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- SVGA Air Warrior Version 1.16b
- Update Notes
-
-
- Version 1.16b
- -------------
-
- 1) Yet another bug in the macro engine was squashed.
-
-
- Version 1.16a
- -------------
-
- 1) The radar command (F1) now correctly turns off the map display.
-
- 2) Macro playback has been modified to correctly reset the state of keys
- that were pressed by the macro, but not released.
-
- 3) A bug in KEYMAP that produced garbage at the end of BND files was squashed.
-
- 4) Maps for the European Camp (Terra Fencer) arena were added.
-
- 5) The 'Map' dialog has a new button. Clicking on 'Theater' will select the
- first section in the next known area. Repeated clicks will cycle through all
- known areas.
-
-
- Version 1.16
- ------------
-
- 1) Another bug in the gunnery code was squashed. No-lead shots should hit
- like you'd expect.
-
- 2) A bug in the 'virtual view' code that would result in odd-looking plane
- polygons if you did not have art was fixed.
-
- 3) A new packet was added to the film code that will allow the FE to
- correctly display sector counters in the new theaters.
-
- 4) A new effect, "Mountain faces", was added to the FE. When enabled,
- mountain and range faces divide into increasing numbers of smaller polygons
- as range decreases. The maximum number of divisions can be controlled with
- view level keys (1,2,3,4,5) where 1 results in 8 divisions along an edge, and
- 5 results in none (ie, the mountain looks like it always did. This
- tessilation can use alot of CPU, but also seems to help with depth and
- movement perception in closed spaces (ie, the canyons).
-
- 5) A new map engine was added to support our new large theaters. The
- FE now supports an unlimited number of map 'sections', and automatically
- selects the closest one when you select the map view (via SHIFT-F10, or the
- 'Map' button in the case of dialogs).
-
- If you are not in flight, you can view the other sections in your theater by
- clicking the 'Next' button.
-
- If you are in flight, the '[' and ']' keys select the next and previous
- section for the theater. You can also select the next section up, down,
- left, or right by hitting the appropriate arrow key.
-
- NOTE: The BETA release contains maps for half-time and full-time europe and
- pacific. Other maps will be added as they become available.
-
-
- Version 1.15a
- -------------
-
- 1) The keyboard interface code was modified to improve performance.
-
- 2) A bug in the macro engine that would lock the FE if a key was pressed
- during playback was fixed.
-
-
- Clearifications:
-
- 1) Pressing any key tied to a macro while another macro is playing will
- terminate the running macro. You must hit the key a second time to start the
- new macro.
-
- 2) Pressing keys while a macro is running can produce unusual results. This
- is due to interaction between the keys being 'pressed' by the macro engine,
- and those pressed by the user. This is not a bug.
-
- 3) It is very important that you correctly configure your joystick with this
- new version. The FE selects a joystick interface and keyboard binding based
- on which input device (mouse, joystick, Thrustmaster, CH Pro) AND whether or
- not you have a WCS selected. Be sure you correctly set both the stick and
- the WCS option before you calibrate your stick!
-
- 4) You MUST use the new WCS MkII ADV file (AIRWAR-2.ADV) included in this
- upload.
-
-
- Version 1.15
- ------------
-
- 1) This update includes a major rewrite of the keyboard and joystick handler
- to make it more flexible. The 2 (or 4) stick buttons are now treated as if
- they were keys on the keyboard, and so are completely configurable using
- KEYMAP. The holddown option has been improved, and can now be attached to
- any command. Finally, several new commands have been added that will
- generate combination views with a single keypress.
-
- Air Warrior and Keymap now support unique keyboard mappings for all
- supported input devices (mouse, joystick, Thrustmaster FCS, CH Pro, as well
- as WCS Mk I and II). If you use one of the WCS devices, be sure you select
- the correct type in the OPTIONS/AIRCRAFT dialog. If you use the WCS Mk II,
- you must use the ADV file included in this update.
-
- See KEYMAP's online documentation for full details!
-
- 2) This version also supports macro keys while in flight or film playback.
- Macros come in two forms: 'Timed', and 'Fast' playback. The first will play
- back at the rate it was recorded, while the second plays as fast as possible.
-
- To Record a macro, you MUST be in flight:
-
- a) for a timed macro, press CTRL-ALT-F10,
- for a fast macro, press CTRL-ALT-F9,
- then release the keys.
-
- Follow the instructions displayed in the message window:
-
- b) You will first have to select the key combination that will
- trigger the macro. It may be any combination of CONTROL, ALT,
- SHIFT, and any other key. The only combinations not allowed are
- CTRL-ALT-F9/F10.
-
- The macro engine is ready to record as soon as you release all
- the keys. If you are recording a timed macro, the timer will
- not start until you press the first key.
-
- c) Press CTRL-ALT-F9/F10 again to end recording.
-
- If the key combination is already attached to a macro, the new
- sequence will replace the old one. If the new macro contains
- no keypresses, then the old macro (if any) is erased.
-
- d) If you run into major problems, delete the macro file (AIRWAR.MAC)
- and start again. If you can reproduce a bug, please send it to us!
-
- 3) a new 'virtual view' has been added to film playback. First, jump
- outside the plane (normally, by pressing 'n'). Your position relative to
- your plane can now be adjusted using a joystick or mouse. In the case of a
- stick, the rate of change is proportional to stick offset. For a mouse, the
- default rate is 'fine', but that can be increased by holding down the left
- button.
-
- Pushing the device forward moves your viewpoint up relative to the screen,
- while pulling it back moves down. Moving the device to the left and right
- will likewise move your viewpoint left or right.
-
- The distance from your plane can be changed by holding down the right
- mouse button or the joystick trigger, and moving the device forward and back.
- In this mode, left and right still function as described above.
-
-
- Version 1.14
- ------------
-
- 1) This update contains fixes for two bugs in the gunnery code. The first
- would reduce the chance of hitting a target under high G tracking shots. The
- second was far more general, and would result in 'blanks' in some cases.
-
- 2) The radar view has been updated to support a much larger area. Friendly
- and enemy counters should now function correctly in all theaters.
-
-
- Version 1.13g
- -------------
-
- 1) Offline bombing of other planes was added. As mentioned below, the last
- release did not include the host's vehicle desruction code. If you select
- accurate bombing, it is now possible to destroy other planes and tanks.
-
- 2) Visible bombs and film recording of offline bomb delivery was added.
- WARNING: SVGA films that include offline bombing are NOT compatible with
- other front ends at this time!
-
- 3) For fans of Dr. Stangelove, a 'Slim Pickens' mode was added. Pressing
- Shift-F1 enables bomb ride mode; pressing it a second time disables. If the
- front end detects a bomb release while in 'ride' mode, it will switch views
- so that you are strattling the bomb--all the way down. You can jump among
- all currently falling bombs using the TAB and Shift-TAB keys. This mode is
- available in both film playback and offline flight. Be careful while in
- offline flight. Although you are riding the bomb, you are still in control
- of your plane!
-
- 4) Support for the CH-Pro flightstick was added. You must select CH-Pro
- from the list of possible controls and calibrate the stick before it will
- function. It is possible to map the 4 view directions to any of the 4
- physical hat positions (as with the Thrustmaster), as well as the 3 stick
- button functions (brakes, bombs, and toggle view).
-
- Due to limitations in the CH-Pro, it is not possible to combine button
- presses with hat movement. Therefore, if you want to look around, switch
- between the first and second view sets, fire guns, drop bombs, or apply
- brakes, you must first center the hat AND release any other stick buttons.
-
-
- Version 1.13f
- -------------
-
- 1) Stereo sound capabilities were added. You must first download the stereo
- sample data file from the SVGA extras library and place it in your AIRWAR or
- AIRWAR\ART directory. Next, you need to enable stereo sounds by checking the
- 'stereo samples' option in the sound dialog.
-
- A Special thanks to Killer for providing the samples!!!
-
- 2) Offline gunning was added. It is now possible to jump to any position in
- any aircraft and operate the weapon at that station. That includes jumping
- from the pilot's seat to any gun position on a bomber.
-
- 3) Offline bombing was added. The Front end supports two different delivery
- methods. The first, "Fast drops", uses the drone bomber code. Basically, it
- looks at where your bombsight is pointing, and places a bomb there. Objects
- within a small distance of the impact will be destroyed.
-
- The second method, "Accurate drops", uses a complete floating point
- implementation of the host's bombing code. This method can be VERY slow on
- machines not equipped with a floating point co-processor. However, the
- accurate method does allow you to "toss bomb" and operate the main gun of the
- T-34 tank, just as you would online.
-
- The drop method is selected from the Mission dialog. If you select a
- T-34, the accurate method is always used. If you select 'none', no bombs are
- loaded.
-
- Bombing limitations
- -------------------
-
- a) Bombing and gunning are not supported in H2H mode at this time.
- b) The actual number of bombs need to destroy an airfield is not correct
- in all cases.
- c) It is not possible to shell or bomb other planes or vehicles at this time.
-
-
-
- 4) Additional sound drivers have been included that may fix the problem with
- delays at the beginning and end of samples. If you experience this problem,
- try using one of the 'short delay' versions.
-
- 5) The sun is now yellow.
-
- 6) Shadows should no longer appear at high altitudes.
-
- 7) The code that loads sounds has been made more efficient. This change may
- eliminate the occasional 'Cant allocate sample buffer' warnings.
-
-
- Version 1.13d
- -------------
-
- 1) Planes and large terrain objects now generate shadows. They can be
- turned on and off with options in the Options|Effects dialog. If enabled,
- the effect can be temporarily turned off by selecting combat mode.
-
- 2) A new version of SEEHEAR is included in the archive. It should correctly
- deal with the new sound drivers.
-
- 3) Five bugs were squashed:
-
- a) Films should correctly record the death of another plane.
- b) The joystick will now consistantly fire a 1 second gun burst.
- c) Inflight joystick control (ESC-oj) correctly deals with the FCS.
- d) Drones no longer attack other drones of the same country.
- e) Tuning your radio in H2H mode no longer damages your opponent.
-
- 4) The correct plane shape files are included in the archive.
-
-
- Version 1.13
- ------------
-
- 1) More bugs in the LCS and half-time gunnery were fixed. The LCS should
- change size based on the current hit bubble sent from the host.
-
- 2) A bug in offline films was found and tentatively fixed. Explosions and
- drone deaths should be properly recorded now.
-
- 3) The bitmap animation code (smoke and explosions) was improved. You
- should see less of a frame rate hit when they get large.
-
- 4) The color of country A (light blue) was made lighter yet again. This
- will be needed in future versions when planes have colored 'country markers'
- on their shapes.
-
- 5) The user can now control the use of shaded plane shapes. A new checkbox
- has been added to the Options/Effects dialog the enables/disables the new
- shapes. If the 'Shaded planes' box is not checked, the FE uses the old shapes
- without any shading.
-
- If the 'Shaded planes' box is checked, then the user can control the
- distance at which high-detailed shapes appear with the view keys
- (1, 2, 3, 4, 5):
-
- (1) 'Full picture mode' : from 300yds in,
- (2) 'Medium picture mode': from 150yds in (default mode),
- (3) 'Short picture mode' : from 100yds in,
- (4 & 5) 'Combat...' : from 50yds in.
-
-
- Version 1.12
- ------------
-
- 1) A bug in the artwork checking was fixed.
-
- 2) A bug in the LCS was fixed.
-
- 3) Aircraft are now lambert shaded. This required a new set of video
- drivers, so be sure you reinstall yours.
-
- 3) The Spitfire shape has been dramatically improved. Other plane shapes
- will be improved in the future.
-
-
- Version 1.11
- ------------
- 1) A major bug in offline bombers was squashed.
-
- 2) The way that gunner positions is drawn was modifed to provide faster
- screen updates during rotation. The rotation code was modified to support a
- 'half-speed' option. Holding down the SHIFT key will reduce rotation speed
- by 1/2.
-
- 3) position smoothing for gunners was fixed.
-
- 4) A bug in accelerated stalls was fixed.
-
- 5) The autopilot limiter was fixed.
-
- 6) The way that radar counters/icons are displayed was modified to support
- new radar modes.
-
-
-
- Version 1.10a
- ------------
- (internal use)
-
- Version 1.10
- ------------
- 1) New terrain file format to support lambert shading.
-
- 2) Numerous changes to host interface to support Scenario theatre.
-
-
- Version 1.09a
- ------------
-
- 1) Several small bugs in the new flight code were corrected. Planes should
- no longer spin on the runway--the rudder should steer the AC.
-
- 2) Auto-trim is now limited to a maximum of 1/2 G of correction. This means
- that climbs and dives of more than 45 degrees (approx) are not stable without
- some stick input. Similarly, stick input is required to hold the AC in
- inverted flight.
-
- 3) Several bugs in head-to-head were corrected.
-
- 4) Due to the protocol changes needed for realtime multi-player flight, the
- program no longer supports 1200 baud. There is simply not enough throughput
- for it to be used online in the new arenas.
-
-
- Version 1.09
- ------------
-
- 1) Bugs in the artificial horizon and drones were fixed.
-
- 2) Selectable tracer color and an option to fix the LCS in its centered
- location were added.
-
- 3) Data for the P47 and Hellcat were added. They should now have the proper
- shape, as well as offline ammo and sound.
-
- 4) A nasty bug in realtime gunnery was nailed.
-
- 5) A major rewrite of the stall/spin/rudder code was merged.
- - the AC now 'auto-trims' for any orientation. this means you can fly
- inverted without having to constantly hold the stick.
- - a new drag/lift model has dramatically increased the ability of all AC
- to zoom-climb.
- - tail slides and hammerheads are now possible.
-
-
- Version 1.08
- ------------
-
- 1) Air Warrior has been compiled with a new compiler, and linked with a new
- Dos Extender. While it has checked out here in the office, I'm sure I've
- missed at least a few things. Anything odd should be reported.
-
- NOTE: This change in compilers REQUIRES a change in video and audio drivers.
- Be sure to reinstall the correct ones before you try to fly.
-
- 2) This version incorporates changes suggested by Robert Shaw. You will
- notice a significant increase in rudder induced roll at low speeds, as well
- as a pitch down when flaps/gear are extended. Variations in power on versus
- power off stall speed is also modeled (most noticable on the P38).
-
- 3) The P47 and F6F are available.
-
- 4) There has been a major rewrite of the host communication code to support
- realtime flight over the network. While this version is backwards compatible
- with the current production hosts, old front ends are not compatible with
- this FE (for head to head).
-
- 5) The changes mentioned in (4) also require a change in gun camera films.
- While this version can read old style films, it can not write them.
- Similarly, old FE's can not read films generated using the new host packet
- scheme.
-
-
- Version 1.07
- ------------
-
- Official updated box version.
-
- Version 1.06
- ------------
-
- 1) Some internal changes were made to allow the host to control real-time
- flight.
-
- 2) Some problems with terrain file differences (between the host and one or
- more FE's). To insure compatability, this update includes a new 'official'
- TERRAIN.DAT file.
-
- Version 1.05
- ------------
-
- 1) Half-time rolls: Seems I neglected to include the new 'Realism' dialog box
- resource in the last release. You should now see a new check box labeled
- Half-time rolls. Checking this box reduces your roll rate to a speed
- comparable to the game's half-time clock. This option is automatically
- disabled when real-time is selected. A similar checkbox is available in the
- H2H negotiations dialog.
-
- 2) Mouse: The mouse handling code should understand the Thrustmaster
- joystick now, and not try move your controls when the stick is enabled.
-
- 3) Memory: This version of the front end requires approximately 33
- kilobytes more than previous versions. This is due to drastically enlarged
- object tables necesary to support more complex terrain files. Those of you
- who were tight on memory before may need to further reduce your system setup,
- or switch to a boot floppy. You should still be able to run on a 4 MB system!
-
- 4) Drawing speed: This version incorporates two new object trimming
- techniques that help reduce the work necesary to determine if an object is
- visible. It seems to be working fine, but if you see odd effects, such as
- things disappearing when they shouldn't, please let me know. You should see
- a general inprovement in frame rate, but it will be most visible when there
- are lots of objects nearby.
-
- Version 1.04
- ------------
- 1) Local hits: a new options check box selects between old style and new
- style gun hit display. Checking this box uses the new method, where the FE
- displays sparks when it calculates a hit. Leaving it off uses the old style
- where hits are not seen until the host sends an ack.
-
- 2) Runway markings: This user selectable option enables runway centerlines
- and terminators.
-
- 3) Half-time Rolls: This user selectable reality option disables the
- use of real time roll rates when flying in half-time. This options is also
- controlable by the host when in multiplayer mode.
-
- 4) Terrain data: Changes were made to the 3-space model to accomidate more
- complex terrain files.
-
- 5) Host controlled gunnery: The host now has the ability to change bullet
- muzzle velocity and time of flight, and to adjust the size of the hit bubble
- used by the FE.
-
- Version 1.03a:
- --------------
- 1) at 000F:00049CB9: This fatal error occured on systems without a sound
- driver. It seems the FE was trying to call a driver function when there was
- no driver loaded.
-
- Version 1.03:
- -------------
- 1) General Problems: A number of people experienced odd crashes with
- version 1.02. I believe this was do to a hardware problem on the machine
- that version was compiled with. If you still experience a problem with this
- new version, please report it.
-
- 2) Scale Dialog: The labels for Pitch and Roll were reversed in 1.02
- (again). They are fixed (again) <g>.
-
- 3) Craters: There was a problem with craters disappearing in earlier
- versions, particularly in the Pacific Theatre. They should be back for good
- with V1.03.
-
- 4) Gunnery: This version implements the new gun hit display as discussed in
- the forum. You will see a fractal 'spark' when the FE calculates a hit, and
- pieces-parts when the host acknowleges a hit. You will also see a puff of
- smoke sometimes (just another effect).
-
- 5) Offline combat: Offline combat should work again (was broke in 1.02).
-
- Version 1.02:
- -------------
- 1) Thrustmaster problems: A number of people have experienced problems with
- Thrustmaster RCS and FCS controls. Principly, there was the need to an
- adjustable deadzone for both the rudder and the castle switch. These have
- been added to the 'Scale' dialog.
-
- 2) Gun Hits: This version displays online gun hits in a different manner.
- In the past, the user would not see the hits until the host had received and
- verified the hit. With the new version, the user gets immediate feedback
- (sparks and flying pieces) as the hit is detected by the front end.
-
-
- Version 1.01:
- -------------
- 1) COM3/COM4: The was a problem with how the software obtained the port
- address of COM3 and COM4. This was fixed by bypassing the BIOS port table,
- and including a list of default values in the program. Additional fields
- were added to the Serial dialog so that the user can adjust these defaults
- if needed.
-
- 2) Sound Dialog: An error in the sound dialog handler corrupted sound
- sample selection if the user opened the dialog more than once. The handler
- was fixed.
-
- 3) Scale Dialog: The wrong joystick Scaling dialog resource was shipped
- with version 1.00. The pitch and roll sensitivity controls were reversed,
- and thus the sensitivity curves as well. The correct resource is included in
- the update.
-
- 4) Frame Rate report: The frame rate reported in the About dialog was
- incorrect after film playback due to a code bug. This resulted in wildly
- varing frame rates. The bug was fixed.
-
- 5) EISA Bus Mouse: Systems equipped with bus mice, especially EISA
- Motherboards with the mouse port on the board, experienced violent crashes
- during program startup. The problem was traced to the mouse driver, and a
- workaround installed.
-
- 6) VESA Driver: A number of VESA driver users experienced problems with
- the initial release. Some systems were using page sizes other than 64k, and
- this was not handled by the initial driver. A new driver and a configuration
- program (VESACFG.EXE) fixes this problem.
-
- A different problem was experienced by owners of Zeos systems equipped with
- the NCR Local Bus video card. The evidence points to a bug in the VESA
- driver supplied by NCR. To fix the problem, a driver for NCR 77C22E chip was
- created, and is included in the update.
-
- 7) Redout/Blackout timing: An odd problem with Redout/Blackout effects on
- fast systems was fixed. In some cases on some systems, the effect was slowed
- down if the frame rate was very high.
-
- 8) P-38: Some changes were made to the 38's turning ability. It seems a
- bad value made it into the performance specs due to a misread number in the
- original source document.