This version is largely bug fixing. The most important bug to fix was
with tile loading that made it difficult to use custom tiles. I hope
I have these squashed, and the Ibson Grey tiles should now *actually*
be present. In addition, Chris Lomaka has granted us some new tiles!
Yay!
Thanks to Snow Leopard deleting the old SDK on upgrade and me being
compling blindly on a remote mac hidden in an underground bunker
somewhere, this is likely a 10.5+ only release.
* Your tame creatures now have a heart badge beside them to identify
them as such.
* Switching to a different tile res will no longer cause a crash.
(Inu)
* Building the tile choice list now comes from the internal
allbitmaps.h rather than being hardcoded, so Ibson the Grey's tiles
will show up as expected. (Inu)
* Entering a level with active lava/water from a level which has no
active lava/water, when the new level is already created and
previously visited this game, will no longer stop the updating of
said
lava and water. (Nathan Bogue)
* Hopefully backspace will work on OSX. (Nathan Bogue)
* Jumping in space prohibited if you lack spacewalk. (Nathan Bogue)
* Jumping when buried prohibited. (Nathan Bogue)
* Kobold thieves are pluralized properly. (Nathan Bogue)
* Living frosts are now bloodless. (Nathan Bogue)
* Digging upwards on special levels has more sensible results.
(Nathan Bogue)
* Remove the console window on Windows.
* Shattered trees will drop their occupants. (Nathan Bogue)
* Items that fall down holes will no longer be mapped. (patch by
Richard
Quirk)
* PSP Makefile should be happier with newer devkits. (patch by Joe
Buck)
* Left and Right on menus will scroll fast, just like L and R do,
but this also applies to the command menu where L and R are the
quick
bind keys. (patch by Joe Buck)
* [SDL] Shift-arrow will swap with a critter, Alt-arrow will jump.
(patch by Andreas Bohm)
* ctype.h is included in map2c.cpp now. (Ben Hjelt)
* New tileset from Chris Lomaka.
* One new room.
* Load game shows up first in the menu if it is available to make it
harder to accidentally choose new game. (Enrique Garcia Cota)
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)
Best update ever.
> * Jumping in space prohibited if you lack spacewalk. (Nathan Bogue)
Spacewalk? :0
> * New tileset from Chris Lomaka.
Sounds awesome!
Ouch!
Well, to assure you, I have not intentionally written a keylogger. It
is conceivable, however, that the machine that builds POWDER somehow
got infected with something that injects a keylogger. I have scanned
powder.exe with AVG and with the free Sophos trial, neither of which
had any complaints. The keylogger detection doesn't seem to be part
of the free sophos tools.
Can you please send a copy of powder along with the report Sophos gave
you to the address in here?
http://www.sophos.com/support/knowledgebase/article/35504.html
https://secure.sophos.com/support/samples/
It's probably an overaggressive fuzzy detector that got upset with the
raw SDL input.
Please let me know if there are any other signs the .exe has been
compromised.
What purple tridudes have. This is why they can happily walk through
space while you are left floundering about helplessly.
I've just sent it. I'm wondering why it only started having a fit
with this version. Is reading alt+key presses a no-no?
My wild guess would be that when I removed the console window by
changing the App type by directly editing the MSVC project file I put
something in a weird state.
I'm not sure I'll switch from Classic, but the Lomaka tiles are quite
handsome.
--
David Damerell <dame...@chiark.greenend.org.uk> flcl?
Today is Stilday, October - a weekend.
Tomorrow will be Gorgonzoladay, October - a weekend.
I'll never switch from Classic. Inability to adapt.
I think I have already switched from classic. I'm finding I don't
mind I've just been killed by e.g. a zombie because the monster tile
is *so cute*. My only problem with it is that the room-wall and
corridor-wall textures are a bit too similar, I keep having to look
on the mini-map to check I haven't missed a room.
Oh, and the tridudes are the wrong way up! Still, it's only an
icon, we all know what they really look like....
Clare
--
clare...@chiark.greenend.org.uk grass grass grass grass grass grass g
grass grass grass grass grass grass grass grass tridude grass grass gras
ss grass grass grass grass grass grass grass grass grass grass grass gra
That is an excited tridude.
Sorry, i didnt know how to do this otherwise, but, when i load powder
112 on my psp via a gba emulator (complicated story, its so i can
read FAQs via a plugin), i can select a name, but then all i get is
that every tile is one of the character. I'll try 111, 110 and 109.
924312
>The most important bug to fix was
> with tile loading that made it difficult to use custom tiles. I hope
> I have these squashed, and the Ibson Grey tiles should now *actually*
> be present. In addition, Chris Lomaka has granted us some new tiles!
> Yay!
I'm not sure how related to these issues this is, but if I try loading
the Ibson tiles on my PSP it locks up or crashes. I don't know if that
happens with other versions, or if the tiles aren't supposed to work
on the PSP, this is the first week I've had it. On the other hand, I
quite enjoy the Lomaka tileset.
They should ideally be compiled out of that build since they won't
work as they are the wrong size. The PSP only allows the 16x16
tiles. However, since it uses SDL, the build system happily assigns
it all tilesets.