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2006-09-02
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Recent Changes in 'Almagica - Scions of a Forgotten World'
--------------------------------------------------------------------------------
0.18 Second official demo release - Early February 1997
o Removed the internal resourcetracking routines and made them a runtime library
(tracker.library). There are two versions of this library. One is able to dump
info to the serial port, while the other (tracker.library.nodebug) is silent.
o Rewrote the routines that handles the drawing of the units. Previously there
was two different routines, one for small and one for big troops. These could
only handle gfx that was 16xh and 32xh pixles big. These two has been replaced
by one single routine that can handle up to 32x32 pixels for small units, and
up to 48x48 pixels for big units. This allows us to have unit gfx that extends
into the next square, so it's possible to draw gfx that REALLY looks like it
is attacking somebody, and not just dancing with him... NOTE!! Watch out for
gfx-trashing. Try to find situations where trash appears. There situation are
most likley to occur when two or more units gfx exists on the same place. This
routine does not clip units against the shadows and it is about 30% faster
then the old routines when the blitter is used. If the blitter is emulated it
is about 2.5 times slower since the old routines uses special optimized
blitting code. It should now be quite simple to replace these routines so that
they read/write chunky data instead of planar.
o Removed quite a bit of obsolete code, mainly all left over code from the old
ai system. Results in a smaller exacutable and faster compilation time.
o Created a generic function for loading graphics. This function automagically
unpacks the gfx if it has been packed, so most gfx files are now packed saving
quite a lot of diskspace. The packer are a simple ByteRun1 encoding.
o The setupprogram should now filter out all non 8bit CybGfx modes. No more
playing Scions on a 24 bit True Color screen :)
o Degraded the setupprogram from 1.7 to 0.8, since version 0 is more logical at
this stage then version 1.
o Beware!!! The enemy militias now attacks when encountered again. And they
still bring their friends...
o Reimplemented the intro. All pictures are still only 320x200 and are centered
on the screen.
o Remade the "troop-selected-boxes" a little, just to see what you think about
it.
o Spent a little time cleaning up various parts of the code. Lots of totally
ancient #define's, structure members etc removed.
o Added experience levels to units. The units have (for the moment) each three
experienselevels. Units can gain experience in a number of differennt ways.
Each time a unit hits an emeny in battle, he gains experience. Since farmers
aren't involved in battles, units also gain experience when delivering
resources to the inn. The more experience a unit get, the better he becomes.
Attributes like hitpoints, damage, carry ability and simular may increase when
a new experience level is reached. The only way to see what level a unit is
currenly on is on his name bar. In the future it might happen that experienced
unit get new intresting orders. A message is displayed when a unit reaces a
new level.
o Added bars for units to show experience and resources carried. These bars are
only displayed for friendly units.
o The background of the resource digits are now taken from the backdrop image.
o Minor change to the namefield made. Characters like p, f, t etc now look
better.
o Changed the behaviour of farmers when they are attacked. Now they drop what
they are currently doing and retreats to the nearest inn. If they are followed
by the enemy, they will defend themselves at the inn, rather then just waiting
to die. Note that IF they survive the attack, they will have forgotten what
they where doing and must be given a new order. The same thing happens when a
RETREAT order has been given.
o Population pool now increases again.
o If a farmer harvesting tree runs out of forest to cut down, he now returns to
the inn and enters GUARD mode.
o Farms can now only build Farmers.
o Blacksmiths can now only build Militias.
o Added a simple code system for the levels.
o If an error occured and a unit ran an infinitive orderloop, more detailed info
are now displayed.
o A farmer reparing/building a house will use the reqources he carries before
using the "global" resources.
o A retreating farmer carrying resources will now also enter the inn.
o New system for "population control". In addition to the previous system where
you got to have a citizen to train a new unit, there is now a limit of the
maximum number of units you can have. This limit in rasied when specific
houses are build (now farms and inns).
o Added the GROWTH bar to the wells.
o Added the UNITS bar to the farms (name will problaby be changed).
o Healing units now costs resources.
o Farmers are now animated while repairing/building houses. Temporarily uses the
attack/cut tree animation until we got some real repait gfx.
o Added a DROP_SOME_RESOURCES order to make it possible for a farmer to get rid
of resources it carries without having to take them to the inn.
o Rewrote the overviewmap routines. Now you will have a overviewmap on every
possible screen size and every possible mapsize.
o Goldmines now "collapses" when all their gold had been taken out.
o By pressing RETURN, you can now scroll to the object that caused a message to
be shown.
o Fixed minor bug in the PATROL order.
o All intuition keyboard replacemens for the mouse now works (Amiga-Left Alt ==
Left Mouse Button etc).
o When GUARDing troops are bored, they now amuses themselfs by turning every now
and then.
o You can no longer repair destroyed houses.
o Replaced the PT-replayer code with the new code supplied in ahi v2.6. Seems
like this code works better then the old (sounds better).
o Changed the way creating/healing units works. Training units now works like
building houses. The unit is created with a minimum of hp, and is the healed
until full hp is reached and the unit can exit the house. As a side effect of
this, all houses that trains units will be able to heal them too, and they can
hold a maximum of one unit at a time. The old PROGRESS bar has been devided
into two new, TRAINING and HEALING. Later on we will problaby implement
somekind of "Make Units exit the house" order. This order will then NOT work
while training units (then there will be an "Abort training" order instead).
The reason for this is that it is not logical that you should be able to
release units only half trained, like it is not logical that houses under
construction can train units.
o Default Actions now works on the overviewmap too.
o If a new order was given to a unit while he was entering a house, that new
order tried to start running when the unit was fully inside the house. This
caused an error and the unit got stuck inside the house forever. Now that new
order does not start until the unit has exited the house.
o If a house was destroyed while a unit was entering the house, that unit did
not die but was left alive, unusable and unselectable and overwalkable by
others. Now that unit, along with all the units still in the house, will die.
Only units leaving a house that gets destroyed will survive.
o Took the first steps in implementing Load and Save.
o Added new units Archer, Scout and ship.
o Added the Arrow projectile for the archer.
o New graphics for burning wells.
o Minor change in the unit sfx system. There are now two more definable sound
for each unit (repair and harvest), and it is now also possible to define when
in the animation the sound should start.
o Made the feature of "direction modification" dynamic. Dirmod means the in
certain animations, the unit should not face the opponent directly. Look at
the militia attack. They turn 45 degress to the right before they attack.
--------------------------------------------------------------------------------
0.17
o Added an UNLOAD command, so that troop carrying other troops may get rid of
them too. The "Testing Troop" on the level 'test.map' has this order.
o Fixed a bug that would cause a corrupt orderstream if an unit recieved two
interrupts on the same frame. An example of this is that if you entered a ship
with two troops at the same time, the ship got one interrupt message from each
of the boarding units. This resulted in a lot of enforcerhits when the ship's
next order had finisihed. A unit should now be able to handle up to 255
interrupts in one frame.
o Removed a bug that could made the troop walk on terrains it shouldn't be able
to, if that terrain was undiscovered when the troop started to trace the path
to walk. This happend due to the stepbuffering introduced in 0.16.
o Spent some time fixing the move-orders for big units, which should now work
quite ok. Be aware that the pathfinder is only capable of finding paths for
small troops for the moment. Big troops will still use the pathfinder, but it
might happend than an illegal path is selected for them because they are to
big to fit into certain parts of the map. When this happens the big unit will
complain about a corrupt orderstream and put the unit into GUARD mode. You
DON'T have to report this as a bug :)
o Compiled all sources, using all kinds of optimizations in SAS/C, twice. Once
for 020 and once for 060. Please check if there are any noticable speedups
(the 060 version SHOULD(!) run faster on a 060 then before). I want to know if
it's worth the time compiling it (took about 1 hour to compile it).
--------------------------------------------------------------------------------
0.16
o Scions now buffers the steps traced by the pathfinder again. The advantage of
buffering steps is that the troop don't have to retrace a path for each step
he makes, thus saving a lot of time. The disadvantage is that the troop
becomes more stupid, since he don't react on changes in the map. Unlike the
previewversion, this buffering should work a lot better because of the new
order-command system. The number of steps buffered are now also variable and
is currently hardcoded to 8. It might happen that this becomes some sort of
"Very Advanced Setup" in the future, allowing the user to select between speed
and intelligence himself.
o Fixed a minor bug introduced in 0.15. The GUARD icon is now set when an order
is finished.
o Fixed Enemy Milita gfx (the blit-masks where wrong).
o Fixed a bug that made Default Action to become unfunctional. This bug was
problably introduced in 0.15.
o Fixed a bug that caused a troop to ignore all order either after he had been
created and had moved out of the house, or if you had previously told him to
enter a house.
o Tracked down a little memoryleak (12 bytes). Even though the internal
resourcetracking found and freed the leak, there's no reason not to remove it.
o Removed another bug introduced in 0.15. When a house was destroyed the proper
FreeVec() rountine wasn't called. Instead of calling the resource tracking
routine (trFreeVec()), exec.library/FreeVec() was called instead. This made
the resource tracking very confused and caused a number of enforcer hits.
o If an unit has been told to board another unit (a ship for example), and that
unit is moving, the boarding unit will follow after it.
o Gosh... Sometimes I wonder why we didn't do a Civilization clone instead.. How
easy it would have been... Added a little feature that will look like a simple
one, but which in fact is among the most complicated stuff in the game so far.
If a troop is going to board another troop (a ship), then a lot of stuff
happens. The first unit (A) sends a message to the ship (B) telling it A want
to enter it. When B receives this message, it replies to A that it is waiting
for A to enter, at the same time that unit B's current orderstream is
interrupted. Then when A is fully inside B, A sends a third message telling it
it's inside, and B continue with its old orderstream. This should work well
even if one of the units is killed in the middle of this message exchange, but
please, DON'T give unit A a new order, 'couse it will problaby make unit B
wait forever (or unit you give it a new order)...
--------------------------------------------------------------------------------
0.15
o Fixed a bug in the ATTACK order. If you attacked for example the center of a
3x3 building the order would enter an inifinitive loop. The reason was that
the script didn't see that it could attack the edge of the house, but instead
tried to walk closer to the center of the house, which it couldn't.
o The enemy militia now acts as in the preview version (0.6). This means
attacking your units/houses and calling for help.
o Took the first steps to include Load and Save by rewriting the routines that
allocates and initializes units and houses.
o If you had the active order on the current ordermenu (i.e an ordericon pressed
down) and then used the keyboard to select an order on another menu, the
downpressed icon on this menu was not "unpressed". This has been fixed.
o If you aborted an order during a MOVE, the next square the unit was supposed
to go to was reserved for that unit. This made it, for example, impossible for
anyother units to use that square. Fixed.
o Cleaned up the unit structure a little bit.
o Started lightly to reimplement big troops. You can find a big troop in the
test.map level, (yes, I made the gfx for it :) Don't expect it to work ok...
o Fixed linebrakeing in messages. The message is now broken on spaces, tabs and
NULLs. This will make long messages MUCH easier to read.
o Implemented a simple internal resource tracking system. Certain calls are
tracked and remembered. If the game finishes unnormally (low memory or such),
all those calls will be freed by the exit code. Currently calls to AllocVec(),
Open() and Lock() are tracked. WARNING!!! In order to be able to test how
these things work now and then you can deny some things to happen. For example
you can make the next AllocVec fail to see how the game reacts on it. To do
this you need to have and external textterminal or another computer or
something hooked up on the serial port. By pressing down 'a', the next
AllocVec() will fail. 'l' and 'o' are used for Lock() and Open(). So once
again... DO NOT play ANY betaversion while using a modem or such. Strange
things may happen!!!!
o Due to the implementation of the Resource Tracking, I've now done some
low-memory actions. If you run out of memory and an AllocVec() (Only
AllocVec()) fails, Almagica will bring up an Alert giving you the choice to
either quit Almagica now, or wait in 10 seconds and retry the AllocVec(). In
these 10 seconds the user have the chance to close down stuff in the
background and thus freeing memory. In the future I will make it possible for
each subsystem (units, houses, sound etc) to "flush", i.e removing and freeing
unused memory. That will make the game run on lesser memory but will instead
increase diskaccess. Note that ONLY failed calls to AllocVec() is noticed now,
but since almost all memoryallocations is done through AllocVec() (with the
exeption of the order-ai-memorypool) this is not a problem.
o New gfx for water (not perfekt yet, will change more)...
o Militia's should now react on attacks. When they are attacked, the current
order is interrupted and the milita responds to the attack. If he wins the
fight, then he should return to the original order.
o Minor change in the setup program. When the CybGfx checkbox is checked, it
doesn't automagically selects "Bitmaps in fast" to.
o Minor change in the install script. You are now asked if you wish to install
AHI.
o This install script should now install AHI properly. The problem was that the
files in DEVS:AudioModes did not have any version strings in them, so the
installer command (copylib ...) failed.
--------------------------------------------------------------------------------
0.14
o From now on 'recent changes' will be written in english. This because that we
now have our first non-swede betatesting-like person. And as usual with my
english, please don't mind the numerous grammar/spelling errors :) Will
translate the rest of the file later when I'm boored enough :)
o Fixed a minor bug concerning attacks. The skeletonfile for the militia falsely
said that the attackrange was 0 instead of 1. This made the attack order get
stuck in an infinitive loop if a militia attacked diagonally.
o Fixed a bug that could cause an enforcer hit or a freeze when a troop died of
violence. The reason for this bug was that I've started to include code that
will make troops react correctly when they are attacked. This code was not at
all finished and not tested at all, and gave the troop a couple of hundreds
MOVE orders.
o After a house has been built, it is now given the correct orderboxes.
o Removed some obsolete order-vars from the house structure.
o If a housebuilding order is cancelled, the housebox is now removed.
o Fixed a bug regarding the order-assignment and orderbox-highlightning. Suppose
you gave a troop an order to move to point A. After the troop have started to
move, but before he reaches A you prepare a new moveorder by pressing either
the MOVE-icon or pressing M. You only prepare it, you don't select a
coordinate. Now the troop will ofcourse keep moving towards point A. When he
reaches A that move order is completed and he gets a GUARD order. Before now,
the result of this was that the GUARD icon was activated and the new MOVE
order was forgotten, but the troop was still in "i'm-waiting-for
you-to-select-a-coordinate-to-go-to" mode (move-mousepointer etc). When you
now selected a coordinate the troop ignored it. This is quite a complicated
part of the code and I do hope that it will work ok from now on.
o The militia attack animation does not flicker each animationcycle any longer.
o A bug in the setup was fixed (now 1.7). If you where really unlucky with AHI,
it was possible to end up with a setup.config file that stated that the user
wanted to use one channel. Since the game requires, and uses, a minimum of
four channels, you got LOTS of sexy enforcerhits.
o Introduced a new switch, "No Audio". When this switch is used, AHI is not
opened and no sound at all is loaded into memory. If you think this is a
pointless option, then watch out for the "might-come" switch named "No
Graphics" (no, it's not a joke)...
o In the BUILD HOUSE and REPAIR HOUSE orders, the farmer now actually turns to
face the building.
o The population pool is now increased again. Actually if was possible to
increase it before, but only if you was (un)lucky enough to allocate a house
structure on address $0 :)
o Enemy farmers now act as they did in the preview (0.6), i.e. chopping down and
digging stuff.
--------------------------------------------------------------------------------
0.13
o The Setup program can now be started even if AHI isn't installed
o Maximum number of audiochannels that can be used is now limited to the number
that the audiodriver can handle, but no more then 16384 channels.
o Added support for AutoScroll and Overscan (setup 1.5)
o Units created by a house now gets a NAI_MOVE_OUT order. This means that the
troop now actually walks out of the house, instead of standing GUARD inside it
:)
o Reimplemented RETREAT.
o Created a REPAIR HOUSE order. This is the default action for a farmer on a
damaged house.
o Made a change in princip when building houses. When the house is created, it's
created with only 1 HP. The rest of the building in then the same as reparing
a damaged house. The difference is that a damaged house still can perform
orders and such, while a house that being built cannot do a thing. This means
also that several farmers can assist eachother while building. The first
farmer builds the house and the rest assists by repairing it. This also means
that building new houses in the middle of an attack isn't such a bright idea,
because the house can then very easily be destroyed.
o Removed 2 "Emulate Blitter" bugs. The first one occured after a cleanup in one
of the cpublit routines which resulted by mistake that the intructions was
move.l AMOD(a6),a0 instead of add.l AMOD(a6),a0. The second bug was that I
have changed the format of the setup.config file, changing the offset to the
flagsfield. And of course I forgot to change and recompile the assembler
sources. The effect was that the real blitter was used.
o If you start building a house ontop of the farmer, he now moves away before he
starts building.
o If the construction area is occupied by something, the builder will now
complain ever now and then to inform you of the problem.
--------------------------------------------------------------------------------
0.12
o Units now walks by other units standing still, instead of waiting for them to
move away.
o If an order generated a MOVE-order which wasn't necessary, the unit first
turned to the right. This has been fixed.
o No longer requires AHI. If ahi.device couldn't be opened, you simply just can
use any sound.
o The HARVEST TREE order now searches in a radious of 2 instead of only 1.
o Removes a small bug that made the ordericons not to be properly updated when
using the keyboard.
o All messages is now displayed on 3/4 of the maparea, instead of as before on
line #100.
o The settings and Setup files is now read and save to/from ENV: and ENVARC: if
PROGDIR: is writeprotected (which problaby means the game is on a CD). This
apply to both the game and the setup (1.4). This also means that these files
no longer will be a part of the dist, so remember, ALWAYS start by running the
Setup program...
o Reimplemented the BUILD HOUSE order. The unit building the house no longer
enters the house and dissapears, but instead stand outside the house building
it (settlers-like). There is no animation for housebuilding yet. If the unit
dies while building the house, the house stops building. To continue building
the house, it must be REPAIRed and that order is not available yet.
o GUARD order icon is now updated correctly when an order is finished.
o Units now dies directly when they dies, and not when the feel they got time
over to die.
o Fixed the installer-script. AHI is now part of the game-archive. Only the
PAULA-driver is included. There is a strange bug in the script, on lines 139
to 148 (the part that installs DEVS:AudioModes). All installation regarding
AHI before these lines is ok, like the creation of the DEVS:AudioModes
directory. What happens next is quite funny. If you check with SnoopDos you
will find that the (foreach ...) statement is able to Lock() all the files in
AHI/AudioModes, but fails to Open() them. It is NOT the fileprotection that
causes this. Since this part is identical to the part which installs DEVS:AHI
(which works), I'm utterly confused.
--------------------------------------------------------------------------------
0.11
o Almagica now detaches itself from the shell. All errormessages are now written
to a requester, instead of to the shell.
o New ordercommand system implemented. Some old orders (GUARD, MOVE, PATROL,
HARVEST) are rewritten to the new system. There are still some known bugs. For
example, a new path is traced each time the troop arrives to a new square
which means that walking long distances, or walking with plenty troops, will
be very slow. If a troop is standing in the way for another troop, the last
one will wait until the first one has moved out of the way, instead of walking
around him. Some old bugs should now be removed forever, like the fact that
the troop liked to go into GUARD all the time and forgot what the heck he
where supposed to do. A troop should return to GUARD now only when the order
is finished, something went wrong (no path found etc) or you've run out of
memory (in which case you will get a lot of other problems too).
o One more thing worth mentioning. I will no more remove all KPrintF()'s in the
betaversions, so you will problaby not want to run a beta version while you're
using the serial port. Note that this only applies to internal beta versions,
NOT official demo versions.
--------------------------------------------------------------------------------
0.10
o Modified ALL parts in the code that checked who a house or a unit belonged to.
With the old method, we could only have friendly, enemy and neutral units. Now
we will in princip be able to have how many sides as we wish (not dymanically
though). Each side should be considered either as Allied, Enemy or Neutral.
The code are also consistent now when checking for alliance, before there
where about three diffrent ways to check it and they where all used
(CHAOS!!)...
o Started to work on 'Default Actions' (or whatever we should call it). This
means that the troop does whatever he thinks you want him to do when you wish
him to do it, even if you don't tell him exactly what it is you want him to
do...or something... Anyway, you give an 'Defaul Action' order by pressing
ALT-RMB (yeah, yeah, I know... You WILL be able to choose how to activate it
later :)
o Fixed a scroll bug that occured when the 'Bitmaps in FAST' option was used.
o Added support for AHI. Because of this, a whole bunch of new sexy gadgets has
been added in the setup program (1.3). They are "Select Audio Mode..." and
"Audio Channels". In the in-game menys, you will later be able to select what
kinds of sounds you want to head. The options should be 'Music Only',
'Music/Sfx', 'Mood/Sfx', and 'No Sound'. 'Mood' is sounds played depending on
whatever is currenly visible on the screen (waves sounds, small furry animal
sounds etc). The volumes for the tree different soundstypes will be separately
adjustable.
o Because of the AHI-support, it's now possible to switch between music and sfx
"on the fly". You don't have to select "Music", then "Save" and "Quit" and
restart it all... Great, huh ? :)
--------------------------------------------------------------------------------
0.9
o Units are no longer drawn on the first row below the maparea.
o A parts of the map are now drawn in the beginning.
o Added a limit for the number of ordercommands each unit may execute each
frame. If the limit (40) is exceeded, the order is considered out of control
and a message will be displayed while the troop is placed in GUARD mode.
Hopefully most situations where the game freezes depends on this.
o The background of the ordericons, statusbars and the namefield are now correct
(copied from the backdrop picture).
o Removed an unessecary KPrintF() from the setup.
o Rewrote the routines that draws mapblocks. The new ones are about 10% faster.
o Removed a minor bug the forced the entire maparea to be redrawn unessecary
when you tried to scroll "out" of the map.
--------------------------------------------------------------------------------
0.8
o The new order-issue system now works for houses too.
o Removed a buf that undiscover()ed wrongly when a unit entered another unit.
The unit TestTroop on the level levels/test.map is the only unit for now that
can carry other units, and then only farmers.
o Units can now enter squares which they shouldn't be allowed to enter, if on
that square is something that this unit is going to enter.
o The ordericons are now updated when you tab-selects units.
o Started to implement dynamic screen size. Because of this there is no intro
and only partially working background in this version. Beside of this, there
should be quite a lot of new intressting bugs. With AGA you will problaby only
want to run around 320x200 since any resolution above this will cause a huge
drop in chipmem bandwidth. CyberGraphX users will problaby not want to run any
larer resolutions then 640x480, since larger resolutions will make it very
hard to see your units. The width of the screen MUST be an even count of 64.
o Due to the above, these changes where done in the setup program (1.2)...
o Added Width and Height gadgets in the Screen mode requester.
o The Screen Mode Requester now allows interlaced modes.
--------------------------------------------------------------------------------
0.7
o Minor change in the hurthouse() function. The houses now continues to animate
while they are hurt.
o Forgot to set the WFLG_NEWLOOKMENUS in the setup progam => black menus unless
you ran (like me) some patch. Has been fixed.
o Added an TEXT_KIND gadget below "Select Screen Mode..." to show which screen
mode currently selected.
o Remade the order-issue system. Now all orders are devided into three groups,
action orders, build house orders and train unit orders. The order icons are
now built around a couple of menus (one menu for each group of orders) where
each menu can, if needed, be devided up in a number of submenus. Only the six
topmost icons are now used for real orders, the last three are used to jump
around in the menu system. The icons will be organized so that the most common
orders are placed "on the first page". A lot of code has been changed, so
expect quite a lot of new bugs. This has not been implemented for houses yet.
o Made a minor change in the palette. Color 17-20 are now white, so now all
cybgfx mousepointer SHOULD look ok. A minor flaw is that these colors where
(are) used on the units too :)
--------------------------------------------------------------------------------
0.6 First Preview Release - Late July 1996
o B÷rjade sσ smσtt att inkludera kod f÷r att kunna fσ en trupp att bΣra en annan
f÷r att senare kunna ha fraktskepp och likn.
o Lade till HSX och HSY keyworden (Hot Spot X resp. Y). Detta dΣrf÷r att
hotspotten under CybGfx inte riktigt funkar som det ska (alt. jag g÷r fel :)
o Tog bort i stort sett ALLA tooltypes/keywords och flyttade in det i ett
externt setup-program (setup). K÷r setup-programmet f÷r att configga saker som
displayid, blitter emulering etc..
o Tog bort liten bug frσn intro-koden.
o Modifierade Install skriptet lite grann.
o Skuggade Load och Save i menyn.
o Tog bort Another World samplingarna frσn gubbarna.
o Bytte lite introgfx.
o Kan inte kontrollera fiender lΣngre.
o Farmers kan nu bara skapa tre typar av hus, Wells, Farms och Blacksmiths.
o Lite ny (temorΣr ?) grafik till orderboxarna.
o Tog bort mindre bug frσn hus-byggar funktionen.
o Tog bort bug frσn hus-animationsystemet. Nu kan man animera hus med gfxfiler
÷ver 32k.
o Tog bort bug frσn audio-sfx-hanteringen. Nu spelas inte ljud om inte
audiodevice har ÷ppnats.
--------------------------------------------------------------------------------
0.5.18
o Fixade t÷ntig bug som introducerades i 0.5.17 pga "kod-rensning" :) Skuggor i
h÷ger/vΣnster kunde blev fel.
o Fixade annan t÷ntig bug med kartan som gav fel y-kordinat om man valde ett mσl
pσ ÷versiktskartan i zoomat lΣge.
o Intuition-muspekaren har nu rΣtt fΣrger.
o Tog bort en bug ur Harvest-skriptet. NΣr det tog slut pσ trΣd att hugga, sσ
h÷gg gubben en gσng pσ en tom ruta, fick lite trΣ som han glatt tog med sig
till Innet.
o En annan bug i Harvest-skriptet tog bort. Kunde inte hugga om man stog brevid
skogen som skulle huggas nΣr orden gavs.
o ╓kade max antal inns pσ en level frσn 8 till 32.
o Eftersom INTUITION mod nu Σr sσ pass snabbt, sσ verkar det ologiskt att nσgon
skulle vilja k÷ra View's som default. DΣrf÷r har INTUIION switchen bytts ut
till NOINTUITION. View's finns istort sett enbart kvar utifall en pre V39
version av scions skall g÷ras.
o Kommer inget meddelande frσn fiendegubbar att en gruva Σr tom nu.
o Muspekaren σterstΣlls nu till ett kors nΣr en ny level pσb÷rjas.
o ─ndrade hur en level avslutas som. Numera fryser inte allt i 2 sek och sedan
tonas ner, utan ist sσ fortsΣtter spelet ngn sekund. Ser lite finare ut...
o AnvΣnder blittern f÷r att kopiera ut bob-bakgrunderna istf cpun. Med ca 84
gubbar synliga sσ ger det en grov total hastighets÷kning runt 40% pσ en
030/50.
o Bytte fΣrg pσ texten i Options-menun.
o ─ndrade lite i ai_move(). Nu sσ upptΣcks nytt omrσde direkt nΣr gubber kommer
in i den nya rutan, ist f÷r som tidigare f÷rst nΣr han var helt inne i den.
o Som en bieffekt av Σndringen i ai_move(), sσ borde gubbar nu gσ lite mer
intelligent nΣr de f÷rflyttas i grupp.
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0.5.17
o Bytte icon-hilight-metod. En "aktiv"-bild ritas nu ut istΣllet f÷r att slΣcka
bitplan #7.
o Tog bort en bug som gjorde att gubbarna hackade till varje gσng de gick in i
en ny ruta.
o Synkroniserade hugg-ljud oxch hugg-gfx.
o Fixade en bug i ljudeffekterna. Ljud som bara skulle h÷ras nΣr det uppstog pσ
skΣrmen, h÷rdes trots att de hΣnde ngn helt annanstans.
o Om man k÷r i INTUITION mod, och intuition allocerar BMF_INTERLEAVED och
BMF_STANDARD bitmappar, sσ rendras nu grafiken direkt till dessa bitmappar,
istf f÷r att rendras till ngra rendermappar och sedan BltBitMap()as till
skΣrmen. Detta gΣller inte nΣr man avΣnvder FASTBITMAP eller NODOUBLEBUFFER.
o ─ndrade blσfΣrgen f÷r vΣnliga trupper och meddelanden till en som syns bΣttre.
o Tog bort titeln frσn f÷nstret nΣr man k÷r INTUITION mod.
o Tog bort NODOUBLEBUFFER switchen. Scions kollar nu om DIPF_IS_DBUFFER Σr satt
eller inte for skΣrmens modeid och anvΣnder den f÷r att bestΣmma om
dubbelbuffring skall ske eller ej.
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