X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=ChangeLog;h=825511327feafff156c0b5f74996083ec3d9c43d;hp=60165cbdd35e7d6e5fbb7ec00bf37db54ef2b66a;hb=884012f34f9f3c22bf75d1468e4ed57d7795a24b;hpb=ac7013523c34d097708ef0f26d9c644db67bcef8 diff --git a/ChangeLog b/ChangeLog index 60165cbd..82551132 100644 --- a/ChangeLog +++ b/ChangeLog @@ -1,13 +1,177 @@ +2007-03-20 + * improved menu fading, adding separate fading definitions for fading + between menu screens and fading between menu and "destination" screens + +2007-03-19 + * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static + configuration (set from "[titlemessage_initial]" and "[titlemessage]") + * fading settings of "[titlemessage_initial]" and "[titlemessage]" set + to "[DEFAULT]" in static configuration (set from "[title_initial]" and + "[title]") + * improved title fading, allowing fading animation types "none", "fade" + and "crossfade" (including cross-fading of last title to main menu) + +2007-03-18 + * added configurability of graphics, sounds and music for title screens, + which are separated into initial title screens (only shown once at + program startup) and title screens shown for a given level set; these + title screens can be composed of up to five title images and up to + five title text messages (each drawn using an optional background + image), also using background music and/or sounds; aspects like + background images, sounds and music of title screens can either be + defined generally (valid for all title screens) or specifically (and + therefore differently for each title screen) using these directives: + + to define a background image, sound or music file for all screens: + - background.TITLE_INITIAL (for all title screens for game startup) + - background.TITLE (for all title screens for level sets) + + to define a background image, sound or music file for a single screen: + - background.titlescreen_initial_x (with x in 1,2,3,4,5) + - background.titlescreen_x (with x in 1,2,3,4,5) + - background.titlemessage_initial_x (with x in 1,2,3,4,5) + - background.titlemessage_x (with x in 1,2,3,4,5) + + to define the title screen images: + - titlescreen_initial_x (with x in 1,2,3,4,5) + - titlescreen_x (with x in 1,2,3,4,5) + + to define the title text messages, place text files into the level set + directory that have the following file names: + - titlemessage_initial_x.txt (with x in 1,2,3,4,5) + - titlemessage_x.txt (with x in 1,2,3,4,5) + + to define the properties of the text messages, either use directives + that affect all text messages: + - [titlemessage_initial]. + - [titlemessage]. + or use directives that affect single text messages: + - titlemessage_initial_x. (with x in 1,2,3,4,5) + - titlemessage_x. (with x in 1,2,3,4,5) + + valid values for are the same as for readme. below; + use ".sort_priority" (default: 0) to define an arbitrary order for + title images and title messages (which can therefore be mixed) + +2007-03-14 + * added full configurability of "readme.txt" screen appearance: + - readme.x: + - readme.y: + - readme.width: + - readme.height: + - readme.chars: + - readme.lines: + - readme.align: left,center,right (default: center) + - readme.top: top,middle,bottom (default: top) + - readme.font: font name + - readme.autowrap: true,false (default: true) + - readme.centered: true,false (default: false) + - readme.parse_comments: true,false (default: true) + - readme.sort_priority: (not used here, but only for title screens) + when "readme.chars" and/or "readme.lines" is set to "-1" (this is the + default), they are automatically determined from "readme.width" and + "readme.height" accordingly; when they are not "-1", they have + precedence over "readme.width" and "readme.height" + * added internal ad-hoc config settings for displaying text files like + title messages or "readme.txt" style level set info files: + - .font: font name (default: readme.font) + - .autowrap: true,false (default: readme.autowrap) + - .centered: true,false (default: readme.centered) + - .parse_comments: true,false (default: readme.parse_comments) + (the leading '.' and the separating ':' are mandatory here); to use + these ad-hoc settings, they have to be written inside a comment, like + "# .autowrap: false" or "# .centered: true"; these settings then + override the above global settings (they can even be used more than + once, like "# .centered: true", then some text that should be drawn + centered, then "# .centered: false" to go back to non-centered text; + important note: after using "# .parse_comments: false", or when using + "readme.parse_comments: false", detecting and parsing comments inside + the file is disabled and comments are just printed like normal text; + also be aware that all automatic text size calculations are done with + the font defined in "readme.font", while using different fonts using + "# .font: " inside the text file may cause unexpected results + +2007-03-08 + * changed some numerical limits in the level editor from 255 to 999 + +2007-03-07 + * added option "system.sdl_videodriver" to select SDL video driver + * added output of SDL video and audio driver to "version info" page + +2007-03-06 + * added group element drawing to IntelliDraw drawing functions + * fixed animation resetting problem again (last try broke Snake Bite) + * fixed diagonal scrolling in screen scrolling (last try broke Pac Man) + +2007-03-01 + * added new (special) "include: " directive that works in all + configuration files (like "graphicsinfo.conf") and that has the same + effect as if that directive would be replaced with the content of the + specified file (this can be useful to split large configuration files + into several smaller ones and include them from one main file, or to + store configuration settings that always stay the same into a separate + file, while including it and only add those parts that really change) + +2007-02-24 + * fixed minor bug (screen redraw of player tiles) in EMC graphics engine + +2007-02-23 + * fixed bug in "InitMovingField()" where treating an integer array as + boolean caused wrong resetting of animations while elements are moving + * fixed problem with resetting animations when starting element change + +2007-02-08 + * added sort priority for order of title screens and title messages + +2007-02-07 + * changed end of game again: do not wait for the user to press a key + anymore, but directly ask/confirm tape saving and go to hall of fame + * re-enabled quitting of lost game by pressing space or return again + * added blanking of mouse pointer when displaying title screens + * added remaining menu draw offset definitions for info sub-screens + +2007-02-05 + * added setup option to select game speed (from very slow to very fast) + * improved handling of title text messages (initial and for level set) + +2007-02-03 + * added new options "auto-wrap" and "centered" for DC2 style envelopes + +2007-01-31 + * fixed displaying and typing of player name when it is centered + * added special characters to be allowed for player name (not only A-Z) + +2007-01-25 + * fixed blit in ScrollLevel() to same bitmap to not overlap anymore + (newer versions of the SDL library seem to not like this anymore) + +2007-01-23 + * added code for configuration directives for control of game panel + +2007-01-21 + * fixed small cosmetical bug with underlining property tabs in editor + +2007-01-20 + * fixed small drawing bug in X11FadeRectangle + * added new elements for newly supported Diamond Caves II levels: + - EM/DC style exits that disappear after passing + - white key and gate (one white key needed for each white gate) + - fake gate (there is no key to open/pass this kind of gate!) + - extended magic wall which also handles pearls and crystals + - fast quicksand + 2007-01-14 * changed maximum value for endless loop detection to a higher value (some levels really used very deep recursion without being endless) 2007-01-13 - * added growing steel walls for newly supported Diamond Caves II levels - * added snappable land mine for newly supported Diamond Caves II levels + * added new elements for newly supported Diamond Caves II levels: + - growing steel walls + - snappable land mine 2007-01-08 - * added steel text elements for newly supported Diamond Caves II levels + * added new elements for newly supported Diamond Caves II levels: + - steel text elements 2007-01-06 * added level file loader for native Diamond Caves II levels