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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 Började så smått att inkludera kod för att kunna få en trupp att bära en annan
- för att senare kunna ha fraktskepp och likn.
-
- o Lade till HSX och HSY keyworden (Hot Spot X resp. Y). Detta därför att
- hotspotten under CybGfx inte riktigt funkar som det ska (alt. jag gör fel :)
-
- o Tog bort i stort sett ALLA tooltypes/keywords och flyttade in det i ett
- externt setup-program (setup). Kör setup-programmet för att configga saker som
- displayid, blitter emulering etc..
-
- o Tog bort liten bug från intro-koden.
-
- o Modifierade Install skriptet lite grann.
-
- o Skuggade Load och Save i menyn.
-
- o Tog bort Another World samplingarna från gubbarna.
-
- o Bytte lite introgfx.
-
- o Kan inte kontrollera fiender längre.
-
- o Farmers kan nu bara skapa tre typar av hus, Wells, Farms och Blacksmiths.
-
- o Lite ny (temorär ?) grafik till orderboxarna.
-
- o Tog bort mindre bug från hus-byggar funktionen.
-
- o Tog bort bug från hus-animationsystemet. Nu kan man animera hus med gfxfiler
- över 32k.
-
- o Tog bort bug från audio-sfx-hanteringen. Nu spelas inte ljud om inte
- audiodevice har öppnats.
-
- --------------------------------------------------------------------------------
- 0.5.18
-
- o Fixade töntig bug som introducerades i 0.5.17 pga "kod-rensning" :) Skuggor i
- höger/vänster kunde blev fel.
-
- o Fixade annan töntig bug med kartan som gav fel y-kordinat om man valde ett mål
- på översiktskartan i zoomat läge.
-
- o Intuition-muspekaren har nu rätt färger.
-
- o Tog bort en bug ur Harvest-skriptet. När det tog slut på träd att hugga, så
- högg gubben en gång på en tom ruta, fick lite trä 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 när orden gavs.
-
- o Ökade max antal inns på en level från 8 till 32.
-
- o Eftersom INTUITION mod nu är så pass snabbt, så verkar det ologiskt att någon
- skulle vilja köra View's som default. Därför har INTUIION switchen bytts ut
- till NOINTUITION. View's finns istort sett enbart kvar utifall en pre V39
- version av scions skall göras.
-
- o Kommer inget meddelande från fiendegubbar att en gruva är tom nu.
-
- o Muspekaren återställs nu till ett kors när en ny level påbörjas.
-
- o Ändrade hur en level avslutas som. Numera fryser inte allt i 2 sek och sedan
- tonas ner, utan ist så fortsätter spelet ngn sekund. Ser lite finare ut...
-
- o Använder blittern för att kopiera ut bob-bakgrunderna istf cpun. Med ca 84
- gubbar synliga så ger det en grov total hastighetsökning runt 40% på en
- 030/50.
-
- o Bytte färg på texten i Options-menun.
-
- o Ändrade lite i ai_move(). Nu så upptäcks nytt område direkt när gubber kommer
- in i den nya rutan, ist för som tidigare först när han var helt inne i den.
-
- o Som en bieffekt av ändringen i ai_move(), så borde gubbar nu gå lite mer
- intelligent när de förflyttas i grupp.
-
- --------------------------------------------------------------------------------
- 0.5.17
-
- o Bytte icon-hilight-metod. En "aktiv"-bild ritas nu ut istället för att släcka
- bitplan #7.
-
- o Tog bort en bug som gjorde att gubbarna hackade till varje gång de gick in i
- en ny ruta.
-
- o Synkroniserade hugg-ljud oxch hugg-gfx.
-
- o Fixade en bug i ljudeffekterna. Ljud som bara skulle höras när det uppstog på
- skärmen, hördes trots att de hände ngn helt annanstans.
-
- o Om man kör i INTUITION mod, och intuition allocerar BMF_INTERLEAVED och
- BMF_STANDARD bitmappar, så rendras nu grafiken direkt till dessa bitmappar,
- istf för att rendras till ngra rendermappar och sedan BltBitMap()as till
- skärmen. Detta gäller inte när man avänvder FASTBITMAP eller NODOUBLEBUFFER.
-
- o Ändrade blåfärgen för vänliga trupper och meddelanden till en som syns bättre.
-
- o Tog bort titeln från fönstret när man kör INTUITION mod.
-
- o Tog bort NODOUBLEBUFFER switchen. Scions kollar nu om DIPF_IS_DBUFFER är satt
- eller inte for skärmens modeid och använder den för att bestämma om
- dubbelbuffring skall ske eller ej.
-
- --------------------------------------------------------------------------------
-
-
-