verge-rpg/verge2.5
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VERGE
Additions/Changes
January 17, 2000
Important
- NOTE!!! user.cfg no longer pays attention to 'startmap'. you must
make an 'autoexec' routine in system.vc and it'll call that.
- I recommend only HookTimering routines that do not use local vars.
- It has been brought to my attention that MikMod has memory leaks, and
it will sometimes clash with the engine and either hang or crash,
possible even demand a reboot. No help for it; I don't know any audio
programming. If V2 does begin to crash inexplicably, set sound_device to
3 in user.cfg first and see if that has any effect on the stability of
your game. May go to Seal, or something else.
Modification Log
2.5 beta 5
* Started hicolor routines; add 'hicolor' to user.cfg and all modes will
attempt to set 16-bit (or 15, failing 16).
2.5 beta 4
* Fixed some timing issues w/ events
* Fixed layer render bug introduced w/ new code
* lastent is now set correctly when an event is called from within a
movement script
* Made execution halt if an AutoExec() was not found.
* Calls to Render() will always clear the screen first.
* Rewrote some more graphics code; RotScale() supports lucency as a result
* Rewrote and tinkered with TMapLine/MapLine commands. Likely slower than
before, but cleaner and safer; still work the same? TODO: pass map layer
width/length to them internally so that running along extremities
doesn't trunc on the left and wrap on the right. WARNING: because proper
clipping isn't implemented yet, hitting the lower right of a map while
performing wave effects or the like may crash the engine (theoretically
speaking)
2.5 beta 3
* Rewrote a lot of graphics code internals; condensed many routines to
eliminate some redundancy. Keep an eye out for anything suspicious, but
should be okay.
* Rewrote layer rendering routines and misc related routines; translucent
layers act up sometimes? Not sure; keep an eye on this one too.
2.5 ???
* added 'numents'; returns total # of entities on the map
* VERGE.EXE will now run without any other files. ^_^
* Fixed HookKey
* New input subsystem; won't lose keys when framerate drops in console
* VESA 2.0 LFB code; any 256-color resolution if you've got it
* New mouse routines; smooth now
* New local variable and argument handling; == faster VC code
NOTE!!! you *must* recompile all scripts with the new VCC for the new
engine.
* Unlimited strings
* Rewrote console a bit; disabled browsetiles, needs to be rewritten
Made console friendly to whatever font SYSTEM.FNT holds.
* Made messaging and cpu_usage text friendly to font in SYSTEM.FNT.
* Put some validity checking in a lot of areas
* Rewrote VCC's preprocessor and rearranged a bit of the interpreter;
A little more sensitive to duplicate naming; catches junk lingering in
global area as an error now (helps with catching mismatched {}).
* Me2 no longer crashes when you compile twice with VCC; this was due to
PMODEW, now everything uses DOS4GW, and likely soon it'll go to Causeway.
* Now V2 runs in pure-DOS without GPFing (geeze ;P)
aen, <aen@verge-rpg.com>