TODO/IN PROGRESS, KNOWN BUGS: * Client - Mac - random video problems TPE0.04 - 12/14/02 * All - Reduced Bandwidth for data from Client to Server * All - Added feature handshake to protocol * All - Enable Economy Colorization under Server Control * All - Enable Server control of Sniffing Players * All - Parameter of gameMemoryLimit to allow increase memory usage * All - Additional failsafe checks (mostly in Server) to reduce chances for memory problems * All - Reduced Bandwidth for data from Server to Client * All - Reduced size of ping data in both directions * All - Faster access to *.tl file contents * Client - Added protocol_client_delay parameter to allow tuning Client side lag for low speed connections. It only lags 'empty' control packets. * Client - Added economy sorting by clicking on a heading (enable or disabled under server control) * Client - Added contract sorting by clicking on a heading (enable or disabled under server control) * Client - Windows - Changed timing for WindowsXP & cutsceens * Client - Comm Screen automatically shows radio freqs * Client - Comm Screen automatically focusses on message text field * Client - Fixed some windows crash when going to diagnostic screen - needs testing to see if CPU type appears on different non Athlon systems * Client - Added colorization to the Economy pricing based on the current stations price vs others * Client - Linux - Show file names in import/export ship screen * Client - Limit files shown in import/export ship to those with .shp * Client - Sort Ship Name by name in Ship Manager when data is loaded (edits will change order though) * Client - Sort Saved Games in Save/Load screen * Client - Sort Bases by name in Economy screen * Client - Corrected problems with joining a saved game to a Server that doesn't have you in it (another Neutral bug) * Client - Mac Support and Win32 P2/P3/Athlon optimized versions * Client - Removed excessive vertical scroll bars (when size was almost big enough to need scroll bars) * Client - Adjusted Economy screen to permit usable scroll bars * Client - Increased Comm scroll back buffering * Client - Increased Comm message length to > 200 chars * Client - Added support for Economy Colorization when it is enabled * Client - Added support for sniffing Players * Client - Corrected problem with posting contracts sometimes being denied for no real reason * Server - Allow Military to launch from a non-military base without a Mission * Server - Tuned object handler for more speed with lots of items at the expense of memory for small games * Server - Added config parameter of game_economy_cost_strength to control how concerned a store owner is with selling his goods at cost or higher. 0 is the original mode, 100% should prevent ever having a lose, 150% is the max value (exact results untested). * Server - Added showclients dedicated console command to display S/W version info of clients * Server - Base rotation speed is based on hull strength * Server - Added game_rocks_move to control how asteroids are affected * Server - Added game_sell_limit to have store owners not pay as much for excess goods * Server - Added /blockade gate/station to add DP's magically * Server - Avoid crashing, but be able to send all stored ship data in PersonalInfo * Server - Added clearplotqueue consol command to remove any scripts waiting to start * Server - Added experimental event console command to issue a single simple script event * Server - Added game_base_dock_all to terminus.cfg to allow a single base/cruiser to be publicly dockable * Server - Added game_death_announce to terminus.cfg to broadcast players deaths & or kills * Server - Added game_death_logging to terminus.cfg to monitor players deaths & or kills * Server - Added game_buy_sell_logging to terminus.cfg to allow logging of player buy/sell transactions * Server - Can accepting connections from older TPE Clients as well as the new reduced B/W protocol * Server - Add/Remove/Display gadget now works for Cruisers * Server - Add/Remove/Display gadget now accepts ship ID's as well as ship names * Server - Internal optimizations to slightly reduce AI lag * Server - Allowed more memory usage to reduce lag for long/large games * Server - Added /callsign to help Military players personalize the shipnames automatically * Server - /callsign now affects all careers for the current ship * Server - Console command /private to send a message to one player without using a freq * Server - Console command /whereis to help find the general area that a ship is in * Server - Enhanced error checking on starting scripts to prevent crashes by loading non-script files * Server - Enhanced support for larger saved games with lots of players * Server - If a savegame errors during the early part of compression, switch to store that section uncompressed * Server - Fixed Story mode broken somewhere between p28 and p42 * Server - Prevented scripts crashing Server when trying to create a ship near/in a destroyed ship. * Server - Enhanced duplicate Script detection * Server - Experimental console command 'basekick target' added to force launching a player * Server - Experimental console command 'strike target amount' added * Server - Fixed potential memory problem with nonstandard Base, Gate, & AI Ship names in scripts * Server - Fixed MOTD mangling bug * Server - Comm messages support %t being replaced by Target Name * Server - Add/Remove/Display gadget now handles armor, fuel, and energy * Server - Economy Viewing changed based on career rather then station type * Server - Economy price handling is now dynamic for what/how many bases it handles * Server - AI's can now take over a Neutral base * Server - Corrected problem with AI's getting stuck at Neutral bases * Server - Increased Comm & Broadcast message lengths * Server - AI's will consider going after people with higher bounties at farther ranges * Server - AI's use bounties in evaluating targets * Server - Added /Sensor (Sensor frequency) * Server - Added /Frequency (Comm frequency) * Server - Added /Reputation of target * Server - Added /Time of day command * Server - Reduced crashing when Military looks at contracts at bases without Commanders * Server - Fixed Military bases taking all credits from you * Server - Fixed UEL/Mars docked at Neutral bases crashing server * Server - Fixed crash if contracts are issued on ships too far from a gate * Server - Fixed case where a disconnect during dock could close a Base * Server - Fixed crash when AI considered contracts on ships outside of 'normal' space * Server - Extended nearest Gate location logic to help ships outside of 'normal' space * Server - Added failsafes in memory management to reduce crashing when mangling occurs * Server - Improved support for additional Gates & Paths * Server - Moons get mined at a faster rate then asteroids (reward for long trips) * Server - Small Moons may now be mined * Server - Smaller Moons now cause collisions instead on instant death * Server - Mining AI's can mine more ore then the contract requests * Server - Ship related server commands now accept ship ID or ship name when possible * Server - AI's are more willing to take Transport Contracts * Server - Merc AI's are more interested in Transport Contracts * Server - Transport contracts are only visible if you can dock at that station * Server - Bases may now issue transport contracts if need materials aren't available for production * Server - Bases may now issue mining contracts if need ores aren't available for production * Server - Adjusted looses contract flag to only affect Players, not AI * Server - Added always seeing the Economy of the Base/Cruiser you are in * Server - Added nicknames with length limit checking, controlled by game_random_nicknames * Server - Added new name clean setting to prevent player or ship names prefixes by AI (high/yes/no are valid values now for game_clean_player_names & game_clean_ship_names) * Server - Added game_speed_stress to control multiplier of overspeed stress * Server - Added game_economy_formula to experiment with different price formulas * Server - Added game_economy_slowdown to slow the rate of price changes * Server - Added game_economy_rate/inventory/random to allow tuning of economy model (they MUST add up to 100%) * Server - Added game_economy_memory to be able to extend the memory of transactions * Server - Separated game_base_consumption to have two more options, game_base_production and game_base_demand * Server - Changed game_base_consumption allow for a chance to produce even if not all goods are available * Server - Restored a small portion of the Sniffer network traffic * Server - Send less data when docked or in the dock sequence * Server - Added a consol message when the Server disconnects a SLOW/bad Client * Server - Added changing credits, kills, and reputation of flying ships * Server - Added KillPlot dedicated server command NEW/CHANGED terminus.cfg PARAMETERS: game_voice_blocker - Server side disabling of all voice communications game_base_dock_all - Specify a single Base/Cruiser that anyone can dock at game_base_production- Does a base attempt to produce items which are already full? game_base_consumption- Does a base produce items only if ALL raw materials are available? (0 always produce, 1-99 == % chance) game_base_demand - Does a base register a Demand for an item it needs for production, but not available? (requires game_base_consumption as well) game_base_demand_mining - Does a base issue mining contracts if it needs materials? How many ores at once need to be short? game_base_demand_contracts - Does a base issue transport contracts if it needs materials? game_base_demand_contract_rate - at what point is the transport contract issued? game_buy_sell_logging - 0-No, 1-at least 1 item, 2-at least two of one item, etc game_death_logging - 0-No,1-Yes,2-High logging of player deaths and/or kills game_death_announce - 0-No,1-Yes broadcasting of player deaths and/or kills, 2-High announce all kills game_memory_limit - amount of additional dynamic memory usable in K to try to limit to game_random_nickname- Allow AI's to have nicknames game_speed_stress - overspeed stress multipler game_economy_formula- 0=Original Default (scale is ignored), 1=Supply/Demand centered on base price, 2=Supply/Demand elevated values 3=Supply/Demand based on current price game_economy_scale - adjust strength of different formulas fr Supply/Demand section game_economy_slowdown - adjust scale of previous price to current desired price game_economy_rate - % of price model that is Supply/Demand game_economy_inventory - % of price model that is Inventory level game_economy_random - % of price model that is Random game_economy_memory - Values greater then 0 extend the memory of transaction history and slow price changes game_economy_cost_strength - Control how concerned a store owner is with selling his goods at cost or higher. 0 is the original mode, 100% should prevent ever having a lose, 150% is the max value (exact results untested). game_break_tugs_career - Career that can break other ships using tugs (0 for disabled) game_break_gate_career - Career that can break gates (0 for disabled) game_break_station_career - Career that can break stations/bases (0 for disabled) game_sell_limit - do stores take some of theur money back if you over sell? 0-No, >0 % of excess cost they hold back game_sell_limit_message- are you told if you hit the limit game_allow_rocks_move- Can asteroids be moved? 0-No, 390-yes, but slow down like the puck, 400 yes, and keep drifting (not recommended) protocol_client_delay - Allow delaying sending empty control packets to reduce client->Server bandwidth. 0 - Disable, 1-normal, 2-low bandwidth game_allow_player_sniff - can you sniff a player or not? NEW COMMANDS: /reputation - display your Careers thoughts on the target reputation /frequency freq - Set the first Comm frequency that is receiving to this (xmit & recv) /sensor freq - Set the first Sensor frequency that is receiving to this (xmit & recv) /time - get the curent time of day /callsign name - add a callsign to a Military shipname, needs to be run BEFORE starting a mission SECURED / COMMANDS - must /authenticate first /killplot plotnum - ask a plot to try to stop running (doesn't remove until AI finish) /private shipname msg - send a private message to a pleyer without using a frequency /whereis shipname - find the general area that a ship is in /event eventtype data1 data2 data3 - experimental, eventtype is a string, datas are numeric /clearplotqueue - clear any scripts waiting to start /blockade target - place a blockade around this gate or stations /showclients - show current clients and their S/W version # TPE0.03 - 9-30-01 This is mostly a Server side release. If you have V0.02 you do not need to upgrade unless you are Serving or are having major problems. * ALL - Corrected a problem with blank MOTD filenames * Server - Only send sniffer data if lock on established (and then at slower intervals) * Server - Reduced bandwidth usage by dropping Sniffer Data interval * Server - Corrected problems display/changing gadgets with long names * Server - Added /motd * Server - Corrected bug in base consumption of items to produce hulls * Server - Corrected problem with items consuming raw materials if base was full already * Server - Added game_base_consumption to enable no production unless raw materials available * Server - Added some failsafe code to prevent crashing from some bad scripts * Win - Corrected problem in file path searching TPE0.02 Notes 9-22-01 * ALL - Reduced CPU usage in packet checksums * ALL - Network bandwidth reduction without breaking the protocol (both directions) * ALL - Enhanced network bandwidth reductions when both Client & Server are TPE * ALL - Enhanced network handshaking to allow future protocol extensions * ALL - Added failsafe code to reduce problems with strange Economy * ALL - Added failsafe code to prevent game shutdown in unusual situations keep the game running longer * ALL - Added support for Cruiser for 'odd' careers * ALL - Added TPE & Version text to Splash screen * ALL - Added support for cheer and taunt text files * Server - Server side commands may now be abbreviated * Server - New Server command "showpilots" to dump some pilot information * Server - New Server command "showships" to dump some ship information * Server - New Server command "changepilot" to allow changing Name, Career, Kills,mor Credits * Server - New Server command "changeship" to allow changing Ship Name * Server - New Server command "commmessage" to send a message on one freq * Server - New Server command "plotfile" or "runplot" to start new scripts as long as no more then one of this ID is waiting to run * Server - New Server command "generateevent" to trigger events in current scripts * Server - New Server command "auditships" to check for ships without pilots * Server - New Server command "cleanships" to DELETE ships without pilots (items are NOT added to base) * Server - New Server command "setconfig" allows changing some of the parameters from terminus.cfg while running * Server - game_motd_file can be set to point to a file of one liners in terminus.cfg * Server - Ship Names in Melee are now AI followed by a name, controlled by "game_deathmatch_ai_names" * Server - Added /ping client command * Server - Fixed station rotation stopping after game runs a long time * Server - Adjusted target lock on time to be based on detection strength * Server - Added support for removing leading/trailing spaces from player/ship names "games_clean_player_names" & "game_clean_ship_names" * Server - Corrected messages for Saturn Nodes 1 & 2 being reversed * Server - Torpedo Limit reached should get cleared out a login * Server - Added a limit of showing 22 ships per base to reduce crashing * Server - Added support for "game_credits" to control starting credits in a game * Server - Added "/authenticate" command and 'game_server_passwd' in terminus.cfg for remote extensions * Server - Allowed dedicated consol command to be accessible of the Client is authenticated correctly * Server - Set respawn bases for Callisto, Corsairs, and Lidless eye * Server - Added the chance that Valerium can be mined in asteroids in Freemode * Server - Spy probe life can be configured in terminus.cfg * Server - Neutral players are converted to Merc at connections time (most of the time) * Server - Negative credits gets reset back to 0 * Server - Scripts can now override Armor on preconfigured ships when creating them for AI's * Server - Corrected obscure bug for long runing games when clock 'rolls over' * Server - Greatly reduced Neutral bug and players not being saved correctly * Server - Added support for /cheer and /taunt commands * Server - Added support for a directory names like terminus.dir/ to have indidivual extensions to the .tl file * Server - Added optional support for contracts for 'odd' careers * Server - Made non-existent plot file not crash Server on plot startup * Server - Adjusted packet handler to disconnect bad clients instead of shutting Server down) * Server - Added code to prevent excess Fuel or Energy (> 100%) * Server - Added the ability to place a Qty Limit on gadgets in a ship purcahsed (to reduce Qty bug) * Server - Added code to reduce problems of Story Scripts running in Free Mode * Ded - Fixed Dedicated Consol problems with %'s in messages * Ded - Added comm frequency to Dedicated consol messages * Ded - Added most /commands being available from consol (those not needing a player) * Client - Changed HUD Equipment listing to add a '+' after Ammo and reduce how many lines are displayed * Client - Added support for Stations that don't have internal pictures defined * Client - Added support for cheer and taunt command keys (CommCommand8 & CommCommand9) * Client - Changed ship manager fuel/energy icon to flash if negative (ref. fuel bug) * Client - Corrected Cargo Bug for buying a ship with items in cargo not subtracting more then one item * Linux - Added support for a directory name alt/ to have copies of the tl files for future expansion * Linux - Improved Pentium Optimizations * Linux - Added support for fork() to reduce save lag * Win - Improved Pentium Optimizations ADDITIONAL terminus.cfg options: game_spy_probe_life life in frames of a spy probe game_autosave_fork LINUX only - use fork() to kill save lag game_clean_player_names Remove leading & trailing spaces game_clean_ship_names Remove leading & trailing spaces game_deathmatch_ai_names Add names ti AI in Deathmatch game_credits Starting Credits for players game_valerium_chance N in 32k chance of finding Valerium game_valerium_more N in 32k chance of finding more Valerium if Valerium is found game_valerium_lots N in 32k chance of finding lots of Valerium if more valerium is found game_loose_contracts anything >0 allows Callisto & other 'odd' careers contracts as if mercs game_buy_qty_limit limits the Qty of items in a single ship buy (reduces affect of Cargo Bug) game_dedicated_prompt command Prompt character game_dedicated_messag Future extension game_dedicated_reply Future extension game_dedicated_comm Prefix character for Comm messages game_server_password Master password for /authenticate command game_script_password Future extension - PW to allow triggering scripts game_motd_file Path the the Servers MOTD file game_cheer_file Path to Client/Server cheer file game_taunt_file Path to Client/Server taunt file game_taunt_pilot Future Extension - Path to Client/Server taunt file with %s personalization available game_death_tax_level Minimum amount of cash to have before Death Tax kicks in, -1 for no tax game_death_tax Set the rate for the death tax NEW DEDICATED SERVER COMMANDS (commands may be abbreviated) listpilots - list active pilots and their ships showpilots - displays AL pilots in save file changepilot "Name" type value - type is Name, Password, career, credits, kills, reputation - Value is the new value to set it to - Credits, Rep & Kills may have a leading +/- to show it is relative - ONLY USE WHEN THEY ARE NOT ON changeship "Name" type value - type is Name, Pilot, or Career - Pilot must be ONLY USE WHEN SHIP IS STORED AT A STATION showships gadgetnum - show all ships carrying gadget #N even searches stored ships showpvgs - show all ships carrying PVG's (same as showships 207) auditships - show ships with missing pilots & list the pilot cleanships yes - remove ships from bases that don't have pilots plotfile plotnum career - Queue a new plot file under a career (runplot also accepted) generatevent plotnum event - in a running plot, generate Event #event. quiet - does nothing except prevent accidental quits excite - does nothing except prevent accidental quits getconfig - Reserved for future use setconfig - allows changing a settings in terminus.cfg data while running /command - all / commnands that don't require you to be in a ship or have a Client connected. NEW / COMMANDS /authenticate (password) - activates the dedicated server & debug commands /ping -displays ping time to users /cheer -transmit one line from the cheer file /taunt -transmit one line from the taunt file SECURED / COMMANDS - must /authenticate first all dedicated server commands except help can be done with a leading / (note, all output still goes to the consol) /runningplots - displays currentling running plots /superdock (station name) - dock at this station right now /givemoney (amount) -cheat and make yourself rich /hull (shipid) (percent) /globalmessage - broadcast a server message /save (filename) /go (shipid) /warp (shipid) (dest shipid) (distance) /repair (shipid) (percent) /showrep (shipid) /scancheat /immobilize (shipid) /assist (shipid) /shipid (ship name) - displays the ship id of a ship TODO: Some saved games won't start under TPE that were created by Terminus. Additional documentation for all Server & /commands Examples of how to setup & use Cheer/Taunt files System specific release notes Mac version FAQ Provide more feedback when executing commands NOTES: KEEP A COPY OF YOUR ORIGINAL TERMINUS PROGRAM! MAKE A COPY OF terminus.ctl, running TPE WILL REMOVE COMPATIBILITY Some saved games won't start under TPE that were created by Terminus. This is being looked into. We have tried to keep as many items as backwards compatible as possible. Configuration setting can now permit you to have non-standard values. This may affect the balance in Story Mode. Most new features are intended for use in FreeMode or a controlled environment where people know it is odd. Any commands that changes values while running should be used with caution. This includes (but not limited to) setconfig. Additional /commands are not active unless a server password is specified and /authenticate (password) is used. ABOUT TPE: TPE (TerminusPoint Edition) is available to licensed users of Terminus and is a product of TerminusPoint.com and supported by http://www.TerminusPoint.com TPE is NOT SUPPORTED BY VVisions, please to don't contact them with problems. If you have a Terminus or TPE problem, first check and see if the original Terminus will work and check the TPE FAQ. TPE is distributed AS-IS and we are not responsible for anything it may cause, etc and all other legal disclaimers. TPE may be distributed freely to Terminus users. Use by people without a valid copy of Terminus is prohibited. Terminus is a registered trademark of Vicarious Visions, Inc. Terminus (c) 2000-2001 Vicarious Visions, Inc.