Underdark

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Underdark

Revision History

Revisions
=========
0.1.13 (20020218) RELEASE (revised 0.1.13 changelog. removed redundant entries)
 - Minor changes to get FreeBSD (4.5) to compile
 - Included VC6 workspace
 - Made changes to compile with VC++ 6.0
 - Fixed bugs in the .ini parser (obscure, only showed up on FreeBSD)
 - Started adding minimal spells
 - Increased number of lines in message window, reducing dungeon window.
 - Loads and shifts hi-scores down before saving new table entry
 - Totally removed the AMX stuff
 - fixed bug in object generation
 - fixed bug in anchor rock
 - fixed bug in free_objects, stops memory leak on non square dungeons
 - fixed bug with door flags row/col! oops...
 - cleaned up PDCusrs lib in djgpp from -lcurso to -lpdcurses
 - altered some definitions in dungeon.h
 - Fixed screen redraw bug (negative offsets! yikes)
 - Stopped pillars from being created in a room and 'blocking' off areas.
 - Stopped monsters from being generated on top of non walkable tiles
 - Message window scrolling now works
 - reduced the maximum dungeon size, which reduced memory footprint per level
   by 1/4!
 - Stopped monsters moving on non 'play' commands (scroll message line, etc)
 - removed KEY_ABORT and KEY_LHELP from load_ini.c (NCurses didnt have them)
 - Added Electrum to the money matrix (oops!!;)
 - Fixed "out of level range" trap bug.


0.1.13 (20010823) SNAPSHOT
 - Totall removed the AMX stuff
 - fixed bug in object generation
 - fixed bug in anchor rock
 - fixed bug in free_objects, stops memory leak on non square dungeons
 - fixed bug with door flags row/col! oops...
 - Now loads hiscores properly


0.1.13 (20010501) SNAPSHOT
 - _trigger_cell now calls in active or passive
 - built in the new AMX
 - cleaned up PDCusrs lib in djgpp from -lcurso to -lpdcurses


0.1.13 (20010126) SNAPSHOT
 - altered some definitions in dungeon.h
 - upgraded to Small AMX 1.5
 - New AMX works fine with Watcom with some tweaks!
 - Fixed screen redraw bug (negative offsets! yikes)
 - Stopped pillars from being created in a room and 'blocking' off areas.
 - Stopped monsters from being generated on top of non walkable tiles
 - Message window scrolling now works
 - reduced the maximum dungeon size, which reduced memory footprint per level
   by 1/4!
 - Added several new native commands for SmallAMX to talk to UnderDark
 - Added ability to set percentage of money types (amx)
 - Stopped monsters moving on non 'play' commands (scroll message line, etc)


0.1.13 (20000522) SNAPSHOT
 - removed KEY_ABORT and KEY_LHELP from load_ini.c (NCurses didnt have them)
 - Added Electrum to the money matrix (oops!!;)
 - Added the Small AMX engine to the mix. (Watcom AMX is dead...)
 - "trigger" now gets called in scripts on object mechanism trigger
 - Fixed "out of level range" trap bug.
 - Started moving the highscore file into an XML-esque file


0.1.12 (20000215)
 - Fixed some FreeBSD uglies!
 - Fixed some compilation bugs
 - Lack of min/max on non gnuc systems and other things
 - Changed keyboard parseing INI routine to now convert curses #DEFINED
   keys. eg: KEY_UP, now instead of a direct hex scan code.
   (we had incompatible codes between ncurses + pdcurses...)


0.1.11 (20000210)
 - Fixed char creation, where age limits balanced to 0, you get big number :>
 - Fixed random seed in char creation (strange...)
 - Fixed djgpp makefile to be 'cleaner' for systems not my own ^_^
 - Fixed to handle pd curses 2.4
 - Added 'money' scattered around the dungeon
 - Money matrix for converting the realms cash (copper, silver, gp, platinum)
 - Added 'pickup' to the keylist + ini file
 - When objects (money) is pickedup, it is now removed from the object list
 - Fixed the 'do more', it was firing 1 line too early on long messages.
 - Autoget now parsed and it now does 'auto pickup' on money currently.
 - Fixed evasion skill bug in traps. You could rack up the evasion skill
   on an empty trap.  Now evasion only fires if trap fires! So you cant
   rack up skill points on an empty/disused trap.


0.1.10 (20000129)
 - Added player status screen/command
 - Split stair commands off into their own file (stairs.c)
 - Added a weapons data file and began weapons database reading in read_db.c
 - Started _very_basic_ monster AI wandering and stuff
 - Fixed lots of memory leaks
 - new system for object/list management.
 - fixed bug in message system
 - New dungeon gen routine makes (imo!) nicer dungeons!
 - Monsters are now only shown in your light circle, and not in 'dark' areas
   and areas you have visited.


0.1.9 (19990807)
 - Slightly changed the LOS algo for the player. (Tiny noticable difference)
 - Started to script the monster template data file
 - Added 'healing' every N (64) moves you get 1 hp back
 - Added 'resting' so you can pass the time and do nothing
 - Dungeon rooms can now have 'pillars' in them
 - There is now less chance to randomly roll a sexless or hermaphrodite
   character.
 - Randomly generated characters will now only allocate up to 2 thirds
   of the available skills, instead of low percentages in all skills
   you now get good percentages in some skills and low in some skills.
 - Totally changed the LOS/FOV code.
 - Dungeon is now redrawn on point you died, before it didnt get updated
   so only showed your position prior to the move that 'killed' you.
 - stopped skills being raised over level of 100
 - fixed character creation now since it uses the monster template database
 - Randomly generated characters had more skill points than other characters.
 - Now displays age/hp etc when creating a test tube character
 - Infravision now works, variable distance based on race and stuff
 - Player '@' is now represented by race tile and not just '@' unless human!
 - line of sight code no longer shows tiles on the status line ;)
 - Fixed base object generation, stopped generation of traps ontop of
   pillars, etc.
 - monsters now appear on the map! wai!!


0.1.8 (19990601)
 - Cleaned up some pointer stuff
 - No more core dumps in unix!! yes!! (now only traps dont work right!!)
 - Traps work now how they are supposed to! :> bad state/index pointers
 - Rewrote the keyroutines!! Now we use the curses defined numbers
   its much nicer now. just means if you want to use a wierd key
   you have to know its number in (n)curses.h :)
 - Tweaked the auto-character generation
 - Fixed the messaging bug!! yay!
 - Fixed the last of the core dump bugs!! (hope!)


0.1.7 (19990526)
 - Cleaned up some internal buffering lengths
 - Cleaned up score printing colours (when you hit ctrl-break)
 - Fixed cls bug not resetting cursor x.y
 - Fixed trait generation in random character creation
   (it was not allocating the bonus points...)
 - Finished working out the ages + trait bonuses for all the races
   (nothing terribly balaced i think... heh:)
 - Worked trap detection skill into detecting traps now
 - Worked evasion skill into a triggered trap
 - Placed UnderDark within the GNU license.
 - You are now prompted which direction to open/close a door when you
   are within range of multiple doors
 - Fixed some djgpp glitches. added a DOS option for high ascii walls
   (can work fine without high ascii...)
 - Fixed some makefile probs
 - Moved doors to objects. Doors are now their own thing.
 - Fixed some bugs in the objects code
 - Changed the default keys from ALT/CTRL so works under *nix
 - The front end now lets you quit or view scores


0.1.6 (19990517)
 - removed age from status bar
 - Fixed skill selection, now it fits fine in an 25 line screen
 - scores now tells you if its empty or not and does not ask
   for a keypress.
 - Fixed swapped maxX and maxY in cre_char.c when doing a cls
 - Added random character generation to the mix!
 - Fixed missing comma in races list!! :) ouch!
 - Bumped the initial skill point count from 20 to 30
 - Added SIGINT handler to catch CTRL-C breaking
 - Fixed some screen clearing bugs :> (noticed in 80x50 modes)
 - Renamed Makefile.djgpp to Makefile.dj (not everyone runs under a dosbox)


0.1.5 (19990517)
 - fiddled and hacked PDCurses 2.2 support to be more robust and be
   support NCurses under unix (specifically tested under FreeBSD 3.1R)
   FreeBSD NCurses gives some "weird shit" results (no colour!!) but
   I believe Linux NCurses will work fine.
 - Fixed the NCurses port! (-fpack-struct) killed it nicely...
 - Traps, when stepped on, seem to dissappear in the *nix versions
   but not in the msdos version... VERY weird...


0.1.4
 - Move to curses interface...  breaks the non-curses interface
   but I'd rather have curses than raw msdos mode or whatever.
 - Heroes score table still randomly (and very rarely) seems to
   reset itself...  I have NO idea why...
 - Ouch. Watcom doesnt like its version of curses (pdc 2.2) dies
   in a dr_gets...
 - Watcom curses port fixed!!


0.1.3
 - tweaking the dungeon gen algo
 - reworked the dungeon drawing code so dungeon is semi-dark except for
   the LOS around the player
 - worked armour class into the trap hits calculation
 - stopped messages for monsters who step on traps going to the main
   message window (monsters not implemented yet tho)


0.1.2
 - Traps
 - Reveal map now also reveals trap locations
 - Fixed some trap shit
 - Added sorta scorefile
 - Added external score dumping program


0.1.1
 - Fixed character generation bug
 - Fixed status bug bug
 - Added 80x43 line support. Fixed 80x50 line support
 - Fixed Line Of Sight routine.. tiny bug...
 - Fixed saving the RNG on each level (saved the wrong RNG seed)
 - Tweaked the numbers so its easier to make a room than a hall now
   (before it was 1/10 to make a room.. ouch. i had 9 rooms and 400+
   halls in one level... it was.. hell!)
 - Randomised the placement of Stairs Up + Stairs Down
 - Added placement of traps (you can walk all over them and nothing
   happens)


0.1.0
 - auto opening of doors
 - revealing of map fixed properly
 - messages done
 - scrollback messaging (partially done)
 - diagonal movement
 - added more character races


0.1a
 - dungeon gen algo up and working