Liquid War NEWS -- history of user-visible changes.

* January 2006: developpement is following its planned
  route. According to the "official road map" the project is on its
  tracks. The framework is here and works, it's possible to load a
  map, view it, and all this is done with a combination of scheme/C
  code through Guile, which is an order of magnitude cleaner than
  legacy Liquid War 5 code.  Documentation is available on
  http://www.gnu.org/software/liquidwar6/manual/

* December 2005: Liquid War 6 becomes a GNU package.  This is
  great. The short term and visible impact is that the official web
  page for Liquid War 6 moves from http://www.ufoot.org/liquidwar/v6
  to http://www.gnu.org/software/liquidwar6/

* November 2005: Nothing really new on the code side, still I decided
  to release some package, to save people the hassle of accessing Arch
  depots directly. However the package does nothing usefull for end
  users yet. Spent most of my coding time/energy on PyGpsWeb.

* October 2005: Developpement is halted this month, will continue in
  November. I have other projects to finish now, which have closer
  deadlines than LW6 (which has none). But don't worry, developpement
  is now over, it's just halted for a period of a few weeks. FYI I'm
  concentrating on XUL and PostGIS/UMN Mapserver for now.

* September 2005: Continued the work started in August. I've also
  fixed some stuff in the old dusty Liquid War 5 code, basically I'm
  preparing a 5.6.3 release which will fix some bugs, and be Allegro
  4.2.0 compatible.

* August 2005: Coding is on its way, I've coded a bunch of things
  while I was in Spain. The good news is that: - OpenGL is rather
  simple to manage, I've been able to setup basic stuff quickly
  enough. No problem on this side.  - Guile is pretty usable, the scm_
  interface lacks a good tutorial, but it's very usable. I'm still no
  scheme guru, but wait 8-) Right now the current work in progress
  release does nothing interesting, but the framework is set up. I
  mean it displays stuff using OpenGL, and it's driven by scheme code
  which passes orders/parameters to low-level C code through Guile.

* July 2005: Liquid War 6 is launched. For now it's only pure
  vaporware, but I have decided to devote time to it. I'm not used to
  drop projects, so be patient and it will be there. I've written a
  roadmap, which describes what I plan, and well, let's code!

