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HISTORY.txt

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2002/09/25 - Version 0.54e
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- Scrapped 'lives'
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- Some more tileset additions/changes from Evil Mr Henry
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- New cheat keys in game (god mode).
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2002/09/24 - Version 0.54d
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- Added some more new sprites from Evil Mr Henry
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- Fixed level-editor crash-when-view-at-bottom-of-map bug
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2002/09/21 - Version 0.54c
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- Begin integrating integrated level editor from Vytautas Shaltenis (rtfb).
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- Added some new sprites from Evil Mr Henry
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2002/09/15
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- Fixed CR/LF text file reading problem in Linux
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- Fixed a problem with the TGA loader
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2002/09/09 - Version 0.54b
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- Added levels from "TOG of Spookware"
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2001/09/23 - Version 0.54
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- Dynamite explosion sound
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2001/09/22
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- Monster bullets
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2001/09/20
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- Get it compiling on Linux again
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- More load/save game stuff
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2001/09/19
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- Integrate SDL_mixer sound support contributions from Kent Mein
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2001/09/03
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- Made keys redefinable
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2001/09/02
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- Misc changes and bugfixes
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- Ability to enter high score username
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- Added stationary spiked ball
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- Added basic framework for redefining keys
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- Added configuration file stuff
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- Added some very rudimentary save/load game stuff
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- "Dust" effect as hero lands
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2001/08/11
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- Misc changes (some BeOS changes)
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- Flame monster thing (similar to dumbbot)
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2001/07/25
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- Cleaned up (genericized) teleport and level-exit code
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- Exit now animates
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2001/07/24 - Version 0.53
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2001/07/22
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- Ported to SDL (still wrapped though)
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- Minor editor improvements
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2001/07/15 - Version 0.52
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2001/07/14
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- Misc small changes/fixes/graphics improvements etc
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2001/07/13
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- Small changes and fixes
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- Shootable coke can
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- Proper "firepower"
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2001/07/12
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- Fans
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2001/07/11
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- Rewrote (cleaned up) bullet code
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- Misc bugfixes
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2001/07/10
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- Falling block disappears when hits floor
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- Bullet stops when hits solid stuff
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- Got rid of djArray
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2001/07/09
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- Dynamite (flames in gray boxes)
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2001/07/06
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- Rewrote conveyor belt code
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- Side flame throw blocks (flames look a bit like condoms though :/)
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- Level background image
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2001/07/04
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- Rewrote (cleaned up) monster (robot) code
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- Rewrote (cleaned up) lift code
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- Misc cleanups (e.g. palette stuff killed for good)
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2001/07/03 - Version 0.51c
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- Reasonable cleanup: Replaced stupid "objects" array stuff
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with CPickup class, also powerboots etc. Added "replace"
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utility for level chars. Minor graphics improvements.
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2001/07/01
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- Floating balloon
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- Acme falling block
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- Disk
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- Slightly improved teleporter appearance
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2001/06/21 - Version 0.51b
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- Spikes
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- "Example" level
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2001/06/20
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- Bonus when collecting G,N,U,K,E,M in order
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- Bonus when shooting all cameras in a level
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- New collectables (e.g. rugby ball, joystick, radio etc)
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- Misc graphics improvements
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2001/06/17 - Version 0.51
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- Release 0.51
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Added a "thing factory" to make it a bit easier to add new thing types.
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Completely rewrote door/key code. Can now pick up letters. Added shootable
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solid blocks. Can now shoot security cameras. Added green crawly things.
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Added purple flags (also in boxes). Added shootable banana. Added high
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score list (almost)
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2001/06/16
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- Got rid of djGameLib :) Cleaned up quite a bit. Added a bouncing spiky ball.
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2001/06/14
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- Some more misc cleanups. Put new version on web page.
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2001/06/03
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- Misc cleanups, misc graphics improvements, added doxygen support
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2000/01/03 - Version 0.5
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- Release 0.5
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1999/12/30
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- Nice crates :)
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- "Macros" for the level editor
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1999/12/29
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- More cleaning up (surprise)
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- Toggle background blocks view on level editor
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- Some graphics improvements
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- 16-bit color mode support
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1999/12/28
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- Added some more sound effects
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- Moved the input stuff into the DJG library
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- A whole lot more cleaning up
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1999/12/27
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- Ported level editor to also work on Windows
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- Added "lives"
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- Added basic sound support to Windows version
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1999/12/26
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- Win32 version :)
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- Added an instructions screen
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- More code refactoring and cleaning up
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1999/12/25
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- More refactoring and cleaning up. Graph.h/cpp now platform-independent
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1999/12/24
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- Extensive refactoring to clean up and make crossplatform
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- Started adding support for 32-bit images, fonts, sprites etc
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- Sprites can now be in TGA format
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1999/06/07
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- More structural changes to make cross-platform
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1999/05/29
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- Start to port game to "djg", cross-platform library
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1999/03/31
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- Boxes now fall
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1999/03/23 - Version 0.44c
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- Added another level from Steve Merrifield
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- Added boxes
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- Started adding infrastructure for bonus letters
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1999/03/22 - Version 0.44b
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- Added level from Steve Merrifield
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1999/03/08 - Version 0.44
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- Fixed editor bug of not displaying sprite type properly
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- Added ability to select levelset in editor
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1999/03/07
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- Updated Felix Richters english documentation and replaced README
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with it.
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1999/02/28 - Version 0.43
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- Ability to select levelset (mission) from menu.
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- New levelset infrastructure virtually in now.
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1999/02/27
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- Yet more sprite code. *sigh* .. Almost done. RLE is dead.
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Long live bitmask. For now, anyway.
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1999/02/26
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- Aaargh! Still more spriteset code.
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1999/02/25
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- More spriteset code.
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1999/02/24
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- More spriteset code.
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1999/02/21
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- More level set stuff. Re-writing sprite code.
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1999/02/18
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- Some more work on level set stuff.
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1999/02/17
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- Started adding "level set" infrastructure. Source is bloating :/
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1999/02/16
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- Fixed 24-bit mode with the editor
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1999/02/14
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- Improved tracing/message system (log.h/log.cpp)
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- Slight speed optimizing: RLE algorithm for sprite transparency
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1999/02/07
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- Added support for 16-bit color modes; fixed 24-bit support
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1999/01/31
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- Added "double-size" window mode
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- Added powerboots :)
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- Added friendlier "flags edit" feature to sprite editor
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1999/01/30
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- Created "template" example level
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- Not mine, but the key-release bug in ggi has been fixed! Woohoo!!
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1999/01/29
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- Added corny doom-ripoff skull to main menu
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- Rewrote lift code, with far more flexible, generic infrastructure
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- Fixed up exits, they now draw properly (2x2 blocks, instead of 1x1)
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- Added rudimentary conveyor belt
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1999/01/28 - Version 0.42
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- Added rudimentary Duke1-style lifts
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1999/01/25
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- Smarter fullscreen script.
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- Added credits screen.
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1999/01/23
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- Bugfixes, mostly with level bounds checking
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1999/01/22
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- Rewrote menu code; multiple menu support now in
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1999/01/19 - Version 0.4
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- Minor bugfixes
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- Moved sprites around to more or less permanent locations
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- Added "./fullscreen" script to make fullscreen even easier :)
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- Added bananas :)
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- Some font8x8 and menu improvements/structural changes.
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- Created main title screen background image
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1999/01/17
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- Added cute floating scores when you pick up stuff.
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- Created general-purpose animated explosion. For now, used when you kill a
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dumb bot.
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- Added rudimentary teleporters.
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- Added "-f" command-line option hack to do fullscreen. Needs root.
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1999/01/16
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- Sprite editor: added rotate, flip and line copy/paste
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- Both left and right alt and ctrl now work
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1999/01/15 - Version 0.38
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- New architecture for storing foreground objects that fall etc; fixes
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problem of n cokes becoming 1 coke as they fall onto each other.
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- Revamped font8x8 system.
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- Widened main game viewport width from 11 to 12 blocks
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1999/01/13
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- Various bugfixes, mostly with bullets.
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- Added "fullscreen.txt", describing how to run the game in "full-screen
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mode" under X.
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- Added horizontal fill to level editor.
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1999/01/10
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- Converted palette file format to GIMP-style palette file.
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- Created util directory for various "utility" programs, such as a new
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conversion program that will convert Duke Nukem 1 level files, sort
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of. (Scummy eh?)
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- Converted main game screen image to using a pcx file, as a "skin".
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- Various bugfixes.
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1999/01/09
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- Improved levels memory usage a bit, tidied up code a little.
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1999/01/07 - Version 0.35
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- You can now shoot monsters. Woohoo! :) Fixed 256-color modes screen
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drawing bug. Other minor bugfixes.
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1999/01/06
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- Improved monster system. Touching monsters can now hurt you (can't shoot
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back yet ;) Added basic game timing. Fixed up bullet code a bit. Added
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ASYNC mode to frontbuffer, which makes game feel much nicer in X.
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Added some more documentation (eg editor how-to). Minor bugfixes.
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1999/01/05 - Version 0.3
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- Added Duke "security cameras" that follow you; currently the sprites are
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just big yellow arrows that follow you though. Added rudimentary monster
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support, with just one monster, a "dumb bot".
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1999/01/04
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- Got more level editor stuff working. Added support for exits and multiple
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levels (game and editor), and a "you have finished the game" message when
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you get through all levels :)
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1999/01/03 - Version 0.25
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- Converted game.cpp to use new sprite data structure. Phew.
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Added block type and extras editting to sprite editor.
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Fixed some bugs. Got basic level editor working. (game.cpp is looking
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like a train wreck.)
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1999/01/02 - Version 0.2
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- Sprite editor coming along nicely. Added triple-buffering scheme for
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non-flickery, clipped main-game-viewport output. Re-added crappy bullets.
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1998/12/31
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- Started adding basics for new level and graphics editor. Am busy
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rewriting the sprite and level interface.
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1998/12/31 - Version 0.1
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- After transparency fiasco I have begun conversion to DirectBuffer's.
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Transparency functionality is in now. I have decided to release v 0.1,
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even though it is still very alpha.
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1998/12/30
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- Annoying problems regarding non-existence of transparency blits in GGI.
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Will try proceed by writing my own.
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1998/12/26
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- Got some more graphics stuff working, 8x8 and 16x16 bitmaps. No
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transparency yet, and several quirks, but its starting to look good.
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1998/12/25
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- Struggled a lot trying to get the old-style keyboard handler (interrupt
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based) to behave with libgii, which seems to be VERY poorly documented.
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I hope I don't struggle as much converting the timer interrupt stuff.
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- The main menu works, sort of, and I'm ready to start digging into the
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actual game part.
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1998/12/24
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- Gotten the code to compile in about an hour. Mostly just created a bunch
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of stubs. Lots of platform-dependent stuff there. Some badly designed
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stuff, but some quite well designed stuff also. (I wrote the original in
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my first year at university, as learning project for c/c++ :) No real C++
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there though, except the 'new' operator.
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1998/12/23
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- Decide to have a go at porting djg to ggi. I reckon most the code will
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probably have to be rewritten.
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1995
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- Original DOS/EGA djg started then placed on hold. Some origins from
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a previous pascal/assembler version.

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