X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=CHANGES;h=0134d5fedc792c850432c85644d328f5e2f5b662;hb=38c26472a6e9f0f037ddfe535d3919c00772b26f;hp=0dafe5df43dc4d3774e03b299646c5c71009ca85;hpb=d0893e6987c21c25ec137438a18cfe1288362139;p=rocksndiamonds.git diff --git a/CHANGES b/CHANGES index 0dafe5df..0134d5fe 100644 --- a/CHANGES +++ b/CHANGES @@ -1,4 +1,228 @@ +Pre-Release Version 2.2.0rc2 [13 JAN 2003] +------------------------------------------ + - added support for stereo WAV sound files + - moving objects can now have arbitrary animation length + - new batch command for dumping level information + - added support for background images for all menu screens + - added 128 custom elements that can be decorated with own graphics + - added some example levels showing how to create custom artwork + - added new contributed levels from the following players: + + Emanuel Schmieg: "Into The Ice Caves" (22 levels + artwork) -Prerelease Version 0.9 [23 OCT 95] +Pre-Release Version 2.2.0rc1 [31 DEC 2002] +------------------------------------------ + - level series artwork now configurable via level series config file + - single graphics and animations can now be replaced with different + ones (independantly from default image files which may be larger) + by defining and using additional image files + - element animation length, speed and mode now freely configurable + - automatic tape playing function for game engine and level testing + - missing steel wall graphic added (thanks to Equinox Tetrachloride) + - added new contributed levels from the following players: + + Abby King (14 levels) + + Andreas Buschbeck (80 levels with complete artwork set) + + David Hutchinson (25 levels with graphics set) + + Equinox Tetrachloride (150 levels guaranteed to be solvable) + + Sylvan Hancock (39 levels) + +Release Version 2.1.1 [13 AUG 2002] +----------------------------------- + - sound bug (causing crashes) fixed (reported by Keith Peterston) + - support for /dev/sound/dsp (devfs) added (thanks to Christoph Bauer) + - small NetBSD compilation bug fixed (thanks to Adam Ciarcinski) + - default keys for "snap field" and "place bomb" fixed for Mac OS X + - added new contributed levels from the following players: + + Alan Bond + + Gerrit Holl and Timen van den Berg + +Release Version 2.1.0 [05 AUG 2002] +----------------------------------- + - native Mac OS X port (finally!) + - graphics, sounds and music now fully configurable + - added support for TrueColor PCX graphics files + - added support for 16 bit WAV sound files + - enhanced sound system (especially regarding stereo and loop sounds) + - new structured setup menu (with sub-menues for graphics and sounds) + - added "quick save" and "quick load" functions with shortcut key + - added single-step playing mode (automatic pause after each step) + - behaviour of "Escape" key in level editor now more intuitive + - changed default slipping behaviour of gems back to 2.0.0 style; + this is now an element property for gems in the level editor, + although existing converted levels use the new EM gems behaviour + - bug fixed that prevented walking through tubes when gravity on + - added Boulder Dash style "snap-pushing" (thanks to Achim Härtel) + - fixed memory leak in image loading code + - fixed some "solid" elements that were accidentally destructible + - fixed some tape stuff + - added new contributed levels from the following players: + + Conor Mancone + + Gavin Davidson + + Jerome Kunegis + + Rüdiger Schäfer + + Flyboy: level group "Cops and Robbers", with own graphics set + - added custom graphics set "Animal Kingdom" by Flyboy + +Release Version 2.0.1 [19 MAR 2002] +----------------------------------- + - bug in explosion code fixed that broke level 24 of "Baby Ghost Mine" + - several Supaplex emulation bugs fixed (thanks to Mihail Milushev): + + orange disk does not fall off from slippery elements + + infotrons kill electrons and snik snaks and trigger orange disks + + explosion chain reactions are now a bit slower than murphy + - behaviour of robots adjusted to make them less aggressive + (needed for quite some Emerald Mine Club levels) + - emeralds and diamonds now fall off normal, steel and growing walls, + as this is the correct behaviour in Emerald Mine; existing private + and contributed levels will still behave as before, unless saved + again (with or without modifications) from the level editor of the + current version of the game + - icon for Windows executable added + - bug when selecting default level series fixed + - new IFF style file format for level and tape files + - bug in storing amoeba content fixed + - nasty tape bugs fixed (completely reworked tape stuff) + - fullscreen mode now works with Windows (workaround for bug in SDL) + - /dev/dsp support for NetBSD added (thanks to Krister Walfridsson) + - file permissions when saving files and creating directories changed + - some small sound bugs fixed + - added new contributed levels from the following players: + + Arno Luppold + + Barak Shacked + + Ben Braithwaite + + Dominik Seichter + + Emilio Hemken + + Glenn Alexander + + Helge Hafting + + Paul Sutton + +Release Version 2.0.0 [01 JAN 2001] +----------------------------------- + - major code redesign to maintain generic game functions in a separate + library and make it easier to port the game to new targets like SDL + - can be compiled with SDL library to build native Windows version + - DOS and Windows versions can be compiled with gcc cross-compiler + - trying to open already busy audio device does not block the game + - bug in network playing code fixed (patch from web site) + - SDL version can load and play music modules + - bug in level editor fixed for EM doors and keys element description + - sound sample frequency raised from 8 kHz to 22 kHz + +Release Version 1.4.0 [27 OCT 1999] +----------------------------------- + - new Boulder Dash elements for better game emulation + - new cool medium-sized crystal font + - new elements and graphics for Diamond Caves II levels + - new elements and graphics for Emerald Mine Club levels + - brushed-up (higher resolution) graphics for Supaplex elements + - special oversized Supaplex levels included + - new elements for more authentic Emerald Mine elements (doors) + - more level editor enhancements: + element list scrollbar and level number selection within editor + - lots of new levels converted from Emerald Mine Club disks, + DX-Boulderdash and Supaplex + - new levels created and contributed by players + - now over 160 level series with over 14.000 levels + - high score list now scrollable to see all 100 entries + - new 16-bit elements level format to allow more than 256 elements + - re-introduced level handicap for more challange (levels must be + solved to be able to play the next one; can be disabled in setup) + - new setup option to disable time limit for relaxed playing :-) + - GAME_DIR path split into RO_GAME_DIR and RW_GAME_DIR to allow + distributors to separate read-only (levels, graphics, sounds) + from writable (hich scores) game data + - new personal level setup files to store level handicap and + last played level for each level series + - removed some 32-bit dependent code; should be 64-bit clean now + - some little bugs fixed + +Release Version 1.3.0 [5 FEB 1999] ---------------------------------- + - strongly enhanced level editor + - new elements, graphics and levels for Supaplex style games + - completely rewritten platform independent gadget code + (buttons, scrollbars, text and number input gadgets) + - nasty sound bug fixed (showed up with Linux kernel 2.2.x) + +Release Version 1.2.0 [5 DEC 1998] +---------------------------------- + - DOS/Windows version + - new WAV sound loader (to replace the old Amiga 8SVX files) + - new PCX graphics loader (to avoid GIF license problems) + - network multiplayer games with upto four players + - no separate network server needed; each client can + fork a network server at startup if there's no server + running at this moment + - possibility to invoke the game to act as a standalone + network server (on a separate machine, for example) + - local multiplayer games with upto four players + - support for upto four joysticks + - completely free customizable keyboard and joystick + for all four players individually + - new joystick calibration screen which can be left + (with Escape key) if no joystick is connected... ;-) + - new (working) GIF graphics loader (but still support + for the old XPM method) + - supports private colormap with extremely less flashing + on 8-bit (256 colors) displays + - soft-scrolling with 50 frames per second (which raises + the system requirements and makes it completely + unplayable on my "old reference" 486/33 (where 0.9b runs + smoothly) and running at 90% speed on my K6-200. + - completely new file format for personal setup data + in ASCII format which is human readable and easily + customizable even with a texteditor; stored in the + user's home directory and no longer somewhere in the + game's installation directory + - high score lists changed: now one file per level and + no longer one file per level series; now using readable + ASCII format + - useful command line options to specify the X11 display, + the game's base (installation) directory, an alternate + level directory, standalone server execution and verbose + execution + +Version 1.1 [???] [NOT RELEASED] +-------------------------------- + - new (but broken) GIF graphics loader to be independent + from the XPM library and to replace all graphics by GIF files + +Version 1.0 [9 APR 1997] [NOT RELEASED] +--------------------------------------- + - the game now contains many really playable levels, + not only a few levels for testing + - the game is now even better playable by keyboard + (now you have the same gameplay functionality + compared to playing with a joystick. Especially + there are diagonal directions with keyboard playing + and the fire buttons are mapped to the shift keys) + - a lot of new elements for better emulation of levels + from the games "Boulder Dash", "Emerald Mine" and + "Sokoban". New elements to build "Dynablaster" style + levels. + - enhanced functionality of the level tape recorder + to make it possible to go on with a game at any tape + position + +Version 0.9b2 [21 NOV 1995] [NOT RELEASED] +------------------------------------------ + - new game elements + +Pre-Release Version 0.9b [4 NOV 1995] +------------------------------------- + - the game is now completely Freeware + - the game is now better playable by keyboard + (in the last version, the player was making more than + one step for one keystroke in some cases -- thanks to + Warwick Allison for the hint with "XSync()"!) + - new amoeba type with configurable content (like in the + original C64 version, when aboeba cannot grow anymore + and explodes to diamonds or some other elements) + - compile error with ONE_PER_NAME in high score function + removed (thanks to Dmitry Kohmanyuk) + - little code cleanup (to get some new bugs ;) + - FreeBSD sound and joystick support (thanks to Jean-Marc + Zucconi) + +Pre-Release Version 0.9 [23 OCT 1995] +------------------------------------- - first (pre)release version