Bob the Hamster OHRRPGCE Developer
Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Fri May 06, 2011 12:17 pm Post subject: Zenzizenzic stable release |
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The Zenzizenzic stable release has been released!
Downloads here
There will be a Mac OS X version of it too, but that has not been uploaded yet.
Here is what is new:
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* New Features
* Ported to Mac OS X! (Intel Macs only) [Ralph]
* New general bitset "Locked heroes can't be re-ordered" [James]
* Slice collection editor can create complex collections of slices
to load into plotscripts [James]
* New general bitset, "Attack captions pause battle meters" [James]
* Savegames are now in a new format. Instead of a gamename.sav
file you will have a gamename.saves folder. (the conversion is
automagical and you will not lose any saves) [James]
* Rewrote script usage menu to be enormously faster and sort
scripts into numerical/alphabetical order [Ralph]
* You may now have up to 500 NPC definitions per map [Ralph]
* Maximum map size raised to 100,000 tiles [Ralph]
* New menu item bitset to suppress the on-load script if the
menu item closes the menu [James]
* New menu feature to automatically open another menu when you
close the current menu with ESC [James]
* Expanded (and fixed) Erase Map Data menu [Ralph]
* The line and oval tools are now pleasant to use instead of
teeth-gnashingly awful, and the pixels in the tile editor are
no longer stretched [Ralph]
* Added Replace Colour tool to tile and sprite editors [Ralph]
* New general bitset "Don't randomize battle ready meters" [James]
* New attack bitset "Delay doesn't block further actions" allows
attacks to be queued without blocking the attacker from taking
other actions [James]
* Jay Tennant's gfx_directx is now the default graphics backend
under Windows (automatic fallback to gfx_sdl on old computers).
Click the window icon to access gfx_directx's Options menu, and
drag the corner of the window to change zoom!
* gfx_directx input rewrite: adds joystick support, normal mouse
speed/acceleration, removes forced mouse clipping and adds
"mouse region" support [Jay]
* gfx_directx expanded hardware support [Jay]
* gfx_directx added option in Options dialog to disable system
messages (like Alt-Space) from operating--Alt-Tab and Alt-Enter
still function as expected [Jay]
* When using an item in the item menu, there is now visual feedback
when you use the last item in a stack. [James]
* Lots of new scancodes added for scripts: you can now, for example,
tell apart Numpad 2 and the Down key. You have to turn on the
general bitset "Enable better scancodes" for these to fully work,
see "key is pressed" in the dictionary for more details. [Ralph]
* New dissolve animations Squeeze, Shrink and Flicker [Ralph]
* Page up/page down/home/end keys now work in most built-in
in-game menus [Ralph]
* You can set a cap on the maximum hero level, from 0 to 99 [Ralph]
* (Anti-feature) The internal password format has changed a 3rd
time. Old utilities and versions of Custom will not be able to
open passworded games; remove the password to use them. [Ralph]
* Lots of element related stuff:
* Enemy, hero, and equipment elemental strong/weak/absorb bits
have been replaced with percentage-based "Damage from <element>"
options. The second Status menu screen now shows percentages.
* Attack "Fail vs. <element> resistance" bits have been replaced
with percentage-based elemental resistance failure thresholds.
* The enemy types have been replaced by elements 9-16: "Is
<enemytype>", "Bonus to <enemytype>" and "Fail vs. <enemytype>"
have been translated to elemental equivalents.
* In Battle System Options you can select from three formulae
for combining equipment elemental resistances into the
effective elemental resistances for heroes.
* You can now have up to 64 elements (you have to set a
higher number of elements before they become available).
[Ralph]
* You can select menu items on Custom's main menu and graphics menu
by hotkey (eg. I for Edit Items or Import Music) [Ralph]
* Ctrl+F8 debug to print out the slice tree to g_debug.txt
* Added Zones to maps. A zone is just a group of tiles on the map,
with data attached (sadly no triggers are implemented yet). There
are 9999 zones per map. Each NPC type may have a 'movement zone',
confining where it can move. [Ralph]
* Added drawing tools -- Draw, Box, Fill, Replace, and Paint
Tilemap -- to the map editor, available in Tile, Wall, Foe, and
Zone modes! [Ralph]
* Press Ctrl+Z and Ctrl+Y to Undo and Redo changes in the tilemap,
wallmap, foemap, and zonemap editors! These share a single
near-infinite history. Certain operations delete the history.
[Ralph]
* Attack maximum Extra Damage raised to 32767%
* You can customise the amount of experience given to heroes not
in the active party in the Battle System Options menu [Ralph]
* Import .hss files in Custom, and they will be automatically
compiled with hspeak [Ralph]
* Bugfixes
* Bug 749: Attacks configured to do No Damage still do damage when
used outside battle [James]
* Bug 819: %-based attacks don't heal outside of battle [James]
* Bug 9: Elemental strength/weakness/absorbtion is not yet applied
to spells used outside of battle. [James]
* Fixed a case where "add hero" could add more heroes than you
are supposed to be able to have under certain conditions [James]
* Bug 486: Chained attacks fail on stored dead targets
[James, msw188]
* Bug 851: Instead-chains fail or cause other chains to fail under
certain conditions [James msw188]
* Using an item that triggers a text box could cause a menu
double-close warning if the menu item that opened the items menu
was set to always close the menu [James]
* Bug 845: upgrading old games that contain no shop stuff lump
always produced a confusing warning [James]
* 'Set tag', 'Toggle tag' and 'Close menu' options were ignored
when menu items were triggered via "use menu item" [Ralph]
* NPCs appearance was not updated according to tags set from a
menu item or from the tag debug menu [Ralph]
* "create NPC" could create NPCs with garbage 'extra data' [Ralph]
* gfx_directx: fixed garbage and window resizing at startup [Jay]
* gfx_directx: fixed slow screen fades and framerate [Jay]
* gfx_directx: added support for all all key scancodes [Ralph, Jay]
* gfx_directx: fixed fast keypresses being lost [Ralph, Jay]
* gfx_directx: fixed keyboard/mouse clearing state leaving window [Jay]
* gfx_directx: fixed graphical errors in Vista/Win7 [Jay]
* gfx_directx: fixed Ctrl-Alt-Del crashes in Vista/Win7 [Jay]
* gfx_directx: fixed slow downs caused by leaving the window [Jay]
* gfx_directx: fixed window resizing/engine cursor issues [Jay]
* gfx_directx: fixed garbage occurring when enabling/disabling
Aspect Ratio Preservation in Options dialog [Jay]
* Your MP (and the rest of the spell menu) is no longer hidden
while you target a spell outside of battle. [James]
* Scrolling a sprite or a maptile is now done with the new scroll
tool instead of holding down the CAPSLOCK key, which was rather
annoying. You can now click and drag to scroll. [Ralph]
* Getting the maptile under the cursor is now done with the G key
(instead of the CAPSLOCK key, which we can all agree was
confusing!) [James]
* "string to globals" and "globals to string" weren't working
with global variable IDs > 1024 [Ralph]
* Bug 863: "load tileset" and "change tileset" did not
(completely) work on map layers 3 and above [Ralph]
* music_sdl no longer secretly keeps seperate volume levels for
MIDIs and non-MIDIs, which confused people and broke fading
scripts. [Ralph]
* Cursor, accept and cancel sound effects weren't used in battles
[Ralph]
* Could not exit from empty menus with Esc key [Ralph]
* Fixes to fatal error reporting: no longer gives the option to
continue if it means corrupting the game, and Custom no longer
deletes working.tmp, so that you can recover your work [Ralph]
* "horiz flip sprite" and "vert flip sprite" reset the sprite's
palette to default [Ralph]
* Trying to reorder map layers if there's only one crashed [Ralph]
* Bug 865: Slices attached to map layer 0 were drawn on top of all
map layers [Ralph]
* Fixed an assortment of 19 bugs in HSpeak: crashes, missing error
checking, miscompiling and misoptimising scripts, incorrect
error messages [Ralph]
* Bug 827: Flood fill in the sprite editors could count all pixels
of one colour around the sprite edges as connected [Ralph]
* New Plotscripting Stuff
* You may no longer used the characters ", $ or = in script and
variable names.
* "include" is parsed differently; enclose your filenames in quotes
if they contain spaces, a path, or are case sensitive
* "reset hero picture" and "reset hero palette" [James]
* "set slice clipping", "get slice clipping" [James, Ralph]
* "create grid", "slice is grid", "set grid columns",
"get grid columns", "set grid rows", "get grid rows",
"show grid", "grid is shown" [James]
* "load slice collection" [James]
* "add hero" command now returns the party slot it added the hero
to, or -1 if the party is full. [James]
* "set slice edge x", "set slice edge y" [James]
* "get slice lookup", "set slice lookup" [James]
* "trace value" [Ralph]
* "abs", "sign", "sqrt" [Ralph]
* "map cure" replaces deprecated "outside battle cure" [James]
* "read attack name" replaces deprecated "get attack name" [James]
* "spells learned" replaces deprecated "spells learnt" [James]
* "allocate timers" (removes 16 timer limit) [Ralph, James]
* New script trigger for when you close a menu. [James]
* "set npc ignores walls", "get npc ignores walls",
"set npc obstructs", "get npc obstructs", "set npc usable",
"get npc usable", "set npc moves", "get npc moves" [Ralph]
* "init mouse" no longer locks the mouse to the window
* "read zone", "write zone", "zone at spot",
"zone number of tiles", "get zone name", "get zone extra",
"set zone extra" [Ralph]
* "use item", "use item in slot" [James]
* "map width" and "map height" now take an optional argument,
the map number [Ralph]
* "mouse click"; you can test the middle mouse button now [Ralph]
* "extended scancodes enabled" [Ralph]
* Resolution of "get/set music volume" increased [Ralph]
* "get level cap", "set level cap" [Ralph]
* "load backdrop sprite", "replace backdrop sprite",
"set sprite trans", "get sprite trans" [Ralph]
* "hero base elemental resist as int",
"set hero base elemental resist",
"hero total elemental resist as int" [Ralph]
* Vikings of Midgard
* Stuff Only Developers Will Notice
* Test suite and benchmarks for RELOAD format [Mike]
* Comprehensive SCons-based build system, to replace all the others
[David Gowers]
* Generic resizable arrays ('vector's) to replace FreeBASIC's
horrible builtin arrays. This is why you should not rush
programming language features :) [Ralph]
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