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HISTORY.txt
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NB: See README.md for most up-to-date history as of October 2016, this file is not always updated.
2018/04/03 - Version 1.0
* [3 Apr 2018] Change it so that you must first turn cheat/debugging stuff (Ctrl+Shift+G) on before using F4 or F5 for sprite/level editor
* [1 Apr 2018] Add Shift+F10 to start/stop auto-save screenshot-per-frame sequence (warning, eats disk space very fast)
2018/03/31 - Version 0.96
* [30 Mar 2018] Change volume control keys from PgUp/PgDn to 7/6 (as PgUp/PgDn conflict on some keyboards, e.g. Pandora, and also some laptops don't have 'actual' PgUp/PgDn etc.)
* [30 Mar 2018] Add 'About' page to main menu
* [30 Mar 2018] Add new F10 save screenshot function (saves on Windows under \Users\USERNAME\AppData\Roaming\DaveGnukem\screenshots and on Linux under $HOME/.gnukem/screenshots)
* [26 Mar 2018] Bugfixes and level improvements (also fixed a level bug where one of the levels was impossible to complete)
* [22 Mar 2018] Boot sprite; Improve Dr Proetton (Dr Proton) sprite and behavior
* [20 Mar 2018] Fix overly-large window if Windows DPI scaling settings are enabled (unfortunately the fix breaks Windows XP support - but you can enable djWINXP_SUPPORT in config.h if you want to generate a build that supports Windows XP)
2018/03/11 - Version 0.91
* [11 Mar 2018] Create a Windows installer
* [22 Jan 2018] Add 'easter egg' [arin_j stream viewer suggestion]
* [22 Jan 2018] Level editor highlights instances of selected sprite (yellow), and sprite selection mouse-over sprite (cyan) (F3 toggles this ON/OFF if/when it gets annoying)
* [13 Jan 2018] New slightly experimental map auto-shadows and sprite auto-drop-shadows
* [13 Jan 2018] New shortcut keys Shift+F8/F9: Toggle map and sprite auto-shadows on/off, respectively
* Overhauled shooting/bullets code
* Level Editor: New "Ctrl+F7" command shows overview of all levels, and some basic stats on 'important' gameplay items
* Ctrl+Shift+W Large gameplay viewport mode (currently classified as a 'cheat')
* All cheat keys (and debug/testing keys like H to inflict self-damage) must now first be enabled by pressing Ctrl+Shift+G to enable in-game debugging stuff
* New cheat Backspace+PgUp increases firepower by one (added for testing)
* Numerous bugfixes and gameplay tweaks
2017/08/12 - Version 0.81
* Add water
* Add very basic Dr Proetton ('final boss') and basic foundations of game ending sequence when you beat Dr Proetton
* Add jump-monster
* Add rockets
* Level Editor: New "Ctrl+Alt+N" command to generate a new blank level (NB: Still needs to be added manually to default.gam!)
* Fix a couple of bugs relating to jump height and powerboots
2017/08/05 - Version 0.72
* Add new 'sort of looks like a cannon on wheels' monster type
* Implemented new inventory pickup item 'antivirus disk' and corresponding 'master computer' (when we insert AV disk into master computer we save the world) (should only be one of each of these, and in last level of a 'mission')
* Add new high-voltage "barrier" that must be shot multiple times to destroy before hero can pass through (touching it results in immediate death)
* Add new monster that constitutes the approximate equivalent of DN1 rabbits (for now, or maybe permanently, this is just a sort of 'evil Tux' - not sure yet if placeholder sprite, or part of plot)
* Add new floor type that auto-crumbles after hero walks or jumps twice on it (2nd spriteset, position 5x4 - place only 1 block per segment)
* Re-do instructions screens to display storyline/plot
* Basic more proper/correct implementation of the CAcme falling blocks
* Fixed: Bullets go through doors
2017/06/22 - Version 0.71 [Windows only]:
* Add new 'flying robot' monster type
* Implemented access card and access card 'door' and door activator
* Added special molecule pickup that gives you full health
* Level Editor: Add unsaved-changes indication
* Level Editor: Add level statistics page (Ctrl+F6)
* Improve character control: Make vertical jumping/falling movement a bit smoother (more similar to the original DN1)
* Improve viewport vertical auto-scrolling
* New keyboard shortcuts: Shift+F6/F7: Dec/Inc speed (framerate)
* Fix soda can not animating
2017/06/22 - Version 0.70 [Windows only]
* Add new basic 'Instructions' option to in-game menu
* Fix: Potential game 'freeze' in teleporter if exiting level editor (or holding in action key)
* Added "-scale N" command line option (1 = 320x200, 2=640x400, etc.) (if passed, this overrides the default behavior of attempting to "intelligently" select the scale factor based on e.g. desktop resolution etc.)
* Fix: "Key polling behavior is subtly incorrect" (this should slightly improve the character control, especially if trying to move left/right one block only)
* Minor sprite and level improvements
* Add hero jump/landing sounds (credit for the sounds: Juhani Junkala), key pick-up sound, and more
* Increase gameplay viewport width from 12 to 13 blocks
2016/10/29 - Version 0.66 [Windows only]
* Add shortcut key to toggle sounds on/off (Insert)
* Fix: On Windows, game window often starts slightly off bottom of screen
* Fix: Restore Game from main menu doesn't work
* Fix: Save/Restore game doesn't save "mission" (i.e. selected "game")
* New proper exit sound (is "PowerUp13.mp3" by Eric Matyas http://soundimage.org/)
* Fixed: A monster could kill you in the moments after you entered the exit
* Better hero shooting sound
2016/10/22 - Version 0.63 / 0.64 / 0.65
* Add background music. So far, have only added music by Eric Matyas http://soundimage.org/
* Add game volume controls (use PgUp and PgDn keys to increase/decrease volume from menus or in-game)
* Level Editor: New feature: Hold in Ctrl+Alt and click with the mouse to automatically start level with hero 'dropped in' to the clicked position as starting position (to help with level editing / testing)
2016/10/16 - Version 0.62
* Get Dave Gnukem compiling and running on Mac OS X: https://www.livecoding.tv/david_joffe/videos/jbBvb-dave-gnukem-c-game-side-scrolling-shooter-9
* Miscellaneous minor aesthetic improvements
2016/10/10 - Version 0.61
* Fix: "Dying in the pungee sticks will often cause a crash" (thank you to porter who pointed that out)
* Fix a segfault in Linux (possibly VNC only?) when navigating in-game menus and other sub-menus
* Add semi-experimental 'big viewport mode' (Backspace + B in game to toggle) to make level creation/testing easier for level editors
2016/10/09 - Version 0.6 (0.60) [david]
- Un-abandon project; create github project https://github.com/davidjoffe/dave_gnukem
- Fixed 'tiny game window'
- Fix some Linux compile issues, make a few other fixes/improvements (streamed on LiveCoding), call it v0.6
[No development from ~2008-08 to ~2016-09]
2008/08/06 - Version 0.56a [EMH]
- Updated to compile on newer compilers. No feature changes.
2004/08/24 - Version 0.56 [EMH]
- Added -640 switch; (do not need to recompile to use editor now).
- Level Ed no longer leaves traces on the screen after exiting.
- .gam files and macros.txt accept Unix and Windows line breaks.
- Polished levels slightly.
- Level editor completely works again.
- Added powerboots cheat code. (backspace+P)
- Updated the documentation.
2004/08/08 - Version 0.55 [EMH]
- Some cleaning up, and merging of contributions by EMH and Vytautas Shaltenis
- Moved to Sourceforge.
2002/09/25 - Version 0.54e
- Scrapped 'lives'
- Some more tileset additions/changes from Evil Mr Henry
- New cheat keys in game (god mode).
2002/09/24 - Version 0.54d
- Added some more new sprites from Evil Mr Henry
- Fixed level-editor crash-when-view-at-bottom-of-map bug
2002/09/21 - Version 0.54c
- Begin integrating integrated level editor from Vytautas Shaltenis (rtfb).
- Added some new sprites from Evil Mr Henry
2002/09/15
- Fixed CR/LF text file reading problem in Linux
- Fixed a problem with the TGA loader
2002/09/09 - Version 0.54b
- Added levels from "TOG of Spookware"
2001/09/23 - Version 0.54
- Dynamite explosion sound
2001/09/22
- Monster bullets
2001/09/20
- Get it compiling on Linux again
- More load/save game stuff
2001/09/19
- Integrate SDL_mixer sound support contributions from Kent Mein
2001/09/03
- Made keys redefinable
2001/09/02
- Misc changes and bugfixes
- Ability to enter high score username
- Added stationary spiked ball
- Added basic framework for redefining keys
- Added configuration file stuff
- Added some very rudimentary save/load game stuff
- "Dust" effect as hero lands
2001/08/11
- Misc changes (some BeOS changes)
- Flame monster thing (similar to dumbbot)
2001/07/25
- Cleaned up (genericized) teleport and level-exit code
- Exit now animates
2001/07/24 - Version 0.53
2001/07/22
- Ported to SDL (still wrapped though)
- Minor editor improvements
2001/07/15 - Version 0.52
2001/07/14
- Misc small changes/fixes/graphics improvements etc
2001/07/13
- Small changes and fixes
- Shootable coke can
- Proper "firepower"
2001/07/12
- Fans
2001/07/11
- Rewrote (cleaned up) bullet code
- Misc bugfixes
2001/07/10
- Falling block disappears when hits floor
- Bullet stops when hits solid stuff
- Got rid of djArray
2001/07/09
- Dynamite (flames in gray boxes)
2001/07/06
- Rewrote conveyor belt code
- Side flame throw blocks (flames look a bit like condoms though :/)
- Level background image
2001/07/04
- Rewrote (cleaned up) monster (robot) code
- Rewrote (cleaned up) lift code
- Misc cleanups (e.g. palette stuff killed for good)
2001/07/03 - Version 0.51c
- Reasonable cleanup: Replaced stupid "objects" array stuff
with CPickup class, also powerboots etc. Added "replace"
utility for level chars. Minor graphics improvements.
2001/07/01
- Floating balloon
- Acme falling block
- Disk
- Slightly improved teleporter appearance
2001/06/21 - Version 0.51b
- Spikes
- "Example" level
2001/06/20
- Bonus when collecting G,N,U,K,E,M in order
- Bonus when shooting all cameras in a level
- New collectables (e.g. rugby ball, joystick, radio etc)
- Misc graphics improvements
2001/06/17 - Version 0.51
- Release 0.51
Added a "thing factory" to make it a bit easier to add new thing types.
Completely rewrote door/key code. Can now pick up letters. Added shootable
solid blocks. Can now shoot security cameras. Added green crawly things.
Added purple flags (also in boxes). Added shootable banana. Added high
score list (almost)
2001/06/16
- Got rid of djGameLib :) Cleaned up quite a bit. Added a bouncing spiky ball.
2001/06/14
- Some more misc cleanups. Put new version on web page.
2001/06/03
- Misc cleanups, misc graphics improvements, added doxygen support
2000/01/03 - Version 0.5
- Release 0.5
1999/12/30
- Nice crates :)
- "Macros" for the level editor
1999/12/29
- More cleaning up (surprise)
- Toggle background blocks view on level editor
- Some graphics improvements
- 16-bit color mode support
1999/12/28
- Added some more sound effects
- Moved the input stuff into the DJG library
- A whole lot more cleaning up
1999/12/27
- Ported level editor to also work on Windows
- Added "lives"
- Added basic sound support to Windows version
1999/12/26
- Win32 version :)
- Added an instructions screen
- More code refactoring and cleaning up
1999/12/25
- More refactoring and cleaning up. Graph.h/cpp now platform-independent
1999/12/24
- Extensive refactoring to clean up and make crossplatform
- Started adding support for 32-bit images, fonts, sprites etc
- Sprites can now be in TGA format
1999/06/07
- More structural changes to make cross-platform
1999/05/29
- Start to port game to "djg", cross-platform library
1999/03/31
- Boxes now fall
1999/03/23 - Version 0.44c
- Added another level from Steve Merrifield
- Added boxes
- Started adding infrastructure for bonus letters
1999/03/22 - Version 0.44b
- Added level from Steve Merrifield
1999/03/08 - Version 0.44
- Fixed editor bug of not displaying sprite type properly
- Added ability to select levelset in editor
1999/03/07
- Updated Felix Richters english documentation and replaced README
with it.
1999/02/28 - Version 0.43
- Ability to select levelset (mission) from menu.
- New levelset infrastructure virtually in now.
1999/02/27
- Yet more sprite code. *sigh* .. Almost done. RLE is dead.
Long live bitmask. For now, anyway.
1999/02/26
- Aaargh! Still more spriteset code.
1999/02/25
- More spriteset code.
1999/02/24
- More spriteset code.
1999/02/21
- More level set stuff. Re-writing sprite code.
1999/02/18
- Some more work on level set stuff.
1999/02/17
- Started adding "level set" infrastructure. Source is bloating :/
1999/02/16
- Fixed 24-bit mode with the editor
1999/02/14
- Improved tracing/message system (log.h/log.cpp)
- Slight speed optimizing: RLE algorithm for sprite transparency
1999/02/07
- Added support for 16-bit color modes; fixed 24-bit support
1999/01/31
- Added "double-size" window mode
- Added powerboots :)
- Added friendlier "flags edit" feature to sprite editor
1999/01/30
- Created "template" example level
- Not mine, but the key-release bug in ggi has been fixed! Woohoo!!
1999/01/29
- Added corny doom-ripoff skull to main menu
- Rewrote lift code, with far more flexible, generic infrastructure
- Fixed up exits, they now draw properly (2x2 blocks, instead of 1x1)
- Added rudimentary conveyor belt
1999/01/28 - Version 0.42
- Added rudimentary Duke1-style lifts
1999/01/25
- Smarter fullscreen script.
- Added credits screen.
1999/01/23
- Bugfixes, mostly with level bounds checking
1999/01/22
- Rewrote menu code; multiple menu support now in
1999/01/19 - Version 0.4
- Minor bugfixes
- Moved sprites around to more or less permanent locations
- Added "./fullscreen" script to make fullscreen even easier :)
- Added bananas :)
- Some font8x8 and menu improvements/structural changes.
- Created main title screen background image
1999/01/17
- Added cute floating scores when you pick up stuff.
- Created general-purpose animated explosion. For now, used when you kill a
dumb bot.
- Added rudimentary teleporters.
- Added "-f" command-line option hack to do fullscreen. Needs root.
1999/01/16
- Sprite editor: added rotate, flip and line copy/paste
- Both left and right alt and ctrl now work
1999/01/15 - Version 0.38
- New architecture for storing foreground objects that fall etc; fixes
problem of n cokes becoming 1 coke as they fall onto each other.
- Revamped font8x8 system.
- Widened main game viewport width from 11 to 12 blocks
1999/01/13
- Various bugfixes, mostly with bullets.
- Added "fullscreen.txt", describing how to run the game in "full-screen
mode" under X.
- Added horizontal fill to level editor.
1999/01/10
- Converted palette file format to GIMP-style palette file.
- Created util directory for various "utility" programs, such as a new
conversion program that will convert Duke Nukem 1 level files, sort
of. (Scummy eh?)
- Converted main game screen image to using a pcx file, as a "skin".
- Various bugfixes.
1999/01/09
- Improved levels memory usage a bit, tidied up code a little.
1999/01/07 - Version 0.35
- You can now shoot monsters. Woohoo! :) Fixed 256-color modes screen
drawing bug. Other minor bugfixes.
1999/01/06
- Improved monster system. Touching monsters can now hurt you (can't shoot
back yet ;) Added basic game timing. Fixed up bullet code a bit. Added
ASYNC mode to frontbuffer, which makes game feel much nicer in X.
Added some more documentation (eg editor how-to). Minor bugfixes.
1999/01/05 - Version 0.3
- Added Duke "security cameras" that follow you; currently the sprites are
just big yellow arrows that follow you though. Added rudimentary monster
support, with just one monster, a "dumb bot".
1999/01/04
- Got more level editor stuff working. Added support for exits and multiple
levels (game and editor), and a "you have finished the game" message when
you get through all levels :)
1999/01/03 - Version 0.25
- Converted game.cpp to use new sprite data structure. Phew.
Added block type and extras editting to sprite editor.
Fixed some bugs. Got basic level editor working. (game.cpp is looking
like a train wreck.)
1999/01/02 - Version 0.2
- Sprite editor coming along nicely. Added triple-buffering scheme for
non-flickery, clipped main-game-viewport output. Re-added crappy bullets.
1998/12/31
- Started adding basics for new level and graphics editor. Am busy
rewriting the sprite and level interface.
1998/12/31 - Version 0.1
- After transparency fiasco I have begun conversion to DirectBuffer's.
Transparency functionality is in now. I have decided to release v 0.1,
even though it is still very alpha.
1998/12/30
- Annoying problems regarding non-existence of transparency blits in GGI.
Will try proceed by writing my own.
1998/12/26
- Got some more graphics stuff working, 8x8 and 16x16 bitmaps. No
transparency yet, and several quirks, but its starting to look good.
1998/12/25
- Struggled a lot trying to get the old-style keyboard handler (interrupt
based) to behave with libgii, which seems to be VERY poorly documented.
I hope I don't struggle as much converting the timer interrupt stuff.
- The main menu works, sort of, and I'm ready to start digging into the
actual game part.
1998/12/24
- Gotten the code to compile in about an hour. Mostly just created a bunch
of stubs. Lots of platform-dependent stuff there. Some badly designed
stuff, but some quite well designed stuff also. (I wrote the original in
my first year at university, as learning project for c/c++ :) No real C++
there though, except the 'new' operator.
1998/12/23
- Decide to have a go at porting djg to ggi. I reckon most the code will
probably have to be rewritten.
1995 [david]
- Original DOS/EGA djg started then placed on hold. Some origins from
a previous pascal/assembler version. C/C++ version initiated.
1994/02/22 [david]
- Crude origins as a 16-bit x86 assembler implementation