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v0.11.0

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@vahokif vahokif released this 31 Oct 23:12

Network games use protocol 21: 0.11.0 does not play with 0.10.0 or earlier, so everyone in a game needs 0.11.0.

The source code is now public on GitHub.

New

  • Graphic Detail has a Renderer row (Auto, Vulkan, D3D12 on Windows, OpenGL), applied at the next start, so a machine whose graphics driver misbehaves can switch to another without the command line.
  • The modern look's night sky has a real moon: a sharp, detailed full moon (from NASA's public-domain map of its surface) with a soft cold glow, the clouds drifting in front of it, in place of the old blurry sprite (Two Days Before and the other night missions). The night sky round it is the original's deep navy with blue-violet clouds again, where the modern look had turned it a flat grey.
  • Graphic Detail has a View Zoom Reset row. On (as before), the outside views' mouse-wheel zoom goes back to the normal framing when you switch views, after a cut-scene and on a retry; off, each view (the F2 chase view included) keeps the zoom you set until you start another mission. End still resets it by hand.
  • The in-game Audio Control in a network game has a CB Microphone row, the same choice as the front end's: switch the input device while you play, even mid-talk, without leaving the game (#135).

Fixed

  • Online co-op: a gate a mission shuts behind you (two of Interstate '76's missions and the Nitro Pack's training course have one) no longer shuts on your teammates when the first player gets through: it stays open while anyone is still on the other side, and after 30 seconds the ones left behind are brought through beside a teammate before it shuts.
  • The map editor's New map from real world downloads roads again when the main road server is overloaded: it now also asks that server's own machines and the French road server, which answer when the main address turns requests away.
  • A controller's View and Menu buttons, when bound to a command in Control Configuration, now do only that command instead of also opening the standings / the menu.
  • The 1997 look's ground may no longer draw almost all black, lit only along the triangle edges and striped on the cliffs, on AMD graphics under Vulkan on Windows (#133). The light table the terrain and roads read is now passed to the shaders as plain values, which that driver should handle; we could not try it on that hardware, so tell us if it still happens (the new Renderer row in Graphic Detail can switch to D3D12 or OpenGL meanwhile).
  • Unpacking a GOG installer now keeps the game's own executable (i76.exe or nitro.exe), which I26 reads the computer drivers' tactics from. A game folder unpacked by an earlier version lacks it: I26 now restores it from the GOG installer if that sits next to I26 (or in its user folder), otherwise missions say what to do (put the installer next to I26, or copy the executable from your GOG install).
  • A resprayed car no longer keeps a ring of its old paint round the windows: the body colour, frame and trim the windows are drawn with now take the new colours too.
  • A car no longer starts a mission or a melee puffing grey smoke as if damaged, that vanished a moment later, most visible in the cut-scenes and chase views where you first see your car (#134): the smoke of the burning-wreck rehearsal behind the loading card is cleared away with it.
  • The Jefferson Sovereign's left front door window and the small window before it are glass in the modern look again, where they were drawn as body with a stray triangle and a bare pillar.

v0.10

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@vahokif vahokif released this 29 Oct 21:48
8404081

Network games use protocol 20: 0.10.0 does not play with 0.9.0 or earlier, so everyone in a game needs 0.10.0.

New

  • In the Nitro Pack, Groove (your driver on custom maps and missions the Nitro Pack does not know) has no Poem key lines of his own, so with Interstate '76 installed too the key plays one of the one-liners he says when he kills an enemy there.
  • The map editor has a Surface tool: paint the ground's surface type (dirt, sand, asphalt, dirt road, planks, gravel, parking lot, dirt junction) with a round brush to change how cars grip and sound on it and which plants grow, with a coloured map of the types over the ground while you paint (the SURFACE MAP button hides it), Alt+click or I picking the type under the cursor, and undo and redo like the other tools.
  • The chase camera now waits about four and a half seconds after the mouse or stick last moved before easing back behind the car, and a new Graphic Detail row, Camera Return, turns the return off so the view stays where you left it. A camera swung several turns round no longer spins back, and the stick's turning now eases back too. (#125)
  • Unlim. Turrets: a new Play Options setting (on its second page, "More") that lets a car carry more than one turret, each on a roof mount, in every garage (the trip's, Instant Melee, network melee and co-op). Network hosts have the same option on their host form (UNLIM. TURRETS, also --turrets for the dedicated server), shown in the game's listing; where it is off a car with a second turret is refused when it joins and a computer driver's car keeps only its first.
  • CB radio voice chat in network games (melee and co-op): hold the Poem key (C unless you rebound it in Control Configuration; a pad's Share / Mic button too) and talk, and the other players hear you over a CB radio, band-limited and squelched, with a click of static at the key, on Audio Control's Voice level. In team games only your team hears you; everywhere else everyone does. The microphone is not opened until you first press the key. The handset comes up on your screen while you talk, and a CB panel shows who is on the air. Play Options' second page has CB Voice (off neither sends nor plays) and Audio Control has CB Microphone; type /mute NAME or /unmute NAME in the chat line to silence a player for yourself, or /cb off for the game. The host can mute a player's CB for everyone with /cbmute NAME and unmute them with /cbunmute NAME (everyone is told, and the muted player's screen says so; a name can be a unique start or part of it), and can turn the CB radio off for a whole game with the CB Radio option on the host form (shown in the game's listing).
  • A key to put your car back on its wheels (U by default, Reset Car Upright in Control Configuration): it drops the car onto the ground directly under it, upright, still and facing the way it was, for when a jump goes wrong. It is the old F12 trick as a proper key. In a game you host (melee and co-op, on the host form's Car Reset line or in the Nitro form's game options) you can turn it off; the game list tells joiners when it is off.
  • The map editor can make a map of anywhere in the real world: MAP > New map from real world opens an OpenStreetMap you can pan and zoom (with a place search), drag a box over the area you want, choose a name, the games, how many roads and the time of day, and BUILD turns that area's real terrain and roads into a playable melee map in the addon folder and opens it, with progress and a Cancel; it needs an internet connection while building and downloads what it needs once. The same button is in the map list.
  • Online co-op has a lobby: hosting a co-op game opens the Net Melee entry roster where the players gather before the mission starts. Each picks a car (the mission's own, or a car and variant of their own, even from CONFIGURE CHASSIS), marks READY, and chats; the host starts the mission (it asks first if someone is not ready), and can boot a player with Delete. Everyone then sees the briefing and the mission begins for all of them together, once every game has loaded, with the cars standing at the start. The game list shows a co-op game as "co-op lobby" until it starts; players joining a mission already running come in as before. If the host leaves the lobby it closes with a message. A dedicated server (i26-server) holds the lobby and starts the mission when everyone there is ready (it can wait for a number of players, or skip the lobby).
  • Online co-op: the short camera moments that belong to one player (the jump cameras of Interstate '76's missions and the camera that follows a car driving off the edge of the map) now show on that player's screen only; everyone else keeps playing and keeps their own view and controls, instead of the whole game being held in the cut-scene. The story's cut-scenes still play for everyone.
  • Online co-op: a movie in the middle of a mission (the ones in T05 and T06) now stops the game for everybody while it plays, so nobody can be hurt or timed out under it, and only the host can skip it, for everyone; another player's Esc opens their menu. A player who joins, or a new host after the old one leaves, picks the movie up where it is.
  • Cars in the modern look have real windows: the glass painted on every car of both games is now glass, tinted the colour it was painted, reflecting the scene, with a soft view into the cabin behind it, the driver at the wheel turning it as the car steers (his hands where the cockpit's steering sprite puts them) and the car's seats (two rows in four-door cars, rows of benches in the bus, side benches in the limo). The rest of each car takes the finish of what it is: paint, chrome, steel, rubber, lamp lenses, canvas (the Leopard's top, the hearse's curtains) and the Bushmaster's matte. Graphic Detail's new Car Interiors row turns the cabin view off, leaving plain reflective glass.
  • The hidden F4D Phantom II jet (Hidden Weapons & Cars) has a turret mount under its belly: a turret hangs upside down under the fuselage and covers everything below and around the jet (it never aims up through the hull).

Changed

  • Saving a car in the 3D garage is quicker: pressing DONE after changing a stock car opens its name with a free one ready ("Custom 1"); type over it and press Enter (or DONE) to save, or Esc to go back. A car with a new name is saved straight away, without the "Wanna save the new variant?" question. Overwriting one of your own cars still asks first.
  • The map editor's New map from real world opens over the game's own trip, from Seagraves, Texas, across to Tatum, New Mexico, and down past Pecos to Fort Davis, instead of over Billings, Montana.
  • The network game HUD is quieter: the ping, the lap and place counters, the score and goal, the flags in Capture the Flag, the time left, the game's listing ("Listed on ...") and the key reminders now show only while you hold the standings key (Tab, or a pad's Back), where the chat, self-destruct and CB keys are also listed. Over the game you still see the kill feed, the chat, who is on the CB and a warning when the connection is in trouble.
  • The chase view (F2) no longer pulls back and widens as the car speeds up in the modern look: it stays at the distance you set.

Fixed

  • The map editor's New map from real world no longer seems to hang at "Downloading roads": a road server that takes the connection but never answers is left out after a few seconds instead of being waited on for minutes each time, a busy one is retried, and the progress line shows which server is working and for how long (a big area can take a minute or two).
  • In the Nitro Pack the Poem key makes your driver say one of their lines, as nitro.exe does.
  • The menu music no longer plays on through a briefing or a cut-scene, in single player and in online co-op: it stops when the movie starts, and the mission's own music begins after it.
  • In the 3D garage the two helicopters (Hidden Weapons & Cars) now stand on their skids on the turntable instead of floating above it on a single wheel; their Wheels row reads None.
  • Mission music goes straight on to the next track when one ends, like a CD on repeat, instead of sometimes leaving up to a minute of silence first. (#128)
  • Driving on dirt, sand or gravel (and skidding or a flat tyre) no longer drowns out the engine and your guns: the tyre sounds now sit at the engine's level, as quiet against it as in the original. (#127)
  • The Nitro Pack's Net Melee host form lists its areas on the form's ruled lines now: the names under the highlighted one no longer sit on top of the rules, and clicking a row picks the row you see. (#132)
  • Random static or crackle during play, worst on headphones: loud moments (an explosion over the engine, several guns at once, even ordinary driving) added up past full volume and the sound clipped; the mix now goes through a limiter. (#130)
  • The 3D garage shows helicopters, jets and other very big vehicles whole: they are scaled down to the size of the bay's largest car (and the Armadillo up), so the overview, the orbit and the weapon and part close-ups no longer run into the walls (#126).
  • The chassis form's DONE now refuses a turret on a helicopter's side (Fwd) gun mount, as it does on every car's, so the 2D and 3D garages agree: a turret goes on a roof mount only (#131).
  • The CB microphone list on Linux names each device as the system does ("Yeti Stereo Microphone Analog Stereo") instead of its internal name (alsa_input....).
  • A gamepad or joystick keeps driving and firing while the chat line is open in a network game; only the keyboard goes to the chat.
  • The Limo (and other long cars) no longer spin in fast donuts when driven forward after Reset Car Upright on a slope.
  • A few cars no longer show a hard change of shading where the body's sections meet (behind the Leprechaun's door, along the limo's side, on the Street Van, Skeeter's Van and the bus).
  • No more stalls around ...
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v0.9.0

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@vahokif vahokif released this 27 Oct 02:53
e397f67

Network games use protocol 18: 0.9.0 does not play with 0.8.0 or earlier, so everyone in a game needs 0.9.0.

New

  • CONFIGURE CHASSIS is a garage: the car stands on a turntable in a concrete bay, the camera flies to the part you are choosing (a wheel, a gun mount with a ring over it, one side of the body for the armour, the engine bay), you can turn it round and zoom with the mouse or the pad's right stick, and a small notepad menu in the old form's style (its handwriting for every name and its plain face for labels, its list frames, arrows and red pencil, its PARTS CATALOG, DONE and CANCEL buttons, drawn sharp at any resolution) offers MAKE / MODEL, VARIANT, PAINT SCHEME, WHEELS, WEAPONS, SPECIALS, ARMOR, ENGINE, SUSPENSION, BRAKES and NAME. MAKE / MODEL and VARIANT are the melee form's lists: pick another car and it takes the turntable (it asks first if you changed this one; CANCEL still leaves the car you came with). F12 switches between the modern and the 1997 look in the garage, as in a mission. Whatever the cursor is on is shown on the car before you pick it, Esc steps back, and DONE asks and saves the variant exactly as the old form did. Wheels can now be any car's, front and rear apart, as a style (named by how it looks and which car wears it) and a size (13in Stock to 16in Billets) for each axle. The gun lists offer only what the old form's DONE would pass: a hardpoint that is not a roof turret mount never offers a turret. A boombox on the workbench plays the games' soundtrack at the Music level, a random track after another, as if in the room, while the menu music waits. It draws in both looks and is on by default; Graphic Detail's 3D Garage row brings back the original's form.
  • RESPRAY in the garage paints a car in a colour of your own: pick the primary paint (and, on schemes that have a second colour, the secondary) from 24 classic 1970s American car colours (Hugger Orange, Grabber Blue, Plum Crazy, Sublime, Rallye Red, Forest Green and more) or make one with hue, saturation and brightness, in a gloss, metallic or matte finish, and see it on the turntable before you choose it; Esc undoes it, FACTORY gives the scheme's own paint back. The colours are saved with the variant (next to its file, which stays as the original game wrote it) and show on the car in Instant Melee, in single-player melees, as a bot's car and online, where everyone in the game sees your colours. The 1997 look shows the paint snapped to the original's palette.
  • Online co-op story missions take up to 8 players instead of 4: the host form's NO. DRIVERS, the dedicated server and the command line go up to 8, and the extra cars line up behind the lead without overlapping.
  • The chase view (F2) zooms with the mouse wheel, smoothly, from close behind the car to well back, and remembers the distance between missions. With Mouse Camera on, the mouse swings the view round the car and, after about a second without moving, it eases back behind it. In the modern look the camera also falls back a little and widens its view at high speed (the 1997 look keeps the original's camera). The mouse wheel zooms the other outside views too (the front and front-quarter views, the target and reverse views, the side views, the bumper view, the missile view and the top-down view), each remembered separately; End puts the view on screen back. (#115)
  • The hidden F4D Phantom II jet (Hidden Weapons & Cars) can be armed: the garage offers a gun mount under each wing and a belly dropper, all firing along the jet's nose.
  • Modern look: plants follow how the ground drives, as the original's ground clutter does. The rough ground (the big patches of it in the Seminole missions, the deserted town and a few others) grows thickets of soapweed yucca and cholla, in groups, over sparser grass; road-surface ground (the dirt flats round T14's crossroads, plank roads, parking lots) stays bare dirt, as in the original, apart from the weeds and grasses along the road's edge and the river bottom's growth.
  • Your weapon link stays on when you die and come back in a network melee, a co-op mission or Instant Melee, with the same weapon selected and linked as before when the new car has the same guns.
  • Ctrl+T "show all names" starts on in network and co-op games (press it again to hide the names); your last choice is remembered between games.
  • Modern look: the Goon (the army jeep) is in flat paint, as its camouflage should be, instead of a shiny clear coat.
  • A one-time notice at the start when Arial or Impact is not installed (and the HD Menu Pack is not in use), saying the menus use a stand-in font and suggesting the Microsoft core fonts.

Fixed

  • Modern look: the game no longer freezes for a moment the first time something blows up, a bridge or building is destroyed, a car is damaged or you die (falling off a cliff included): the explosion, wreck, fire and smoke effects are prepared while the mission loads, which adds a fraction of a second to it. (#116, #118)
  • Modern look: the shadows of cars and buildings now reach much further, to 250 m at Shadow Detail Low and 500 m at High (they faded out by about 130 m), the far ones drawn as a single cheap layer. (#119)
  • A car's soft shadow no longer has holes where a tilted or airborne car (an open pickup bed above all) is turned from the sun, and the Hacienda's pickup bed is matte black liner again, not a mirror streaked with sky (#123).
  • Modern look, online games: the strip at the top of the screen (your place, the score, the time, the key hints) and the kill feed no longer slide off the right edge when the game runs on a second monitor. (#120)
  • The PARTS list on the melee and scenario forms shows the car's tyres (e.g. "13in Stock") after the engine, suspension and brakes, as the original does, instead of its specials.
  • Velocity (the Nitro Pack's P17): the bus and the other cars in the opening cut-scene no longer sink through the ground, also while the intro cuts between shots and in online co-op.
  • Cannon rounds no longer look like machine-gun bullets: as in the original they are a fat, fiery streak (the 1997 look draws it from the cannon round texture), while machine guns fire thin tracer lines. Each machine gun's tracer has its own colour again, as in the original: white for the 30 cal, yellow for the 50 cal, red for the 7.62 (and green for the Nitro Pack's 12.5 mm), in both looks.
  • 1997 look: the small bushes and tufts the original scatters over the ground round you (black tufts among the saguaros on the training mission, grey-green bushes along the road) are drawn again, in the same places and lit the same way.
  • Fan-made maps that fill the whole map grid, like nearly 73km (one terrain tiled over 6400 zones, 51 km across), now load in seconds and play: the ground is made as you drive toward it, as far as the draw distance reaches (600 m at Original, 7 km at Far, fading into the sky's horizon), instead of the game running out of memory and time loading all of it, and the road that starts past the map's edge is drawn. nRoute380 (the base game's level and its Nitro Pack races) is checked to load and play as well.

v0.8.0

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@vahokif vahokif released this 24 Oct 01:44
794c103

Network games use protocol 16: 0.8.0 does not play with 0.7.0 or earlier (or the 0.8.0 test builds), so everyone in a game needs 0.8.0. Saved states from 0.7.0 do not load in 0.8.0.

New

  • Online co-op story missions, from the menus or the command line: MELEE → MULTI MELEE → HOST has a co-op form (the Nitro Pack's GAME TYPE Co-op; the base game's AREA OF PLAY bar's Co-op) that lists the story missions by their titles, for one to four players, and the JOIN roster shows co-op games tagged Co-op and joins them like a melee. Each player picks a car ("Mission's own car" is the first choice and the default) and the briefing plays before you host or join. --host-listen --coop t01 hosts a story mission (either game's, p01 for the Nitro Pack) for up to four players and --connect HOST:PORT joins it (i26-server --coop MISSION for a dedicated server). The host's game runs the mission; everyone sees its cut-scenes, hears its radio, has its objectives on the notepad and gets its end. A destroyed player comes back beside a teammate after five seconds, and a player who drives off the map is warned and brought back; the mission fails when everyone is dead or the script says so. In a cut-scene only the host's Esc skips; the other players' Esc opens the menu. Network games use protocol 15.
  • Instant Melee takes up to 31 A.I. drivers (it was seven), a 32-car game like the online one's: the drivers' list scrolls past seven rows (mouse wheel, pad, a thin bar at its edge), and cars beyond the arena's spawn points are spread out so none start on top of another. nituser.mel still holds what the original can read (eight at most). (#100)
  • Online bots: the host picks each bot's car and variant, in an A.I. CARS popup on the host form (the base game's Bots line, the Nitro Pack's GAME OPTIONS) or with i26-server --bot-car N=MODEL[:VARIANT]; each bot seat keeps its car as bots come and go, restricted weapons are taken off, and a bot left on Random under WEAPON RESTRICTIONS prefers the host's saved variants that carry no restricted weapon.
  • Modern look: the Nitro Pack's Ball O'Flame is a roiling ball of fire (hot white core, cooler orange edge) with a tail of flames, embers and a little soot, a warm flickering light that lights the ground and cars it passes, and a burst of fire where it lands. The 1997 look keeps the original's fireball card.
  • Map editor: the road tool builds on the ground, a bridge or a tunnel (BUILD ON in its panel, Shift+Tab, or the BRIDGE and TUNNEL buttons under the road tools). A bridge is laid in whole deck pieces end to end on one grade, over a valley, river or road: click the start, click toward the far end, and the span snaps to the pieces that fit best (or the one model you pick), pitched so that the decks join, with a pier of ground raised under each joint, the road under it cut at its ends, and warnings when the deck is buried, the grade is held back or the bridge is off the map's axes. A tunnel is one piece, level, with the road running through it and the ground levelled under its mountain; it warns when it would stand on fill or cut deep. The preview shows the pieces over the ground; the whole thing is one undo step. Bridges and tunnels are straight (curves are laid straight); ground roads go on from their ends as from any bridge.
  • Map editor: tunnels (short, medium, long) are laid over a road like a bridge, along it, the road running through the tube and left as it is, the ground levelled under the mountain; a BRIDGE / TUNNEL button under the road tools opens the structures tab with road snapping on. The base game's palette gains the Nitro Pack's bridges and ramps.
  • Map editor: the object picker labels things with the Complete Asset Bible's descriptions ("Building No.100(large)", "Oil pipeline") and keeps the code in the tooltip; the search finds them by description too, and the palette credits DIVER, Skull N. Bones and Brian Dean Jennings. 51 objects no stock map places (the Industrial Park buildings, the cemetery, the cattle fences, the tunnels, shrubs, signs and more) join the palette, marked "not in any stock map".
  • The simulation rate is a host game option: the multiplayer host forms set it (GAME OPTIONS' SIM RATE, or Rate on the base game's form; --host-listen --rate HZ), everyone in the game plays at it while connected, and it is shown in the join roster and the game's popup. It is kept apart from Play Options' rate, which your own single-player games keep. Network games always use the original's physics for everyone (GAME OPTIONS says so): Modern Physics needs the server to simulate it too. (#90)
  • Control Configuration lists the multiplayer keys: Chat (online, Backspace), Self Destruct (Ctrl+Delete), Respawn (online, Space) and Show All Names (Ctrl+T), each rebindable (click a row and press a key, with Ctrl, Shift or Alt if you like), with a hint on the left saying that Backspace chats and Ctrl+Delete then Space brings a new car. The choices are kept in I26's own file and laid over gamekey.map, which is left alone. (#98, #93)
  • The log file is off by default: Graphic Detail's Log row turns it on (from the next start); --log or I76_LOG=1 turns it on for one run, for a bug report. When it is on, the game keeps three logs.
  • The INTERNET address book lists interstate76.com's anet servers again (Glenrio and Interstate76.com) beside BZ911 and Iondriver; a book saved by an earlier version gets them once, and one you delete stays deleted.
  • A Linux arm64 release (the game and the dedicated server; ASTC textures for ARM graphics), for a Raspberry Pi 5, ARM laptops and the like.

Fixed

  • A melee wave, a bot's replacement or your own respawn stalled the game for a tenth of a second or more as each car's model was assembled again (and its lamps' glow read back from the graphics card): the cars' models are built once a mission and reused, and a network game prepares the bots' and A.I. cars' behind the loading card.
  • Release builds kept the modern look's road and terrain textures uncompressed (the export has no texture compressors), so they took more than twice the video memory of a development build (T01: 899 MiB against 391) and filled the logs of smaller graphics cards with texture-memory errors. The road layers are compressed when the mission loads and the terrain's are baked into the release, so a release uses what a development build does.
  • Online: a game with bots (capture the flag above all) stopped for everyone: the host saves the game every second and a half for whoever takes over if it leaves, and a bot just given a new route made that save fail and the host's game with it. The save takes such a route now, a save that still fails is skipped and tried again, and a player who cannot take over a game ends it with a message instead of crashing.
  • Toggle Weapon Cam on a helicopter: the turret's view lay on its side, the camera following the mount's frame, which the helicopter carries rolled; it now keeps the gun's line and the horizon level.
  • Nitro Pack: choosing a tyre on the chassis form fits the other wheel of the same axle too, as the original's form does (the base game's sets the one wheel, as its own does).
  • The PARTS list on the melee, scenario and Net Melee host and join forms was always empty: it now names the variant's engine, suspension and brakes (and its specials), under WEAPONS, as the original does.
  • Modern look: the terrain no longer freezes the game for a quarter second or more when the camera jumps (a cut-scene or script teleport, the camera returning from a death view): the terrain levels it needs are built in the background, nearest first, a few uploaded a frame, and a chunk shows a coarser level meanwhile (#116).
  • Bots and the A.I. fill in a game with weapon restrictions drive their own cars with the restricted weapons taken off (all of them under All Weapons), the same car on every machine, the host's own screen included; with All Weapons there were no bots at all, and the A.I. fill kept its guns.
  • When your car is destroyed in a mission or a scenario the instruments, target brackets and CB handset disappear, as in the original, leaving the death orbit alone; in a network game they come back with the car on respawn. (#92)
  • A first death in a game stalled it for a quarter of a second as the wreck was built and its fire started (a big fall on Nitro's Grape Vine, say); the wreck's model and the fire's materials are now made at the mission's start, behind the loading card, which halves the hitch. (#92)
  • Modern look, cockpit view: a missile or rocket that hit your own car showed no explosion; the blast was cut away inside the cab box that hides smoke drifting through the driver. Blasts and fireballs are no longer cut (smoke still is), so a hit on your car shows through the windows and in the mirror. (#94)
  • Sound: a sound plays in as many voices at once as its file says, as in the original (the file's header gives a priority and a count, one for a plain .wav): past that a new one stops a playing voice of lower priority or is dropped. Four linked cluster bombs' fifty bomblet blasts no longer stack into one deafening roar. (#110)
  • Map editor: a copy of a story mission's map saved under a new name (the Crater, A Lot of Asphalt and the other base-game melee maps are m01 to m15 .msn) was written as .msn, which neither game's melee list reads, so it never showed; it is saved as .lvl (.cbt in a Nitro Pack install) now. A copy made before keeps its .msn: rename it to .lvl (or .cbt). (#96)
  • Network HUD: long chat lines and other lines no longer run off the screen. Both looks wrap them (a word wider than the window is broken, the Say line scrolls to its end), the modern look's feed rows, prompts, standings columns and end banner keep inside the screen at any size or aspect, and chat stays up for 30 s with a history to read in both looks (the 1997 look had none). The modern look's strip and the 1997 look's top righ...
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v0.7.0

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@vahokif vahokif released this 19 Oct 01:05
66e079b

Network games use protocol 14: 0.7.0 does not play with 0.6.x or 0.5.0, so everyone in a game needs 0.7.0 (a host leaving hands the game over to a player as a saved state, and the two versions save it differently).

New

  • Play Options: the first time you change the Simulation Rate away from 20 Hz, a notice says that other rates can break the game (the AI, helicopters and physics were made for 20 Hz); it does not come again.
  • Modern look: the cars' wheels are round. The original's wheel is an eight-sided slab with a round tyre painted on its face, so its flat edges cut across the tyre; the modern look now draws a smooth disc and tread fitted to the tyre the texture shows (a blown tyre keeps its flattened shape), in the same size and place. The tyres are matte rubber with a tread pattern (grooves and blocks that roll with the wheel) and the hubcaps keep a satin shine, no longer a clear-coated gloss all over. The 1997 look keeps the original's wheels.
  • Online games can have bots: players the server drives, for when there are too few people. The host form's new Bots line (a count up to the free seats, and Easy, Normal or Hard; Nitro's form has them in GAME OPTIONS; --bots-ai N and --bot-skill on the command line and on i26-server) fills the game with drivers from the game's own list of names, marked "(bot)" on the scoreboard, who play the game you chose: in a fight they go for the nearest enemy and in team play never shoot their own side, in a race they drive the course lap after lap, and in capture the flag they raid, defend and escort. They score, die, come back after five seconds and use the regen pads like players, count toward the win, give their seats up as people join and come back as people leave, and carry on under the new host if the host quits. They are no match for a good driver, and the Nitro race arenas are hard on them (a few they cannot finish).
  • Map editor: a STYLE window picks a map's ground, sky, horizon panels and time of day from everything the install's archive holds (Nitro's too), with a picture for each. An 8-bit ground or sky brings the palette it needs, so its colours come out right. Applying is one undo step, rebuilds the map in both looks with every edit kept, and Save writes the choice into the map in the original format, so the original game plays it too.
  • Modern look: Seminole's pine trees are real 3D pines, grown to the size and shape of the original's flat cards (a bare trunk, loose whorls of drooping branches turning up at the tips, needles in tufts, a spire), where the cards stood. They are part of the map, so they show whatever the Vegetation setting says; they block and break as before, and a destroyed one leaves the original's stump. The 1997 look keeps the original's turning cards.
  • Network games: the AI cars filling the arena go by instant melee's driver names (Torque Daisy, Sire Screech, ...) in the kill feed and over their roofs, instead of "AI" and their car file; so do the test bots of i26-server --bots.
  • 1997 look, 1997 Renderer: Software: the sky draws as the 1997 CD's software mode drew it, with a colour gradient along the horizon in place of the mountain panels the later releases added. The band rises about twelve degrees over the horizon, brightest at its foot, in the mission palette's own sky blues.
  • 1997 look, 1997 Renderer: Software: the radar shows every car in green, as the 1997 CD's software mode did: bright as the sweep passes or it is picked as the target, then darker green. The later releases drew the radar's palette entries, which come out in other colours.
  • 1997 look: drop shadows are see-through, darkening the ground under them the way the original software renderer did, so the road and the ground show through them. The original's 3D-card renderers drew them solid black (docs/deviations.md).

Fixed

  • Modern look: a thin dark seam ran round the new round wheels where the hub picture met the tread. The tyre's face is now solid to its edge, and the tread takes the tyre's own colour.
  • Creeper Canyon (Interstate '76's arena and Nitro's N58 copy) no longer whites out the cockpit's HUD and leaves Escape dead: the mission names a palette file the game never had, so the dashboard had no colours and the options menu could not open; it now takes the palette its own light and shade files belong to.
  • The game chooser works with a gamepad: A starts the highlighted game and B or Start quits, as in the rest of the menus.
  • In the cockpit (and the binoculars and gun camera) the engine, horn, wind and tyre sounds of your own car are centred and at full volume, as in the original, instead of coming mostly from the right speaker. Other views and other cars' sounds are unchanged (the engine in outside views now fades with distance the original's way).
  • Modern look, Draw Distance Original: Nitro arenas whose map names no horizon panels (Evening Stroll, Killing Field, Evening Jog and Lot of Asphalt) showed a white band where the mountains should be. They have no mountain line in the original either (the 1997 look shows plain sky); the modern look now draws the plain sky and haze there, and the mountains of Far are unchanged.
  • Modern look: a dark translucent wedge hung in the air across the canyon under Seminole's truss bridge and swept across the view as you moved. It was the bridge's drop shadow, whose corners either side of the canyon's rim were joined by one sheet; the shadow is now cut small and the pieces that do not follow the ground are left out. The same went for other bridges and ramps over a drop.
  • The police cars' light bar (and the Sheriff's bar on every car that has one) floated a few centimetres above the cambered roof, visibly at its ends from the side; it is now seated on the roof.
  • Cluster bombs (and other mortars) on a forward side hardpoint on the left of the car pointed down and blew up on the car instead of arcing up. The original turns the muzzle round when it mounts a weapon on the left side; the port now does too.
  • The Nitro Pack's Ball O'Flame was drawn as a plain bullet streak. It is now the original's fireball: a flame card that always faces the camera and plays its six-frame fire animation, in both looks.
  • Damage smoke follows the car's health bar, as the original's does: a car burnt red by flame (which hurts the engine, suspension and brakes, not the armour) now smokes black, so you know it can be finished with the .45. In the modern look the smoke from your own engine no longer fogs the whole windscreen from the cockpit.
  • A car that died with its guns firing kept firing for good, until its ammo ran out, even after the fire key was let go. Its weapons now stop when the key is released, as in the original.
  • Nitro Pack host form: GAME OPTIONS is a popup of its own in the shell's look (boxes, - and + buttons, DONE and CANCEL) instead of the VARIANT list whose DONE did nothing and which closed on every click; each option changes where it stands, DONE keeps them and CANCEL or Esc puts them back.
  • Dark seams ran between the panels of the cars: down the front fender to the wheel arch, behind the door and under the side stripe, black in the 1997 look (the Piranha shows it best). The panels meet exactly in the game's data and the original draws them that way; the port lifted some panels a centimetre off their neighbours, a fix meant for lamps and windows set into a wall that also caught panels merely lying in the same plane. Now only faces that really lie over another are lifted, and the cars close up again in both looks. Some buildings, tunnels and bridges built of panels in one plane lose the same small steps.
  • Nitro Pack caltrops looked like oil slicks: the drop wore the oil's black texture instead of its own (MCALT101, white spikes on clear). The 1997 look now draws that texture, as the original does; the modern look draws real 3D caltrops, small four-spiked metal jacks (one spike always up) scattered over the patch on the drawn ground, casting shadows. Where they blow tyres is unchanged.
  • 1997 look: Seminole's pine trees were flat cards that showed edge-on as thin slivers from some sides. The original turns them about their trunks to face the camera (any node flagged so in its model; see docs/re-billboards.md), and so does the port now, lit as the original lights them; so do the burning wrecks' flame and smoke planes and the fires of a wrecked oil pump or gas station (in the modern look too, where those still show).
  • The police tank's cannon is a turret again, as on the 1997 CD: it turns on its own to follow the radar's target, for the player and the AI tanks alike. The 1998 build (GOG, Nitro) renumbered the turret guns and missed the two tank cannons, which have stood fixed since, the whole tank turning to aim.
  • Modern look: the damage smoke covers what is behind it. Headlamp and tail lamp glares (drawn with no depth test) came out over a plume however far behind it they were. The smoke is now drawn first of the transparent things and the glares dim themselves where smoke lies in front of them, so a lamp behind the smoke is veiled and one in front still shows.
  • Modern look: smoke can no longer go solid. The damage smoke, the burning wrecks' smoke, the rocket exhaust and the chemical cloud are drawn into a layer of their own (at half size, behind the same depth test against the scene) and laid over the scene with their total opacity capped at 65%, however many puffs overlap, so a car behind a plume stays in view. I76_SMOKE_CAP changes the cap. This needs Vulkan or D3D12; in the Compatibility renderer each puff is capped on its own instead, thin enough that a column stays under about 90%.
  • Modern look: the smoke is lit by the night's lamps. Headlamps, brake lights, sirens, a wreck's fire and the flashes of a blast (the nearest 16 scene lights) light the smoke they shine through, with a forward-leaning scatter, so a beam through a plume reads as a lit volume. I76_SMOKE_LIGHT sca...
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v0.6.1

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@vahokif vahokif released this 16 Oct 02:17
66e079b

Network games still use protocol 13: 0.5.0, 0.6.0 and 0.6.1 can play together.

Fixed

  • Modern look at the Far draw distance: the distant mountain ring drawn over everything, around and in front of the car, on some graphics drivers (NVIDIA among them; #69). Its shader wrote a depth on one path only, which leaves the depth undefined on the others; it now writes one on all of them. New in 0.6.0.

v0.6.0

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@vahokif vahokif released this 15 Oct 17:29
66e079b

0.6.0 (15 October 2026)

Network games still use protocol 13: 0.5.0 and 0.6.0 can play together.

New

  • Graphic Detail scrolls. The port's own options had run out of room and some were squeezed in as small text beside other rows (Crash Blur beside Palette Grade, VSync beside Max FPS), where they were hard to find. On the main menu's sheet the original's six rows stay where they were drawn and the port's rows scroll under them, one option to a line, with Crash Blur and VSync as rows of their own: use the mouse wheel, Up and Down (Page Up and Down) or the pad's D-pad, and a thin bar shows there is more. The in-game menu's Graphic Detail scrolls the same way and now has the Crash Blur row, which takes effect at once.
  • Graphic Detail: Crash Blur (On, Off; on by default). The original's software renderer ghosted the whole screen, HUD included, for about 1.4 s when the player's car took a big hit in the cockpit view (the frame blended 50/50 with itself moved up and left by 19 pixels, easing out); On brings it back: the original's exact effect in the 1997 look (either renderer), a smooth ghost in the modern look. The jolt now works without the wiggleburger cheat. See docs/re-crash-blur.md.
  • Map editor: the ground under a road takes the road's surface, as in the stock maps (asphalt, dirt or planks within 10 m of the centre line), so the grip, bumps and tyre sounds on a road you draw are the road's. Drawing, extending, moving, retyping and bulldozing a road change it in the same undo step; the ground under intersection pieces is kept.
  • Map editor: intersections. A road drawn or moved to end on another road, or across one, gets the game's own intersection piece (a T or X square to the road, a fork at 41 degrees, in asphalt or dirt) at the road's height, and the roads are cut at its arms as the stock maps' are, all in one undo step; the preview shows the piece, road ends snap to a free arm, and moving, retyping or bulldozing a road changes or removes its pieces (an X that loses a road becomes a T; the two roads of a dissolved piece join again). The ground under a piece takes the stock intersection surface. The stock layouts are documented (docs/map-format-writing.md); the rules place 784 of 784 stock pieces as the maps have them.
  • Map editor (milestone 3: objects). Place buildings, props, plants, fences, signs, bridges and ramps, and the markers a melee, race or CTF map needs. The OBJECTS tools (M select, P build, J spawn, R regen, Y CTF flag, Z race checkpoint) open a palette with a tab for each group, a search box and a picture of every item (drawn once and cached), built from what your install's own maps place (287 items on the Nitro Pack alone; scenery that only the campaign uses is dimmed, vehicles, guns and gates that need a mission script are in their own tab). The thing follows the cursor as a ghost, red where it overlaps another object, sits on too steep ground or on a road; the wheel or , . turn it by 15 degrees (Shift: 1); near a road it snaps to the road's side facing it, set back from the edge, and a bridge or ramp goes onto the road, along it, and cuts the road at its ends as the stock maps do (the road tool's own bridge and ramp ends); N switches road, grid or no snapping, L levels the ground under it, all one undo step. Click selects, Shift adds, a drag on empty ground boxes, dragging moves, Alt+drag copies, Del bulldozes, Ctrl+C / Ctrl+V; a small inspector edits the name, type, heading and a spawn's or flag's team, and re-orders race checkpoints. Spawns are numbered, flags are in team colours (as many teams as the map has), checkpoints show their 30 m ring and the lap's direction, and a map check lists what the mode needs (a spawn for every team and a flag for each team in CTF, checkpoints 1..N without a gap in a race, never more than 64 spawns or regen pads). F5 plays the map with what you placed, with collision. See docs/map-editor.md.
  • Map editor (milestone 1: terrain). Main menu: MAP EDITOR (or F8) opens a list of your maps and every mission; Edit one, or start a New Flat Map (1-4 tiles a side, a spawn in the middle). RTS-style camera (WASD, right-drag to orbit, wheel to zoom toward the cursor, F to focus), six terrain brushes (raise, lower, smooth, flatten, level to a typed or picked height, roughen) with four falloffs, a brush cursor drawn on the ground in both looks, [ ] and Shift+[ ] for radius and strength, Ctrl+Z / Ctrl+Y undo and redo a stroke, F5 plays the map from where the camera looks (F5 or Esc comes back), F1 lists the keys. Save writes the map to addon\\ in the original formats; a stock map is never written over, it asks for a new name. Roads and object placement come later. See docs/map-editor.md.
  • Map editor (milestone 2: roads). Keys 7 to 0 (or the ROADS palette) open the road tool: draw straight roads (Shift chains pieces), quadratic and cubic curves and freeform splines, snapped to 15 degrees, a grid, the end of an existing road (the new road extends it, or closes a loop), the ends of bridges, jumps and ramps (square and at their height) and, with a hint that the game has no junctions, the middle of a road. The preview is the real road mesh in both looks with the ground's steepness against your maximum grade in green, yellow and red; the ground under the road is cut and filled to a smoothed profile held to that grade, with a blended shoulder, and the road and ground are one undo step. Select a road to drag its points (the road bends about them), add, delete and split points, change its type or bulldoze it. Only the terrain chunks a road touches are repainted. Roads are written in the original RSEG format (10 wide, 5 apart, left edge, loops), so they load in nitro.exe and I26, F5 drives them, and the AI routes along them. See docs/map-editor.md.
  • Online games: hold Tab (or Back / View on a pad) for one standings view in both looks, instead of ' and ;, which sat in different places on different keyboards. In team play each team's totals head its players, and the view's header carries what the old mode panel showed (mode, time left, goal and leader, lap and place, ping, who hosts, CTF's flags). The modern look's always-on mode panel is gone; a one-line strip at the top (time left, your place, CTF flags) and the kill feed stay, and both now start at the top of the screen or just under the radar, weapons and damage panels instead of halfway down.
  • Reverse is on X now (it was Tab, which holds the standings). Your saved controls are moved once if reverse was still on Tab (a copy is kept as input.map.pre-scoreboard); a key you chose yourself is left alone.
  • Map writers (the foundation of a map editor; no menu yet): missions (.cbt .rac .cf2-4 .msn .lvl) and terrain (.ter) can be edited and saved back in the original formats, so an edited map loads in I26 and in the original Interstate '76 and Nitro. Every stock and community mission and terrain (797 and 767 files) saves back byte for byte; an edit changes only the bytes it names. New maps: a blank flat map, or a copy of any map under a new name, saved to addon\ as a set. See docs/map-format-writing.md.
  • Max FPS and VSync in Graphic Detail (in the main menu's sheet and in the in-game menu), live: cap the frame rate at 30, 60, 75, 120, 144, 165 or 240 FPS, or leave it Unlimited as before, and turn VSync off or on. It limits drawing only; the simulation keeps its own rate (Play Options' Simulation Rate) and the cars are still drawn smoothly between its steps, even with the cap below that rate. To make room, the 1997 Mode row (the main menu's sheet and the in-game menu) now cycles Off, 3D Card and Software, which replaces the separate 1997 Renderer row.
  • Headlights in the modern look light up the road much farther ahead (about 50 m) and wider, and the beam sits a little lower on the road, so night driving is usable without squinting (#52). Your car's lamps cast shadows as before; other cars' lamps get real light for the nearest six to the camera. The 1997 look's headlight pool is unchanged.

Fixed

  • Modern look: the army jeep's driver is matte cloth and skin. He is drawn as a part of the jeep, so he had its clear-coated paint and his uniform shone with the sky's reflection like the bodywork.
  • Modern look: flat-shaded, low-poly terrain poking through the real ground near the map's edge (cliff walls, canyon rims). The distant mountain ring runs under the map as a backstop, and its coarse cells at the map's edge could stand above the modern terrain's cliff faces (which are drawn up to 28 m off the heightfield the ring followed); it is now drawn over the map only where it is under the lowest ground near each 10 m of it.
  • Modern terrain: a thin light seam up a hillside or canyon wall, where the sky showed through a hairline crack along the edge between two chunks of different detail 100 to 400 m out (the 2.5 m chunks began sliding toward the 5 m shape at 190 m while the 1.25 m chunks beside them still met their edge, so the edge opened by up to 4 m on steep ground). The 2.5 m level now holds until 360 m and gives way at 450 m (it was 320 m); a test checks every chunk edge at every pair of levels, and the shading normals along it.
  • The shell's MAP EDITOR entry is set in Impact like OPTIONS and EXIT (same face, slant and size) in both looks; the 1997 look drew it in the Lee face.
  • The map editor's map list shows every stock map's title with its code, grouped as Your maps, Campaign, Melee arenas and Nitro in the game's own order ("Jorczak's Peak (M14)", "A New Hope (P01)"); before, only maps whose file carried a name had one. Titles come from the melee lobby's tables, the Nitro lobby's file names and Nitro's campaign list; the base campaign has no titles and reads "Mission 5 (T05)". A filter box above the list narrows it as you type.
  • Variants you save of the hidden cars (helicopter, tank and the rest, with Hidden Weapons & Cars on) can be overwritten and deleted aga...
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v0.5.0

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@vahokif vahokif released this 13 Oct 22:06
e105b42

Network games use protocol 13: everyone in a game needs this version.

New

  • macOS: a universal app (Apple Silicon and Intel) beside the Windows and Linux builds.
  • Finds Interstate '76 and the Nitro Pack installed through GOG Galaxy or GOG's installers by itself: from the registry and Galaxy's config, and on Linux and macOS also from a mounted Windows drive, Wine, CrossOver or Heroic.
  • Your own car is predicted in network games, so it answers the keys at once; your own shots are drawn the moment you fire. Hits and damage are still the server's. I76_NET_PREDICT=0 turns prediction off.
  • Bigger games for less bandwidth: up to 32 drivers on the host form and 64 on i26-server --max. Snapshots carry only what changed and what matters most to each player, and fit in one packet. A 16-player game needs about 1.4 Mbit/s of upload from its host; --upload MBIT keeps a server within a budget. Spawns spread out when there are more cars than spawn points.
  • Host migration: when the host of a game hosted from the game quits or drops, the game goes on, as in the original. The lowest seat takes over ("*** NAME is now the host!") and everyone keeps their seat, car and score.
  • Reconfigure while dead: press Enter after your car is destroyed to pick the car you respawn in. The server checks it as it checks a joining car.
  • The host can boot players: Ctrl+1..9 on the held score window, then Ctrl+Y; kick on i26-server's console. INVITE ONLY works on the host form and with i26-server --invite-only.
  • Team play has all eight teams (Men In Black).
  • Races and capture the flag can have no limit.
  • Ctrl+T shows the names of all the players.
  • Game pads: Dead Zones (Control Configuration > Calibrate) for the sticks and triggers; the sticks start with a 15 % zone, so worn sticks no longer turn the camera.
  • Mouse Camera: the chase view (F2) orbits with the mouse; on by default, set in Graphic Detail.
  • Modern look:
    • missile exhaust and damaged-car smoke are continuous streams;
    • the police light bar flashes red and blue and lights the road at night.
  • Hidden Weapons & Cars adds the Nitro Pack's Howitzer and its two MGs with gunners.
  • Some bugs of the original are fixed (deviations): your ignition hides only you from enemy turrets, not your wingman's targets (#37); AI cars no longer back away endlessly or sit still beside you (#42).

Fixed

  • Network games follow the original's rules:
    • Respawn by pressing Space after 5 s, not automatically.
    • Killing yourself or a teammate books no death; a death with no killer costs 500 points.
    • A leaving player's car blows up.
    • The scores show while ' or ; is held.
    • The original's kill, join, leave, chat and end lines, with "You win!" and the winner's camera, or "You lose, chump!".
    • The original's strict car checks.
  • Online fixes:
    • players invisible to each other after the first round;
    • target keys picking nothing in free-for-all games;
    • invisible flame throwers;
    • the .45s, the ignition key and hidden aircraft;
    • the CTF flag stuttering;
    • Nitro specials and variants refused.
  • Weapons, checked against the original:
    • the Cluster-Bomb scatters 8 to 11 bomblets;
    • the EZK Mortar lays its own elevation;
    • the Nitro Pack's Chemical Mortar leaves a cloud and kills the driver;
    • Caltrops blow tyres;
    • 4Get-U-Not locks on and fires;
    • Nitro's droppers drop at their own rate;
    • a shot-off weapon switches away at once;
    • incoming radar missiles warn;
    • damaged weapons jam.
  • Physics and AI, checked against the original:
    • collision damage to the original's exact constants;
    • wrecks stop and stay put;
    • far cars keep the original's pace;
    • which cars use the far-away physics no longer depends on the camera;
    • the AI's path planner and look-ahead;
    • cliff falls.
  • Missions: T11 winnable with turrets standing, and many script commands corrected.
  • Sound: the car's own horn on G; sirens; wind in the outside views; ramp bumps; the 600 m sound cut with looping sounds coming back.
  • Nitro Pack menus:
    • Play Options and the Options menu are Nitro's own, with Nitro's flags and difficulty kept apart from Interstate '76's;
    • CONFIGURE CHASSIS offers all eleven specials;
    • the restrictions form's hidden weapons are lettered like the rest.
  • Shell fixes: Save/Load Bookmark, CONFIGURE CHASSIS tyres and variants, Instant Melee, team STANDINGS, and Options throwing away unsaved changes.
  • T13: spare parts come out of YOU ARE UNCONSCIOUS fully repaired.
  • Online:
    • a frozen-looking lobby game-info panel in the Nitro Pack;
    • Reconfigure opening on a default car that couldn't be changed;
    • "punch failed" behind some routers, and the message now says whose router stopped it;
    • Hidden Weapons & Cars games behind a router couldn't be joined;
    • custom maps with spaces in their file names;
    • the force field when bumping;
    • nitrous heard late;
    • a horn blaring after a respawn.
  • Brakes in melee and network games are as strong as the original's.
  • Turrets: only the gun turns, the muzzle flash and rounds leave the barrel's end, and no turret pokes into the cockpit.
  • Damaged cars show their damage textures; the cockpit hood, the specials indicator and the 1997 look's night headlights in the cockpit; helicopter health bars.
  • Sound:
    • heavy trucks, police (siren on the horn), tank, helicopters, balloon and UFO keep their own engine sounds and horns;
    • far engines fade as in the original;
    • far one-off sounds aren't heard.
  • Skid marks in the 1997 look sit on the drawn ground.
  • Modern Physics no longer takes off over crests.

v0.4.0

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@vahokif vahokif released this 11 Oct 22:05
50244df

Network games use protocol 12: everyone in a game needs this version.

New

  • Internet games without port forwarding: games are listed on the community anet servers and joined through them (UDP hole punching; a strict symmetric NAT still needs a forwarded port). i26-server --anet lists a dedicated server.
  • Custom maps in network games: a player without the host's map can download it on joining (Share maps on the host form, Map Downloads in Play Options).
  • Chat in network games: Backspace, as in the original (rebindable as CHAT_SENDTOALL).
  • Game passwords (host form, i26-server --password); locked games show a lock in the join list.
  • Network melees carry on into another round after the standings: the same arena, or the next of i26-server --rotate.
  • Nitro Pack: WEAPON RESTRICTIONS works, with the hidden weapons on the list, and the host checks every car that joins (i26-server --restrict).
  • Hidden Weapons & Cars (Play Options, off by default): the complete weapons and vehicles the shells never offered. HADES, Cherub, Pyro-Tomic, Car-E-Racer and the tank cannons; the Tank, Huey, Cobra, Tractor, Moth tanker and Skeeter's van, the Nitro Pack's hot-air balloon, UFO and F4D Phantom, and the Armadillo.
  • Draw Distance (Graphic Detail): Original clips at the original's 600 m in either look; Far, the default, draws to 20 km as before.
  • Deleting saved car variants: the Nitro Pack's VARIANT list DELETE works, and the base game has one too.
  • The in-car view sways with acceleration, braking and turns, as the original's.
  • F10 overhead view: Page Down and Page Up zoom.
  • Holding a list's arrow keeps it scrolling, in every list.
  • Rolling tumbleweeds on the open dry maps in the modern look (with Vegetation on).

Fixed

  • Enemy cars not shooting the buildings they attack (T01's diner, T02's school, T06's gas station, T08's warehouse, T13's truck stop).
  • AI cars driving off Seminole's bridge, and the Milk Toast semi and T10's van driving in circles.
  • The target health bar staying green on a burnt car: it reads the same health as the .45 rule and the missions, as the original's.
  • T12: the Komplex gate invisible, and the engine idling while Groove sleeps.
  • Choosing tyres giving a car another car's wheels (variants saved earlier too).
  • The garage's weight ignoring armour moved to the pool.
  • The .45 lost after a regen pad.
  • Scene 13 without the V-10 the original fits when Groove wakes up after Scene 12 (YOU ARE UNCONSCIOUS also repairs the car).
  • Parts ordered into repair before T04 staying damaged after the dream.
  • Firing a destroyed weapon droning instead of buzzing.
  • Mission music looping one track: it plays on through the next tracks as the 1997 CD release did, and starts with the mission, not during loading.
  • Brake lights hard to tell from lights off: the tail lamps light only with the headlights, as in the original.
  • In the car: side mirrors and other parts out of place (Piranha, Cavera, Leopard, Grappler, Sovereign), the Bushmaster's weapons panel cut by its roof, the specials panel's missing housings, the binoculars' missing frame.
  • Saw-toothed, striped cliffs in the 1997 look (M14, T14).
  • Gaps across roads near junctions in the modern look (M06 and others).
  • Slatted buildings flickering, and car shadows black and stretched, in the modern look.
  • Joystick buttons 12 to 15 read as the hat: a switch on the Joystick Configuration screen.
  • Nitro Pack: CONFIGURE CHASSIS missing the Chemical Mortar, 4Get-U-Not, Ball O'Flame and Caltrops; the Rattler's hotair and thetruthishere variants.
  • Graphics drivers without Vulkan or D3D12 (OpenGL): shader errors, no 1997 terrain, wrong colours.
  • Black screens after T05's and T06's mid-mission movies, and after a failure on the way back from a mission.
  • ':' typed as ';' on some keyboards.
  • Rumble stuck on in network games.
  • A joiner could bring any car in the install (mission cars, the tank) into a network game: the server takes only the cars the car list offers.
  • i26-server stopped by SIGTERM or SIGHUP left its anet listing up: it now shuts down as with Ctrl+C.
  • The Nitro host form reopening on Combat instead of the arena chosen.

v0.3.0

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@vahokif vahokif released this 10 Oct 23:36
50244df

New

  • Dedicated server (i26-server) included in the download.
  • Target views (F4, F5) and the projectile camera (F11).
  • 1997 Renderer: Software (Graphic Detail): the original software renderer's palette, light tables, sky and ground.
  • Palette Grade (Graphic Detail): the modern look in the mission's 256 colours.
  • Vegetation in the modern look (Graphic Detail, Low by default): procedural plants for every region of the trip (South Plains, south-eastern New Mexico sand country, Pecos, Trans-Pecos, Davis Mountains) and the melee arenas, other maps by their ground; bunchgrass tufts in a patchy sward, shaded by their own foliage, parting around cars, grey in T04's dream.
  • M15 (and Nitro's Lot of Asphalt) is a parking lot in the modern look, its markings where the original's are.
  • A drawn sun in the modern look's sky, behind the clouds.
  • The modern look's distant mountains sit as low as the original's on high maps.
  • Joysticks that are not game pads (USB analog sticks) work, with a Joystick Configuration screen (Calibrate).
  • Tyre sounds: skids, squeals in hard turns, rolling on dirt, sand and gravel, worn brakes grinding.
  • The F9 mission list names the melee arenas and scenarios.

Fixed

  • Cars thrown off the road over crests at the default 20 Hz Simulation Rate (T09).
  • Mortars (and other lobbed rounds) flying far too far.
  • Flame weapons' damage: as the original's, less up close, and the same in every view.
  • AI turrets and helicopters aiming at you with your engine off.
  • T11 ground turret that could not be hit.
  • The Rattler's helicopter variant (Nitro) pointing at a missing body.
  • Damage from the T04 dream carried into T05.
  • Save Bookmark doing nothing without a name, and Enter not saving.
  • The 1997 look washed out: it now has the Glide driver's default gamma, and Monitor Brightness uses the original's curves.
  • Night missions in the 1997 look: headlight pools, car lights on objects and shadows, lit lamps and windows, black shadows, horizon panels sunk as the original's.
  • Car lamps drawn from behind in the 1997 look.
  • Wrecks and flying car parts see-through from inside in the modern look.
  • A car's underside looking see-through in the modern look.
  • Burning wrecks (M14, T15 and others) only smoking, without their flames, in the modern look.
  • Plants, smoke and flames showing inside the cab in the cockpit view.
  • No way out of a network game: Esc opens the menu (the game keeps running), with Leave Game.
  • The dash's gear selector not moving in network games (network protocol 10: everyone needs the new build).
  • Nitro scenarios not opening on a fresh install (no nitscar.def).
  • Missions start in the cockpit, as in the original.
  • Difficulty defaults to Wimp, as the original shipped (a saved choice stays).
  • The radar beam points at your target, and target brackets show in the mirror, as in the original.