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Software Vault: The Games Collection 1
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CDR02
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1993-07-24
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342 lines
Vrsn Date Reason for release
==== ======== =================================================
3.03 07/24/93 PCX graphics fix and limited mouse support
+ Fixed PCX graphics viewer and added some utilities (VPCX,
LBM2PCX, VPCX256). Also, made some minor changes to the
script files to handle looking at a character's picture
while talking and refusing to talk to a dead character.
See the example game.
+ Limited mouse support in the graphics block editor. Does
not work for SVGA yet.
+ Code compiled for 8088/8086 or higher. Registered users
get 80386 optimized code if they want it.
3.02 06/21/93 Added Virtual Memory and SuperVGA support
+ The program will now use Extended, Expanded and Disk based
virtual memory to load the graphics blocks. There should
be no performance penalty, but it will allow you to use the
current (soon to be removed) maximum of 256 landscaping,
256 object and 256 character graphics. (Needed because the
blocks are quite large in SVGA resolutions)
+ Added support for VESA graphics modes x101, x103, x105 and
x107 (256 colors in 640x480, 800x600, 1024x768 and 1280x1024
resolutions). The new modes have graphics file prefixes of
VH1, VH2, VH3 and VH4, and are supported by the game driver
(DCPLAY.EXE), the world builder (DCWORLD.EXE), the graphics
block editor (DCBLOCK.EXE, registered users only), and the
utilities VGAREMAP and XTRACT. A new utility (VHIREMAP)
is provided to map 640x480x16 graphics blocks to VH1-3. I
was unable to do VH4 because my monitor doesn't support it,
so if your's does, please run VGAREMAP VH4 and send me a
message with the information that is displayed so I can
provide that remap function for that resolution.
3.01 Minor enhancements and bug fixes
+ The generic variables (Ln, Gn, PLAYER.Vn, NPC.Vn, OBJECT.Vn and
WORLD.Vn {also known as Wn}) may now be accessed with an INDEX
value which can be an arithmetic expresion as follows:
Old Style Range May now be accessed also as New Range
------------------ --------------------------- ---------
Ln 0-255 L( <expression> ) 0 - 2047
Gn 0-255 G( <expression> ) 0 - 2047
Wn 0-15 W( <expression> )
WORLD.Vn 0-15 WORLD.V( <expression> )
PLAYER.Vn 0-7 PLAYER.V( <expression> )
NPC.Vn 0-7 NPC.V( <expression> )
OBJECT.Vn 0-7 OBJECT.V( <expression> )
Note that there still a few restrictions on the usage of the
index variables:
a) You cannot use an indexed variable in a DISPLAY or SELECT
command. You must use the Xn form, which is limited to
the range 0-255
Valid: L(5) = select$( "Something", L7, "Other", L8 );
Invalid: L(5) = select$( "Something", L(7), "Other", L(8) );
b) The STRING variables (S0 through S16) are not availabe using
indexes at this time. Next version should see the string
handling capabilities greatly extended, as well as the number
of variables.
+ The MERCHANT script now has a new menu item. The merchant will
IDENTIFY objects that it might recognize for a fraction of it's
value. You are given the opportunity to give any name you want
to the object you have identified.
+ The QUESTER script has been fixed to handle rescued prisoners. The
prisoner is removed from the player's party, moved to the side of the
quester, changed from type PRISONER to type CIVILIAN and it's TEXT,
PCX (picture) and VOICE (VFL) entries incremented.
+ To simplify working on multiple games at once, the system files may
now be placed in a single location along with the game executables,
and the game programs will locate the files in that location if they
are not found in the game's directory. To use this setup:
1.- Create a directory to hold the system files and executables:
MKDIR C:\DCFILES
2.- Copy the files
COPY *.EXE C:\DCFILES (executables)
COPY DCCTOKEN.DAT C:\DCFILES (tokens file)
COPY DCFONTS.7X5 C:\DCFILES (font file)
COPY DC*.VLO C:\DCFILES (graphics files)
3.- Erase the files in your game directory (make sure they made
it into the other directory before you do this)
ERASE *.EXE
ERASE DCCTOKEN.DAT
ERASE DCFONTS.7X5
ERASE DC*.VLO
4.- Set your DOS path environment variable to find the executables
SET PATH = .....;C:\DCFILES;....
+ Minor bug fixes were made to the scripts, the game driver and the
game builder.
3.00 Major enhancements
+ Added support for PCX graphics associated with objects and characters.
The 'PCX File #' points to a file (OPICT###.PCX or CPICT###.PCX) which
is displayed when you 'look' at a character.
+ Added support for Sound Blaster cards. To play CMF format music files,
you must load the TSR driver (SBFMDRV.COM). To play VOC format voice
files the voice driver CT-VOICE.DRV must be available in the directory
pointed to by the environment variable 'SOUND', subdirectory DRV.
+ While the SBTALKER driver is supported, it has so many bugs that it
frequently clobers the other two drivers and hangs the computer. I
would strongly recommend against using SBTALKER until such a time as
a different driver is available from Creative Labs (They claim they
are working on a completely different driver which will be available
'some time soon'.
+ Added the SCRIPT programming language and converted most of the object,
character and world behaviour into scripts. This enables the serious
developer to customize just about every aspect of game play, create
new types and classes of objects and characters, new worlds, and even
control individual characters according to their own agenda. The
features are too many to list. Read the DCWORLD.DOC, DCSCRIPT.DOC
and DCSCRREF.DOC manuals (in that order) to fully comprehend the
extent to which the system can be customized.
+ Completely new documentation written with a graphics (windows based)
word processor for truly professional look and contents.
+ Added support for running DOS programs from within a script.
+ Enhanced Graphics Block Editor (Registered Users only).
2.02 Mostly enhancements, a few minor fixes
+ Added support for PCX graphics. During a 'view' spell (ZOOM), the DCPLAY
program will look for a file called WORLD###.PCX. If present, it will
display the PCX file instead of doing the regular zoom. Also, the text
file INTRO.TXT can contain commands to show PCX graphics files during the
introduction. See the example adventure!
+ When a world was re-sized, the unused regular doors were being moved from
coordinate pair 0,0. Also, automatic trap doors were not being moved.
+ When camping out, all of the Armor Class effects would be summed up and
given to the currently selected party member (spokesman) instead of each
getting their own from the items being worn.
+ Previously, if a character was poisoned, resting did not restore any of
the attributes. I've changed this so that points restored by the use of
magical items (like rings and amulets) ARE given, but rest by itself does
not restore anything. Thus, a person that is poisoned may be kept alive
by the use of magic until a cure can be effected.
2.01 Minor Enhancements and Bug Fixes
+ Added TRAP doors. For each world, you can specify up to 8 trap doors that
a character can fall through automaticly (no need to type ENTER). You then
specify the destination world and the X and Y offset within that world to
which the player will be taken (Instead of another door in the destination
world). You may also specify a TEXT block to be displayed when the player
falls through the trap door.
+ Fixes definition of QUESTER characters. It was broken in version 2.00.
+ Extends the prisonner/rescue scenario to change the graphics block of a
prisoner from it's original graphics block to the alternate one at the
time that the prisoner leaves the party.
+ Analyzing a CURE potion used to list the units and duration attributes,
which do not apply. A cure is always permanent and does not restore any
points. It only removes the poison and leaves the character to heal by
itself.
2.00 30aug91 Major Enhancements
/*** MAJOR ENHANCEMENTS TO THE WORLD BUILDER (DCWORLD.EXE) ***/
+ All edit screens are now shown in full graphics. Wherever graphics
blocks are to be chosen, they may now be selected through their graphics
image, instead of their name.
+ The new parameters screen (F2) allows you to customize the generation of
random monsters, as well as random treasures generated.
+ The new landscaping selection screen (F5) shows all landscape graphics
blocks and their densities. You can select which one you want to use
from the displayed graphics, instead of scrolling through each of them
using the + or - keys.
+ The world information screen now allows you to specify a text block to
be displayed either every time or the first time you enter a world. You
may also specify which door must be used for the text to be displayed.
+ You can also specify a text block to be displayed every time or the first
time that you EXIT from a world, again with an optional door association.
+ C)opy command can duplicate an entire world and it's objects, to assist
the world builder.
+ R)esize allows you to change the size of an existing world without
loosing the information in the world. It allows you to J)ustify,
T)runcate or C)enter the world into the new area. Automatically moves
all objects and doors into their new position.
+ Z)oom shows a 4 to 1 map of the world, using the landscape density to
in combination with color and shade patterns to give a more accurate
representation of the world, even under low resolution CGA graphics.
+ All character types except HOSTILE can now hold full conversations,
in addition to their normal function. For example, you can talk to
a bartender, and still get some random hints for your tips, but you may
also talk to the bartender about specific subjects, just like a regular
civilian. If a character has text associated with it, it will show a
'Talk' option in it's selection menu.
+ New ways of finishing off the adventure are now available. You can end
the game when:
a) you enter a certain world,
b) you GET an object with it's 'End Game' flag set to GET,
c) you GIVE an object to a Quester, and the object's 'End Game' flag
is set to GIVE.
Separate text blocks for each end possibility can be configured, to
make it a bit more realistic.
+ Graphics Block Builder is now available to all REGISTERED users at no
additional cost.
+ Separated the graphics files into DCBLOCKS (landscaping), DCOBJECT
(objects), DCPEOPLE (characters) and DCSYSTEM (system blocks).
+ VEHICLES are now true objects, and their graphical representation is
not tied to the type of vehicle being represented.
+ Graphics blocks now have two qualifiers. One is the TYPE, and another
is the CLASS (within the TYPE). These two values are used as 'default'
type and class characteristics, to perform SMART editing during world
building. If you create an object of type 'WEAPON', smart editing can
be used to scroll through all 'weapon' graphics blocks, without having
to see non-weapon blocks.
/*** MAJOR ENHANCEMENTS FOR VERSION 2.00 oF THE RUN-TIME (DCPLAY.EXE) ***
+ Full graphical interface for creating the original player.
+ Enhanced conversation skills for all character types except hostile
creatures.
+ Enhanced random monster generation based on new parameters file.
+ Support for new ways of ending game play.
+ New and enhanced spells:
o ANALYZE now displays additional important information about items.
o VIEW shows an enhanced 4:1 ratio view of the surrounding areas, using
colors and shading patterns.
+ Support for all new features in the builder, for better adventure games.
+ Extensively QCed.
/*** NEW UTILITIES FOR VERSION 2.00 OF DCGAMES ***/
+ WORLDGEN - This new utility independently developed by Greg Cichoracki
can generate random worlds of type OUTSIDE, HOUSE, TOWN, DUNGEON and ARENA.
Allows you to specify the graphics blocks to be used, size of the world to
be generated and percentages for mountains, islands, rivers, etc. A great
time saver. Generate 5 or 6 worlds quickly, and select the best looking
one. Then smooth out the edges and add the objects and characters.
Check it out!
+ DCREPORT - This new utility will print a comprehensive dump of the
adventure files, including objects, characters, text, etc.
+ DCCNVT2 - This new utility will upgrade adventures built using older
versions of the software to 2.00 specs.
+ SPLTGRPH - This new utility will split the old graphics blocks files into
the 4 new files.
1.31 15apr91 Minor Bug Fixes
- The vehicle CLASS is displayed as garbage when creating the
object of type vehicle.
- When editing the text for an object, the cursor would be one
line of the place where it should be.
1.30 15apr91 Enhancements Only
- TDY graphics driver implemented. What was documented as
TDY was really MCGA. (My error). Driver should work fine
even in SSSLLLOOOWWW machines (I tested on a 1984, 4.77Mhz
Tandy PC).
- MGA graphics driver (MCGA 16 color 320x200 res) (previously
listed as TDY is now available.
- EGA high resolution driver (640x350 w/16 colors) dropped.
It offered no benefits over EGA Low Resolution (640x200
w/16 colors), and posed no end of support problems.
- Show GROUP summary information (select by pressing '0'),
or a specific character (select by pressing 1 through 6).
- MAJOR : Separated graphics block from element type. This
modification allows you to use different graphics blocks
to represent the same type of object.
staff previously was only a magic staff, but could now be
used as a "weapon" instead. See related items below.
- USER EXPANDABLE GRAPHICS: The graphics block builder is
now available (currently only by special request). You can
create your own LANDSCAPE, OBJECT or CHARACTER graphics.
You can also modify existing graphics blocks! The program
will make use of all defined graphics.
- MEMORY USAGE: Optimizes loading of graphics blocks into
memory. A new format for the graphics blocks files allows
the program to determine exactly how many "images" it has
to load without having to scan the file. This results in
faster loads and less memory.
1.02 16feb91 Minor Bug Fixes
- Bugs fixed
+ Effect of rings and amulets was made permanent, even if
it was supposed to be temporary.
+ When walking near the edge of the world, a random monster
might try to "appear" outside the world. Error message
"TRAP: X = ## Y = ## inserting object." would be printed
and the object inserted at position X=1, Y=1.
+ When placing object's in a backpack, it was not possible
to insert a "person" character in a "quester's" pack.
1.01 15jan91 Bug fixes and Enhancements
- Bugs fixed
+ If everyone is unconscious in a battle, you have lost it.
+ Object list got trashed occasionally in DCWORLD.
+ Phantom "food" object at location 0,0 (same as above).
+ Sometimes, screen filled with monsters and crashed.
+ Occasional DISK I/O error when selling to a merchant.
- Enhancements
+ Better fonts for hi-res graphics.
+ New spell ANALYZE gives info on magical items.
+ New spell VIEW gives rough idea of surrounding areas.
+ Expanded TEXT lines to 16 (from 4).
+ Version number now part of each game. Program DCCNVT.EXE
will convert old games to new formats (as needed).
+ Random monsters now vary in group size. Previously same
as number in the group.
+ Merchants will only buy merchandize similar to what they
sell. (i.e. if they sell weapons and armor then they can
only buy weapons and armor).
+ KILL spell now requires 20 power points.
+ Better messages when talking to a merchant.
+ Better default text for civilians and beggars.
+ Use numbers (1-6) to select primary character (stats).
1.00 09sep90 Initial release.