Ian Martin's patch has been released.
http://zedo.suddenlaunch3.com/index.cgi ... 1102626369
1) A server side bug where menu options were displayed but no longer valid at
the client side due to lag, is fixed. The bug caused a crash on the server.
2) The tunnel between Reservoir and Downtown is opened permanently.
3) A bug in some of the navigation, causing AI pilots to get confused, is
fixed.
4) Retire pilot in a multiplayer game has a confirmation screen.
5) Some new explosion graphics are added, for Direct3D users only. These are high quality
256x256 24 bit colour images. There is an option to retain the original ones.
This has been tested on a 32Mb NVidia TNT, and a 128Mb GeForce4.
6) A bug with USB gamepad axis values is fixed. This has been tested on a Thrustmaster
12 button gamepad.
7) An old frame buffer problem which has been present since 1998 is fixed, for Direct3D.
This caused a very occasional crash.
8) There is a new fog distance option, for Direct3D, which allows most of the largest
craters to be seen at all times. This is only intended for contemporary fast machines
and has been tested on an Athlon 2600, Celeron 2.4Ghz and faster machines.
9) There is an option to limit the number of remote players in a network server. This is
intended for users who host servers with modest bandwidth. Hardwar does require a lot
of network bandwidth (though this is being looked into) and if you allow 64Kpbs
per player, you should be able to host a server. If, for example, you have a 256Kbps
upload speed (from your perspective) you should be able to have 4 remote players.
10) Some work has been done to compress the network data, and tokenise the information.
Data sizes have typically fallen by 20% but this can be much lower.
11) The manually activated autopilot now flies to a lightwell.
12) Direct3D W buffering is now enabled, where the accelerator supports it - most cards do.
This cures the z ordering problems in tunnels, and other areas.
13) The flares cast a less harsh but richer light.
14) A new server side clicking bug is fixed - caused by unloading cargo.
15) The joystick throttle problem has been addressed, and there are additional config
options.
16) The maximum number of players in a network game works.
17) An option is added to simulate lag, in a single player game. Each frame lags by 10 frames.
18) If a pilot is named "I am a victim" most of the AI pilots attack him. If the pilot is
named "I am a made victim" then he is invulnerable. This was done to test the engine at
its limits, both in terms of display capabilities and control code.
19) When games are saved, dead pilots are not saved.
20) When using developers info, it was always allocating a huge buffer, not needed.
21) The CD music selects random tracks during extended flying.
22) The sky colour is changed to be more like the real Titan.