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ShareWare OnLine 2
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ShareWare OnLine Volume 2 (CMS Software)(1993).iso
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NOTES.DOC
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1993-03-04
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These are programmers notes:
14/JUL/90
1. Message handling has been cleaned up and streamlined. Mail
message handling still needs work. /* <MJE> */
2. Orbiting M & D class planets now causes quicker repairs,
fueling, and cooling. Multiplication factor is 5 for M class
and 3 for D class. /* <MJE> */
3. Stars are now HOT. /* <MJE> */
4. Dropping shields now returns some (not all) of the energy
that was used in raising them. /* <MJE> */
5. The bug that caused the slower machines to fly slower has
been fixed. They now should be as fast as the fastest
machines. /* <MJE> */
6. The dead are now shrouded (cloaked) until they pop back
into the universe. /* <MJE> */
7. When you die your torps are detonated now. /* <MJE> */
Note: Had to fix this bug again in June 92 !?? /* <MJE> */
15/JUL/90
8. Fixed the editing of the command line in both graphics mode
and text modes. /* <MJE> */
9. Finally killed the screen scroll bug... and in the process
made it less easy to get trapped on the command line during
a fight. You still can though. /* <MJE> */
21/JUL/90
10. Each ship now has a hostiles flag that contains a bitmap
indicating which races the player has attacked. Ship to
ship combat is not indicated only the attack of armies
on planets is shown. /* <MJE> */
11. Planets are now defending themselves with phasers. They
will shoot at anyone who has first fired upon them./* <MJE> */
29/JUL/90
12. Planets are now defending themselves with torpedos. Hostiles
flags are no longer reset when a player dies./* <MJE> */
13. Fixed the message line bugs... Backspace now works./* <MJE> */
14. You can now fly around at warp 1 cloaked with no net change
in fuel. At warp 1 you will cool off slightly and slowly
repair. (CLOAKED)/* <MJE> */
15. You cant shoot your own planets with phasers. This is to
make it easier on the defenders of a system and to make it
harder on the Benedict Arnolds of the universe./* <MJE> */
16. Hostile planets cannot detect you beyond phaser range if you
are cloaked./* <MJE> */
04/AUG/90
17. Fixed the double counted kill bug. It was caused by sending
a second status message showing hulls < 0 when the player
died./* <MJE> */
18. Found and fixed a bug that caused you to pop back into the
universe exactly where you were if you were killed in orbit.
It occured when you were left in orbit at death./* <MJE> */
19. Fixed the cloaking bug. It was caused by checking a global
pointer that was being altered outside of the display ship
routine./* <MJE> */
20. You can now refuel while cloaked. (At warp 0)/* <MJE> */
21. Fixed the random re-entry location after death bug. You
will now re-enter in any quadrant relative to your star.
/* <MJE> */
22. CTRL-D was still active after it had been used to connect.
Now you can only ctrl-d to connect once. /* <MJE> */
23. Fixed the imploding universe bug. Caused by misuse of the
library routine strncpy(). I was giving it 2 parameters
vice 3. Dont do that it is very hard to track down.
/* <MJE> */
24. Fixed the info cursor problem with aim mode in text game.
/* <MJE> */
25. Tinkering with the colors again /* <MJE> */
27/OCT/90
26. Completely reworked communications package during the last
two months. Finally believe the comms are guaranteed
delivery. Started the systems at 07:45 this am and ran the
link via modem for 4 hrs 15 mins without failure. /* <MJE> */
10/NOV/90
27. Wrote and debugged the code to do beaming up and down of
armies. You can take planets now. Beaming hostile
armies to a planet will set your hostile flag for that
race. /* <MJE> */
28. You can no longer hit your planets with any weapons. It
was just too easy to hit friendly planets when you did
not wish to. /* <MJE> */
21/NOV/90
29. Torps are again visible on the normal (mid-range) screen.
This may/may not be a good idea. We shall see. /* MJE */
30. Increased the detonation delay (via the delay for torp sound
during detonation) to ensure that explosions are on the text
based screen long enough to be well seen. /* MJE */
22/FEB/91
31. Changed visibility of torps again. They can now be seen on
all screens. /* MJE */
32. Have been tooling around with a robot. Had to change the
way that playercnt is handled in the user. It was set to
zero if the player was a user in initial.c. I fixed it so
that it is reset in the user at dial time (keyboard.c). This
has not been tested during connection but I think that this
may have been the problem with Peter's attempts to get the
robot into the game. The game is detonating torps on the
robot but the robot is unaware of the detonations and so
cant be killed. /* MJE */
07/JUL/92
33. Removed the robot. Removed the command line commands.
Debugged the code for a month or so and am going to do
a release. /* MJE */