Hajo Demon Hunter
Joined: 30 Sep 2003 Posts: 779 Location: Between chair and keyboard.
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Posted: Mon Oct 25, 2004 8:37 am Post subject: H-World 0.3.12 |
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Original announcement and downloads:
http://www.simugraph.com/forum/viewtopic.php?id=11&t_id=29
Feedback is welcome :)
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Release notes for H-World 0.3.12.0
An additional rectangular 2D display mode has been included. Module makers can set the default display mode of their module in their games.props file. The 2D tile size is also configurable in game.props
Currently there is a lack of suitable 2D artwork, e.g. doors and walls. The monster and items tiles should work fine, but you'll have to supply your own wall and door tiles if you want to make a 2D module.
Overall this release is mostly a cleanup and finetuning release. There have been a lot of very minor changes, often to minor to be in the log file. I'l just list the most important here.
New featurs
- rectangular 2D display (see game.props for example)
- user defineable doors (see player_home.lvl and features.sects for example)
- one time triggers
Improvements
- Introduced a few more story elements to guide the player
- ask_direction() call now support highliting and a range parameter
- new commands for followers: "wait", "follow me"
- multi choice box can be used from Lua scripts
Fixed problems
- fixed animation support
- minim map now properly shows level borders
- fortress basement and temple now have fountains again
- tile encoder now supports runlengths > 127 pixels
Downloads
Windows version (~1066KB):
http://h-world.simugraph.com/data/h_world_demo-0_3_12_0.zip
Linux version (~925KB):
http://h-world.simugraph.com/data/h_world_demo-0_3_12_0.tar.gz
Chronological list of changes since the last release
24-Oct-04:
FIX: mini map view now also shows map borders
FIX: temple level 1 and fortress basement level 1 now have
fountains again
NEW: feature.sects entries as examples for user-defined
doors
NEW: 2D display mode now supports custom tile width and
tile height settings (see game.props example entry)
CHANGE: changed "house" type level generator
CHANGE: improved item/feature highliting
CHANGE: new command line switch -2D overrides display
settings in game.props
23-Oct-04:
CHANGE: to improve readability of the UI the line spacing
was englarged and the menu background pattern was
changed to lower contrast, so that texts stand
out somewhat more
22-Oct-04:
NEW: added more "necromancer" story elements
CHANGE: "castle cellars" changed to "fortress basement"
CHANGE: cat and dog in the necromancers 'home' now start
as neutral beings. You must catch them and talk to
them to make them friends
CHANGE: improved 'necromancer home' level design a bit
21-Oct-04:
NEW: item/moster/feature highliting now also works with the
rectangular 2D display
20-Oct-04:
FIX: fixed a few problems of rectangular 2D tile drawing
17-Oct-04:
CHANGE: to allow easier exchange of files between modules
I've started to lower the references to the module
direcory name.
1) Lua scripts now can user the global constant MODULE_PATH
2) features.sects filename entries are now relative to the
module base directory
FIX: improved leather boots on-map image
FIX: fixed a bug in animation screen redraw routine
(clipping rectangle was calculated incorrectly)
NEW: new follower commands: "wait", "follow me"
NEW: "ask_direction" now highlights objects and features
16-Oct-04:
FIX: dungeon side branch, castle den and castle boss levels
are persistent levels again
CHANGE: player is now created without a mule
CHANGE: mule moved into stable, player can get it from there
-> this also fixes the missing mule problem when
starting a new game after death
NEW: triggers >= 128 are now one-time triggers. Only the player
can activate them.
15-Oct-04:
NEW: started support for rectangular 2D tiles
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