now shows all items
  • Switched F2 and F3 keys
  • Can now type first letter of game type in GameParams menus to quickly select (still have conflict with "R"s Rabbit/Retrieve)
  • Can edit respawning times for items that support them in the editor
  • Can edit GoFast params in editor
  • Added script/params to game config menu

  • Many minor rendering improvements

Bug fixes:

  • Speed zones now rendered on top of loadout zones
  • Walls now rendered on top of loadout zones, goal zones, and the like
  • Fixed heap corruption error in editor that caused crashes after some deletes. Bad, long term problem now resolved!
  • Fixed (I hope) seemingly random crashes that occurred with a new level is loaded, lingering from original Zap code
  • Changing other player's team in 3+ team game with 3+ players no longer switches a random player
  • Fixed problem with multiple flags returning to single spawn point in Retrieve games... Flags now only return to an empty spawn points
  • Fixed problem with mis-crediting players for shooting soccer ball into goal (also caused crashes in some cases)
  • Old messages now properly cleared out when game is started
  • Fixed rendering wonkiness with really goofball loadout zones/goal zones/nexii in editor and in main game
  • Fixed rendering bug on ship config menu in joystick mode
  • Fixed scaling issue in editor when only one point item is present

Server menu enhancements:

  • Fixed minor rendering issue on servers menu
  • Color coded status messages on servers menu
  • Trim server names too long to fit in column on servers menu
  • Added indicator ("T") for servers in test mode
  • Replaced max player listing with number of robots

Release notes 010

Upgrading

  • Note existing rabbit2.level has bug, and will crash version. Copy included with this game is fixed. Change flag from team 1 to team -1 to fix.

Administrative

  • Added separate level change password to allow users to change levels without granting player admin permissions (-levelchangepassword on cmd line, or in INI file)
  • Added -alllevels and -leveldir cmd line parameters for specifying levels
  • Added some server-specific logging, such as names and join-times of players playing on your server.

    This is stored in a different file than regular bitfighter logs
  • Timestamps added to login on Master Server
  • Sending salted MD5 of level change and admin pws rather than pw itself... This is probably unnecessary at the moment, but will pave way for universal uids in the future
  • Added server description line visible in the Join Game menu. Configure with INI option or -hostdescr command line arg
  • Added -rules cmd line parameter that prints out some potentially useful info about the "rules of the game" so to speak. Not yet fully developed.

UI

  • Revamped game options menu such that admin functions are no longer in a submenu, and menus dynamically update when permissions are requested. Previous action was to dump users back to game after passwords were entered.
  • Added nexus status label next to timer for hunters game
  • [F2] now cancels level info display at start of level
  • Configure ship menu no longer times out -- now stays visbile until manually cancelled
  • In keyboard mode, users can now use config ship menu display key to toggle menu
  • Mouse now works on all standard game menus (but not on DefineKeys, GameParameters, or DefineTeams menus)
  • Added new "All Levels" option on level selection list
  • Improved the way scrolling menus work
  • Enhanced in-game chat: messages can be longer, visual cue as to how much more you can type
  • Separate voice chat volume control (temporarily replaces music volume, which will be back when we have music!)
  • Join Game interface now continually polls master for new servers, and pings servers for updated stats
  • When client is forceably disconnected (i.e. if kicked, or host is shut down, or connection fails), message is displayed to client explaining what happened
  • When client is kicked from a server, server address hidden from list of active servers for duration of ban
  • Changed icon for dedicated server on Join Game menu
  • Added different message display modes: normal (6 msgs), persistent (6 msgs, no timeout), long (20 msgs, no timeout) (ctrl-M to toggle)
  • Remapped screen shot key to Ctrl-Q so as to not interfere with save shortcut in editor
  • Reassigned default key for loading loadout menu from Q to Z (Windows only, will be added to Mac build in release 011)

Bugs

  • Fixed several journaling bugs
  • Fixed bug causing crash with certain maps with unusual spybug configs
  • Fixed wall rendering glitches where borders of overlapping walls not properly rendered
  • Fixed bug preventing team change on games with more than 2 teams
  • Ship now correctly points at crosshairs when starting a game or entering/exiting commander's map
  • Quitting game during connection process no longer leaves app in connected/not-connected netherworld
  • Fixed zombie copy of self from appearing after team-change immediately following death
  • On occasion, turrets would shoot themselves. This no longer happens.
  • Fixed bug when moving and composing chat message, movement no longer becomes locked
  • Temp file now removed after level tested
  • Fixed obscure display bug that shows ship config menu after involuntary disconnect and rejoin
  • Fixed problem with testing editor levels when the -leveldir parameter is used
  • Fixed but wherein ships not propelled when destroying friendly spy bugs
  • Fixed crash with certain levels involving multiple pre-positioned spy bugs or mines
  • Fixed save message when saving from menu in editor
  • Fixed crash in editor when dragging existing item as first editing action
  • Fixed crash when changing teams while level is loading
  • Fixed UI problem with mouse and splash screen
  • Clicking on mouse when not pointed at menu item no longer activates highlighted menu item.
  • Concave loadout zones now rendered properly in game (though not yet in editor)
  • Fixed rabbit game -> ship colors now rendered properly
  • Modules no longer stuck on when restarting game after quitting while activated
  • Removed timeout on QuickChat menu --> now same as loadout menu
  • Fixed incorrect button labeling for Saitek 440
  • Fixed mouse on menus in full screen mode

Editor

  • Spybug vision ranges now displayed in editor
  • Holding [Tab] will show a reference ship along with its viewable area
  • Turret shooting range now depicted in editor
  • Neutral (and hostile) spy bugs can now be placed in the editor. All players can see what neutral spy bugs see, no one can see what hostile spy bugs see (so these may not have much practical value, except, perhaps, as decoys)

Other

  • Turrets now target resource and test items
  • Eliminated -crazybot option
  • Now builds under Linux
  • Added rudimentary robot code -- doesn't do much, but the network framework for non-user programmable robots is now there (mostly removed for this release)
  • Tinkered with mine visibility
  • Cloaking no longer automatically disabled when another ship is using sensor module.
  • Cloaked ships no longer visible in cmdr map and when on top of loadout zones
  • Doubled spybug range
  • Enhanced burst graphics (varaitions controllable with an INI parameter in [Testing] section)
  • Added flag spawn points -- flags will return to a random spawn point. Initial flag locations are treated as additional spawn point.
  • Added extend game option to admin menu
  • Added reserved names: in INI server hosts can define a set of reserved names that require a PW to use
  • Ctrl key can no longer be bound in key def screen. Sorry!
  • Added screenshot taking ability. Hit Ctrl-S to take a shot of any screen in the game.
  • Teleporters can now have multiple destinations -- to create, simply create two or more teleporters with the same origin. When players use them, they will arrive at a randomly selected destination
  • Teleport destinations now shown on cmdrs map
  • Phasers no longer damage shooter
  • Mine/spybug explosions now kill phaser shots and other projectiles within blast radius
  • Zapmatch is currently the only game that awards points for killing other players --> scoring for all games will be revisited in release 011
  • Reinstated a slightly modified Colosseum level. Hopefully will work better on OS X
  • Tinkered with Geowar level -- bumped up gridsize, fixed a few quirks resulting in changes in rendering algorithm

Release notes 009

Upgrading

  • Some of the standard levels have been renamed or removed. If you already have Bitfighter installed, either delete your existing INI file, or edit or delete the [Levels] section. If you have a customized level list, note that the "football" level files have been renamed "zonecontrol".
  • This version is incompatible with previous versions, so if you are using this version, you will not be able to play with anyone who has not yet upgraded.

Major upgrades

  • Revamped team v. individual game infrastructure. As a result...
  • Mines and SpyBugs now show correct (i.e lesser) visibility to "teammates" on inherently individual games (such as Rabbit)
  • No longer see "teammates" on individual games on commander's map
  • Spy bug data is properly shared only in team games, and not shared on individual games
  • Scoring now handled consistently for all games, team or individual. Any improper scoring will be treated as a bug.
  • Determining friendly fire now better, more consistently handled.
  • Most games are inherently team-based (Capture the flag) or individual based (Rabbit), but some can be either (Zapmatch) depending on whether there is 1 or more teams defined (1 = individual, more = team)
  • Included twoplayers.bat file to show how to configure game for multiple players on a single computer

Minor upgrades

  • Increased number of chat messages on screen to 6, and made them linger a wee bit longer
  • Changed message when a player kills himself
  • Added info about current input mode (joystick/keyboard) to diagnostics screen
  • Added help message if players try to move with keyboard while in joystick mode
  • Enhanced joystick/keyboard interaction when entering quick chat message
  • Max forcefield length increased from 500 to 2500, a value I believe is similar to what is in the commercial version of Zap!
  • Global chat ([F5]) messages are now limited to what can fit on an actual display width, rather than a hard 100 characters as before. This means you can have much longer messages if you use "short" letters like "i" and "l". In practice, it means that the chat is a bit less limiting to use.
  • All standard level files (i.e. those that ship with Bitfighter) have been upgraded to have the third team be green
  • Fixed Windows installer so that only "clean" levels are packaged up
  • Added new levels to default level lineup (thanks, Qui -- you're in the credits!)
  • When an unknown controller is encountered, game will default to keyboard mode rather than joystick mode.
  • If user is changing teams, and there are only two teams, user will bypass the team selection menu and just swap teams
  • Infrastructure now in place for game specific admin menu options. First implementation is to hide admin change teams menu when it makes no sense (i.e. individual game, or only one team). Could be used to designate a new rabbit, for example.
  • Can now press Enter or Escape during opening Bitfighter animation to abort it without quitting game or activating first menu item. Pressing other keys still terminates animation and does appropriate action.
  • Reduced font size of chat messages to 14px, which approximately matches that used in the commercial version of Zap!
  • If you hit enter without specifying a name on the name entry screen, you'll be assigned the name defined in the INI with the DefaultName setting.
  • Improved rendering of the experimental aim mode vector
  • Scores on scoreboard sorted within teams, highest on top (but teams are shown in a fixed order)
  • Score required to win level now displayed along with other level info when [F2] is held down
  • Many minor interface tweaks (text colors, column widths, line spacing, font size, etc.)
  • It is now possible for multiple people to play on a single computer using joysticks, but this is undocumented and unsupported (known to work on Windows, untested, but should work on OS X)
  • Game no longer crashes when some (or all) specified levels are missing (this was a "feature" of the original Zap)
  • Improved QueryServer screen when no ongoing games, or unable to connect to master
  • Made default module buttons on joystick a little more logical
  • Made burst explosions a little "sparkier"
  • Added message when users enter incorrect admin password
  • Added color to enhance readability of diagnostics [F7] screen
  • Fixed server passwords -- you won't be asked for password when hosting own game (with H from main menu), password related crashes resolved
  • Added brief help text to loadout menu, and increased loadout menu timeout period from 6s to 8s.
  • Changed keybindings: Out-of-game chat from [F9] to [F5], Display FPS from [F10] to [F6], and Dignostics from [F11] to [F7] so as to not conflict with default bindings for Expose and other OS X functions.
  • Disabled teleport zoom effect implemented in an earlier release
  • Players lose ownership of and no longer remember location of mines and spybugs when they change teams
  • Mines can damage anyone

Command line parameters

  • Added command line option -alllevels that will direct Bitfighter to ignore levels settings in the INI file and load all levels it can find in the levels folder [[ if not, delete Wiki comment ]]
  • Added -leveldir command-line option that lets you load all levels in a specified subfolder of your levels dir
  • Added -help command line option that prints a quick reference to the wiki page on cmd line params
  • Added -winpos and -winwidth parameters to let users control location and size of window (see twoplayers.bat for a use-case)
  • Added slightly useful messages for users who misspecify certain command line params
  • Removed the mysterious and useless -server cmd line option, replaced it with -hostaddr cmd line option and hostaddr INI setting

Soccer

  • Soccer ball always visible on commander's map, and it's location is always known to the players (via objective arrows). Previously, when it was outside your range of vision, it was hidden.
  • Neutral (and hostile) goals now work -- anyone can score on them, hostile goal gives negative points

Hunters

  • Cleaned up messages, messages now report score for flags returned to Nexus
  • Brighted up the nexus colors a bit
  • If ship is sitting on the nexus when it opens, it scores immediately without having to leave and re-enter the zone
  • Added new visual effect when someone returns flags to the Nexus

Editor

  • Enabled + and - keys as alternates for Ins and Del on team definition menus, because Macs don't generally have Ins keys.
  • Added error checking to look for missing nexus in Hunters level (game crashes without a nexus!)
  • Added missing item to editor help menu
  • Ctrl-left click now works like right-click. This is maininly to enhance usability by OS X users.
  • Added a UI message when Ctrl-A is clicked, to help users better understand what is happening.
  • Some effort has been made towards making only current-game specific items appear on dock. Needs to be made more systematic, but it's a start.

Bug fixes

  • Fixed minor bug when entering quick chat messages in controller mode
  • Fixed bug reading INI settings
  • Teleport zoom effect now only seen by player who is teleporting
  • Fixed cursor placement issue on global chat (only apparent on goofball messages like "iiiiiiii")
  • Bullets are now rendered correctly on commander's map (when you have sensor, they are visible)
  • Fixed crash when testing Hunters level with no Nexus in editor
  • Killing self in solo games no longer scores a point
  • Experimental aim mode bug fixed: you can no longer see aim vector for other players
  • Join game screen now shows correct number of players on game servers
  • Fixed problem with stars disappearing in distant reaches of large levels
  • Zap! style Nexus definition now properly imported by editor
  • Message displayed when you change loadout now gives correct instructions for activating changes based on game-specific mechanics, as well as presence of loadout zones
  • Fixed problem with remote admins not seeing list of players they could kick or switch teams for
  • Can no longer create "hostile-to-all" soccer goals in the editor
  • Fixed bug in instructions (F1) that caused blank pages and missing items

New in release 008a

Bug fix

  • Fixed crash when running in dedicated server mode

New in release 008

    Major enhancements

  • Implemented a new variant of the PS2 controller (DualShock with adapter cable, works differently than DualShock with USB, will be autodetected on Windows and OS X)
  • Entirely new versioning schema, making it easier to manage protocol upgrades where needed
  • Reworked client-master communications to allow different clients to connect using different protocols. Should make it easier to upgrade communications without breaking older clients. Master now dumps current status (ongoing games, who's playing, etc.) in JSON format, for easy parsing by web applets
  • Alert displayed if you are connecting with an older client to let you know that an update is available
  • New change teams interface -- select teams from list, shows team score and num players
  • Experimental enhancement: When using controller, a light touch on firing stick will display a vector showing where you'll shoot when you press harder (Disabled by default; To enable, set EnableExperimentalAimMode = yes in the INI file)
  • Minor enhancements

  • Enabled friendly fire
  • Disabled friendly fire again
  • Audio alerts when running a dedicated server when a player joins or quits. Set volume (disable by setting vol = 0) in the host section of the INI file.
  • When you change your loadout and you are already in a loadout zone, the changes take effect immediately (as opposed to when you next cross a loadout zone boundary)
  • Improved diagnostics screen -- now reports detailed version info, and more data about joysticks and auto-detect info
  • Raw joystick autodetect string sent to master as part of login process to better understand what controllers players are using
  • Can now start using main menu, before it's visible, while logo is appearing, if you know what keys to press
  • Warning text displayed if you try to do F9 chat and you are not connected to the master server (because your messages will go nowhere)
  • When player is killed by a turret, a message is broadcast (like when player is killed by a player). Previously, messages only broadcast when killed by other player.
  • Minor tweaks to cut down on bandwidth usage
  • Added -createsampleini command line option to help with producing new releases
  • Can only change teams once per minute unless you're admin, infrastructure in place for more sophisticated controls
  • Enhanced master server logging
  • Bug fixes

  • Fixed team scoring in zap match game
  • Fixed several problems with dedicated server -- should be working better now
  • Fixed [very] rare crash when some yahoo adds 10 gazillion mines in the editor and blows them all up. Also fixed inconsequential spark rendering bug in same case.

New in release 007

  • Support added for alternate sound set; setting in INI to switch; new sounds still being developed; "classic" sounds will always be supported
  • Startup logo(s) -- more will be added
  • Player names color coded by team color in admin menus (should make it easier for admins to balance teams)
  • Player status prefixed by [Admin] or [Player] in admin menus
  • Modified master server to produce file showing current number of players/servers for live updates on website (is this the right mechanism?)
  • Reduced overhead during initial master server connection, should connect marginally faster

New in release 006

  • SpyBugs -- new weapon available when you select sensor module. Let's you add sensors that let you see enemy ships on commander's map
  • Minimap test -- partial trial implementation of floating minimap on main screen. [Disabled for now, not as good as expected.]
  • Fixed default gridSize value in the editor
  • Several misc. bugfixes
  • Enemy mines less visible... now 25% transparent (were 0% transparent)
  • Mine energy cost reduced from 65000 to 55000
  • Tightened triple spread slightly (from 50 to 40)
  • Ships spawn with 80% energy, rather than full energy
  • Quick chat messages colored by whether they are team or global in Quick Chat menu
  • Quick chat messages and controls can be defined in the INI file
  • Added mines and nexus item to the dock in editor
  • Added new visual effects when you go through teleporter
  • Added help text when hovering over dock items in editor
  • Nexus items can now be any shape, like loadout zones (old style of defining them still works too)
  • Raised number of vertices in polygon items (loadout zones, nexus, etc.) from 10 (in Zap!) to 32
  • Implemented concept of "hostile-to-all" team (-2) (mostly applies to turrets) -->hostile-to-all turrets shoot at everyone, netural ones can be repaired, as usual
  • Can create neutral & hostile-to-all objects in editor
  • Any team can now use neutral loadout zones
  • Added music volume control, working to acquire high-quality game music. No music in this release.
  • Level is now properly centered and scaled when loaded into the editor

New in release 005

  • Fixed ship rendering bug that incorrectly showed thrusters in relation to direction of rotation (bug also exists in Zap!)
  • Reduced CPU use when a dedicated server is running with no players in the game
  • When resizing game window in windowed mode, size is constrained to correct proportions
  • Reworked Windows installer so the process is prettier (reflects modern installer standards)
  • Partially reverted changes to commanders map where I allowed users to see bullets. Now can only see bullets if you have enhanced sensor installed
  • Fixed bug with incorrect loadout displays being shown after loadout change
  • Editor: LevelCredits line in level file -- credits displayed to remote clients along with level name & description
  • Editor: All game parameters and settings can be edited from the editor. Complete levels can be made without text editor (though you can still use one if you like)
  • Editor: Can change the name of the current file in the level params screen, giving a poor-man's "save-as" capability.
  • Editor: Upgraded whole undo/need-to-save interaction experience. Works much more logically now.

New in release 004

    [Mostly editor enhancements]

  • Editor: Fixed bug where going to the menu and back would cause edits to be lost
  • Editor: Number of teams now displayed on dock
  • Editor: Turned off mouse cursor when testing level
  • Editor: Check for various errors like missing spawn points and notify user
  • Editor: Can't test level with obvious critical errors (avoids crashing game)
  • Editor: Warning message & dialog box when quitting editor w/o saving edits
  • Editor: Better instructions and hints throughout (including cool animation on p2 of instructions)
  • Editor: Level name and "need-to-save" indicator on dock
  • Editor: Very slick modifications to TextItem -- set text size by stretching vertices of alignment vector
  • Editor: NOTE: [F2] Game Params editor is not working

New in release 003

    [Mostly editor enhancements]

  • Made bullets visible on commander's map
  • Fixed keyboard control bug from commercial game while in commander's map
  • Fixed bug where occasionally when hosting game, and changing levels in commander's map, game would crash
  • Added TextItem object to let level makers add text to levels. Syntax: TextItem -1 0.5 1 1 2 50 Message goes here where -1 is team (only visible to team members, -1 for all players), 50 is text size (valid range 10-255),
  • 1,1 is origin of text, 1,2 is direction text should be "facing"

  • Restricted characters in level files to ordinary "printable" characters (marginal security improvement)
  • changed rendering of "testItem" to 7 sides (had 8) because I think it's more interesting
  • Editor: Hold space to disable snapping while moving an object
  • Editor: 128 state undo/redo (Ctrl-Z/Ctrl-Shift-Z)
  • Editor: Set/edit teams from menu [F3]
  • Editor: re-load current level file to make external-tweaking easier [Ctrl-Shift-L]
  • Editor: Improved rendering of teleporters
  • Editor: Added "dock" area so users can drag/drop items from the dock
  • Editor: Replaced duplicate function with Copy/Cut/Paste (Ctrl-C, Ctrl-X, Ctrl-V)
  • Editor: Map centers on all objects, rather than centering at (0,0) (sort of, still needs work)
  • Editor: Added speed zone items
  • Editor: Much enhanced snapping routine, makes it easier to snap items together at different scales, or get items "back on snap" after they've been moved freehand
  • Editor: Items glow when hovered over, explanatory labels appear
  • Editor: Items are sorted internally so smaller items don't get hidden behind larger ones
  • Editor: Can grab polys by all sides or in middle
  • Editor: Use [shift] [+]/[-] to increase/decrease wall thickness by 1 (unshifted increments/decrements by 5)
  • Editor: Improved schematic rendering of items to make it clearer what they are
  • Editor: Ctrl-A to toggle wall-only view
  • Editor: Fixed crashes when you delete too many vertices from an item
  • Editor: Numbered vertices make it clearer what is going on
  • Editor: Reduced editor clutter at high scales
  • Editor: Join sections of wall that have conicident end points with [J] key
  • Editor: Split walls at vertex with [/] key
  • Editor: TextItem -- edit text of selected item with Ctrl-T, use up and down arrows to adjust text size
  • Editor: Rendering of TextItem pretty close to what you see in game (size calculated appropriately)

New in release 002

  • More cmd line options replicated in INI
  • More comments/documentation within INI
  • New diagnostic screen to make debugging easier for both users and developers (activate w/ F12)
  • Fixed potentially major problem with GLUT misinterpreting Ctrl + [letter] keyboard entry (lesson: avoid binding CTRL)
  • Better joystick key renderings for Logitech game pad and Playstation joystick
  • Better raw joystick button detection for diagnosing controller problems
  • Upgraded spark generator to make better grenade/mine explosions possible.
  • Implemented better grenade/mine explosions (existing ones are rather anemic, and new ones give you an idea of true damage radius)
  • Levels specified in INI now properly sorted in alpha-numeric order based on names of keys
  • Added keyboard shortcuts on all menus. Usually the first letter of the menu item, where appropriate reverse-toggles unshifted keystroke
  • Many minor menu enhancements, navigation more logical
  • Resolved a number of non-critical compile warnings
  • Pressing F2 during game will display current mission instructions
  • Added support for private chat comments on global (F9) chat. Specify user by starting msg with /user. Now active while playing.
  • Made some display enhancements to private chat messages in global chat mode
  • New key config menu, available via options (can also bind DPad keys on joystick)
  • Master Server can now specify a name which is displayed in the server selection screen
  • Spiffed up Instructions screens
  • Added loadout indicators to show what you've got... (can disable in the INI file with LoadoutIndicators=No)
  • Started down long road of better integrating editor into game (lots to do, still doesn't work well, really not at all)
  • Editor: Got editor sort of integrated with rest of interface (still sucks, but integration better than commercial version)
  • Editor: added save confirmation message
  • Editor: enhanced file name entry
  • Editor: all new levels automatically saved in ".level" files (rather than anything at all)
  • Editor: can only edit files ending in ".level" in editor
  • Editor: added some rudimentary error checking and handling when saving
  • Editor: Ctrl-S now saves current level, Arrow keys pan (old keys still work)
  • Editor: created rudimentary help screen (F1), still more work to be done
  • Editor: removed command line to start in editor mode
  • All levels will be distributed in ".level" files rather than .txt
  • Can include MinPlayers and MaxPlayers directives in level files. Will be parsed, but as of yet have no effect.
  • Admin players have their names colored red in Admin menus (kick and change team)