1 21.12 3**** 4 5Major features 6- Resize window (or set SVGA mode) to enlarge playing area. 7- Completely new power code that uses a power grid instead of 8 individual packets of power. 9- New pbar design including add'l stats: total goods/ore/steel/etc. 10- Mouse scrolling of main window using middle mouse button (X only). 11- Overlay mode which displays mini-map stats in main window. 12- Click-drag-release to create multiple transportations. 13- Support for internationalization (iso8859-1 languages only). 14 15Minor enhancements 16- New main menu system. 17- GUI interface to set game preferences. 18- Keyboard scrolling of main window using arrow and shift+arrow (X and Win32). 19- Load and save game preferences to .lincityrc (lincity.ini on Win32) 20- You can now start a new game without exiting lincity. 21- New build/install procedure using autoconf/automake 22- SVGALIB now respects /etc/vga/libvga.config to set mouse parameters. 23- Partial support for iso8859-2. 24- Now old tips degrade into grass, and tips can be built on top 25 of ore mines. 26- New statistics available in mappoint stats window. 27- Time/click multiplexed monthgraph/mappoint stats window. 28- Simplified mini-map selection using mouse. 29 30Bug fixes 31- Added OS/2 fixes. 32- Linearize tech loss to fix divide by zero bug. 33- Miniscreen no longer jumps to pollution screen when market burns waste. 34- Update opening screen to use new-style organic farm graphics. 35- Fix close directory problem introduced in 1.11. 36- Fix wrong cost being charged for residences. 37- Fix crashes when installed in directory with long file name. 38- Many, many others. 39 40Other changes 41- Moved save game directory from .Lin-city to .lincity 42- Don't ask to creating .lincity directory any more 43- No more diffgraph. 44- No longer can bulldoze the most recently built item for free. 45- No more Win32-style menu. 46 471.11 48**** 49 50- Integrate X11 and Win32 code 51- Greyscale X11 support added 52- X11 performance enhancements 53- Fix mouse offset problem 54- Fix integer overflow problems at high tech levels 55- Fix crashes when right clicking on grass squares 56- The code has been "cleaned" using indent 57- Some reworking of the Load/Save logic 58 591.10 60**** 61 62- Fixed buffer overflow security holes. (Thanks to all those that brought my 63attention to them.) 64- The 'creating directory' questions are now asked within the game itself, 65rather than via the controlling console or xterm. (Means you can start it 66from, say, an fvwm menu.) 67 681.09 (Win32) 69************ 70 71- Added full screen capability for VGA resolution. 72- Fixed windows menus (open/save/help). 73- Added "fast scroll" (SHIFT+ARROW KEY). 74- Added help screen for Windows keys. 75 761.09 77**** 78 79- Documentation updates only. 80 811.08 (Win32) 82************ 83 84- Chaged font drawing routines to use windows fonts. 85- Fixed mouse offset problems (square cursor not centered under mouse). 86 871.08 88**** 89- Ooops, another problem with loading (good-time, bad-times) fixed. 90- Missing tech level help page added. 91 921.07 93**** 94 95- strcat bug in the new load code, fixed. 96- mkdir -p fails on sco if the dir exists, workround done. 97 981.06 99**** 100 101- Quite a serious 'clicking in the wrong place at the wrong time' bug fixed. 102 Thanks to Timothy C. Hagman for spotting this one. 103- A potential security hole closed. vga_init() is now called as close to the 104 start of main() as possible. 105- SCO port added. 106- Gzip called with 'system' rather than through a pipe. The pipe caused 107 some platforms to fail while saving. 108 1091.05 (Win32) 110************ 111 112- Fixed 1/2 second delay between clicking and placing item. 113- Fixed decreased performance when mouse is in main screen. 114 1151.05 116**** 117 118- "When you are in a scene and use for example roads and then load a less 119 developed scene, you can still use them, until you switch to another 120 item." - Alexander Klink Bug fixed, thanks Alex. 121- The X multi-transport code didn't actually produce working transport, it 122 just 'looked right'. Thanks to Holger Dietze for the bug report and 123 patch. 124 1251.04 126**** 127 128- Pix doubled X screen redraw bug, fixed. 129- remove_scene() bug fix by Chris J. Kiick. Thanks. 130- mini screen messy power text overwrite, fixed. 131- negative interest payment bug fixed. 132- prints money straight after a load. 133- Modern windmill OK box added. 134- Shanty placement over the edge, bug fixed. Thanks to Chris J. Kiick. 135- Installed dir permissions explicitly set. Not needed for most platforms, 136 but does no harm. 137- Fire, cricket, health and power cover mini screens now show the areas 138 that are _NOT_ within the their areas. A number of people wanted this 139 change. 140- An attempt at getting 24bpp X visuals working. (maybe) 141 1421.03 143**** 144 145- Endian checking added. Big endian machines couldn't load good-times etc. 146- (Actually in 1.02) Multi-transport added. Activated by shift+leftclick. 147 This is for X only. (SVGALib players can use the keyboard to quickly draw 148 a long bit of transport.) 149 1501.02 151**** 152 153- Another screen scrolling bug fixed. Thanks to Erik Schoenfelder. 154- Man page by Erik Schoenfelder. It feels good to go 'man lincity' :) 155- sbut size changed to 32 (was 34). 156- Various small fixes to make the compile '-Wall' clean... well nearly. 157- Sparc (and some other CPUs perhaps) bug fixed. Misalignment of 32 bit 158 data at 16 boundary. (Most CPUs are happy with this.) 159 1601.01 161**** 162 163- MAJOR BUG FIX. The bug that sometimes corrupted the the odd square, 164 causing a SEG fault (among other things) has been FIXED. It's been there 165 since the very beginning - 18 months or so. :( Thanks to Kay Hamacher for 166 that (insignificant seeming) observation, that put me on the right track. 167- Pixel doubling added for X. ( xlincity -d ) Makes it 1280x960 - bigger, 168 but slower. 169- Mini screen 'power cover' button added. 170 1711.00 172**** 173 174- Exporters discount more as you export more. This reduces the expected 175 tax revenues. 176- THMO's (12. Dec 1996) transport patch added. 177- Transport 'overwrite' button added. 178- Mouse fixes to picedit. 179- Additions to mappoint stats for some areas - more info. 180- Small fixes to residence pollution deaths and job swing. 181- Sustainability detection and display added. (Experimental at this time.) 182- Tech load bug (universities not woking for up to a year) fixed. 183 184TWEAKS: 185- Power (when there is no coal) used by mills increased. 186- Slight change to some 'tech level loss' ratios. 187- Rocket pads use more goods. 188- Increased the number of jobs used by both types of industry. 189- Goods made by light industry reduced slighly. 190 191 1920.99 193**** 194 195Setup options for money separator, default is now a comma. 196Setup options for mouse sensitivity, only for SVGALib. 197 - both at the top of lincity.h 198Speedups to pollution and 'get/put stuff' routines. (THMO) More to follow. 199Transport/water icon choosing code speedup. (THMO) 200Game save dir now called ~/.Lincity rather than ~/Lincity (if you have 201an old dir, it should ask you if you want to move it. 202 203Auto mail bot (to the HoF) message, fixed. 204Cost for bulldozing some things, such as power lines and solar power 205stations, was a 'bit buggy'. Fixed. 206Small bug in power lines fixed. 207Mouse 'droppings' when loading supplied scenes (eg 'good times'), fixed. 208Couldn't quit when in pause mode. Fixed. 209Fixed the (X) mouse sync problem when repeating builds and running out of 210money. 211Fixed keyboard entry bug when asking for the type of mouse. 212Fixed file and dir ownership bug for .Lin-city and .lincityrc 213Fixed the 'repeat load screen' bug. (I think) 214 215Small changes to mappoint stats. (Windmills) 216Clicking with the right button on the mini-screen displays it in the main 217window. 218Various tweaks; waste used by farms up, recycler efficiency down, goods tax 219goes up with tech level. 220 221Added ALPHA support for FreeBSD and IRIX. 222 223X window can no longer be resized. It wasn't very nice if you tried. 224X version now has a 'confine pointer' button. 225X mouse cursor changes to pirate flag when in bulldose mode. 226Server side pixmaps added for some animations etc. Speeds up play in X. 227Backing store enabled in X. This speeds up redraws. 228 229You can now go from one 'right button' help screen to the next, without 230clicking twice. 231Right mouse button now scrolls the 'main screen' by five squares, left 232button still scrolls one. 233Clicking on the mini_screen now places the centre of the area where you 234clicked. 235 236Recyclers need 'real' power to work. (Not low tech windmills.) 237Gamma correction for 'washed out' displays. (see README) 238Fixed loading non-existent game bug. 239Displays break down of port import/export values when you click on a port. 240(bug fix) light industry uses more ore when powered. 241Bulldoze cost displayed with right button on areas. 242 2430.98 244**** 245 246Empty residence starve bug, fixed. 247Transport bug when there are no markets, fixed. 248Transport deals not collecting tax bug, fixed. 249 250Max number of markets and windmills/substations increased to 512. 251 252sunosMakefile added. Also having to define LIBDIR twice, removed - thanks to 253David Finch. 254 255Full tips still showed a 'last month' value. Just cosmetic - it didn't 256actually take any more waste. 257 258Mail the 'hall of fame' option when you have evacuated everyone. 259 2600.97 261**** 262 263Transport bug could cause game to hang under certain conditions. Fixed. 264Also if waste accumulates on transport, some will be burnt, producing 265pollution. 266 267Various other cosmetic bug fixes and edited help pages. 268 269Slight speedup due to removal of some error checking code that's never shown 270an error. (0.01% if we're lucky.) 271 2720.96 273**** 274 275Areas that could only get 'stuff' from markets can now get them from 276connected transport. It tries markets first, so there shouldn't be a great 277deal of difference if you play as before. 278 279Markets now try and keep the same '% of max' as connected transport. This 280makes, say, moving 'stuff' from tracks to rail through a market work as 281expected. This shouldn't make the game 'play' much differently, but makes 282the numbers you see a bit different, and makes things seem a little less 283chaotic. 284 285The *first time* you click on a select button, it gives you a help screen 286for it. (Except tracks, as they are selected by default.) 287 288Monuments have 50% less people building them. This means they take 50% 289longer to build. 290 291Buy and sell options in market combined. It makes no sense to split them 292now (perhaps?). 293 294'Out' and 'back' buttons added to help screens. These are in the code, not 295the help pages themselves. 296 297Roads use some goods when in use. Rail uses goods and steel when in use. 298They don't decay if they can't get any (yet?). 299 300Increased coal tax rate. 301Coal cost more to import, and you get more for exporting it. 302Steel works make less steel. 303Reduced output of solar power stations slightly. 304Help page cpu usage 'bug' fixed. 305 306 3070.95 308**** 309 310Program now untars to ./lcityxxx.tgz and default install is to 311/usr/local/bin/ and /usr/local/lib/lin-city/ 312 313Dropping square boxes when dialogue boxes come up fixed, thanks Jasp. 314 315HP-UX has no usleep(). For portability, lc_usleep() added, thanks John W. 316 317Active area for 'area select buttons' 2 pixels wider and higher. 318 319Some general code cleanups. 320 3210.94 322**** 323 324Some tweaks to the birthrate for the new types of residence. 325 326Monthgraph (blue line) is prop' to the sqrt() of the peoplepool value rather 327than the log(). 328 329Opening help screen changed, and you now get a little 'village' to start 330with. 331 332If you use X, you can disable the initial help screen an village with the 333'-n' switch. ( ie xlin-city -n ) 334 335Rockets use more goods and steel. 336 3370.93 338**** 339 340Potteries will close for a short time if they can't work for some reason. 341This has the effect of reducing their priority for resources when things get 342tight. 343 344The green/red arrow indicators (pbars) didn't all save and load (hence large 345green arrows when you loaded a game). Fixing this means that games saved 346with an earlier version won't load, sorry. 347 348Load and save didn't work when the game was paused. They work now. (FLW) 349You still can't quit when in pause mode, this might be a 'feature'. I could 350'fix' it easily if people wanted it. 351 352Oremine1 graphic showed the wrong one, fixed. 353 354Fires were able to start before fire stations were available, this was a 355bug... fixed. 356 357Health centres are cheaper, but use more goods. 358 359You now choose the *type* of residence you want. Also some modifications to 360birth and unemployment code. 361 362Shanty towns start appearing later (at higher tech). 363 364Importing and exporting help to increase the tech level. 365 366Recycler efficientcy reduced. 367 3680.92 369**** 370 371Check for save dir at startup. If this dir doesn't exist the stat button 372didn't work. 373 374More work on the stat/closing information. 375Stat screen info added for fire stations, cricket grounds and health 376centres. 377Heavy industry - left gate onto tracks fixed. 378Small bug when tech level goes above 100, fixed. 379 380Recyclers use more waste and can burn some if they want. 381Cost of universities reduced, goods used increased and jobs used reduced. 382Schools use 50% more goods. 383Some cosmetic fixes. 384Tip capacity reduced by a third. Can't bulldoze tips. 385Steel works use a little more ore. 386Reduced the ore made by communes slightly. 387Re-ordered the select buttons. 388 389Farm size is now 4x4. This means you CANNOT load in scenes older than 0.92, 390also, (long standing and unknown) bug with farms and jobs, fixed. 391 392Each university needs 5 schools to supply students. Or its tech output 393drops. 394 395Colour map problem with 16 bbp X display, fixed. 396 3970.91 398**** 399 400Added the title screen to X. This has taken a while due to colour palette 401problems. It's still not quite how I'd like it. 402 403Added commune info to stat screen. 404 405Sky added to opening title screen. 406 407 4080.90 409**** 410 411It sometimes exited without bringing the dialogue box up. This happened most 412frequently after a save. It was nothing to do with the save, this just 413brought it to the surface more often than other things. 414 415Solaris 2.5 support - 'make solaris' added to the Makefile. This is *VERY* 416experimental at the moment and is really only intended for one person to 417try. If you run Solaris 2.5 please don't try this unless you know what 418you're doing AND looked at what the makefile is doing. 419 4200.89 421**** 422 423Changes to the load/save stuff. This means you can't load older saved 424games, sorry. 425 426'stats' button and information on exit added. 427 428OK and yes/no dialogue boxes used to eat cpu time. Fixed. 429 430Movement of pollution speeded up slightly. Also reduced the pollution caused 431by shanty towns a bit. 432 433The pollution mini screen is automatically selected when a market has to 434burn some waste. There needs to be a way to draw your attention to the 435problem, before everyone moves out of the area. 436 437Mouse droppings *really* fixed this time. (Confidence level 0.07). :) 438 439Blocked load and save when in help. It could have caused some confusion. 440 441 4420.88 443**** 444 445Waste and waste tips added, and lots of small changes that go with this. 446 447Recycling made to work with new waste. Also it comes in a lot earlier (tech 448level) than it did before. 449 450You can't load scenes saved with versions less than 0.88. This is because of 451the addition of waste management. Even though you always load 'red' scenes 452at your own risk, ones less than 0.88 just won't work - and it tells you so. 453 454Pollution worked on. Lots of tweaks. 455 456Some 'mini screens' now stick. So, for example, you can monitor pollution 457without having to keep clicking on the button. Sticky ones are pollution, 458ub40 and starvation. Other slight tweaks to the mini screen, also. 459 460Yet another attempt to fix the mouse dropping a click when, for example, you 461click on yes in a dialogue box. Think I've done it this time... I've said 462this before though, it seems to keep creeping back. :( 463 464Halved the output of light industry. 465Ore usage bug, and stats info fixed for steel works. 466Steel works use less ore. 467Reduced the jobs used by universities. (400 to 300.) 468 469Fires don't start until you can do something about them. Also the chance of 470fires halved. 471 472Rockets take more goods and steel to build. 473 474Market and port control box 'not coming up' bug fixed. 475 476Tech level is not a percentage any more. It still means the same thing, but 477you are allowed to go over 100. (Should be interesting... who will be the 478first person to get to 200? - at this point I think recyclers may have to be 479renamed replicators) :) 480 481vga* header files were included in some files when compiling for X11. Fixed. 482 483 4840.87 485**** 486 487A few keyboard problems with the X port, fixed. 488X port clipping bug, fixed. 489X port market control window bug, fixed. 490X port rogue mouse action in load/save screens fixed. 491 492Bulldozing fires when paused now updates the screen. 493 494Combined imports and exports into one area. Also you connect to the top left 495corner rather than to 'gates' down the left hand side. Click on it twice for 496a control window (as with markets). This means that there is a blank where 497the import button was. It'll be filled soon. 498 499Number of shanty towns now displayed where 'peoplepool' was. 500 501 5020.86 503**** 504 505X support added. 506 5070.85 508**** 509 510Long standing mouse wrap off the right hand side to the left hand side, 511fixed. (Thanks to Laurie Harper for reminding me.) 512 513Makefile default target, fixed. (Thanks to Laurie Harper for spotting it.) 514 515Yes/no dialogue box sometimes dropping an extra mouse click, fixed?? 516 517Tweaks:- 518Made rockets use more steel again. It's now 75% of what it was in 0.83. 519Made rockets use even more goods, another 50%. 520 521 5220.84 523**** 524 525Major speed up after pause, slow, medium and fast buttons added. 526Should be good for those with slower boxes. Fast mode is FAST on fast 527boxes. :) 528 529Santy town don't keep catching fire, well it's put out and you're not 530informed. 531 532Schmitt trigger for shanty towns coming and going. Also -ve taxes caused by 533shanty towns, fixed. 534 535Mini-screen pollution, ub40 and starve plots, updated every second, instead 536of having to click on it a lot. 537 538Communes now sell a bit of ore (again). 539 540Communes now disappear when they can't sell any coal ore or steel. 541 542Bug in running costs of health centers and fire stations. Fixed. 543 544Sort of bug, windmills got power from power lines if they could, fixed. 545 546tweaks:- 547Rockets use half the amount of steel they used to, but 10 times the goods. 548Potteries use 10% more ore. 549Windmills produce 10% less power. 550Land where there has been a fire, or shanty town, takes twice as long to 551become useable. (10 years) 552Parks cost 1000 rather than 10000 to demolish. 553Pollution causes a few more deaths. 554Reduced the sensitivity of population to goods and reduce the 'badness' of 555no power. 556Light industry output halved. 557 5580.83 559**** 560 561Farms now have the same range as everything else. You don't have to put them 562next to markets anymore. 563 564Shanty Towns added. They are not nice. You can bulldose them if you want, 565for what good it'll do you. :) 566 567Pollution a bit more mobile. 568 569Desirability of residences effected by the size of the people pool again, 570this was taken out some time ago. Time to put it back in. 571 572Rocket crashes got the fires a bit wrong. Fixed. 573 574Bug in power line graphics, after the move to the main loop. Fixed. Also 575powerlines now go under rivers again. 576 577Low coalmine graphic now displayed when stock>0 rather then >10%. This is to 578help distinguish between a coalmine with low stocks, and one with no coal 579left at all. 580 581Fixed the 'flickering' communes when the tracks fill up with steel. 582 583Message when you have evacuated everyone. Also rockets shown launched before 584the 'launched' dialogue box comes up. 585 586Health centres come in earlier. They cost more to run as the tech level goes 587up. 588 589Fire stations cost more to run as the tech level goes up. 590 591 5920.82 593**** 594 595Bug in the cost of building things as technology increased, fixed. Hopefully 596this is the last of the bugs caused by reordering the select buttons. 597 598Progress bar when loading the game added. 599 600Bug in display of total money when changing from -ve 6 figures to +ve, 601fixed. 602 603Total money limits put in to stop wrap. -2,000,000,000 to 2,000,000,000 604only. I could increase this if it's too small. I've never made, or lost, 605that much money. 606 607Put power line checking into the main time-step loop instead of in a loop of 608it's own. Should speed things up a bit. 609 610Tech level must drop 10% below the enabling value to disable a select 611button. EG if a select button is enabled at 20% it will become greyed out 612again if your tech level drops below 18%. 613 614Birth rate reduced by about a third. Also health centres halve the 615birthrate, rather than cut it to a 1/5th. 616 617You have to wait 5 years before you can build on land after there has been a 618fire on it. Also, fires have a random component to the time that they burn 619for. This stops the ugly 'block' changes when it goes out. 620 621Power lines no longer connect to windmills. 622 623A few other minor fixes. 624 625 6260.81 627**** 628 629Load and save now tells you how to cancel. You always could, you just 630weren't told about it. 631 632After clicking on, say the coal survey, if you then used the keyboard to say 633no, it threw up the dial box again. Fixed. 634 635Added a yes/no dialogue box when you load a saved game. 636 637Monthgraph box cleared on load. 638 639Progress box added, Will be calling it on more things soon. 640 641 6420.80 643**** 644 645Mappoint stats updated once per second, real time, instead of every 10 days, 646game time. 647 648Bottom right pixel of mouse pointer took the colour value of the top left 649pixel of what was under the mouse. (If you don't believe me - look closely) 650Easy fix once I spotted it :) 651 652Bug fixed in farms with between 1 and 20 jobs producing no food. 653 654Base line food production increased. 655 656Keyboard cursor control added. Space/enter is left button, backspace is 657right button (for help). Space or return says OK in an OK box. Space, enter 658or y says yes in a yes/no box - n or backspace says no. :) 659 660Load now allows you to load in games saved from an earlier version. You 661should treat this feature with care though. 662 663New features in picedit, ...go and play. 664 665 6660.79 667**** 668 669Added code to make re-ordering of select buttons easier. 670 671Re-ordered select buttons - just a first go, not right yet. 672 673Picedit now part of the Makefile script. 'make picedit' if you need to. 674You'll need to do this if you have an old version of picedit, that means 675you if you're reading this from the mailing list! 676 677Colour palette put into a human editable file 'colour.pal' (what 678imagination). Both picedit and lin-city use the same file to generate their 679colour palettes. 680 681Mouse init problem for non Microsoft mice (Found by Tristan Tarrent - 682Thanks). Fixed this?? by asking for the type of mouse you have the first 683time you play - stored in ~/.lincityrc 684 685Corruption of Finance border when -ve money less than 1M - fixed. 686 687Problems with re-ordering of select buttons, please report anything funny 688happening, even if you think it's nothing to do with them. 689 6900.78 691**** 692 693Blank left where mouse was when the opening help screen is closed - fixed. 694 695Makefile extended to support 'make clean' and 'make install'. ( I know I 696should read the make documentation again - last time I read a make doc was 697back in 89 :( ) 698 699Changed the name of the makefile to Makefile. Please remove the file 700/usr/local/games/lincity/makefile if you untar this over an earlier release. 701 702Fixed commune animation stall after a load. 703 704People less mobile - don't move in and out of residences quite as 'fast'. 705 706Birth rate reduced slightly, again. 707 708Warning box only comes up once when you want to bulldoze monuments or 709rivers. It is reset to warn again after you have selected a button other 710than bulldoze. 711 712Pbar money scaled down a bit. 713 714Real rocket icons and animation now in place, wow... Thanks Jasp. 715 716Oops, rocket used steel etc. when it was built but ready to launch - fixed. 717 718Fire *spreads* a bit more easily when you have not got fire cover. 719 720Halved the ore reserves, they weren't running out fast enough :) 721 722 7230.77 724**** 725 726Lots of updated graphics added including low tech windmills, thanks Jasp. 727 728'old' windmills, rotate at half the speed. 729 730Cheat flag added, to show you when you've cheated. Well to tell other people 731really. The cheat keys should only be used for debugging. 732 733Fly's new commune animation added, thanks. 734 735 7360.76 737**** 738 739Opening help screen when the game starts. 740 741Quit during help bug fixed, by not allowing quit during help :( 742 743Cleaned up the stats window and put a border around it. 744 745Added a small cleanup script to make the distribution smaller. 746 747 7480.75 749**** 750 751More right button help stuff added. 752 753Box around finance window. 754 755Birth rate reduced by about 8% 756 757Parkland pollution problem with loading an old game - solved, yes! 758 759Quit button and y/n dialog box added. 760 761TYPES data removed from save/load. It caused a load bug and is not even 762needed. 763 764Tracks costing nothing right at the start - fixed. 765 766Max interest repayment now 1000000. The means you can, in theory, always 767recover when you get too far in debt. Might be quit hard though! 768 769Interest rate reduced to 1.5%, from 2.0% 770 7710.74 772**** 773 774Added money, goods, coal, ore and steel pbars. 775 776Moved select buttons and pbars. 777 778Fixed the mouse initialisation leaving a block on the select button bar. 779(Still a couple of mouse probs to sort out - why is this such a pain?) 780 781 7820.73 783**** 784 785A few minor tweaks. 786 787More help screens. 788 789Smaller, 'pbars', and jobs pbar added. 790 7910.72 792**** 793 794Added % , . - and + to save comment. 795 796 7970.71 798**** 799 800When you bulldoze an ore mine, the dug stuff turns to water. Ha! 801 802Right button brings up help screen coresponding to where the mouse is. This 803only works with the select buttons at the moment. 804 805Lin-city version number printed with the year time. (Nice to know.) 806 807Blacksmith animation fixed. 808 809 810 8110.70 812**** 813 814Export money fixed. 815 816Animation of fire stations. Going out for a fire. (False alarm, there 817shouldn't be a real fire.) 818 819Birth rate reduced. 1/44 to 1/48. 820 821Coalmine 100% stock overshoot fixed. 822 823Potteries, blacksmiths and mills now produce a bit of pollution. 824 825Long if, else if runs changed to switch/case statements in potteries, 826blacksmiths and mills. (Small speed improvement.) 827 828Cost to buy windmills doubled. 829 830 8310.69 832**** 833 834A few more help pages and a proper fire station icon. I'm going to make this 8353x3 and animated soon. 836 837Updated the profilling README. 838 8390.68 840**** 841 842Save and load fixed. (Didn't remember to change it when things taken out of 843structures.) 844 845Animations times reset after load. (You had to wait until you had played as 846long as you had before the save to start the animations again. 847 848Light industry recoded. This will need some tweaking to get it right. 849 850 8510.67 852**** 853 854Taken some non used variables from struct TYPE. 855 856Struct TYPE.group and .size changed to short. 857 858Small increase in animation speed of windmills. 859 860Shuffle mappoint from 5 to 4. 861 862Shuffle markets from #/2+1 to #/4+1. 863 864Slight reorder of tests in time step loop; put transport first... 865 866 8670.66 868**** 869 870mappoint[][].pollution moved out of structure MAPPOINT. This is because this 871array is accessed linearly quite a lot and it's nicer to the cache if it's 872an array. The profiling went from 6.5ms to 2.5ms for do_pollution! More will 873be taken out of the array soon for the same reason. 874 875New mouse pointer. 876 877Some cleanups in the market code. Should execute 1 or 2 ns faster :) 878 879 8800.65 881**** 882 883Ports mappoint stats bug, showing no exports, fixed. 884 885Ports now show they are connected to rivers. Icon needs a bit of work 886though. 887 888Cut down on road and rail pollution. 889 890Added coalmine and port pollution. 891 892Unnatural deaths cost doubled to 500. 893 894Real-time, rather than game-time, animation added for potteries, 895blacksmiths, mills, and fire. 896 897Played with the way mills and blacksmiths work, to make them more like 898potteries. This is just a code cleanup and shouldn't effect the way things 899work. ( Ohhhh yehhhh!?!) 900 901Seconds per year info added. This is to give me some timing information to 902help with the optimisation. 903 904Fires won't spread for 15 seconds, after that it's random. 905 906Little bug in point bars (they sometimes showed a down one and a little up 907one) fixed. I hope! This is the 3rd time, the other two are not documented 908as they were during the development phase. 909 910No more max population at a residence! But slightly harder to fill. The 911graphic is updated every 30 seconds. 912 913 9140.64 915**** 916 917Fire burning wildly on tracks fixed. 918 919-fno-strength-reduce taken out of makefile!!! It seemed to cause an 920optimisation bug!?! Isn't it supposed to be the other way round? 921 922Month graphs for unemployment and starving scale increased. FSD is 32% 923 924Food point-bar added. 925 926Real-time animation for windmills added, rather than game-time. 927 928 9290.63 930**** 931 932Rocket launches now controllable with yes/no boxes. 933 934 9350.62 936**** 937 938Cleand up a few buggets in the point bars. 939 940Fires now have more or less chance of starting, depending on what sort of 941area it is. 942 943Fixed flag compare bug in do_residence. All the tweaking in the last few 944versions is meaningless, therefore more tweaking now. 945 946 9470.61 948**** 949 950Moved mappoint stats code to mps.cxx and mps.h. (From screen.cxx) 951 952Point bars added to show increase/decrease of population and tech. 953 954Monthgraph unemployment and starve graphs are now solid, to help them stand 955out. 956 957Pollution stat added to residence mps. 958 959Fire stations cost twice as much to buy and run. They're quit cheap still. 960 961 9620.60 963**** 964 965Tweaked the values in do_residence to change the way people move in and out, 966should mean they are slightly harder to fill up. They also like fire and 967health cover. Slightly (apx.8%) higher birth rate. People like crowds less. 968 969Dole rate up by 50% 970 971Schools use more jobs and goods and cost more, they make more tech points 972though. (I found I had to put lots of schools in.) 973 974Cost of running windmills slightly more than doubled. 975 976Im-ports and ex-ports now need to be connected to REAL rivers. A real river 977is one that is connected to another bit of real river! I like that :) 978They must connect along the *whole* right hand side. 979 980Im-ports and ex-ports now come in at a tech level of 3.5% 981 982Mappoint stats for markets - all values cannot go above 100% now! 983 984Debug (cheat) keys now enabled with a #define DEBUG_KEYS 985 986Money debug key added. 'm' now adds 1000000 quid. 987 988New Tech level debug key - 'T' adds 1%. 't' still adds 0.1% 989 990Fire stations have reduced range (18 now - in each direction). 991 992Cricket areas added. They make people happier and use some jobs and goods. 993Their range is 10 units in each direction. 994 995Animated fires. They spread if you don't put them out. Fire cover stops 996them spreading. 997 9980.59 999**** 1000 1001Oops... forgot. 1002Just bug fixes to 0.58 I think. 1003 10040.58 1005**** 1006 1007Monuments now produce tech points again... oops. 1008 1009Fires tell you what has caught fire. 1010 10110.57 1012**** 1013 1014Fire stations added. The use a few jobs and goods. Cover is updated every 1015three months. 1016 1017Health centres now cover an area rather than everywhere. 1018 1019Small changes to population stuff, to take into account new type of 1020health centres. 1021 1022Monuments slowly reduce their tech production to zero at 40% tech. 1023 1024Mills better than blacksmiths better than potteries - More efficient use of 1025jobs. 1026 1027 10280.56 1029**** 1030 1031Curvy water added. 1032 1033Other costs button added to mini screen. 1034 1035Interest on budget deficit added (2% per year) 1036 1037Windmills cost money to run - you subsidise green power sources! (except 1038solar power for the time being). 1039 1040Scrolling messages on opening screen. 1041 10420.55 1043**** 1044 1045Bug in ok button call up for mills etc fixed. 1046 1047School mappoint stats shows 100% 1048 1049Prices bug fixed (hopefully). 1050 1051Tech level when potteries and blacksmiths come in swapped. 1052 1053Greyed out buttons on reload bug fixed? 1054 1055You can't buy certain areas when you have a budget deficit. 1056 1057Budget deficit prints in red. 1058 1059Starving mini screen button added. 1060 1061A few more help pages added. 1062 10630.54 1064**** 1065 1066Communes work now, broken in last release. 1067 1068Save mkdir bug fixed (I think). 1069 1070Changes to when areas become available, again. 1071 10720.53 1073**** 1074 1075Opening screen added. Not finished. Need to add scrolling credits and that 1076sort of thing. 1077 1078Schools now use goods. 1079 1080Communes don't produce ore any more, they convert ore they get off tracks 1081into steel. They no longer produce goods or food. 1082 1083Windmills don't supply light and heavy industry any more!! 1084 1085People buy less goods if they have no power. 1086 1087The people pool has no effect on how people feel about where they live; it 1088only had a small effect anyway. 1089 1090Start selected type is track. So you don't start demolishing stuff when you 1091reload a game. 1092 1093Loading now remembers that you have done a coal survey or not. 1094 1095Tech level when buttons become active updated. 1096 10970.52 1098**** 1099 1100Cost of areas is now a function of the tech level. 1101 1102Universities MADE NO TECH, even though they said they did. Bug fixed. I 1103think the bug was introduced when I made them make more tech a few versions 1104ago. 1105 1106Tech level erosion doubled. 1107 1108Mouse auto repeat slowed down a bit. 1109 11100.51 1111**** 1112 1113New way to load and save cities. Press s to save, l to load. 1114 1115All button 'up' OK dialog boxes written. 1116 1117Bug fixed in mills, collected coal instead of food! 1118 1119Universities use 1/5 less jobs and produce 50% more tech points. 1120 1121 11220.50 1123**** 1124 1125People use half as many goods. They are also slightly pissed off if they 1126can't get power for them. The overall efect, even without power, if good 1127though. 1128 1129Jobs reduced on a number of things. 1130 1131Jobs held by markets reduced by 1/3. 1132 1133 11340.49 1135**** 1136 1137Text drawing changed to compressed font. This won't have much efect at this 1138time, apart from bugs of course. 1139 1140 11410.48 1142**** 1143 1144Massage dialog boxes added. To tell you, for example, that the tech level 1145has reached a high enough value to build a certain type of area. 1146 1147Blacksmiths now use coal. Also a bug fixed where it was using jobs but not 1148making anything. 1149 1150Mill mappoint stats cosmetic bug removed. 1151 1152Income tax rate reduced from 10 to 8 1153 1154Coal tax rate increased from 6 to 8 1155 1156Potteries animated. 1157 1158Tech level erosion reduced. 1159 1160Schools use less jobs, but produce less tech as well, they also cost money 1161to run - not much though. 1162 1163Monuments produce a bit more tech. 1164 1165Universities produce more tech with less jobs and goods. 1166 1167Jobs used by markets reduced. 1168 1169Communes don't use jobs at the gates any more. They produce 20% more ore. 1170 1171Blacksmiths, potteries and mills use less coal. 1172 1173Potteries use 1/4 less ore. 1174 1175Output of windmills reduced by half. 1176 11770.47 1178**** 1179 1180More help screens added. 1181 1182Check dialog boxes for expensive things added. Not all things call this yet. 1183 1184The first time you call a coal survey, it will cost you 1 million. It is 1185caught by the dialog box. 1186 1187Monuments make a bit more tech. 1188 1189Schools come in at the start. 1190 11910.46 1192**** 1193 1194More help screens added. 1195 1196New helpline type; tbutton. 1197 1198Monuments icon now changes as it is built. 1199 1200Working population percent reduced to 45 from 50. Flexibility (swing) 1201increased from 10 to 15. 1202 1203(debugging tool) Press t to increase tech-level by 1%. 1204 1205Loosing tech points now starts at 1%. You loose 0.5% of your tech level 1206every month (if you don't make any more). 1207 1208Help bug (try selecting help when you've got lots of windmills!) removed? 1209 1210Unnatural deaths in the same residence now make people more unhappy. 1211Giving them power makes them even more happy than before, not giving them 1212power makes them a bit more unhappy. 1213 1214The size of the people pool has 10 times less influence on people moving in 1215and out of residences. 1216 1217Mouse bug. Hide_mouse, redraw mouse counts hides and counts back before a 1218show. 1219 1220Animated blacksmith. Still needs more work on the graphics though. 1221 1222 12230.45 1224**** 1225 1226Potteries added. They turn ore and coal into goods. 1227 1228In light industry, the values for different icons have changed. 'Low' is 1229shown with much less output than before; it seemed to be closed when it was 1230churning quite well. 1231 1232Monuments use some jobs to build. 1233 1234Help routines added. 1235 12360.44 1237**** 1238 1239Remove people bug finally (of cource) removed. Now you can evacuate 1240everyone. 1241 1242Monuments added. This is mainly to help start the game off. Each monument 1243makes 1 tech point every 10 days. 1244 1245The buttons only become active when you reach a certain tech level. These 1246values are held in cim-city.h, for example 'GROUP_ROCKET_TECH 50' says you 1247must have 50% tech level to be able to click on the button. You can remove 1248this restriction by commenting out the line 1249 '#define SELECT_BUTTONS_NEED_TECH' 1250near the start of cim-sity.h. 1251 1252Health centres reduce the birth rate a bit, as well as doing everything they 1253did before. 1254 1255You no longer need power for residences to permit childbirth. 1256 1257Tracks now turn in to communes. 1258 1259Tax from coal increased by 50%. 1260 1261Export tax from coal halved, from steel, divided by 5, you can still make a 1262lot of money though. 1263 1264Heavy industry makes less steel than before, bit of a tweak to the output 1265values shown by the graphics, will need more later no doubt. 1266 1267Communes don't supply jobs any more, they use some at each connection point. 1268They do, however, produce 4 times as much ore as they used to. 1269 1270Bulldozing costs money now. Where it tells you hoe much it costs, now tells 1271you how much it costs to demolish. 1272 1273If you build something by mistake, you may bulldoze it and get your money 1274back. To do this you must not have built or bulldozed anything else. I think 1275I'll put a time limit in as well at some point - I'm sure you can see why. 1276 1277Farms produce 3 times less output when un-powered. 1278 1279Schools added. They use jobs to make tech points. 1280 1281Blacksmiths added. They use steel to make goods. 1282 1283Mills added. They use FOOD to make goods. These can be dangerous, it's your 1284job to provide enough food for the people. 1285 1286 12870.43 1288**** 1289 1290Windmill colour added to mini screen. 1291 1292Bugfix. Bulldozed markets now forget their buy/sell buttons. 1293 1294Bugfix. Remove_people() (with rockets) had an = rather than == in an if. 1295Bah, caught again. First time for a while though :) 1296 1297Power lines turn into windmills. - if you see what I mean. 1298 1299Rocket stuff added to load and save. 1300 1301 13020.42 1303**** 1304 1305Opps, lost some of the changes made, I'll see if I can remember the most 1306important. 1307 1308Rockets added. You must launch 5 in a row successfully then you can start 1309taking people away 1000 per rocket. If one crashes, you must launch another 13105 with no one on board. 1311 1312Windmills are like substations, you can even connect power lines to them I 1313think, but with a windmill producing power. They need jobs to work. 1314 1315This and that... 1316 1317 13180.41 1319**** 1320 1321Rivers are NOT transport, for the time being anyway. It was far too slow. 1322 1323Check_road_graphics() sets the direction flags for the new do_road() 1324routine. 1325 1326Market control window added. Click on a market twice. 1327 1328Deaths from pollution halved. This will have to do for now, I'll make it 1329better soon :) 1330 1331New transport routines for tracks and rail, as well as roads. 1332 13330.40 1334**** 1335 1336River landscape feature added. All square though, pretty them up later. 1337 1338Random numbers seeded with time(). This is to test the river code really. If 1339you want coal in the same place it's always been, comment the SEED_RAND 1340#define in cim-sity.h, or move the srand(...) line to after 1341coal_reserve_setup() in main.cxx ( in main() ). 1342 1343Rivers are transport! The carry twice as much as tracks, but half as much as 1344roads. They, however, *only deal with markets*, trying to line up other 1345icons doesn't really work. 1346 1347(Sort of bug) Mouse hidden when printing stats and drawing graphs. 1348 1349 1350Speedups 1351^^^^^^^^ 1352Market icon only updated every 25 days. 1353 1354 13550.39 1356**** 1357 1358Water added. This has been added to enable games scenarios to be set up 1359rather than to use in play, but you can divert a river at a cost. 1360 1361Load and save working again. (Well I hope so.) 1362 1363Universities hold a bigger store of goods and jobs. It makes it easier to 1364see which of them is in short supply. 1365 1366Universities int_3 variable holds the total number of tech points this uni 1367has made. 1368 1369Starving and unemployed percentage stats now show 10ths. ie xx.x 1370 1371Power diff graph amplitude doubled. 1372 1373Goods diff graph *not* divided by two anymore, still log though. 1374 1375Organic farms increase output linearly to double with max tech level. 1376 1377(Bug fix) Recycle centres connect to roads and rail now. Tracks always did! 1378 1379Pollution kills people. Will need some tweaking probably. It also makes 1380people move into the people_pool more. 1381 1382Pollution mobility reduced by about 1/3. (A speedup as well.) 1383 1384Farm range increased from 4 units to 6. Should it be even more? 1385 1386Solar power station output with no tech level increased to what it was 1387before 0.33 and now increases to 3 times output with max tech level. (Very 1388small speedup as well.) 1389 1390Jobs used to haul stuff on and off transport reduced by half. 1391 1392Capital costs in yearly stats replaced by other costs, universities 50 per 1393'day', recycle centres also 50 per 'day' (50 per 'day' == 5000 per 'month') 1394 1395All deaths, other than from old age, are counted as unnatural and cost you 1396250 quid. These can be from pollution or by starving for now. Figure added 1397to stats at bottom, under tech level, shows the unnatural deaths for the 1398last 'month'. 1399 1400Jobs used to dig coal reduced from 1000 to 900, and jobs used to load coal 1401and ore into power stations and industry respectively, reduced by 10%. 1402 1403 1404Speedups. 1405^^^^^^^^^ 1406Get_jobs function split into get_jobs and put_jobs. 1407 1408Get_food function split into get_food and put_food. 1409 1410Some ifs that weren't needed taken out of check_road|rail_graphics(), very 1411small speedup 'cos they're not called very often. 1412 1413 14140.38 1415**** 1416 1417Profiling support added. 1418 1419Light industry uses less steel, goods made per ore doubled. 1420 1421Recycle goods increased five times and jobs used reduced. 1422 1423Coal calorific value increased by 20%. Electricity production increased by 142410%. 1425 1426Background colour of graphs darkened. 1427 1428Speedups: 1429^^^^^^^^ 1430'Do time step' loop continues if mappoint == CST_USED. 1431 1432In do_residence all those mappoint[x][y].population refs changed to 1433(register) p. ( Later... Bahh... -O2 does this anyway!) 1434 1435In do_residence no more min population, <0 still caught earlier so OK to 1436take out, also people pool respects the old min pop. 1437 1438In do_residence 3 birth ifs made into 1 and rand() put after flagcheck. 1439 1440In coal power station some transport ifs combined with use of new 1441FLAG_IS_TRANSPORT flag. 1442 1443In do_market, transport ifs combined. 1444 1445In shuffle markets number of loops cut and register int added. 1446 1447In do_power_line, use FLAG_IS_TRANSPORT flag. 12 ifs now 4. 1448 1449In light and heavy industry, use FLAG_IS_TRANSPORT flag. 1450 1451Make file changed. 1452 1453 1454 14550.37 1456**** 1457 1458Diff graph put in mappoint stat window when not showing stats. 1459 1460Graph windows are drawn at startup. 1461 1462Max tech level doubles the output of coal power stations (linear). 1463 1464P key - increases people pool by 100 1465 1466D key - does a screen dump in raw rgb format (colours seem wrong though) 1467 1468Unemployed and starving graph scale multiplied by two. 1469 1470A speedup, perhaps. Check transport moved to 'refresh screen' rather than 1471'update main screen'. Probably breaks things. 1472 1473 14740.36 1475**** 1476 1477No jobs needed for sub-stations to operate. 1478 1479cim-sity.man started. 1480 1481 14820.35 1483**** 1484 1485Mini screen coal reserve button and graphics added. 1486 1487Jobs used to load coal, steel and ore onto transport reduced slightly. 1488 1489Recycle centres added. They recycle used goods into ore. 10% with zero tech 1490level, 100% with max tech level (currently 1,000,000). 1491 1492Universities have to get bigger 'clumps' of jobs. This reduces the 1493competition with pits and power stations. 1494 1495Range of coal-mines increased from 5 to 8 units from top left corner. 1496 1497Coal reserves more clumpy, it was a bit too spread out. 1498 1499People less happy with pollution. 1500 1501Pollution less mobile. 1502 1503Mouse repeat when held down 'fixed', probably have to 'fix' it again to make 1504it dependent on the speed of the computer. 1505 1506 15070.34 1508**** 1509 1510Bug fixed to make solar power stations work again, they worked *too* well in 15110.33. They had more or less infinite output (mike@emgee would have liked that). 1512 1513Mouse button auto repeat. 1514 1515Mini screen unemployment button and graphics added. 1516 1517 15180.33 1519**** 1520 1521Universities use jobs and goods to do research, this adds to the tech level. 1522 1523Solar power station output depends on the tech level *when built*. 1524 1525Tech level 'stat' added. 1526 1527More goods travel by transport. 1528 1529Import costs reduced by half. 1530 1531Wind blows pollution up-right (NE). 1532 1533A little less pollution destroyed by normal means and a little more 1534destroyed by parkland. 1535 1536 15370.32 1538**** 1539Mappoint flags (powered, fed, employed) changed to bits rather than ints. 1540A saving of 80K (adding more flags later) in the mappoint structure 1541array. 1542 1543Shuffle sub-stations added. Stops hammering the 'first' sub-station put in 1544near things. 1545 1546Parks installed. These help to get rid of pollution. Use these to block your 1547residences from (wind born?) pollution. 1548 1549Mini screen 'normal' and 'pollution' buttons and code added to show pollution 1550levels. 'Normal' button returns mini screen back to normal to help flipping 1551between the two to see where the pollution is coming from and where it's 1552going. 1553 1554Pollution tends to move down and right (SE) 1555 1556Roads, rail, light industry, heavy industry, coal mines and coal power 1557stations produce pollution. 1558 15590.31 1560**** 1561Markets connect to roads all the way round, even though it might not look 1562like it yet. *Major* change in progress on the way things connect to 1563transport. 1564 1565Coal-mines grab some jobs for next go when there is a shortage. This only 1566applies to *digging* the coal for now. Let's see how that goes. 1567 1568Coal power stations grab some jobs for next go when there is a shortage. 1569This only applies to *generating* the electricity for now. Let's see how 1570that goes. 1571 1572People pool goes down by 1% per month (rather than 1%+1). 1573 1574People pool starts off with 100 people. 1575