X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=ChangeLog;h=50a9bbac783f314fc1367f811639da3683e5384d;hb=ade0034b74cb1213bfe0a73213f459081e10b85a;hp=71611b3de477485de11b72b973d405be8438bb7e;hpb=42fb5f9da1e64e9c604ca1a8e6d1bde8fa1a5b58;p=rocksndiamonds.git diff --git a/ChangeLog b/ChangeLog index 71611b3d..50a9bbac 100644 --- a/ChangeLog +++ b/ChangeLog @@ -1,3 +1,196 @@ +2009-05-31 + * fixed bug with element_info[e].gfx_element not being initialized in + early game stage, causing native graphics in EMC level sets to be + mapped completely to EL_EMPTY (causing a blank screen when playing) + (this only happened when starting the program with an EMC set with + native graphics, but not when switching to such a set at runtime) + +2009-03-26 + * extended backwards compatibility mode to allow already fixed bug with + change actions (see "2008-02-05") for existing levels (especially the + Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV) + +2009-03-24 + * reactivated workaround to prevent program crashes due to blitting to + the same SDL surface that apparently only occurs on Windows systems + (this is no final solution; this problem needs further investigation) + +2008-11-05 + * version number set to 3.2.6.1 + +2008-11-04 + * version 3.2.6.0 released + +2008-10-11 + * fixed behaviour of player option "no centering when relocating" which + was incorrect when disabled and relocation target inside visible area + and "no scrolling when relocating" enabled at the same time + +2008-10-06 + * fixed problems with re-mapping players on playfield to input devices: + previously, players found on the level playfield were changed to the + players connected to input devices (for example, player 3 in the level + was changed to player 1 (using artwork of player 3, to be able to use + a player with a different color)); this had the disadvantage that CE + conditions using player elements did not work (because the players in + the level definition are different to those effectively used in-game); + the new system uses the same player elements as defined in the level + playfield and re-maps the input devices of connected players to the + corresponding player elements when playing the level (in the above + example, player 3 now really exists in the game and is moved using the + events from input device 1); level tapes still store the events from + input devices 1 to 4, which are then re-mapped to players accordingly + when re-playing the tape (just as it is done when playing the level) + +2008-09-29 + * fixed bug with player relocation while the player switches an element + +2008-09-24 + * fixed bug with EM/DC style exit and EM/DC style steel exit which was + not walkable (and did not let the player enter) when in process of + opening, but not fully open yet (which can cause the player not being + able to enter the exit in EM/DC style levels in time) + +2008-08-02 + * fixed some bugs regarding the new level/CE random seed reset options + +2008-07-14 + * moved "level settings" and "editor settings" to two tabbed screens in + level editor to gain space for additional level property settings + * added level setting to start a level with always the same random seed + * added CE action "set random seed" to re-initialize random seed in game + (this is the only CE action that gets executed before the CE changes, + which is needed to use the newly set random seed during the CE change) + +2008-06-16 + * fixed redraw problem of special editor door when playing from editor + +2008-06-16 + * fixed initialization of gfx_element for level sketch image creation + +2008-06-15 + * added switch for EM style dynamite "[ ] explodes with chain reaction" + (with default set to "on" for existing levels, but "off" for all new + levels), as EM style dynamite does not chain-explode in original EM + +2008-02-05 + * added optional initial inventory for players (pre-collected elements) + * added change page actions "set player inventory" and "set CE artwork" + * added recognition of "player" parameter on change pages when player + actions are defined, but no trigger player in corresponding condition + (this resulted in actions that only affected the first player before) + * fixed bug with change actions being executed for newly created custom + elements resulting from custom element changes, when the intention was + only to check for change actions for the previous custom element + +2008-02-03 + * changed design and size of element drawing area in level editor + * added "element used as action parameter" to element change actions + +2008-01-27 + * added possibility to reanimate player immediately after his death + (for example, by "change to when explosion of ") + +2008-01-25 + * fixed bug with "gray" white door not being uncovered by magnifier + * added score for collecting (any) key to the white key config page + +2008-01-22 + * added condition "deadly when " for custom elements + that behaves a bit like the existing "deadly when ", + but with the following differences: + - it only kills players or friends when it was moving before it hits + - it does not kill players or friends that try to run into it + +2008-01-21 + * fixed the following change conditions where a player element is used + as the "element that is triggering the custom element change": + - touching + - hitting + - explosion of + - move of + (the last two conditions already worked partially, but only for the + first player, and not for the "Murphy" player when using "move of") + +2008-01-20 + * fixed crash bug caused by accessing invalid element (with value -1) + in UpdateGameControlValues() + * fixed graphical bug when using two-tile movement animations with EMC + game engine without explicitly using native EMC graphics engine + +2007-10-31 + * fixed bug in new "can dig" feature (see below) so that an unsuccessful + try to push something (due to push delay) does not cause a dig action + +2007-10-29 + * fixed bug with reference elements used as trigger elements on custom + element change pages not being recognized + * fixed bug with reference elements not being removed from the playfield + * added engine functionality that allows custom elements that "can dig" + other elements not only to do so when moving by themselves, but also + when being pushed by the player (therefore adding the functionality to + push one element over another element, replacing it with the new one) + +2007-10-23 + * added command line function to write level sketch images to directory + +2007-10-20 + * merged override and auto-override options into new override options + with a new data type than can take the values "no", "yes" and "auto" + +2007-10-18 + * fixed growing steel wall to also leave behind steel wall instead of + normal, destructible wall + * fixed handling of rocks falling through stacks of quicksand with + different speed (before, the rocks just got stuck in the quicksand) + +2007-10-09 + * fixed nasty bug with auto-override and normal override not working on + program startup (especially when current level set has custom artwork) + +2007-10-05 + * version 3.2.5 released as special edition "R'n'D jue" + +2007-10-05 + * fixed X11 crash bug when blitting masked title screens over background + +2007-10-04 + * changed build system to support special editions (like "R'n'D jue") + * added (hardcoded) loading graphics for "R'n'D jue" special edition + * fixed X11 crash bug when scaling images with width/height less than 32 + +2007-09-27 + * added "background.PLAYING" (only visible as two-pixel border in game) + * added default level set for first start of special R'n'D version + * changed door animations for editor always behaving like "quick doors" + +2007-09-26 + * added new custom artwork setup option "auto-override non-CE sets" for + automatic artwork override that is only used for level sets without + custom element artwork (as it does not make much sense to override + any artwork that redefines custom element artwork for sets using CEs) + * fixed default artwork for "special" R'n'D versions always using the + "classic" artwork as the base if base artwork is not explicitly + defined in "levelinfo.conf", regardless of different default artwork + used by the special R'n'D version -- this is needed because any such + custom artwork is designed using the "classic" artwork definitions as + the base (including menu definitions and screen positions etc., which + would otherwise be taken from the different special default artwork) + +2007-09-17 + * fixed drawing of animated "quicksand.filling" and "quicksand.emptying" + for both EMC and R'n'D graphics engine (heavy workarounds needed due + to massively broken handling of quicksand in R'n'D game engine) + * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt() + * fixed crash bug (hopefully) when scrolling with cursor keys in editor + +2007-09-16 + * fixed small bug in toon drawing (introduced when fixing the crash bug) + +2007-09-15 + * added graphics definition "game.panel.highscore" to display the + current levels current high score in the game panel + 2007-09-13 * version number set to 3.2.5