21.07.2001 V1.6 --------------- o dynAMIte now loads for each player a specific explosion sample (explode1.snd - explode8.snd). For maps with default bomb explode.snd is used. If samples from 1-8 are missing explode.snd is used. o Added GFA-Basic (yuck) developer files. Thanks to Ingo Musquinier for creating them. o DServer: Maps with exact height of 30 lines always showed the mapparameters as creator of the map. Fixed. o Starting a new game from within the client will now start with a delay of 2 seconds, so players have time to logoff or do other thing in this neverending 2 seconds ;) o DServer: Added uptime, data sent and data received to mainwindow. o Added new command /request which makes it possible for players to download maps from The Vault directly onto the server, so they can be played immediately. o Developer: Added dynasema.botinfo where your bot should set a version string and some additional information about himself. Could become useful in the future. o Chatbufferlimit for client can now be specified. o Styles: Reworked all standard styles to support new powerups. Also removed the light sabre background which was still there for a few versions (which isn't necessary) o DServer: longest and shortest match/playtime was swapped. Fixed. o Your own player now flashes in negtive colors if a game starts instead of flashing in the player color, which made the flashing nonexistant if the player was already (only) in the same color. o Developer: Added version to dynamite semaphore, so it's finally possible to check if your bot is compatible with dynamite. o Changed some code in client which handles connecting to gsl and server that was called from within a hook. Hope this helps the amarquee problems a bit :) o DServer: IP can now be specified. Either static or dynamic. o Bots are now also affected by STOP item :) o Developer: dynasema.addbubble is now a PTR TO CHAR (char*) instead of the previous array. So be careful when adding bubble with old code. o Developer: each line of sema.grid is now WORD sized (PTR TO INT), each line of sema.bonusgrid and sema.explosiongrid is CHAR sized (PTR TO CHAR) o Dserver now should also save the order and the width of the playerlist. o Developer: range in tempbomb isn't WORD but LONG (was wrong in C and Assembler includes). Fixed. o Developer: Added another gamestate: GAME_NOTCONNECTED which is set, if the game is not connected to any server (startscreen) o Developer: New maparray available: dynasema.explosionmap which holds "1" for every field of the map that is currently affected by an explosion. o Developer: Updated includes with new powerups (BO_FLAG...) o DServer now also saves the state of "Hide Powerups" checkbox. o New Bonus: Swap Positions. Exchanges the positions of the players, so player 1 will be teleported where player 2 stands and, if no other player plays player 2 will be teleported to player ones position. o New Bonus: Jump Map. Jumps to a map which can be specified in MapLab. If no map is specified this Bonus leads to a random map. This bonus won't show up during normal game play but only, if the mapcreator has set it somewhere into the map. o New Bonus: Restart Map. Restarts the current map. Works only for 3 times for the same map. After this 3 times, all Restarts will be removed from the map. This bonus won't show up during normal game play but only, if the mapcreator has set it somewhere into the map. o New Bonus: Teleport All. Teleports all players except you. o Fixed a rather nasty bug which caused a certain memory area being overwritten with zero after resetting some player statistics before a new game started. o DServer: Scanning for and of maps at server startup is now almost twice as fast as before. Also improved scanning of maps in general. o HurryUp timeout can now be specified in maps, so that it's possible to customise the time until HurryUp-mode will be activated. o All blocks in a style are now rearranged internally to lie on xx bit boundaries, for some speedup in copy functions (also fixes some mutools cmq()-unaligned hits I think). o Shield is now also drawn if your player is invisble (on your own screen only of course). o Due to some changes in the last version no messages were sent anymore to notify the player if the sysop changed the max player/observer values. o If you are invisble and you become visible again the player sprite will now start to change it's state from transparency to normal and back a few times. o Changed the shield again. The blue glow is replaced by a flashing outline of the sprite. 24.06.2001 V1.5 --------------- o MapLab: Saving maps without players results in a requester, telling you how stupid it would be to save a map without players. o MapLab: Toolbar is now on the left side of the window. o MapLab: Added "invert" button to maskwindow. o MapLab: Now saves creator, so you don't have to set it everytime. o MapLab: dynAMIteMapLab no longer has the graphics build into the exe but will load it from disk as dynAMIteMapLab.gfx so that it's finally possible to use MapLab with your favorite gfx style. o Added a flag bonus. As soon as one player picks this bonus up, all other players will die, so that the player who picked up the flag wins. It will not show up during gameplay unless the mapcreator has set it somewhere in the map. o The server will now send a "clonewarning" to all clients if a player logs in twice or more times with the same IP. o Times for the shortest, longest and current game are now displayed below the playfield. o It is now possible to give a reason when logging off (/disconnect, /quit) o It is now shown in the chatwindow if a player dies. o If a new game starts, current mapname and some informations about the map are now displayed in the chatwindow. o DServer now holds statistics for each map. For this, the server will create a new directory ("stats") in progdir:maps/ which will contain all map statistics. o MapLab: Mapname is now reset if "New Map" is selected. o Fixed a bug which was introduced with a small change on blitting operations which caused gfx leftovers on fullwindow refresh. o Fixed a bug with visitors and dropall pickup where every visitor dropped a bomb for player 1. o Highscore window will now also be un/snappshotted when selecting the apropriate menuitem. o Blocks which could be (and are) drawn over by explosions and so causing invisible blocks are now restored after each explosion (gravestones will look like normal blocks after restoring) o DServer now shows statistics for every map in mapwindow. o DServer: Maps which have already been played are now displayed bold (per serversession) o It's now possible to enter whole sentences for bubble texts. Texts which are too long are split over more bubbles. Also increased fkey settings to 64 cahrs. o Thanks to a tip by ingo I could get rid of my own colortext class and instead simply use \eP[] with normal text.mui :) o DServer: Max. linebuffer in serverchat window is now limited to 255 lines to prevent the server to eat up all memory after a few days. o Developer: Added serverdata to dynasema o Developer: Changed the meaning of dynasema.gamerunning a bit. dynasema.gamerunning now shows the state of the game (one of GAME_#? types) o Developer: dynasema.player was broken in that way, that only player 0 was available as pointer. Fixed. o Ping values are now finally calculated correctly. o Gloweffects were using slow E version of the code. Reenabled ASM optimzed code for gloweffects (which is roughly 2 times faster). o Included fixed dynabot.c and added BotFrame.c. Fixed and created by Stephen Illingworth. o Stringgadgets for fkeysettings are now also using BetterString when available to make it easier to enter color codes. o Added /setpw command to be able to change your password for the server without the need to inform the sysop to change it. o Status icons for swapcontrols were not reset if an enemy picked up again reverse controls. o Added another flag to style files to enable/disable extended blockexplosion animation (plays 8 frames instead of 4 frames pingpong). If your style provides the new anim, you have to set the pixel at position 3/188 (x/y) to any colour than 0. The new blockanimation has to be present under the lightsabre gfx if you enable this feature. o dynAMIte now opens ahi.device directly after being started, so that you can change the audiomode at any time. o /info output displayed ppc info for "Style:" and missed style info completely. Fixed. o Bubbletexts weren't centered anymore. Fixed. 04.06.2001 V1.4 --------------- o Added /pause and /score commands. o Changed how swapcontrols work. If change controls (up/down or left/right) is picked up the controls are just switched. So if you already had changed controls and one picks up another changecontrol your controls will be back 2 normal. o Dropping bombs and picking up Bombs2Blocks powerup fast consecutive (like it's possible in Axe_112) caused invisible blocks on the other players playfield. o Players will now be placed exactly onto the field they are staying in the map on duell or basically everytime a remote bomb is picked up. o It's now possible to create coloured bubbles. To add a colour to a bubble, start the bubbletext with ascii-1 to ascii-8 (CTRL-a to CTRL-h). o Fixed a bug that caused strange powerups to appear if there were too many hurry-up items in a map (like imbe_100). o Player are now also y-sorted during countdown, so they will overlap other players "perspectively" correct. o Added initial laser, initial kickbombs and initial fuselength for players to mapdescription. Changed MapLab to support the new defaults. o Fixed a bug which let dynAMIte crash on certain maps (imbe_108) or under certain circumstances. o Server hotlist is now sortable by drag&drop. o Added an interface for 3rd party programmers. It's now possible to code your own (intelligent) bots and maybe even beat other bots (who codes the best AI, anyone? :)) o Last column in DServer was missing (last login), because of added WinQuota. o MapLab: Added comment string to map properties to be able to enter a comment to maps. o Gravestones should no longer be drawn over by explosions and so causing invisible blocks. o It's now possible to switch between observer and game mode at any time except if you started a battle. o Starting a text with "*" in the string gadget (chat) will now display the text after the "*" in the next bubble. Pressing "*" while game window is active will clear the current text in the string gadget. Also incrased max. textlength for bubbles to 8 chars. o All keyboardinputs (except cursor and shift/alt keys) during a game will now also be displayed in the string gadget (chat), while the game window is active. o If you weren't in top10 and connected to new server and were then in top10 your last ranking (last entry in highscore list) wasn't cleared. o Gloweffects didn't work anymore. Fixed. o Fixed gfxleftover from laser after a gravestone was added and the laser still was over the gravestone. o Cursor/Joystick-Up does nothing anymore. To switch to observer-mode press Amiga-P or select the corresponding menuitem "switch". o Visitors (err, observers) were also counted for games so their game count increased for every game they watched as observer. o Renamed Visitor-mode to Observer-mode. o Bubbles are now queued which means pressing a few fkeys consecutive will show them all one after the other in the correct order. o Cleaned up my keyboard today. Now RETURN and CTRL are working again. o Players disconnected because of too much lag (pingtimeout) will now be notified of this instead of just "TCP Connection Closed (-4)" message. o Changed the way the server ping works. o Shielddisplay wasn't set back when a new game started. Fixed. o Added WinQuotient to /stats output. 13.05.2001 V1.3a ---------------- o Fixed a nasty divide by zero bug that was introduced with the new winquotient. 11.05.2001 V1.3 --------------- o Highscore changes: Previous to this release, the player with the most won games was first in the highscore. Now the rank is computed by both, the ratio and the won games. (ratio=won_games/games; winquotient=won_games*ratio) o DServer: Doubleclicking a player in the server listview will select the player in the highscore list and opens the highscore window if necessary. o Added /stats [nick] command. o Changed the way highscore data is sent to the clients. o Sped up overall graphics output. o Sped up drawing of explosions by 3 to 4 frames. o Clients will be notified now if the sysop changes the maximum amount of players and visitors, so the client adjusts the display of figures according to the number of players. o Your own player will now flash for a short time after teleporting. o Phoenix bonus (the heart) won't appear during "Hurry Up" any longer. o Players can now only be resurrected 3 times by default. Picking up phoenix bonus (the heart) will increase the number of resurrections left of the player who picked it up. o After rescanning maps in DServer the first listview column was only 1 (or so) pixel wide. Fixed. o Added "max. window size" option. o Changed something with skull item (uhh.. hidden feature?) o Fixed a bug that caused sending the current player pos to all clients after dropping a bomb for at least 15 frames (mucho unnecessary traffic caused by this bug) o Added experimental visitormode. o Gamewindow will now be reset to its original size after each round. o Pressing SPACE or the yellow button of the joypad toggles infotexts in loginscreen now (window has to be active of course if using SPACE). o MapLab: Moved "Tools" to mainwindow. o Added some kind of bubbles to the game. Take a look at the F-Key Settings and try F1-F10 and 0-9 and the yellow button on your pad during the game. o "Help"-key is now used to switch between game and chatwindow instead of F10. o Fixed two memleaks in chat message functions of DServer. o Completely changed the countdown. Countdown is now run, like the actual game, frame by frame instead of just updating the gfx if a number should change. This results in almost the same CPU consumption as in the game, but makes some other nice things possible. See next 2 points. o Your own player is now flashing in its textcolour during the countdown to make it easier for you to locate him. o It's now possible to move your player during the countdown, to easier locate him. o Changed lots internal things which should make gameplay run slighlty smoother. o Data is now sent only after a frame, so messages gets first collected and are then send to the server instead of sending each message separate. Saves some overhead. o Localized the whole server and game. o The players countrycode will now be shown in loginscreen. o New command: /Info nick - displays the specified players system. o MapLab: Afterburner bonus wasn't saved for a map. 07.03.2001 V1.2 --------------- o DServer caused enforcerhits if one logged in without password and the server was listed in GSL. As a sideeffect the server won't send any message to the GSL if a user was kicked because of wrong version/password. o DServer now is several times faster on startup when scanning maps and loading playerdata (playing tricks with nlist.mcc that is). o Fixed a bug that caused the window to follow kickbombs instead of remotebombs if the window was too small to display the whole playfield. o Fixed /ping o Added a flag to the style to switch kickbombs from play once (fly mode) to loop play like normal bombs. Set pixel at pos 0/187 (x/y) to enable loop play. o Blocks which become bombs are now also counted for hurryup bonus. o Chatwindow now opens behind the actual playwindow on startup if "autoopen on startup" is selected. o It's no longer possible to select a new sample-set while connected to a server. o If "bring to front" option is active the gamewindow will now also be activated. o Sometimes the first servers of the GSL were cut. Fixed. o Pressing kickbutton for slot 1 if no player was logged caused hits. Fixed. o Laser is now drawn using sprites which means colour 0 is transparent. o Improved keyboard controls. Now the game should no longer slow down while pressing and holding alt+cursor keys. Big thanks to iti for his help on this one. o Fixed another bug which prevented remotebombs from exploding if one pressed fire. o Changed some things in mainloop to speed it up. Hope this breaks nothing. o dynAMIte now only allocates the audiochannels, if one is connected to a server, so it won't block the channels if the game is iconified/idling. o Amarquee session and some memory wasn't freed on an error if GSL or versioncheck failed (has eaten up all shellsigs after a few tries). o Specifing proxy as tooltype should have done nothing for DServer until now :) o GSL now works from a central URL which always redirects to a working GSL-Server (at least this is the theory) o On a request I removed "got ping-request from" message, so it won't be displayed in the chat window any longer if someone pings you. o Removed some unnecessary calls to refresh the window. Should give a slight speedup. o Throwing kickbombs while walking will increase their range by 6 fields. 28.03.2001 - V1.1 ----------------- o It's now possible to load different sample-sets from the menu. o Loading of styles outside of PROGDIR:Styles/ is now possible. o Added FPS display (16 fps is normal frame rate the game is running at). o Fixed a bug in dynAMIteMapLab which made the Toolbox and some buttons rather useless if it was started from Workbench. o Fixed a bug in OS3.0 safewritechunky() routine. Graphics were drawn one pixel too low. o Added /msg command. o Added /ping command. /ping will ping all players + server, so no arguments needed. o "Edit Map" in DServer didn't work because of wrong filename for MapLab. o Gravestones are now precalculated, so they won't be drawn as sprite over the actual playfield any longer but are drawn as normal block. o Added winratio display to loginscreen in form of a green bar. o "won" now is displayed white in loginscreen after a battle. o Pen wasn't freed in timebar class. Fixed. o HTTP request in client for receiving gsl was sent twice. o Changed Back2Basics. Now reverse controls is just active for a very short time. Slowdown for about 10 seconds. Bombs are decreased by 3 and flame is decreased by 5. o Picking up several shields will now add to the total time this item is active. o "Slower" item now adds to the time this item is active for the other players. It will make them not as slow as before, so one i able to walk against magnets. o Bombs will now tick faster or slower depending on the fuselength. o Picking up Back2Basics bonus will now also remove invisibility and shield. o Added Afterburner bonus. This bonus will make all explosions last longer from the player who picked it up for some seconds. The more you pickup, the longer you will have this special feature. o Changed highscore a bit. 1:x ratio isn't shown any longer. o Removed the need for .col files for styles. The text colour for each player must now be specified in the .gfx file itself. Take a look at dynAMIte.gfx. o Reintroduced welose.snd. This sample is played if the own player dies. o Changed server to use a doulby linked list instead of a fixed array for handling of players. Maybe it gives some speedup. o DServer will now load its own configfile for each instance. o Remote bombs are reacting now the same way as normal bombs, eg. they will explode if a bomb explodes beside them. o The upper string fields and the speed cycle gadget in dserver settings window are now in the cyclechain. o Remote bomb bug should be fixed (sometimes they wouldn't want to explode if one pressed fire). o Added small sort-button to the server hotlist. o Dead players won't get a remote bomb any longer if someone picks up a duell bonus. This change has led to some dicussions, so tell me your oppinion about this change please. o Light-sabre gfx leftovers should be a thing of the past now. o Added "bring screen/window to front on new game" option. o Fixed a bug that caused enforcerhits if some libs weren't found at startup. 12.03.2001 - V1.0 ----------------- o Initial Release