Version 0.83c April 7, 1997 * Stupid me. You should only get 1000 units on fuel, not 5000. Version 0.83b April 3, 1997 * A bug in the code that verifies that the level descriptions are correct caused a rejection of the first level. Thanks to Joey Hess who pointed this out. Shame on me for not testing prior to the release. Version 0.83a April 1, 1997 * A restart point in level 6 caused unconditional death. Not so good, but now it's fixed. Thanks to Jan Djärv, who pointed this out. * An icon (32x32) for Widows included. Thanx bro. Version 0.83 March 21, 1997 * If two shots arrive at the same target at the same time, only that target is destroyed, not the target closest to the real target as well. * Lowercase characters in the font. * Cosmetic improvments. The amount of fuel left and the score is drawn in a box similar to the one in the original. The animation area was moved to the lower part of the screen, making room for the new box at the top of the screen. The ship appears more smooth when rotated. X11 icon included, it is not just a noisy square anymore. * X11 demo is only run if the window has focus. * X11 keyboard handling is better, still not handling Compose though. * The option --step which makes Thrust skip the drawing of two out of three frames and the option --double which draws Thrust in a bigger X window. However, --double is incredibly slow. * Instructions include the silly background story; supplied by Wolfram Kleff over a year ago. * The Power Plant is not destoyed until the countdown is ended. When the count- down ends, all objects explode. Do that in level five for maximum on screen explosive effect (10 objects simultaneously exploding, if you have the Pod). * In the SVGAlib version, the names of the keys are pulled out of the kernel in the same way as the utility "dumpkeys" is doing this. As a consequence, some keys have changed their names, so you might have to edit your .thrustrc file. * Thrust runs on MSDOG. Indrek Mandre pointed me in the direction of DJGPP and a port of SVGAlib which made it a rather easy task, but I still really really detest MSDOG. Version 0.79c February 25, 1997 * The "About"-code segfaulted, and so did the gamma correction option handling in some cases. Both are fixed. Version 0.79b February 22, 1997 * Sound wasn't working. Another silly play_sound=0; assignment. Version 0.79a February 21, 1997 * Sound wasn't working. Silly play_sound=0; statement removed. Version 0.79 February 20, 1997 * Changed the interaction between the ship and the blob when they are connected and the ship is accelerated. The new behaviour is more correct and more like the original. * Sound added to the Linux version. Uses the SoundIt library written by Brad Pitzel (pitzel@cs.sfu.ca). Sound was added to thrust by Maik Roeder. In addition, SoundIt has been adapted so that sound works for for Solaris, SunOS and HP-UX as well, but only if the sound device supports linear encoding. * Configurable keys. Configuration is stored in ${HOME}/.thrustrc which is read at startup. See the included file "thrustrc" for an example of how .thrustrc can be written. * X version understand the -display and -geometry options. * Support for X-servers not capable of MIT shared memory. * Added an option --gamma with which you can change the brightness of the colors. * New rules applies for advancement to the next level. Also, there is a maximum altitude. * 750 points (instead of 700) are given when the bunkers are shot down. * Messages between the levels and a game over message. * Portability changes. The X version now builds on Linux, Ultrix 4.5, OSF1 4.0, OpenBSD 2.0, Solaris 2.4/2.5, HP-UX 10.20, Irix 4.0.5, AIX 4.2 and SunOS 4.1. Very likely a whole bunch of others. Fix for OpenBSD by Kenneth Stailey, the rest by myself. Version 0.73 January 14, 1997 * Added syncronization for fast systems. The X version was way too fast for some systems. Version 0.71 January 13, 1997 * Preliminary X11 support. Only works with servers capable of MIT shared memory and limited to visuals with 8 bits per pixel pseudocolor. * Compatibility changes and the use of GNU autoconf makes it possible to run the game on Solaris 2.5. With some luck, it works for other unices as well. * The fired shots can destroy targets even when the hit is not on the screen. * Fixed the door used in level 6. * Made the mass of the blob configurable (REL_MASS in src/thrust.h). The mass of the blob is given in relation to the mass of the ship. The value is also changed from the previous 1.0 to 0.8 in responce to some requests. * Updated man page. Most of the needed information is in there. * Some memory allocation misfeatures corrected by Maik Roeder. * Fixed the makefile. It didn't work if you didn't have the directory where the binary was supposed to be installed. Thanks go to Martin Wickman who pointed this out. * Removed the bindist target from the Makefile in the binary distribution. * Enabled the use of svga modes larger than 320x200. The game is simply drawn in a small area of the larger screen. Option --svgamode added. I've been able to play in 640x480, 800x600 and 1024x768. Start with 'thrust -s G640x480x256'. 320x200 is still the default. Version 0.67 December 22, 1996 * Fixed the nasty little bug which caused some "unexplainable" deaths. It must have been there for ages, but hasn't triggered prior to v0.61. * Level 6 included. Pictures supplied by Christian Janoff. The door is still in need of some work as you will notice when you get there. The level is playable though. * Fixed a small cosmetic bug in level 5. * Joey Hess changed his email address *again*. ;-) Version 0.61 December 19, 1996 * Level 5 included. Pictures supplied by Christian Janoff. * New and improved title picture. Supplied by Christian Janoff. Version 0.59 December 11, 1995 * Configurable keys. * The guns are silent for a while when the plant has been hit. Thanks go to Wolfram Kleff since he pointed out this behaviour. * Fixed a small bug with the teleport bars. * Responds to the arguments -v, --version, -h and --help. * Changed the internal representation of the definitions of the levels to make it easier to enter the block codes (was ½ and others, now normal ASCII). * A breif description of how to make your own level. * Man page, maintained by Joey Hess (joey@kite.ml.org). * Binary version compiled ELF, not a.out. Version 0.53 November 6, 1995 * ELF-problem fixed. Thanks go to Mirko Streckenbach. Now it should compile on ELF systems as well. * The game enters a demo mode if not touched. * The teleport bars at the end of a completed level. * The game is now not as quick as it was before, making it easier. Version 0.47 * Can't remember. That's why I'm starting this list. Version 0.41 * The first version released for Linux and SVGAlib. Before this, the versions wasn't numbered. ___ The first version got on the way when I discovered that my new fancy computer was able to update the whole screen in every retrace of the monitor. This must have been in 1993 or 1994 with my 486DX50. Not a very efficient way of scrolling, but this is still how it works.