Terminus
--------

update 1.1 to 1.8 (retail version)

company: Vicarious Visions (www.vvisions.com)

Changes in version 1.2
* COMMON: Added GameRanger support
* COMMON: Fixed gauntlet docking bug
* LINUX: Fixed record buffer overruns
* LINUX: Fixed USB joystick support
* LINUX: Fixed sound volume support
* LINUX: Important misc fixes
* MAC: Removed Info 122
* MAC: Better task switching
* MAC: Moved network code into multiplayer only areas to prevent 
       modem dialing
* MAC: Keyboard support now language independent
* MAC: Fixed simultaneous joystick button pressing
* MAC: Support multiple mice
* MAC: Fixed multiple hat support
* MAC: Added support for up to 32 mouse buttons
* MAC: Force 3dfx cards to draw interface in 16bit color
* WINDOWS: Added force software mixing option, snd_force_softmix, to 
  work around bad soundcards

Changes in version 1.3
* COMMON: Removed ability to create black ships in cosmetic detail 
          screen
* COMMON: Restored the Ship Manager
* COMMON: Fixed disconnect while joining a multiplayer game

Changes in version 1.4

* MAC: Fixed keyboard repeat problems 
* MAC: Improved resolution switching 
* COMMON: Fixed comm queue overflow when starting some games 
* COMMON: Fixed one liner bug when ignoring player communications 
* COMMON: Fixed comm interface update bug 


Changes in version 1.5

* COMMON: Fixed ending cutscene crash in multiplayer 
* COMMON: Removed unnecessary military contract window 
* COMMON: Fixed crash when starting game with invalid ship 
* COMMON: Fixed overwriting invalid save games 
* COMMON: Fixed adding gadgets to canisters 
* COMMON: Fixed cargo scooping canisters with ammo 
* COMMON: NPCs no longer post strike contracts on bases 
* COMMON: Fixed /target command 
* COMMON: Fixed issues with damaged fuel and energy systems in cargo 
          bay 
* COMMON: Fixed erroreous password mismatches in multiplayer games 
* COMMON: Fixed round switching for in-game dedicated servers 
          hosting melee games 
* COMMON: Automatically switches current weapon when it is sold or 
          moved 
* COMMON: Removes stored ships when abandoning saved multiplayer game 
* COMMON: Added ship cost display when selling a ship 
* COMMON: Displays stored ships at Asteroid Outpost in Personal Info 
* COMMON: Fixed ship scrollbar in Personal Info 
* COMMON: Fixed frequency types when restoring save game 
* COMMON: Fixed obscure memory leak 
* COMMON: Fixed bug where ignoring players ignores one-liners 
* COMMON: Fixed acknowledge page button 
* COMMON: Modified comm text delay 
* COMMON: Prevent empty comm messages from sending 
* COMMON: Various script fixes 
* COMMON: Added code to workaround future NPC ID Already In Use 
          messages 
* COMMON: Fixed duplicate ship names and NPC names 
* COMMON: Fixed several spelling errors 
* LINUX: Support over 2GB of memory 
* LINUX: Fixed server disconnecting in multiplayer games 
* LINUX: Fixed address already in use bug on servers 
* MAC: Multiplayer error messages are drawn 
* MAC: Increased memory handles to fix DRP 
* MAC: Added dialog box when joining multiplayer games from
       Game Ranger 
* MAC: Added buffer to help prevent some out of memory errors 
* MAC: Added support for more keys 
* MAC: Improved resolution switching code, again 
* MAC: Fixed Voodoo 3 resolution switching 
* MAC: Added workaround for Game Ranger bug that prevented joining 
       some multiplayer games 
* MAC: Fixed issues with joining games rapidly in succession 
* WINDOWS: Fixed Windows task switching; cannot acquire mouse error 
* WINDOWS: Added texture corrdinate tweaking for Direct3D (see 
           config.txt) 

Notes: The changes in this version necessitated moving the 
multiplayer version up to 1.1. In order to use this patch in a 
multiplayer game, both the server and the client must be upgraded.

Although several scripting errors where corrected in this patch, 
games saved with older versions of Terminus may still experience 
these errors as save game files actually store some scripts. If you 
are experiencing script errors after patching, try using a save game 
that was saved early in the storyline. 
  
Changes in version 1.6
COMMON: Optimized multiplayer bandwidth
COMMON: Added mass display to performance profile
COMMON: Added previous weapon key
COMMON: Modified missle lock noise
COMMON: Made HUD warnings only beep five times
COMMON: Added button in engineering to show only damaged gadgets
COMMON: Added joystick like mouse option (see config.txt)
COMMON: Added auto-save option for dedicated servers (see config.txt)
COMMON: Added server log option for dedicated servers (see config.txt)
COMMON: Added an "All" button in parts/cargo screen when 
        transferring items
COMMON: Commands /target and /navlock now search for substrings
COMMON: Added toggle canister visibility key
COMMON: Added target attacker key
COMMON: Added clear target key
COMMON: Fixed bug with large amounts of ammo in cargo bays
COMMON: Fixed performance profile on empty ship bug
COMMON: Fixed bizarre ship trading
COMMON: Fixed some memory leaks
COMMON: Fixed point limit bug in Melee games
COMMON: Fixed ship selling cheat
COMMON: Fixed AI related scripting error
COMMON: Fixed merge control conflict bug
COMMON: Removed canister collision noise
COMMON: Fixed some /navlock issues
COMMON: Exported ship files are now portable across platforms
COMMON: Fixed text wrap in server stats window
COMMON: Fixed crash in pirate career with PVG
COMMON: Fixed performance profile thrust numbers
COMMON: Fixed load game crash where one player had a bounty on another
COMMON: Fixed engineering screen crash when moving repair level slider
COMMON: Fixed several scripting issues
COMMON: Fixed docking for ships with poor acceleration
LINUX: Corrected sound code
LINUX: Fixed backslash key support
MAC: Fixed bizarre crash
MAC: Fixed crash when assigning keypad keys 4 and 6
MAC: Fixed number of gadgets engineering screen

Notes: Version 1.6 includes extensive changes to multiplayer 
Terminus. For this reason, both servers and clients need to upgrade 
to 1.6. Also, several mission scripting errors were corrected. 
Terminus will no longer allow you to load a save game where a broken 
script is running. If you attempt to do so you will receive the 
following error message: "A script in this save game was found to 
contain an error."

Changes in version 1.61
COMMON: Fixed save game loading with stored ships
COMMON: Removed debug string on HUD
COMMON: Fixed bug in early Mars mission

Changes in version 1.62
COMMON: Fixed save game loading with stored ships
COMMON: Default canisters scannable when loading older save games
COMMON: Fixed docking with ship that contains many thrusters

Changes in version 1.7
COMMON: Fixed ship manager, ship cost calculation
COMMON: Fixed Razor avionics bay properties
COMMON: Prevent negative bounties from being posted
COMMON: Fixed AI infinite loop hanging bug
COMMON: Prevent AI from attempting to dock with corvettes
COMMON: Fixed reload button in parts/cargo
COMMON: Fixed save game crash with defense pods
COMMON: Fixed PVG AI crash
COMMON: Numerous scripting fixes
COMMON: Valuable ore is less likely to be mined
COMMON: Pressing an aux key gives feedback
COMMON: Fixed a "Memory not already allocated crash"
COMMON: Fixed UEL assault on Callisto script
COMMON: Fixed pirate Darkheart and Eulogy script
LINUX: Add snd_buffer_chunk config parameter (see config.txt)
MAC: Added a joystick calibrator
MAC: Fixed file list bug

Changes in version 1.8
COMMON: Fixed a crash when saving a game in some situations. 
COMMON: Fixed a crash when loading a game after changing number of 
        player saves in terminus.cfg 
COMMON: Several script fixes. 
COMMON: Added code to prevent AI for waiting around and doing nothing. 
COMMON: Added support for entering the port number of a server in 
        the Join Game dialog. Simply enter the server address in 
	ip:port format. 

Notes:
New Server Commands 

There are several new console server commands. The first set deals 
with the max player saves situation. The command "setmaxplayersaves" 
allows you to adjust the number of player saves on the fly. If you 
decrease the number of player saves some player saves may have to be 
dropped. The command "getplayersavestats" displays how many player 
save slots are being used currently. 

A couple notes about the player save system. First, the player saves 
used to be clamped to 64. Anyone running a server with > 64 player 
saves, would see no difference. This limit has been increased to 
4096. Second, some people are under the impression that once all the 
player save slots are filled people can no longer join/save on the 
server. This is not entirely correct. In free mode, once the slots 
are full, the _oldest_ saves are dropped as needed. In story mode, 
however, games are limited to 8 player save slots. 

The next set of console commands does basic economy management. By 
using "displaygadget," a server admin can display the price and 
quantity of a gadget at a base. For example: displaygadget "flare" 
"belt station" 

The "addgadget" and "removegadget" commands take the same parameters 
but perform opposite functions. For example: addgadget "flare" 10 
"belt station" 

The above command will add 10 flares to Belt Station. 

lightly. In a story mode game, adding PVGs to the economy could 
break some scripts. Additionally, if you remove critical gadgets 
from bases, such as iron or water, the base may cease producing some 
products. This, in turn, could lead to shortages that prevent ships 
from leaving the base. Eventually the base should recover, but 
beware of the impact of your actions. 

Additionally, you can only add and remove gadgets. You cannot 
add/remove ship hulls, armor, or fuel and energy. 

Client-side Save Game 

"Saving" a game on the client-side of a multiplayer game was added. 
I place "save" in quotes because although the functionality is 
available through the Save Game and Load Game menu options, a game 
is not really saved. 

Instead, when you save a game on the client, the Internet address of 
the server, your player name, your ship name and your password are 
saved. Then when you load, Terminus attempts to reconnect with the 
server using the same names and password. Client-side save game is 
more like an addressbook or a bookmark. 

A client-side save can be preformed just like a normal save. Go to 
the in-game menu and click Save Game. Games can be saved at any 
point, in any game mode. 
