Version 0.1.2 April, 1997
-------------------------	
Initial release


Version 0.2.0 August, 1997
--------------------------
The most notable difference is ... the ground varies in
height! There are hills, and valleys, and roads, and even
farm-fields (or so they can be imagined as). 

Better-looking smoke trails from destroyed planes.

Texture-mapped planes now look a tad more acceptable.

New plane - the Yak-9.


Version 0.2.1 September, 1997
-----------------------------

Properly done configuration and make files. A nicely done
front-end script contributed by Antti Barck, RunSabre.

You should find SABRE to run a good 15% faster. I discovered some
misjudgements in terms of evaluating objects for inclusion in
the drawing que (oh, to be honest, they were more like dumb
mistakes), and once corrected,  for myself and others there was
a definite improvement in frame-rate. (You can see the frame-rate
in the front cockpit view via the '|' key).

New plane - The F-84 ThunderJet!

Cleaned up some of the pilot's lingo. Embarassingly, they were
saying things like "Kill on MiG-15 @ Angels 12567", when the term
"Angels" refers to feet in thousands, so they should have said
(and will say now) " ... Angels 12".


Version 0.2.2 December, 1997
----------------------------

NEW SVGALIB VIDEO MODES -- AND WINDOWS
You now have several svgalib video modes to
choose from - ranging from the classic but admittedly
pixely G320x200x256 up to the incredibly sharp and 
(and incredibly slow in Full Screen) G1024x768x256. 
In addition to choosing the mode, which determines the
screen resolution, you can also select varying sized 
"windows" so you can balance image-size vs speed.
For example, you can choose svgamode G600X400X256 with a
320x200 window, or G800X600X256 with a 512x300 window,
etc.

Modes and windows are selectable via the RunSabre script,
or through the -mode <0|1|2|3> -window <width> <height>
parameters. 

Note: the cockpit graphic will appear only in a 320x200 window.

HIT LOGIC
Good news and bad news. The good news is ... hits are now accurately
determined. The bad news is ... I can't get any anymore!

GROUND UNITS
Ground-units with a mean disposition ... try out the "gru" mission,
heading for the grey circular area below you. They can't shoot very
well, but they sure try!  

TEXTURE MAPPING
A little bit of fussing with the texture-mapping routines eliminated
a lot of the "cracks" that were appearing. Unfortunately, the textures
still seem to "wobble" a bit too much. Nice clouds!

VGA_GETKEY()
keyboard input improved with use of vga_getkey()

JUST WHEN YOU THOUGHT IT WAS SAFE TO
FLY AGAIN ...
The computer pilots have had a major attitude change. They refuse to
be hampered by the so-called "laws of physics", which, as all you
deconstructionists know, is a mere artifact of our particular social
order. The computer pilots are now free of the bonds of momentum
and inertia, and having reached this higher plateau of reality,
can send bullets your way pretty much whenever they want to. 

JUST WHEN YOU THOUGHT IT WAS SAFE TO 
BROWSE THE WEB AGAIN ...
http://sabre.cobite.com
For the latest version and/or patches for SABRE


Version 0.2.3 (patch) April, 1998
---------------------------------

AIR-TO-GROUND WEAPONRY
Rockets and bombs for moving mud. 

FLIGHT MODEL CODE
Has been cleaned up and will hopefully be easier
to hack at by those who wish. I am particularly proud
of the now neat-and-tidy header file "fltobj.h".
See also flight.C.

LIB FILES
Started to make the library files a little easier to
understand for those that might like to set up their
own scenarios. Much more to do in this area!

PILOT LOGIC
Not.




 