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) . 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.