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24/08/2008: We now have an APT repository (packages built with Ubuntu Hardy 8.04):
deb http://ta3d.darkstars.co.uk/apt/ stable main
deb http://ta3d.darkstars.co.uk/apt/ testing main
Packages are available for both amd64 and i386 systems :)
the stable branch will contain official releases and stable packages (FMODex, AllegroGL), so currently it doesn't contain any release of TA3D, only dependencies.
the testing branch contains test releases. (last package available is r1164)
This still needs testing ... so we're waiting for bug reports :D
If you install from those packages, you'll have to put your HPI/CCX/UFO/GP3 resource files in $HOME/.ta3d/resources/ (or in /usr/share/games/ta3d ...)
You can start TA3D simply from your desktop menu :)
17/08/2008: Since it fixes lots of annoying bugs, brings some new features (paralyzers ... with some nice electric effect :D, engine support for infinite number of weapons per unit, ...), and lots of code has been rewritten (which may bring some crashes here because I rewrote some code from the UnitEngine module) I decided to release TEST 7 now :)
you can download it here as usual:
TA3D 0.5.0 TEST 7 source
TA3D 0.5.0 TEST 7 win32
TA3D 0.5.0 TEST 7 linux32
TA3D 0.5.0 TEST 7 linux64
09/08/2008: 0.5.0 TEST 6 is there !!
So what's new ?
well lots of code rewrite in this test release and bug fixes but also:
* full team support
* new TDF parser
* a few optimizations in matrix code
* a few optimizations in engine threads syncing code
* lots of code cleaning
also several critical bugs have been fixed, among those bugs the dead lock on win32 version and some texture corruption bug with ATI cards. Stability has been greatly improved (I was able to play several hours without a crash) but TA3D is still being developed and nothing is perfect ... all that to say we need bug reports !! There is so much features/functionalities in this game that it gets difficult to test everything :)
so give it a try here:
TA3D 0.5.0 TEST 6 source
TA3D 0.5.0 TEST 6 win32
TA3D 0.5.0 TEST 6 linux32
TA3D 0.5.0 TEST 6 linux64
27/07/2008: TA3D 0.5.0 TEST 5 is available :) :
TA3D 0.5.0 source
TA3D 0.5.0 win32
TA3D 0.5.0 linux32
TA3D 0.5.0 linux64
it features mainly bug fixes, lots of code has been cleaned/rewritten. 3DMEditor's interface has been completely rewritten using our GUI module. It now features a GLSL shader editor, so yes you can write GLSL programs (shaders) for your objects. It also supports OBJ format (import). It's far from being finished but it's a good start. Don't hesitate to ask for features in 3DMEditor or tell us what could be improved.
06/07/2008: I've just released TA3D 0.5.0 TEST 4, at least source package and binary packages for Linux 32/64 and win32 (soon an OS X package too ?).
You'll find a new skin (the modern skin is now finished 8) ). The code is much more modular now, everything is built using cmake (2.6 required). Lots of bugs have been fixed, lots of things have changed, I won't write here the list of all changes ... it's just to big :P .
download here:
TA3D 0.5.0 TEST 4 source
TA3D 0.5.0 TEST 4 win32
TA3D 0.5.0 TEST 4 linux32
TA3D 0.5.0 TEST 4 linux64
11/05/2008: A new test release with lots of bug fixes !! There are also some performance optimizations in particle engine and in the sky renderer.
Also you'll find a new feature: when you create a server, it'll advertise a game list server (you can chose this server in your ta3d.cfg file), and then clients can retrieve the list of available Internet servers :) . When a server is on your LAN you see only its LAN address (faster using its LAN address ;) ).
Time synchronization has been tested over the Internet and works properly. So YES you can really play Internet games !!! Also this is still a test release, so you may find bugs (if you do please report them to our forums).
Here are the packages:
TA3D 0.5.0 TEST 3 source
TA3D 0.5.0 TEST 3 win32
TA3D 0.5.0 TEST 3 linux32
TA3D 0.5.0 TEST 3 linux64
04/05/2008: TA3D 0.5.0 TEST 2 !! It's already there :) , only a few days after TEST 1
There was several bugs in TEST 1 that prevented to play even single player games properly, so I built a new TEST release with some bug fixes.
Beware that this release uses a slightly different protocol to synchronize game time in multiplayer mode. So multiplayer isn't compatible with previous TEST 1.
Here are the packages:
TA3D 0.5.0 TEST 2 source
TA3D 0.5.0 TEST 2 win32
TA3D 0.5.0 TEST 2 linux32
TA3D 0.5.0 TEST 2 linux64
27/04/2008: First test release from what is currently called 0.4.3 but it'll probably change since networking code is being developed fast enough to have a 0.5.0 with multiplayer.
Currently you can save/load a game (beware that it doesn't restore LUA script state ... so defense.lua won't work properly with it until I find how to save/restore a lua state). Main menu has been replaced and a single player menu has been added. So now you can go to the network room from main screen and test LAN server discovery or connecting over the internet manually.
You can start a multiplayer game but there is no synchronization for now, so when the game start you get many single player games that all look the same. But chat and configuring a multiplayer game works.
I already found a few bugs after finishing the packages:
_boats don't sink any more
_saved games may crash if loaded on an other computer (tested a linux64 saved game on a linux32 system)
here are the packages:
TA3D 0.4.3 TEST 1 src
TA3D 0.4.3 TEST 1 win32
TA3D 0.4.3 TEST 1 linux32
TA3D 0.4.3 TEST 1 linux64
15/03/2008: TA3D 0.4.2 has been released!!
It features lots of improvements and bug fixes since 0.4.1, we let you discover the huge changelog if you want more details :P
TA3D 0.4.2 win32
TA3D 0.4.2 linux32
TA3D 0.4.2 linux64
TA3D 0.4.2 src
02/03/2008: TA3D 0.4.2 RC1 : The last series of packages before final 0.4.2 :)
only to find and fix remaining bugs when it's possible.
It's 0.4.2 TEST 11 with some bug fixes (mainly bugs that prevented to install and play the game properly) and updated documentation (english version only, the french version is still there but it's the 0.4.1 version, it'll be translated later).
TA3D 0.4.2 rc1 win32
TA3D 0.4.2 rc1 linux32
TA3D 0.4.2 rc1 linux64
TA3D 0.4.2 rc1 src
24/02/2008: A new test release is out !!!
with lots of changes since previous TEST 10 :
* fixed crash when you only have totala1.hpi & totala2.hpi as resource files
* added entry for campaign screen in main menu (shortcut : C)
* support for campaign mode (mission, objectives and all)
* we now have a working campaign screen
* added mission briefing screen with planet animation and landscape panning :)
* bug fix in cTAFileParser (to allow reading all the files we want)
* fixed pause not showing the resume button when clicked
* buffer overrun bug fixed in EngineClass module (whole game should be more stable)
* some fixes for mingw32 port
* bug fix in minimap loader (now its size is detected properly)
* small bug fix in UnitEngine module (thread safety bug)
* added new lua functions to allow InitialMission to be converted to a lua script
* put -lalleg**** as the last parameter of the compiler line when building ...
* when you win in campaign mode it displays the glamour image when present
* some improvements to draw_text_adjust to make the mission orders scroll when clicked
* adding some files for a campaign main menu
* improved WEAPONS module (added a hashtable to find weapons with their name)
* added progress bar animation for WEAPONS, FBI and TDF modules
* added a small limitation in the progress bar animation update in 3DO module (do not update too often ...)
* warning fixed in hash_table.h (when used with non-pointer types)
* in FBI, TDF, GUI, 3DO modules : using hash tables to index stuffs and speed up things
* in TDF module : do not generate textures for features before we need to draw them (speeds loading!!!)
NB: with -g -O0 as compiler flags, cold start = 43 sec. (first launch because it creates the cache), normal start = 23 sec. !!!! Oo
* compilation warning fixed thanks to Doors. -1 is replaced with std::string::npos to check find failing to do the job :)
* improved visiblity test complexity, was O( distance from camera ), now it's O(1) with a small constant :)
It should load much faster !! With only totala1.hpi, totala2.hpi, totala4.hpi, rev31.gp3, ccdata.ccx, ccmiss.ccx it takes 16 sec. to load once the cache has been built (it's done the first time you start a game). Whil building the cache it took 23 sec ... :)
Also you'll need mission resource files if you want to play campaign mode otherwise it'll say "no campaigns". Those files are totala4.hpi for TA (CD2) and *miss.ccx files for Core Contingency and Battle Tactics. It should be able to read mods campaigns as well (I haven't done much testing with mods and campaign ...).
like for TEST 10 you have 4 packages:
TA3D 0.4.2 TEST 11 source
TA3D 0.4.2 TEST 11 win32
TA3D 0.4.2 TEST 11 linux32
TA3D 0.4.2 TEST 11 linux64
10/02/2008: A new test release which brings lots of new things:
*support for HitByWeapon BOS/COB function
*added support for unit DamageModifier variable
*fixed the "set" command in BOS/COB VM (solar collectors now deactivate when hit by a weapon !!)
*fixed config file format bug with "last map" and "last script" which was sometimes not saved correctly
* bug fixe in unit creation code, prevents INGAME_UNITS::create to ignore the max_unit and MAX_UNIT_PER_PLAYER limits
* now you can pause/resume the game
* added visibility check for features when drawing water reflections
* added support for skin dependent GUI .area files
* remove allegro test in config_mingw32.sh to allow building in a win32 environment
and also it's the first time it's released in 4 different versions:
_a source package (only the source, no binary)
_a win32 binary package (no source)
_a linux 32 bits binary package (no source)
_a linux 64 bits binary package (no source)
all those packages contain the additional resource files from the TA3D project.
download here:
TA3D 0.4.2 TEST 10 source
TA3D 0.4.2 TEST 10 win32
TA3D 0.4.2 TEST 10 linux32
TA3D 0.4.2 TEST 10 linux64
Linux binary packages have been tested only on ubuntu 7.10 (gutsy), you might have problems with other Linux systems, please report if you find incompatibilities with other Linux systems.
03/02/2008: Yeah, new test release :)
it brings bug fixes as usual (thread safety bugs, ...), and also some new features, here is the complete list of changes:
* improved fire effect
* added new trees ( 4 different trees in real 3D ! )
* removed ta3d.hpi since it was referencing old trees and is read after the real objects3d dir, so it's not used here
* skin suffix convention replaced by a prefix convention (better since files get shorted correctly in you file browser :P )
* when current mod is changed in config menu, the sound_manager is reloaded (deleted then allocated again) in order to get proper sounds
* small bug fixe : planes no longer want to land when they have something better to do
* improved buildpic support to support TAWP menus and big/small buildpics
* fixed factories refusing to build something when they've been previously ordered to stop something
* some bug fixes in 3DMEditor code
* usual thread safety bug fixes
download it there:
TA3D 0.4.2 TEST 9
19/01/2008: A new test versionyou didn't expect to be released today ;) !
so, what's in the package ?
new features :D !!
* new skin (menu backgrounds for now, still work in progress)
* support for 24/32 bits GAF (TA3D's own extension to GAF format)
* a few bug fixes on win32 build
download it here:
TA3D 0.4.2 TEST 8
PS: it has been released early to allow fast debugging of 24/32 bits GAF support because those GAF aren't compatible with TA and if changes have to be made then compatibility might be lost with current implementation of those GAF.
14/01/2008: Here is a new test release :D
With lots of bug fixes:
* weapon aiming bug
* yard map bug -> now CORVP works
* shadow casting bug
* 3D model rendering bugs (now display lists are really used -> faster)
* various thread safety bugs
* radar bug fixed
* pathfinder coordinates converter bug fixed
* bug fixes in GUI module
* buildangle bug fixed
new features:
* map selection screen rewritten
* trees size x 1.5
* invisibility (units can be cloaked)
* improved radar tower model
download it here:
TA3D 0.4.2 TEST 7
6/01/2008: First test release of the year!!
It mainly brings bug fixes for a better stability.
The two visible changes are the new atomic explosions : it looks more realistic and explosion sprites aren't drawn any more for that kind of explosion, also explosion sprites aren't drawn upside-down anymore.
And the ability to build things in a row by holding down the mouse button.
TA3D 0.4.2 TEST 6
31/12/2007: A new test release!! The last release before 2008!
It brings lots of new things, mainly support for unit resurrection, capturing and air repair pads !!
The wreckages shadows are now put in display lists to speed up the rendering process.
There are also some bug fixes and a better stability.
download it here:
TA3D 0.4.2 TEST 5
22/12/2007: A new test release!!
It features some improvements, but mainly bug fixes.
download it here:
TA3D 0.4.2 TEST 3
I wish you a merry Christmas :D
16/12/2007: New test release ... Many fixes, and above all a working pathfinding (NB: the path simplifier might produce imperfect path that can lock units on some maps, because of some simplification I didn't change yet, but it'll be fixed shortly, I just discovered I forgot it :? ).
There is a new quick restart mechanism when you change options that need restarting, but currently it works only on Linux since it uses a script that hasn't been created for win32 version.
the configure script doesn't accept Allegro 4.2.0 any more since it has bugs known to crash TA3D, update to 4.2.2.
A new texture cache!! Yes there is a new texture cache to speed up loading on slow machines, but the first time it'll be slower (it has to build the cache). Texture cache system is disabled on ATI cards as well as mipmapping for non power of two textures (still on ATI cards only) because textures were corrupts.
Get it there:
TA3D 0.4.2 TEST 2
9/12/2007: New test release, TA3D 0.4.2 TEST 1
There are lots of bug fixes, and new stuffs:
*textures require less memory
*end game statistics use GUI module
*AI module cleaned and renamed to AI instead of IA
*GUI has been reworked, it's a TA style GUI now
TA3D 0.4.2 TEST 1
25/11/2007: New release !! TA3D 0.4.1 final is out!!
It features lots of improvements and bug fixes, as usual the Changelog is huge
TA3D 0.4.1 source
TA3D 0.4.1 win32
17/11/2007: The site has moved to ta3d.darkstars.co.uk!! Thanks you, AF for hosting the site!
Also I uploaded a new video here:
AI&TA GUI.avi
And a new ...RC release...
Yes, it's called RC1, which means, I won't add features to it before 0.4.1. Only bug fixes, adding documentation, ...
I might start some network related code but it won't be visible from what 0.4.1 RC1 currently is.
It mainly fixes bugs, and add some options in the config menu, so now you can have the camera behaviour you want ;) .
TA3D 0.4.1 RC1
11/11/2007: So, a new test release, what does it bring ?
AI should work on windows, and all random behaviors (particles emission, ...) should be perfectly random now. Pathfinding is a lot faster (it does less useless calculations and there is a new call manager to prevent too much units to call the pathfinder at the same time and slow the game).
some GUI functions were slow, so I added a cache to speed things up. Planes shouldn't get locked out of the map. Lots of tests were assuming UNIT::flags to be 0 only when the unit doesn't exist, which is a bit more complicated, so now those tests are fixed. Code is more thread safe, should be faster too on multi CPU/cores machines. Compilation errors with Allegro 4.2.0 are fixed. I updated the FMOD version used by my win32 binaries (under Linux it fixed some sound bugs). Some code weaknesses are fixed in the weapon/unit collision mechanism. blah blah all is in the Changelog. Also menus should load less CPU and be more reactive.
download it there:
TA3D 0.4.1 TEST 7
Have fun ;-) !!
28/10/2007: This is the first release with A.I. !!! Of course it's a test release since AI code needs testing.
Also bombers weren't dropping their bombs at all, now it should be fixed.
have fun:
TA3D 0.4.1 TEST 6
14/10/2007: it should be the last TEST release before starting AI:
TEST 0.4.1 TEST 5
changes from previous test release:
*texture size bug in build menu fixed
*you can now set the player name
*TA3D's script module rewritten using lua
*transparency bug fix in GAF loading code
*Construction k-bots don't fail reclaming anymore
*Metal extractors now spin after being built
07/10/2007: Since I'm going to do some weird things on the code (ie: try Lua, or start IA code) I decided to release a test package now before breaking things:
TA3D 0.4.1 TEST 4
It features bug fixes, support for standing fire orders, sounds in build/orders menus, debugged pathfinding (should work this time), D-Guns working properly, water color set from map textures for water quality >= 3.
So I think we're ready to start AI & networking stuffs.
23/09/2007: New test release out, it mainly features improvements to GUI: now TA3D uses TA's in game GUI, so you'll see TA but in 3D :D .
Also I added a cache system to the HPI module to speed up the loading of the GUI which uses often the same gaf files. I implemented TA's bad target behaviour, so you cannot target ground units if you're an anti air gun :D .
A new eye candy feature: ship'corpses sink (they slowly rotates and then sink...).
And a few bug fixes:
*TA3D's implementation of TA's category system now can handle an infinite number of categories (like in TA)
*water weapons can't leave water any more, and non water weapons can't go in water anymore.
You can download it there:
TA3D 0.4.1 TEST 3
09/09/2007: TA3D 0.4.1 TEST 2 is there:
TA3D 0.4.1 TEST 2
What's new ?
Better mod support, and the surprise !!
TA3D now fully supports original game interface !!! So you can play ARM, CORE, TALON, ... and have the feeling of TA's original interface !!!
I'll make you believe it's TA :P !
02/09/2007: New test release, the first of 0.4.1 branch:
TA3D 0.4.1 TEST 1
Mainly there is support for mods, races, ... and some bugs fixed thanks to mods :) , also there are some new COB instructions supported here because mods might need them.
To install a mod, just copy the mod's files into the mods/mod_name/ directory in TA3D's root dir. Then start TA3D, go to config menu, select the mod you want to play, click ok. The mod is loaded, its name displayed in the main menu. When you launch a game it will start using the mod files.
26/08/2007: Official 0.4.0 is out!!
It would took too much place to put here a summary of changes (the changelog is really huge), but you can see some of them in all the test releases since 0.3.2.
Have fun ;-)!
26/08/2007: Last test release before final 0.4.0 available here: TA3D 0.4.0 TEST 9
Here is a summary of changes:
*huge performance improvement in feature drawing code
*trees can burn (you can have forest fires)
*unit can attack a position on the ground without having a unit as target
*added a popup message when resources files are missing and raise an exception to prevent the program from just crashing
*removed empty hash table module since all the hash table code is in the header file hashtable.h
*fixed : shift key behaves like in TA now when a building has been selected in the build menu
General performance should be improved, data types sent to OpenGL have been optimised, some bugs have been fixed in the movement code and units shouldn't get blocked, or at least less often.
21/08/2007: New test release available here: TA3D 0.4.0 TEST 8
Here is a summary of changes:
*updated documentation
*support for hovercrafts
*better thread synchronisation system
*new water renderer
*using FMOD C++ interface for all platforms except mingw32
*units cannot go any more where another unit already is
*new 3D models for metal deposits
*logging additional information (OpenGL version, renderer and vendor)
*Console.log and Console2.txt log files merged into ta3d.log
*when zooming out nothing special, but when zooming in, the cursor doesn't move from the position it points on map (like in supreme commander)
*new tactical icon for kamikaze units
*kamikaze attack support, kamikaze units work !!
*mine missions implemented, so mines work
*unit self-destruction mechanism implemented
*unit (de)activation mechanism fixed
*under water unit floating fixed
It also includes minor fixes, some additional checks to prevent units from blocking, ... You'll need at least a GeForce FX class card for GLSL water (NB: on radeon 9*00, the two better quality levels will crash the game due to fragment programs being too complex).
17/08/2007: New test release available here: TA3D 0.4.0 TEST 7
Here is a summary of changes:
*support for compressed textures in 3DM models
*some optimisations done in engine code
*support for wide screen resolutions
*fixed : 1280x1024 is no longer hidden in the resolution list
*some bug fixes with map features (size, polygon offset, ...)
*lots of useless code removed (mainly calls to cam->SetView() which isn't required
if you don't change the camera's position)
*last Evolva model pack!!!
Even with the last Evolva pack which contains much more models, this package isn't much bigger than previous one because of texture compression in *.3DM models.
15/08/2007: New test release available here: TA3D 0.4.0 TEST 6
Here is a summary of changes:
*fog of war code rewritten
*sonars, radars, and jammers work
*big explosion produce less particles
*particle count is now limited
*presence map system rewritten, now there is one for planes
*new features in 3DM format including default animation data
Of course there are lots of other small changes you might notice testing it.
11/08/2007: New test release available here: TA3D 0.4.0 TEST 5
Here is a summary of changes:
*transporters work
*improvements in cob engine
*exploding units make less smoke
*rewritten patrol code
*factories can now receive an order list that will be given to built units
*fixed lasers not aiming properly
*fixed a bug that could make TA3D load the wrong *.cob script file for a unit
*fixed some bugs that prevented pewee's weapons to work properly
Of course there are lots of other small changes you might notice testing it.
09/08/2007: New test release available here: TA3D 0.4.0 TEST 4
Engine performances have been improved, lots of bugs fixed, some units are working better like peewees, build menus are loaded from gamedata\sidedata.tdf so they appear in the same order as in TA, the collision detector between unit/weapon has been simplified and is much faster.
07/08/2007: New test release available here: TA3D 0.4.0 TEST 3
The code is now more stable and faster (specially pathfinding code) and various bugs have been fixed as usual.
03/08/2007: New test release available here: TA3D 0.4.0 TEST 2
It's not a stable release, since huge parts of code have been rewritten like the pathfinding algorithm, the unit moving code, unit weapon code, ... But some bugs have been fixed in other parts of the code.
02/08/2007: New web site, completely dynamic using php everywhere. It makes posting news much easier, website is easier to maintain. Also there is a small improvement of the graphical aspect of the site, and normaly it's compatible with internet explorer but with IE6 and previous releases you'll need javascript activated otherwise the menu won't be animated because IE6 doesn't support all CSS features.
07/07/2007:Since our new web site is down, we put the old one back on line.
Missing news are release of TA3D 0.3.2, which features lots of new things, is more stable, etc ... Also compatibility with mingw32 is back
so windows users can run it without .NET 2 framework. Here is a short list of the kind of new features you'll find in 0.3.2:
Waves effect on shores
Ripple effect when units move on water
Radars !!
Increased stability
Lots of bug fixes ...
12/04/2007:One small step for man...
After a long period for tests and rewrites here is the 0.3.1 version! As promised TA3D enters in a new step of its existance, the usability.
scripts support to generate games
correction of game engine timing management
new audio module based on FMOD
porting of the discovered and the fog of war zones on the minimap
new Linux installer
using the high definition models from the evolva project
new tree models
tons and tons of bugs fixing
...
bonus: a new video showing the evolution
25/12/2006: a Christmas release: TA3D 0.3.0 brings lots of things, and lots of code rewrites:
new documentation
allegro's font has been replaced with TA's one
new color scheme for the console
faster particle engine
faster weapon engine
compatibility with visual c++ 2005 express
the low details texture for the map is computed with a depth of 16bits
setting a building position is done like in TA
a lots of optimizations
faster code for fog of war
new 3D trees that comes with new 3D Model format
new logo at startup
new 3D model format with the editor
the JPGalleg lib is now included in TA3D with some bug fixes on 64bits systems
build fixed with Allegro 4.2.1 and AllegroGL 0.4.0
default view angle set to 63.44° (TA's view angle)
a unit being built is linked to its factory (it can turn)
unit's parts can bounce around
hpi code rewritten
lots of bug fixes as usual
...
and a bonus: a new video showing the megazoom
12/11/2006: new release: TA3D 0.2.3 brings lots of things:
the mega zoom (like in supreme commander!)
a new night sky is drawn depending on planet type
new indicator for aircrafts to easily see where they are
improved support for weapons
global performance improvement
new screen when game ends with game stats
wind simulation
improved support of wind and tidal generators
performance improvement in reflection rendering code
support for OTA files with data showing in "maps" menu
a new ressource file containing translation for multiple languages
new table for random numbers (a few freeze disapeared)
lots of bug fixes
...
and a bonus: a new video showing the megazoom
30/10/2006: I added new forums
29/10/2006: New web site with new colors and pages made with php!
21/10/2006: TA3D 0.2.2 is released with lots of new features and bug fixes as usual:
faster engine with lots of units
better support of map features
better fog of war
small support for transport units
improved rendering quality of water and lava with pixel shader
...
14/10/2006: New video of TA3D : the engine running a big fight
1/9/2006: new release of TA3D: 0.2.1 brings lots of new features and bug fixes:
TA3D doesn't crash anymore when it starts on windows!!
weapons can target other weapons
full support for atomic weapons
two phases weapons work
4 levels of details for water rendering
map renderer is faster (yes it's faster than previous release!)
and lots of other things
...
14/7/2006: release 0.2.0 is out with lots of new features:
fog of war
bombers aim properly
a configuration module
lots of bugs fixes
map renderer is faster (yes it was still possible!)
support of OGG music (with ALOGG)
...
15/5/2006: New site and release : 0.1.2
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