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<h1>XRacer: Old News</h1>
<p><b>Tue Jan 18 23:24:24 GMT 2000</b></p>
<p>
Version 0.95.25:
Minor update. Removed all <tt>printf</tt>'s and
<tt>perror</tt>'s from the code. Tidied up handling
of <tt>--verbose</tt> command line argument.
Made compiler warnings much more strict, and removed
a ton of buggy code which triggered warnings.
</p>
<p><b>Tue Jan 18 21:30:06 GMT 2000</b></p>
<p>
Version 0.95.24:
A minor update. Added some more scenery.
Some changes to <tt>tracks/simple/control.c</tt>.
Fixed RPM builds (slightly more).
</p>
<p><b>Mon Jan 17 23:37:33 GMT 2000</b></p>
<p>
Version 0.95.23:
I can't believe that until now I didn't have
<a href="http://www1.las.es/~amil/ssystem/">a link to ssystem</a>
from these pages. Well that's rectified now. This
program has been around for a few years now. It's
a really beautiful solar system simulator. Get it
now (it needs Mesa 3.0). OK, there's no new code
in this release. I just got RPMs working (maybe -
perhaps someone could mail me if they get the
RPM to work/not work).
</p>
<p><b>Mon Jan 17 19:24:57 GMT 2000</b></p>
<p>
Version 0.95.22:
Nick Lewycky sent another patch in which
fixes the mouse controls (actually - makes
them work, full stop).
</p>
<p><b>Sun Jan 16 23:17:15 GMT 2000</b></p>
<p>
Version 0.95.21:
Just playing with Blender and adding some
more scenery to the basic track.
</p>
<p><b>Sun Jan 16 16:16:09 GMT 2000</b></p>
<p>
Version 0.95.20:
Added support for textured scenery objects (although
the texturing is not quite right at the moment, and
drawing large quads seems to make the engine slow
down unacceptably). Added debug of segment number.
Fixed a build bug.
</p>
<p><b>Sun Jan 16 10:17:18 GMT 2000</b></p>
<p>
Version 0.95.19:
Nick Lewycky sent in a patch which fixes the keyboard
controls.
</p>
<p><b>Sat Jan 15 16:08:04 GMT 2000</b></p>
<p>
Version 0.95.18:
Added code to browse directories and load
tracks.
</p>
<p><b>Sun Jan 9 15:27:20 GMT 2000</b></p>
<p>
Version 0.95.17:
Laps code imported from 0.94 release.
</p>
<p><b>Sat Jan 8 18:45:44 GMT 2000</b></p>
<p>
Version 0.95.16:
Minor patch fixes a warning and CVS problem in
previous release.
</p>
<p><b>Sat Jan 8 18:27:44 GMT 2000</b></p>
<p>
Version 0.95.15:
It's taken me most of the week to figure
out a really annoying bug. I added a skeleton
outline for the sound code, but this caused
XRacer to consistently lock up the machine
every time it ran. Eventually worked out
that I was calling exit(3) not _exit(2) in
the sound subprocess - deeply confusing
Mesa/Glide by calling all the atexit callbacks
twice over. Here it is - no sound, but the
skeleton for sound is in place. Also updates
to the FAQ, craft drawn in background
a la Elite, and numerous small updates.
</p>
<p><b>Mon Jan 3 22:42:58 GMT 2000</b></p>
<p>
Version 0.95.14:
Added code to store craft in a file, and load
them when the game starts up. Added a simple
Blender VRML parser, so that (in theory at
least) you can draw craft in Blender. This
works, to some extent, but it's not really
ready for prime-time.
</p>
<p>
The mailing list, which had been in a
state of not-workingness for some time
is now working again. To subscribe
to it, do this:
</p>
<pre>
echo 'subscribe xracer' |
mail -s '' xracer-request@annexia.org
</pre>
<p><b>Sun Jan 2 17:13:24 GMT 2000</b></p>
<p>
Version 0.95.13:
No change. Just updating the website.
</p>
<p><b>Sun Jan 2 14:14:25 GMT 2000</b></p>
<p>
Version 0.95.12:
Joystick controls work, but the handling
is very ropey.
It's <a href="xracer-0.95.12.tar.gz">here</a>.
</p>
<p><b>Sun Jan 2 01:49:40 GMT 2000</b></p>
<p>
Version 0.95.11:
Screenshots work again. Added joystick
code (but you still can't move around -
promise that for the next version). Did
lots of cleaning up of the menu code. There
are now a few menus you can navigate between.
It's <a href="xracer-0.95.11.tar.gz">here</a>.
</p>
<p><b>Sat Jan 1 17:40:27 GMT 2000</b></p>
<p>
Version 0.95.10:
Fixed a few more stupid bugs. FPS calculated
correctly now (there was me about to post a
message about how slow Mesa 3.1 was :-).
Text is the right way up!
It's <a href="xracer-0.95.10.tar.gz">here</a>.
</p>
<p><b>Sat Jan 1 17:15:36 GMT 2000</b></p>
<p>
Version 0.95.9:
Pulled in the powerups, panel, LCD code.
It's <a href="xracer-0.95.9.tar.gz">here</a>.
</p>
<p><b>Sat Jan 1 15:57:04 GMT 2000</b></p>
<p>
Version 0.95.8:
Happy new year to everyone from London, England! ...
We recently got coverage by the folks at
<a href="http://www.linuxgames.com/">linuxgames.com</a>.
This is good news, but please note that the
0.95.x releases of XRacer are <i>intermediate,
sub-alpha, unplayable versions</i>. I'm rewriting
the game engine from scratch now. If you
just want to play with the game, try version
0.94 instead.
</p>
<p>
Tracks and textures on the track are now generated
from a Blender-exported file. A tool converts
the track description directly into a piece of
optimized C code which is called upon to draw
the track. The code is stored in the track
file. This is how things <i>should</i> work.
It avoids all the display list clutter and
problems with parsing track files. Also should
allow the track scenery to be really dynamic -
ie. someone could hack together a track file
with animated textures, or even an animated track.
</p>
<p>
The latest version is
<a href="xracer-0.95.8.tar.gz">here</a>.
</p>
<p><b>Wed Dec 29 21:35:38 GMT 1999</b></p>
<p>
Version 0.95.7:
Fixed a lot of physics problems.
It's <a href="xracer-0.95.7.tar.gz">here</a>.
</p>
<p><b>Wed Dec 29 17:17:37 GMT 1999</b></p>
<p>
Version 0.95.6:
As usual, getting the physics to work can
prove to be a little bit of a problem.
It's <a href="xracer-0.95.6.tar.gz">here</a>.
</p>
<p><b>Tue Dec 28 19:19:43 GMT 1999</b></p>
<p>
Version 0.95.5:
Wow. You can see the track now. The distribution
file
<a href="xracer-0.95.5.tar.gz">here</a>
is a little bit smaller. I removed some
intermediate files which had slipped in
there by accident.
</p>
<p><b>Tue Dec 28 16:42:08 GMT 1999</b></p>
<p>
Version 0.95.4:
More stuff, still no game.
It's <a href="xracer-0.95.4.tar.gz">here</a>.
</p>
<p><b>Mon Dec 27 16:15:11 GMT 1999</b></p>
<p>
Version 0.95.3:
Another release for the brave (or should
that be foolhardy). Please read the notes
about version 0.95.2 first. And yes, I know
the text is upside down :-) It's
<a href="xracer-0.95.3.tar.gz">here</a>.
</p>
<p><b>Sun Dec 26 17:18:55 GMT 1999</b></p>
<p>
Version 0.95.2:
A few people have asked me for source for the
new, rewritten-from-scratch, XRacer. It's
<a href="xracer-0.95.2.tar.gz">here</a>.
This version is extremely incomplete. I have
only just started the process of copying code
over from version 0.94 into this new series.
It's probably not worth sending me patches
against this version yet. If you want a working
playable game, go and download 0.94.
</p>
<b>Important XRacer News</b>
<p><b>Thu Nov 11 13:45:57 GMT 1999</b></p>
<p>
XRacer development is in a temporary lull. There are
various reasons for this: Firstly, I was working 25
hours a day completing and deploying the Linux
rewrite of
<a href="http://www.schoolmaster.net/">SchoolMaster</a>
- the world's best and most popular community for
schools. It used to run on Notes/NT. 'Nuff said, I
think. This is still on-going, but since the system
has been successfully deployed and all existing
schools transferred across, development is not quite
so hectic now.
<p>
Secondly, I'm in Tokyo, Japan right now on holiday.
<p>
So I hope you will accept my excuses, and now get ready
for the good news: refreshed from my holiday, I am full
of good ideas for XRacer, and ready to start a substantial
rewrite when I get back next week. I even have time off
from work to start it.
<p>
<b>Modeller:</b> AC3D was becoming something of
a liability. We reached the limits of what was possible
very quickly, and it was clear to me that development could
not continue without a new modeller. In addition, AC3D
is not free software in either free beer or free speech
senses of the word. I was loathed to force my codevelopers
to have to pay to build tracks.
<p>
I bought the <a href="http://www.blender.nl/">Blender</a>
book, did a few tutorials, and now
I'm beginning to get the hang of this very powerful
and complete modeller. I am convinced that Blender,
although it is free beer and not yet free speech, provides
the best way forward for easily and quickly building
tracks. For a start, I quickly found out that you could
draw a bezier curve (circle, actually), extrude a shape
along it and convert it into a mesh. Instant track.
<p>
Now Blender is not the ideal tool for the job. One
of its main problems is the fact that it is hard to
export models in a useful form. In particular,
I can think of two features which would be immediately
useful: firstly to be able to export the scene objects
in complete internal form to a simple ASCII-based format;
secondly to be able to export just single objects at
a time. Ton has promised to release the source to
Blender 2. I hope he decides to do this sooner rather
than later so I can add the features I need directly.
In the meantime, there seems to be
sufficient export capability to allow us to use
Blender as a modeller for XRacer with some simple
Perl scripts to convert between formats.
<p>
<b>Code:</b>
The XRacer code base has become rather
tangled. I plan to substantially rewrite and
clean up the code to make the flow of
execution cleaner and more obvious. Also
to allow simpler platform-dependent sections
to be written (the original code didn't pay any
attention to platforms other than Linux, meaning
that a Windows-native port is a tricky affair).
Fred Brooks said something on the lines of
``plan to throw away the first version ... you
will anyway''. Consider the current version
to be the first attempt. The second version
should get a lot more things right.
<p>
<b>Track format:</b>
The old track format was a definite mistake. Not
only are track files large and slow, but they are not
even very flexible or useful. For example, you
can't program intelligence into objects - so you
couldn't have cars moving along a motorway
realistically for example. The new track file format
will simply be a shared library (a <tt>.so</tt> file
on Unix). The track code will perform everything
related to drawing and GL, and hence be able to make
intelligent track-specific optimizations such as ...
<p>
<b>Display lists & Mesa 3.1:</b>
The current implementation is not very intelligent
about how it uses display lists. It works well
with Mesa 3.0, but as anyone who has tried
to run XRacer against Mesa 3.1 will have found
out, it fails miserably when display lists are
properly implemented. Thanks to a number of
comments made on the mailing list, I now have
a much better understanding of display lists and
how future hardware will be able to optimize them.
The new implementation will be built against
Mesa 3.1 from the start, and should use display
lists somewhat more intelligently where possible.
<p>
<b>Mailing list:</b>
The mailing list is (or perhaps isn't) down. This
is odd. I could swear that I didn't change anything
about the sendmail or majordomo configuration,
but I'll check. Anyhow,
<a href="http://www.annexia.org/">annexia.org</a>
is soon going to be moved onto a different machine
at work (for general security / isolation reasons), so I will
have a chance to build a fresh sendmail and majordomo
installation. Things should be back to normal as soon
as this happens.
<p>
That's all for now. Keep an eye on this space for the
next two weeks, and you should see things start to
happen again. Thanks for your patience.
<p>
<b>Rich.</b> Tokyo, Japan.
<p><b>Mon Sep 20 20:56:46 BST 1999</b></p>
<p>
Version 0.94:
Font and instrument panel scaling patch by Szczepan Kuzniarz.
Meanwhile, I've been hard at work learning
to use <a href="http://www.blender.nl/">Blender</a>.
</p>
<p><b>Sun Sep 12 14:15:42 BST 1999</b></p>
<p>
Version 0.93:
Sound patch: DirectSound is now (possibly)
supported on Windows / CygWin platform.
The patch comes from courtesy of Bart Jaszcz,
thanks to him. Feedback is appreciated (I
had to modify the patch heavily, and I don't
really have a Windows box to test this on).
Integrated a patch from Kai Jan Runte
which should allow clean compiles on
Solaris 2.5.1. Also some patches from
Szczepan Kuzniarz for the Amiga.
</p>
<p>
This is quite a major code-only patch
and it's possible that things have
been broken (eg. sound).
</p>
<p><b>Sun Sep 5 12:12:16 BST 1999</b></p>
<p>
Version 0.92:
Some patches to fix Solaris compilation
(it still doesn't quite compile correctly
on Solaris, but it's nearly there). A
<a href="http://members.xoom.com/bpj1138/xracer-0.89-win32-bin.zip">new Windows binary of version 0.89</a>
is out. New in this binary:
sound support and untested network
support. Thanks to Bart Jaszcz
for this.
</p>
<p><b>Tue Aug 31 23:38:31 BST 1999</b></p>
<p>
Version 0.91:
I reversed out the sound changes
in 0.90 (which were broken). I still
don't know how to use SIGIO (patch
anyone!). Anyway, this version can
choose to use poll(2) or select(2)
at compile time, so it should be
much more portable.
</p>
<p><b>Tue Aug 24 21:59:22 BST 1999</b></p>
<p>
Version 0.90:
Various autoconf patches. You can now
build properly in a separate directory.
You can also build with Mesa even if you
have another GL library (specify
<tt>./configure --disable-GL</tt>).
Thanks to Filip Van Raemdonck for
these patches. You can also disable
ESD support (ie. prefer OSS support
if you have it) by specifying
<tt>./configure --disable-esd</tt>.
I also fiddled with the sound
parameters, and this appears to
get rid of the latency problems.
I also replaced the old poll(2) method
used by the sound process with
asynchronous SIGIO signals. The
theory is that this may make
the code more portable to platforms
which do not support select/poll
of audio devices. However, in practice,
<i>it doesn't seem to work!</i> I fear that
Linux doesn't support SIGIO on pipes.
There's no mention of SIGIO in
<tt>/usr/src/linux/fs/pipe.c</tt>,
but maybe I'm looking in the wrong
place or making the wrong syscalls.
Any help here would be useful. The
relevant code is in <tt>sound_process.c</tt>.
</p>
<p><b>Fri Aug 20 14:54:33 BST 1999</b></p>
<p>
Version 0.89:
Sorry about the few releases recently. As
we discussed on the XRacer mailing list
this is because of two factors: no one's
sending me patches (!) and I've been
snowed under at work. At least you'll see
<a href="http://www.postmaster.co.uk/">Postmaster</a>
undergo a fantastic transformation
next Monday - I've not been wasting my
time. Anyway, this is just a minor
patch to see if we can't improve the
latency of sound samples. It only
affects the OSS (Linux native) sound
driver.
</p>
<p><b>Sun Aug 15 12:34:30 BST 1999</b></p>
<p>
Version 0.88:
Somewhat broken ESD (E Sound Daemon) support.
The sound is choppy even though I set the
socket to non-blocking mode by hand.
</p>
<p><b>Wed Aug 11 20:02:03 BST 1999</b></p>
<p>
Version 0.87:
This version possibly fixes a problem
with the generic sound driver. I need
someone to test it on a non-OSS platform
(eg. Solaris).
</p>
<p><b>Tue Aug 10 08:31:11 BST 1999</b></p>
<p>
Version 0.86:
This fixes a couple of small
bugs with the fading in/out
of menus.
</p>
<p><b>Mon Aug 9 21:19:57 BST 1999</b></p>
<p>
Version 0.85:
Fixed bug with slow menus in
previous release. Added some
comments about needing to be
able to load textures without
using mipmaps.
</p>
<p><b>Sun Aug 8 16:34:04 BST 1999</b></p>
<p>
Version 0.84:
OK, course over, back to work. There
are lots of changes here. Sound
effects improved (better wind
noise). Menus introduced
(implies lots of structural changes
to the code and some breakage).
Why are menus so slow? There's
obviously some GL effect enabled
here which shouldn't be.
Fixed a bug in text display
functions. Tidied up lots of
bits of the code.
</p>
<p>
You need to get the data files
again for this release.
</p>
<p><b>Mon Aug 2 19:15:54 BST 1999</b></p>
<p>
Version 0.83:
Another slow day in XRacer development
(we <i>are</i> slowing down now ... think of
the heady pace just a few weeks ago).
OK - we have one patch from Ilpo
in here which allows you to disable
sound at runtime. Run xracer with the
<tt>--nosound</tt> (<tt>-q</tt>) option
if you have trouble with sound.
One user has reported that the
backdrop (the mountains) don't
appear with the Mesa GLX drivers.
Can anyone confirm or deny this?
Ilpo is still looking for people
who have used the LAN or Internet
play options - help him out please
chaps.
</p>
<p>
I'm on a database course
(fun) all this week.
</p>
<p><b>Sat Jul 31 17:52:08 BST 1999</b></p>
<p>
Version 0.82:
Major fix to track representation.
Craft hang lower on the track, and
there is less bounce. You need to
get the data files with this release.
Updated the FAQ.
</p>
<p><b>Sat Jul 31 17:04:58 BST 1999</b></p>
<p>
Version 0.81:
Substantially fixed the sky and backdrop
code. The backdrop mountains now follow
the viewer as you would expect, rather
than appearing stationary against the
sky. Joe Waters' explanation of display
list optimization (see the mailing list)
helped a great deal when implementing
this.
</p>
<p><b>Thu Jul 29 23:33:43 BST 1999</b></p>
<p>
Version 0.80:
A bigger, smoother and better looking
mountains texture submitted by
Darin Ohashi. Sounds are now smooth
(provided you use a Voodoo - any
suggestions as to why they still
break up on a G220?). More sound
effects. You need the latest data
file.
</p>
<p><b>Tue Jul 27 23:47:51 BST 1999</b></p>
<p>
Version 0.79:
This version has very broken sound
support (developers only). Does anyone
know why the sound breaks up, or
how to persuade OSS to generate
continuous sound? This release
also contains various other patches.
</p>
<p>
You need to get the new data files --
they contain the samples. You will also
need the <tt>sox</tt> program.
</p>
<p><b>Mon Jul 26 22:55:48 BST 1999</b></p>
<p>
Version 0.78:
Alan Levy sent gorgeous high resolution photographs
of snowy mountains. Find them in the data source
archive, in the directory
<tt>images/alanlevy/</tt>. If anyone has enough
experience with the GIMP and wants to turn one of
two of these images into backdrops and or clean
texture maps, please send me a mail. The backdrops
need to wrap left-right. The texture maps need to
tile in both directions. For the backdrops, it
would be helpful if you could remove clouds
from the sky and set the sky all to a single
colour, or even better produce a separate
alpha map the same size as the image (see
images/mountains3.jpg and images/mountains3-alpha.jpg
to see what I mean by this). Both need to be
scaled so that the width and height are powers
of 2 (this is a requirement for GL textures).
</p>
<p>
Meanwhile, I'm still fiddling with the
vagaries of the OSS API and database
imports.
</p>
<p><b>Mon Jul 26 08:38:34 BST 1999</b></p>
<p>
Version 0.77:
I'm still writing the sound code. It still
doesn't work. This release contains a
small patch from Ilpo so you can specify
the paths to search for GL and GLUT libraries.
Ilpo appeals for people to try out the
network code and post results on the
mailing list.
</p>
<p><b>Sun Jul 25 22:47:56 BST 1999</b></p>
<p>
Version 0.76:
This just fixes a compilation bug with 0.75.
</p>
<p><b>Sun Jul 25 15:34:41 BST 1999</b></p>
<p>
Version 0.75:
This is just a very minor patch. I fiddled
with the sound code, but it still isn't
close to working. This is just an update
to say that the dreaded database
export is still ongoing. <tt>annexia.org</tt>
and I are working overtime ... so things
are still going very slowly on the
XRacer front. Bart Jaszcz has put together another
<a href="http://members.xoom.com/bpj1138/xracer-0.74-win9x-bin.zip">Windows binary release</a>.
Iota put together a page explaining how
to get Voodoo Banshees and XRacer to
coexist. I've not put it up yet, but if
you want info, mail me in the meantime.
I also downloaded Mesa 3.1 beta 2, and
(yes) it really doesn't work with
XRacer, and <i>I don't know why</i>.
</p>
<p><b>Wed Jul 21 23:16:18 BST 1999</b></p>
<p>
Version 0.74:
Patch from Ilpo - beginnings of network game
play.
</p>
<p>
OK - xracer.annexia.org is up and down. I upgraded
it today to a Dual Pentium II-450 with 512 MB of
RAM, because it is also being used for a huge
database export. It still runs out of RAM sometimes
half way through the export, so don't expect things
to be too stable. The mailing list may also be
intermittent for the same reason. There will be no
XRacer updates from me until Saturday (except for
simple patches that people send me), because of
commitments at work (database export, q.v.).
</p>
<p><b>Wed Jul 21 08:53:24 BST 1999</b></p>
<p>
Version 0.73:
Fixed bug in texture mapped fonts.
Big patch from Ilpo.
</p>
<p><b>Tue Jul 20 19:42:02 BST 1999</b></p>
<p>
Version 0.72:
Wireframe mode (toggle with 'l').
Select number of laps and difficulty
level with -l and -d on command line.
Fix to configure script should detect
faulty glut libraries better.
I'm working on sound right now.
</p>
<p><b>Mon Jul 19 23:38:30 BST 1999</b></p>
<p>
New screenshots.
</p>
<p><b>Mon Jul 19 22:15:47 BST 1999</b></p>
<p>
There's a <a href="FAQ.html">FAQ</a>.
</p>
<p><b>Mon Jul 19 19:29:33 BST 1999</b></p>
<p>
Version 0.71:
Ilpo sent a patch which moves the architecture
dependent stuff into different subdirectories.
This seems to work OK on Linux, but I need
people to test this out on <i>non-Linux</i>
systems, and report back whether it works
or not.
</p>
<p><b>Mon Jul 19 08:34:24 BST 1999</b></p>
<p>
Version 0.70:
Fixed time trial mode. Tilable mountain
range. X11 window name and class.
Miscellaneous bug fixes. You need
the new data files.
</p>
<p><b>Sun Jul 18 12:02:32 BST 1999</b></p>
<p>
Version 0.69:
Fixed laps, lap times and ranks code.
Broke time trial mode in the process.
</p>
<p><b>Sun Jul 18 00:52:25 BST 1999</b></p>
<p>
Version 0.68:
This release is only for the devoted, and
really a chance for me to say where XRacer
is heading at the moment. The patch contains
lots of fixes from Ilpo (also posted to the
mailing list), plus a simple bug fix for the
frame counter. I'm aiming to get some sort of
1.0 release out as soon as possible. I think
the list of tasks to be completed is something
like this:
</p>
<ol>
<li> Put together one track with complete
scenery. This will be the `snow level' (a cliché,
I know).
<li> Sound effects (I have code, I really need someone
to send me some samples).
<li> Powerups: Laser cannon, missiles, mines.
<li> Music (just integrate with
<a href="http://www.freeamp.org/">FreeAmp</a>
cleanly and sort out CD play).
<li> Gtk-based wrapper front-end.
<li> Eight different craft models.
<li> Laps, lap times, ranks.
<li> Fix all bugs which affect gameplay and
can be fixed in a reasonably short time. Leave
the rest.
</ol>
<p>
Other features may go in if there's time, and
people send reasonably working patches (I'm
thinking here of LAN multiplayer mode, of course).
</p>
<p>
You may wish to update data files for this
release - there are some minor changes to
track scenery.
</p>
<p>
By the way, XRacer was 1 month old yesterday.
The first code went into CVS on 13th June,
and the first release went out on 17th June.
</p>
<p><b>Sat Jul 17 15:15:40 BST 1999</b></p>
<p>
Version 0.67:
No, it's not a Mesa artifact. It's
a bug in the code. Get this tiny
code-only patch to improve the
look of the fonts.
</p>
<p><b>Sat Jul 17 15:07:21 BST 1999</b></p>
<p>
Version 0.66:
Changed text so it's implemented as
textured quads, not bitmaps. This should
make things faster on most platforms.
Fonts are also now antialiased (although
there seems to be a strange artifact
with antialiased textures and Mesa).
Laps, etc. implemented properly.
You'll need to get the latest data
file (for the fonts).
</p>
<p><b>Sat Jul 17 00:24:47 BST 1999</b></p>
<p>
Version 0.65:
Cleaned up and moved the website.
</p>
<p><b>Sat Jul 17 00:18:33 BST 1999</b></p>
<p>
Version 0.64:
Fixed an embarrassing bug with the
snow effect. Also improved the general
look of the snow.
</p>
<p><b>Fri Jul 16 23:57:23 BST 1999</b></p>
<p>
Version 0.63:
Big code cleanup patch from Ilpo. No
visible external changes.
</p>
<p><b>Fri Jul 16 21:58:32 BST 1999</b></p>
<p>
Version 0.62:
Minor code patch.
Snow - it looks a bit crappy.
Joystick buttons 3 & 4 are bound.
</p>
<p><b>Thu Jul 15 21:42:55 BST 1999</b></p>
<p>
Version 0.61:
This release just contains code patches
from Ilpo which appeared on the mailing
list. I was won over by his technical
arguments in favour of his constant speed
patch, so that's back in there. Various
other fixes for GL drivers which don't
properly support GL_REPLACE for textures.
</p>
<p><b>Wed Jul 14 22:41:07 BST 1999</b></p>
<p>
Version 0.60:
Backdrops implemented.
<a href="mailto:alanlevy@pcug.org.au">Alan Levy</a>
has kindly allowed us to use photographs from
his website
<a href="http://www.pcug.org.au/~alanlevy/">here</a>.
I've used one to get a basic snowy backdrop. In
spite of my best efforts in GIMP, I can't quite
get this to wrap correctly. Anyway, I'm hoping
to get higher res snaps from Alan soon, so I'll
be able to redo it. Fixed transparent textures.
Get the data files. The track is now foggy by
default - this will make more sense with
scenery added.
</p>
<p><b>Wed Jul 14 20:30:24 BST 1999</b></p>
<p>
Version 0.59:
New logo, inspired by Andre Lohan's design.
Profiled the code and made some optimizations
based on the profile. Added profiling code.
Added XRACER_HOME environment variable, which
you will need to set to point to data files.
Split data files into required and optional.
Shield. Powerup display uses textures. Fixed
keyboard repeat problem. Various powerups
implemented (the AI don't use their powerups,
but you can use yours). I realized there's a
huge bug in the track model which explains
why the craft sit so high on the track. Fix
available later. Remember to get the latest
data files. Fog support (see track.c).
</p>
<p><b>Sun Jul 11 23:58:12 BST 1999</b></p>
<p>
Version 0.58: Collision detection in arcade mode.
New track loading screen. Updated Windows
port (<a href="http://members.xoom.com/bpj1138/xracer-0.56-win9x-bin.zip">Windows binary here</a>).
The code and data are now packaged in separate
files. I'll tell you when the data files
change: otherwise you should just need to
get either the code release or (ideally)
just the code patch. For this release,
you <i>will</i> need to get the data files.
Started powerups. Why are glBitmap and
glDrawPixels so slow? How do I get alpha
blending to work?
(Version 0.57 was an intermediate release).
</p>
<p><b>Sun Jul 11 23:34:27 BST 1999</b></p>
<p>
Version 0.56: This version should
compile cleanly on BSD.
</p>
<p><b>Sun Jul 11 16:56:14 BST 1999</b></p>
<p>
Version 0.55: Patch from Ilpo which
solves the missing loading screen
(for those of you <i>not</i> using
Mesa). Made the track flatter. Still
no resolution to momentum damping bugette.
</p>
<p><b>Sun Jul 11 13:51:32 BST 1999</b></p>
<p>
Version 0.54: Rewrote constant-speed
code. This version should be slightly
faster and also more accurate.
</p>
<p><b>Sun Jul 11 13:35:09 BST 1999</b></p>
<p>
Version 0.53: Much improved keyboard
handling. For some reason, however,
keyboard repeat doesn't get restored
when the program exits: you might have
to do <tt>xset r on</tt> after playing.
</p>
<p><b>Sat Jul 10 15:02:05 BST 1999</b></p>
<p>
Version 0.52: The arcade mode release.
The robotic players are a bit stupid.
It'll be a lot better with collision
detection and weapons.
</p>
<p><b>Sat Jul 10 11:31:46 BST 1999</b></p>
<p>
Version 0.51: Two patches which improve
keyboard and mouse support from Eden Li
and Ilpo Ruotsalainen respectively. You'll
need to make sure you have GLUT 3.7 or
above. I really am going to try and
get arcade out by the end of the day ...
</p>
<p><b>Fri Jul 9 20:12:04 BST 1999</b></p>
<p>
Version 0.50: This is a minor patch -
just some changes needed to the segment
structure before I can commit arcade
mode AI. Although I previously announced that
mouse support was broken - turns out
it wasn't. It was just me unable to
remember the correct key to enable
the mouse. Display seems a little bit
jumpy on this release. I think the
constant speed code needs a bit of
a rethink (eg. multiply momentum by
time length before adding to position?).
Track files are now stored compressed.
</p>
<p><b>Thu Jul 8 16:30:25 BST 1999</b></p>
<p>
Version 0.49 released: AIX patch.
Joystick users: do <tt>./configure --enable-joystick</tt>
(Note: 0.48+ have broken mouse support)
<p><b>Thu Jul 8 12:21:28 BST 1999</b></p>
<p>
Version 0.48 released: Constant
speed patch: gameplay should run at
a constant speed despite various
framerates and load on target
machine. (Patched but not checked -
if there are any problems, back patch
to 0.47 and I'll get a fix out tonight).
</p>
<p><b>Thu Jul 8 00:01:20 BST 1999</b></p>
<p>
Version 0.47 released: Track loading
screen replaced black screen of
nothingness. Still no arcade mode,
I 'fraid.
</p>
<p><b>Wed Jul 7 19:33:23 BST 1999</b></p>
<p>
Version 0.46 released: Just a little
patch - Erik Greenwald's patch displays
the frame rate in the top right corner
when you press 'f'. I get 75 fps just
about.
</p>
<p><b>Tue Jul 6 23:50:18 BST 1999</b></p>
<p>
Version 0.45 released: This is <i>not</i>
(yet) the arcade mode release. There are
other craft now, but they don't go anywhere -
they just sit there. A bit more work is
needed to make them go somewhere. Other
changes: Improved the gameplay so you
don't hit the bottom of the track anymore.
This release possibly detects if you
have getopt_long and copes accordingly.
Feedback from FreeBSD and Solaris users
welcome. This version may well compile on
SGI.
</p>
<p><b>Mon Jul 5 22:42:07 BST 1999</b></p>
<p>
Rich is working on arcade mode (lots
of robotic players).
</p>
<p><b>Sun Jul 4 15:28:27 BST 1999</b></p>
<p>
Version 0.44 released: I made the
track bigger and faster. Go faster
spots on the track now work. Tried
to fix some of the problems with
craft hitting the track and stopping
dead - it's slightly better now,
but still not right. Preview track
in modeller (makes AC3D work at an
acceptable speed). Multiple input
files to mktrack so you can combine
scenery from different sources.
(Version 0.43 has a build problem -
get the patch to upgrade).
</p>
<p><b>Sun Jul 4 11:14:35 BST 1999</b></p>
<p>
Version 0.42 released: Mipmapped
textures. Keyboard configuration
file. Fullscreen mode.
</p>
<p><b>Sat Jul 3 22:54:15 BST 1999</b></p>
<p>
Version 0.41 released: Minor patch
fixes sky and depth buffer bug.
</p>
<p><b>Sat Jul 3 19:24:57 BST 1999</b></p>
<p>
Version 0.40 released: There is
no new code in this release, but
there is pretty complete documentation
on how to design your own tracks.
Anyone want to have a go? If so,
post your intentions on the
mailing list. What I really need
is to bundle a completed track
with scenery and textures while I continue on
finishing the game engine.
</p>
<p><b>Sat Jul 3 12:04:18 BST 1999</b></p>
<p>
Version 0.39 released: I've finished
the trigger code completely now. Also
some much better textures from Andrew Ford.
</p>
<p><b>Sat Jul 3 00:16:30 BST 1999</b></p>
<p>
Version 0.38 released: I've added
power-up and go-faster marking on
the track. These don't actually do
anything at the moment, but that'll
be trivial to add soon. Someone is
bound to point out that the left and
right (chirality :-) of the markings
is reversed. I know, and I've fixed the
bug, but not bothered to generate a
new track yet.
</p>
<p><b>Fri Jul 2 21:50:08 BST 1999</b></p>
<p>
Version 0.37 released: Just a few
fixes in this one. A major bug re.
visibility of scenery objects is
fixed.
</p>
<p><b>Wed Jun 30 23:34:23 BST 1999</b></p>
<p>
Version 0.36 released: A lot has gone
on behind the scenes in this release.
I've sorted out a bunch of problems
with the old track file format and
added a separate track description file
which allows you to specify extra per-segment
information which cannot go into the
modeller file. This puts a lot of
infrastructure in place for people
who want to develop tracks. eg. You
can now do scenery with animating
textures. The visible changes
are rather slight though - the nasty
old start light has gone, and it is
replaced with a bit of animating
scenery. The start and lap times
work (almost) correctly too. There's
probably not going to be a release
tomorrow night (pub night).
</p>
<p><b>Wed Jun 30 17:48:06 BST 1999</b></p>
<p>
Version 0.35 released: I'm not sure if
this one even runs (it compiles though).
Just wanted to get a couple of patches
in there which had been waiting around
in my `in queue' for a while; namely
CD Audio support and a joystick button
fix.
</p>
<p><b>Wed Jun 30 08:38:40 BST 1999</b></p>
<p>
Version 0.34 released: Minor patch: Improved
sky textures.
</p>
<p><b>Wed Jun 30 00:05:50 BST 1999</b></p>
<p>
Version 0.33 released: Nothing major
in this release. I just added a couple
of pieces of scenery and fixed a
depth buffer related bug. (Fixed
a missing image file in release 0.32).
</p>
<p><b>Tue Jun 29 21:20:43 BST 1999</b></p>
<p>
Version 0.31 released: Redesigned track
textures using Perlin noise. Much nicer
looking, I'm sure you'll agree. Sky!
Actually, the sky doesn't make sense yet
without the rest of the scenery, but
you get the idea. I smoothed out the
bumps in the track that everyone was
complaining about and increased the
speed a little. Ingo sent me a tidy-up
patch which adds getopt_long(3)-style
options, fixes version numbers and a
lot more.
</p>
<p><b>Tue Jun 29 16:26:04 BST 1999</b></p>
<p>
Version 0.30 released: There is nothing
visibly new in this release, but in the
back-end I've added some code to generate
Perlin noise for more realistic looking
textures. Thanks to Andrew Ford for
that one. There is also an XRacer mailing
list. (This is my first tentative experiment
with majordomo, so it may or may not work).
To subscribe, just do:
</p>
<pre>
<font size="-1">
echo "subscribe xracer" | \
mail -s '' xracer-request@annexia.org
</font>
</pre>
<p><b>Sun Jun 27 22:44:43 BST 1999</b></p>
<p>
Version 0.29 released: This is just
a minor fix for mktrack.c, and also
a test of patch files. You should be
able to get patches to the latest
version below.
</p>
<p><b>Sun Jun 27 20:24:45 BST 1999</b></p>
<p>
Version 0.28 released: I tweaked
the game physics quite a bit. You
now sit a lot lower down, which gives
a greater impression of speed (you're
not actually going any faster, though).
I also fixed a stupid bug in mktrackmodel,
and started designing a new track.
</p>
<p><b>Sun Jun 27 14:41:09 BST 1999</b></p>
<p>
Version 0.27 released: Fixes a
few of the broken bits in 0.26.
</p>
<p><b>Sun Jun 27 14:17:38 BST 1999</b></p>
<p>
Version 0.26 released: The major change
here is you can now use a modeller
such as AC3D to add scenery around the
track. This code needs some tidying
up, but basically it's all there
and it works. I even added a bit
of scenery - a start light (but it's
not wired up yet - we still have the
hacky start lights). Various stuff
broke in the move (what did you expect?).
</p>
<p><b>Sat Jun 26 10:43:00 BST 1999</b></p>
<p>
Version 0.25 released: Distribution
bugs in 0.23/0.24 ...
</p>
<p><b>Sat Jun 26 10:15:31 BST 1999</b></p>
<p>
Version 0.23 released: This one
compiles on Windows (you need Cygwin).
Various changes to mouse controls. You can invert the
sense of the mouse up and down and change
its sensitivity on the fly.
</p>
<p>
<i>Please</i> when you send me patches,
send me unified diffs (see: <tt>diff(1)</tt>).
Anything else wastes my time and yours
too, because I'll probably ignore any
other format from now on.
</p>
<p><b>Sat Jun 26 00:25:14 BST 1999</b></p>
<p>
Version 0.22 released: No visible changes
again, but more changes to mktrackmodel.c.
The ``name'' tag in AC3D means that
I can attach arbitrary information
to quads. This should mean you can design
the entire track and scenery in a modeller
and import it directly into the game.
</p>
<p><b>Fri Jun 25 23:25:01 BST 1999</b></p>
<p>
Version 0.21 released: No visible changes,
but I've moved the track code around
so you can export generated tracks
into AC3D and edit them there.
</p>
<p><b>Fri Jun 25 17:59:32 BST 1999</b></p>
<p>
Version 0.20 released: There is virtually
nothing new in this release (see below though).
</p>
<p>
A Windows binary of release 0.19 is available here:
http://members.xoom.com/bpj1138/xracer-0.19-win9x-bin.zip
(<i>update: this link now removed</i>). I'm
looking at including the source patches back
into the main release so that we can have
XRacer for Windows (WinRacer ...?)
</p>
<p>
I've got my copy of AC3D now, and I'm
playing around with it to develop pieces
of scenery and experiment with porting
scenery into and out of it. This might
take a while - I've got to get to grips
with the file format used by this modeller
and try to write a parser. In the meantime,
please send me patches, and I'll put out
minor updates as they happen.
</p>
<p><b>Thu Jun 24 11:45:32 BST 1999</b></p>
<p>
I've just forked over 25 quid to buy
a copy of the AC3D modeller. Much as
I dislike commercial software, and
particularly that half commercial / nearly
there hybrid of ``shareware'', I have
to admit that this the only solid,
simple to use modeller for Linux. (I
discount Blender which is so unintuitive
that I've so far not worked out how to
draw even a simple polygon). I've also
got a semi-coherent plan about how all
the scenery design will work (see here
<a href="xracer-modeller.eps">in Postscript
format</a> and here <a href="xracer-modeller.fig">
for the original FIG file</a>).
</p>
<p><b>Wed Jun 23 22:49:40 BST 1999</b></p>
<p>
Version 0.19 released: Mouse support
improved slightly. It now warps and
grabs the pointer, allowing you to
play on a Voodoo without losing focus
on the underlying window. Mouse support
is still a little ropey though, so people
please send me patches to make it better.
I completely rewrote the joystick /
keyboard / mouse code to make it a lot
less crufty. Keyboard support is broken
again. I wrote a simple and temporary
time trial mode. The red / green lights
are temporary -- I'll throw them away in
a few releases time! No more updates
until Friday. I'm off down the pub
tomorrow night.
</p>
<p><b>Wed Jun 23 20:23:18 BST 1999</b></p>
<p>
Version 0.18 released: Mouse support.
</p>
<p><b>Wed Jun 23 08:28:18 BST 1999</b></p>
<p>
Version 0.17 released: Should compile
cleanly on Solaris.
</p>
<p><b>Tue Jun 22 23:03:48 BST 1999</b></p>
<p>
Version 0.16 released: This release
includes the beginnings of a time
trial mode. Bug fixes.
</p>
<p>
(Releases 0.14 and 0.15
contained blatant bugs, in case
you were wondering.)
</p>
<p><b>Tue Jun 22 21:23:13 BST 1999</b></p>
<p>
Version 0.13 released: This release
may compile cleanly on FreeBSD now.
Further Bezier curve patches. LCD
done using display lists. Fixes
build problems in previous version.
</p>
<p>
A brand new website.
</p>
<p><b>Mon Jun 21 23:10:00 BST 1999</b></p>
<p>
1000 XRacer downloads!
</p>
<hr>
<address><a href="mailto:rich@annexia.org">Richard Jones</a></address>
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