Short: Internet (only) Bomberman/Dynablaster-Clone
Author: Matthias Böcker (gelb@gmx.net)
Uploader: Matthias Böcker (gelb@gmx.net)
Version: V1.6
Type: game/2play
Requires: Amiga with 68020 or better OS3.x, TCP/IP stack, CyberGraphx/P96 or AGA with BlazeWCP, MUI3.8, AHI, amarquee.library 52.x, identify.library 12.x, NList.mcc, BetterBalance.mcc (optional)
Website: http://amisource.de/dynamite/
Kurz: Multiplayer Bomberman/Dynablaster-Klon (nur) für's Internet
Replaces: dynAMIte.lha
dynAMIte is a bomberman/dynablaster-clone that can be played (only) over
the internet (TCP/IP) by up to 8 players!
This game runs on your WB and thus multitasks happily with all your other
programs, so just try it and become addicted! =)
Please note: We decided to keep all styles except dynAMIte.gfx out of the
archive, first to reduce the archive size and so reduce downloadtime and
second because all styles are now also downloadable from the dynAMIte
website at http://amisource.de/dynamite
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