Creation/Dev/Releases/Client/2.1

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Release date

2001 for Windows

2.1

new standard tiles for trees and
 houses and signs
new interface for starting window and
 serverlist, it shows informations about
 your account;
 if you are in the serverlist you can go
 back to the starting window by pressing F8
completely redone engine for holding the
 images in the memory; this avoids using the
 windows GDI (graphical interface) which caused
 memory leaks and other problems;
 with this new engine the game should take
 much less resources and memory
the editor opens a new empty level when
 you press F4 while playing the tutorial levels
 instead of showing the error message that
 the tutorial level does not exist on the
 hard drive (since it is encoded in the exe
 and not meant to be editable)
when you are in a level where playerkilling is
 disabled then you see a little sign right to
 the alignment bar which shows a red cross on
 a sword
the script variable timevar works in 
 offline mode too
fixed problem with the % operator on big 
 values
new script function ascii(c) to get the
 ascii code of a character (ascii(A) is 65);
 the other way (converting ascii code to
 character) can still be done by using the
 #K(num) message code (#K(65) is A)
there shouldn't be 'Invalid floating point'
 error messages any more on voodoo cards
 (please disable the use of direct3D in the
 Graal options if the effects are too slow for you)
when a chat text or a nickname contains a line that is
 too long for being displayed on the screen, then
 only the visible part is drawn instead of
 hiding it like in old Graal versions
new script variable tiles[x,y] which can be
 used as replacement for the board[index] variable;
 it also works for tiles in near levels on overworlds
 (tiles[-1,20] will read the tile at (63,20) of the
 level left to the current level)
in the editor there is a new option 'Predefined npcs';
 there are all scripts (text files) listed where the
 filename starts with 'defnpc' and ends with '.txt';
 you can select the npc, then drag&drop it onto the level
 by clicking on the npc outline icon left of the choice
 box and moving it onto the level;
 in the script file you can insert lines like
 #COMMENTS This is a door
 for changing the comments that are displayed under the
 choice box, and
 #EDIT redvalue 1
 to let the user change a value in the script:
 when you add the npc to the level then
 all occurances of the variable ('redvalue') will
 be replaced by the entered text (in this case '1'
 if you don't change the text)
some windows have been removed (sign message codes,
 add-npc window) and the stuff from it is integrated into
 other windows so the level editing is simplier;
 the options window and add-showcharacter windows
 use tabsheets 
snapshots levels made with Alt+5 handle lights correctly,
 also fixed some other problems with snapshot levels
support for smilies in PMs: some text like :D and :eek:
 is automatically replaced by smilie-images when reading
 a PM (and having html-pms turned on); you can change the
 list of smilies by editing the file smiliesdef.txt in the
 folder levels/smilies (add a line 'code,filename' for adding
 a new smilie)
fixed 'vibrations' when being on a moving ship
switching to fullscreen and back to window mode should
 work better instead of flashing the screen several times
ganis can contain scripts, put it in a block:
 SCRIPT
 if (blabla)...
 SCRIPTEND
 It is restricted to this. variables and can only use
 functions for playing music files and displaying showimgs
new script function getangle(dx,dy)
String arrays! they are saved in normal flags/string
 variables and look like 'myarray=123,"45",67,"8,9"'
 Commands/Functions:
 addstring list,text;
 insertstring list,index,text;
 replacestring list,index,text;
 removestring list,text;
 deletestring list,index;
 sarraylen(list)
 lindexof(list,text)
 #I(list,index)  - gives you the string on place 'index'
new script command play2 wavfile,x,y,volume;
 x,y specifys from where the sound should come from;
 volume must be between 0 and 1, if set to 1 then the
 default volume will be used (depending on how far x,y
 is away from the player)
auto mapping: the Graal program now automatically
 downloads map files and minimap images, and updates
 the bigmap (M) by drawing the screen on the map when you
 move 8 tiles; this options can be turned off in the
 Graal options if wished; when you leave a level then it
 saves the part of the map that belongs to that level on
 hard disk into the maps/parts folder; next time you start
 Graal it loads the map parts automatically, that way
 you always have an up-to-date map;
 the map and minimap is no longer set by the listserver,
 its now done by the gserver itself, which means playerworld
 owners can change the default map/minimap by adding lines
 to the serveroptions.txt:
 bigmap=bigmap.txt,map.png,12.2,8
 minimap=minimap.txt,map2.png,5.2,7
 it works exactly like the script commands setmap/setminimap
new script variable 'graalversion' to detect the Graal
 version the npc is running on
ghost mode, which makes it possible to let new players see
 Graal2001 for free; it will also be used to limit the
 player count on 'free' servers (if you have not upgraded
 then you will login as ghost and wait in a queue till you
 are activated)
important actions are logged in a new log window that you
 can open by pressing Alt+0; it logs things like initializing
 DirectX, Direct3D, but also the login/logout of players
 and sending of explosions etc.; more stuff will be added in the
 future
script commands callweapon and callnpc doesn't allow the 'created'
 flag anymore
fixed showimg synchronization 
in the tiles panel in the editor you can select multiple tiles
 at once: select a block of tiles by clicking on the upper lef
 edge, then moving the mouse to the lower right edge and
 releasing it, then pasting it on the level
all default images included in Graal are now using the
 image formats png or mng instead of gif


2.101

added the ghost icon to state.png
 and ghostbody.png
fixed bluelampani.mng
fixed changing the body
arrows cannot hurt ghosts anymore

2.102

fixed script command setminimap


2.103

baddys can't be hurt/killed again when they
 are already hurt/killed
the auto-mapping works even when you are on
 a ship (attachplayertoobj)
fixed arrows shooting position
npcs are correctly deleted when a level
 is deleted


2.12

compatibility of the clients for Graal2001 and Graal2002
many new features for Graal2002, which will
 be listed later when the game is public
fixed updating images from the server
fixed some linking problems
new editor mode: it's now possible to do
 multilevel-editing (when an npc called setmap);
 also the drawing is using the correct npc
 y-order; scrolling is different: click on the
 player and move him around, or use the arrow
 keys to move to the visible level part
new script commands:
 * wraptext linelength,delimiters,text;
   Word-wraps a text into pieces each of length
   'linelength'; the result can be accessed by reading
   #t(0..tokenscount-1)
 * wraptext2 pixelwidth,zoomfactor,delimiters,text;
   Wraps a text depending on the visible text width;
   instead of the numbers of characters you give the
   width of the text on the screen (in pixels);
   the text can be like in showimg, e.g. @TimesRoman@b@text
#f(index) gives you the image of the npc with the
 specified index

2.121

fixed ghost movement on graal2002,
 also ghosts can now see ganis with script
 like the torch lamps