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The Best of Select: Games 9
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dosgames
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mechwar
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beta.txt
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1995-09-02
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*** NOTE: This file was the READ.ME for the last Beta Version.
It might be of interest to you.
Hello!
Here's the current Beta for MechWar v1.2
Latest changes:
---------------
* 5. July 1995:
+First release of beta package.
+Life forms added to the map.
+Buildings work properly.
+Fire and Smoke spreads as it should.
+It's now possible to compile for 1024x768x2456 instead of 800x600x256,
but the generated maps are still incompatible.
+The fortresses are now fully integrated: amour ablation, critical hits,
special happenings (like fuel tanks exploding), ammo explosions, etc.
They just can't shoot yet.
+Volcanos can now erupt and spit out streams of lava.
+The option file has grown to huge proportions.
+Cratering works.
* 7. July 1995:
+Option file grew lots - check it out, you'll need to set your graphics data.
+Lava flow from volcano eruptions more complex and realistic.
+Repair crews from fortresses now work.
+GUI added (whew - lots of work!).
+Sprite engine tuned - should be much faster now.
+During the program, you can press '?' for system info and 'I' to get info
on any hex.
+You can now redirect the text output during startup: try running
MWLOG.BAT - it will create the file MW.LOG, showing you all the text which
so quickly scrolls by at the beginning.
+The map is now read directly from the map file, so you don't have to export
it anymore.
+Same goes for the life forms.
+The first bit of the GUI is being used. Fortesses now actually activate
and can select which weapons to fire at what. The selection process even
filters which weapons can reach the target.
* 8. July 1995:
+Fortesses can now fire under user control. For test purposes, fortress
number one (the one furthest to the left and up) is considered to be under
user control (even if it says 'Owner: CPU').
Fire doesn't use LOS, Firing Arc or ToHit yet - if it's in range, you always
inflict maximum damage.
+The map graphics have been revamped! Now the ground height is shown as
a shade of green, with everything else (woods, etc) being overlayed on
top of it.
+Fortresses can now also shoot automatically. For debugging purposes,
they will currently only target other fortresses, although they are of
course able to target (in this order): life forms, forts and buildings.
* 9. July 1995:
+You can now stop the program at the beginning of each turn. I apologize
to all of you whose fort was destroyed and thus couldn't quit anymore :)
+LOS walks along the right path already and the thus fortresses shoot
straight. Now I'll just have to implement LOS itself :)
+FortressDesign updated to handle new weapon info (and can read
the info again without crashing with a Turbo Access Error)
+The forts are now activated in random order and will target life forms
and buildings as well. During testing, forts will prefere to shoot at
life forms (which are harmless except to other life forms and infantry).
+Graphics resolution has improved! You can now choose whether you want
to use 1024x768, 800x600 or 640x480 (map sizes change accordingly).
I hope we'll have less graphics problems that way.
+To edit ANY sprite (.SPR) file, copy it to X.SPR (which can be edited
via SD). Just press 'X' to select the .SPR file to work with. Don't
forget to copy it back afterwards. This way you can edit any of the
.SPR files in MechWar.
+Firing Arcs are implemented.
* 13. July 1995:
+This will be the last full Beta Package - all other from now on are
only updates to this one, so don't delete it!
+Artillery damage implemented.
+PCXSG.EXE added, allowing .PCX import into SD.
+More weapon effects added: selfdestruction, malfunctions, and so on.
+Minefields added. You can now place a 10pt minefield in MAPD, and
weapons can lay down normal minefields as well (no pressure mines etc.
so far).
+InfantryDesigner done. No docs yet, so have a look at the example
infantry types I entered.
+The program now reads all necessary data like map name, etc. from a
battle file (see MW.BAT for example). This file will later automatically
be generated by the ScenarioDesigner and will also give coordinates for
all life forms, infantry, and so on.
+Infantry added! So far they're still aimlessly wandering around under
computer control, being attacked by fortresses only. Note that forts
won't shoot at infantry controlled by player 0 (the CPU).
+Animation delays can now be set in the options file.
+Those of you with slow PCs can now set the computer to tell you what
he's doing. It'll slow you down even more, though.
* 20. July 1995:
+The file MECHWAR.OPT was renamed MACHWAR.CFG
+Graphics methods were revamped: MapDesign uses a different method of
accessing graphics than MechWar. I would much prefere to use MAPDs method
as it is easier (but slower). Please let me know if one of the two doesn't
work (I revamped MechWars method a bit, too) and if MAPDs is too slow
on your system.
+Refresh function added to main menu - now you can cause a map redraw in
case something messed up.
+Owned colors have been introduced to Infantry and Fortress Sprites. The
color number 121 is now drawn as Red (Player 0), Blue (Player 1) or
Green (Player 2). This makes it easy to distinguish what belongs to whom.
Please keep this color in mind when designing Mech sprites.
+Infantry can now be attacked by life forms, although they have to be rather
aggressive to do so.
+Forts are now more discerning when firing at life forms and can optionally
be forbidden to waste ammo on them at all.
+Infernos work.
+Rolling for initiative now works properly.
+You can now have the system show you the beginning of each turn.
+Infantry is now under players control, although movement costs due to
terrain height changes are not calculated yet and it can't fire any
weapons so far.
+Up to three players are now possible; player 0 is always the computer.
* 28. July 1995:
+Infantry is armed, and computer-controlled infantry will shoot at you.
Note that still no LOS and ToHit is implemented yet.
+VehicleDesign added - have a look at VD.EXE and VD.DOC. No Vehicles in
the game yet, though.
+Forts should think quite a bit quicker now.
+Final (hopefully) fixes to the GUIs to find out which one is best. Note
that MAPD requires a VESA driver, while MECHWAR looks at the MECHWAR.CFG
file instead. If it doesn't work, try autodetect with a VESA driver.
+Mines now work much better, only becoming visible after someone stepped
on them >:)
+Lots of bugs stomped!
* 4. August 1995:
+AI Control Grid incorporated. Using ConflictDesign (still a very preliminary
version), you can set a control grid and select which infantry and life
forms should follow this grid (available commands: keep walking in (one
of six) direction, stop moving until enemy contacted).
This way you can set up guards for sensitive installations.
Note that I haven't included ConflictDesign yet - it's too rudimentary.
+Some improvements in the Infantry code.
+Cratering now works properly: as soon as a hex receives enough damage
during the turn, it'll crater.
+Vehicles supported! While they can't walk backwards or sideslip yet,
the rest works ok.
*8. August
+DPMI swap file automatically created if you have too little RAM.
I don't know how much RAM is needed for MechWar, so currently 8MB
are reserved and - if necessary - taken from the hard disk in a
file called SWAP.$$$
This file is deleted on shutdown - so if you find it in the MechWar
directory, feel free to delete it.
+SoundBlaster support! Currently it still plays a bit strangely (too fast?)
and I don't know if your card is supported. If you have trouble:
a) Let me know and b) Turn the sound off in MECHWAR.CFG
Currently sound only plays in foreground, so there's a bit of a delay.
Note that you can define your own sounds in MECHWAR.CFG in VOC format
(anybody feel like doing some samples for me?).
+EquipmentEditor: You can set the sound number to be played if this
equipment is activated (is ignored for ammo, though).
+Message logfile added. Please keep