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 Dänzer) - 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