- Added AI Decks unlock system. Please update your graphics folder, and crossing fingers that Ilya B. is still around as I don't have the correct fonts.
- Added a possibility to put a file "Res.txt" instead of the folder "Res". The file Res.txt is a simple 1 line text file, telling where to find the Res folder, terminated by "/". For example: "../../wagic_res".
This addresses issue 428 . This could also help us in the future, to develop mods.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"
I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too. For future reference, here's the most straightforward link on the topic of adding pch support to make files:
http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
(I did a cursory check to make sure chinese still displays correctly - at a glance, I'm seeing what looks correct to someone who doesn't read the language :) )
- adding tests for issue 489 and issue 491
- check for null pointers in Credits.cpp
- Test suite can now select tokens by their name
- Fixed Dragon Broodmothere's token name
- bug fix in JGE++ audio (improve HBL compatibility)
- Added new rewards in story mode: random card, card (either by "name" or id), specific set
- Story mode: added possibility to choose music, and bg for duel.
-- See "01. Where it all begins" for examples of new features
- Reward system in Story mode (currently, either credits or random set)
- Rules now accept for player 2 to start (see story mode "block" stage)
- Story mode now has an autosave/autoload mechanism. This is for convenience but also to prevent people from abusing the reward mechanism too easily.
- possibility to choose an avatar for both players through the rules (see example in story mode)
* Fixes for compilation on 64-bit architectures :
string position-returning functions return size_t, not uint.
Fix that.
* Fixes warnings with new gcc about non-fixed string AND no arguments.
NOTE : 64-bit architectures still do not compile. There are 2 different places
where printf is used with a specifier that is not large enough on 64-bit because
size_t is now a ulong and not a uint. The solution on GNU systems is the %zu
specifier, but as I'm not sure it is supported on windows I don't want to
introduce a huge hard-to-notice bug, so I'll do it at a time when I got a
windowser to back me up.
Gives the user the opportunity to earn some credits for performing various tasks.
Known bugs removed, tested stability-wise, not so much game-wise.
Lots of to-dos and ideas still remaining, better balance between task difficulty and their rewards needed - please comment.
Usage:
Enter shop, open menu, select 'See available tasks'.
All tasks in the list are active, until they expire ('Days left'; day passes after each duel (won, lost or quited)).
You can finish any of the tasks and get bonus. For particular task, the bonus gets a bit smaller every day (until expiration).
- Fix issue 144 (Sound is either 0 or 100%), for PSP ONLY. The methods are now here for linux/windows, but only the music volume method will work currently, and it sets the volume globally. Patch by Yeshua with some cleanup by myself.
* Metadata is currently only used in exactly one place: the set's "Pretty Name" is displayed when the set is first unlocked.
* WGuiImage now has a function to set scaling.
- fix for issue 108 (mana icon disappears)
- potential fix for issue 110 (victory bonus texts). Need to check
- Fix for issue 100. A better solution would be to "stretch" the cards in hand the way it is done for the rest of the game, but this will do for now as it is a border case
- Fix for issue 55. We'll remove 2 players mode for now, and put it back when/if we get network play
- fix issue 65 (quads when no image load slowly in shop/deck editor)
- Possibly fix issue 92, please let me know if it reproduces
- Fix issue 97 (Deck editor: weird behavior of deck display)
- Fix issue 39 - please verify
- Issue 56 can probably be closed as well
- Fix issue 86
* F3 font had an issue where the j and y dangled into the characters below them. I fixed this by shifting all characters one pixel up, but this does change the way f3 fits when rendered. The alternative would be just to clip the dangling pixels off entirely.
This is pretty major, so there'll probably be something wrong with it... even though I did spend a few hours looking.
NOTES:
* If you've Retrieved it, don't delete it--- Use resources.Release(Whatever).
Textures automatically release subordinate quads.
* Most of the time, use resources.RetrieveQuad to grab a quad. Should handle everything for you.
RetrieveQuad will load the required texture, if needed.
Only managed resources have a resource name ("back", "simon", etc).
Managed resources can be retrieved with GetTexture/GetQuad/GetWhatever.
Non managed quads lookup by position/dimensions, defaulting to the whole texture.
* Use resources.RetrieveTexture only when you need to do something special to it.
Calling retrieve texture with RETRIEVE_MANAGE will permanently add a texture to the manager
RETRIEVE_LOCK and RETRIEVE_VRAM will lock a texture. It will not leave the cache until
Release(JTexture*) is called, or as a last resort during cache overflow.
* Try to only store (as a class member) pointers to textures retrieved with RETRIEVE_MANAGE.
All others may become invalid, although locked textures do have a high degree of stability. It's
pretty safe to store a locked texture if you're not going to load much between uses.
There's a lot going on here, so I might have missed something... but it runs through the test suite alright.
TODO:
* When called without any arguments, RetrieveQuad sometimes leaves a thin border around the image.
This can be bypassed by specifying a quad one or two pixels less than the image size. Why?
* I've had a crash while runing the Demo mode, something to do with receiveEventMinus?
This hasn't exactly reproduced on a clean SVN copy, (being a hang, rather than a crash) so
I've probably done something to worsen the problem somehow? I'll look into it tomorrow.
* Clean up lock/unlock system, memory usage. Streamline interface, consider phasing out calls using GetWhatever() format.
* New interface.
* This breaks a lot of things. It is not feature-equivalent. It
probably doesn't compile under windows and doesn't work on PSP.
* Damage is not resolved any more. This will have to be fixed.
* Blockers can't be ordered any more. This will have to be fixed.
* A lot of new art is included.
- fixed a bug (crash if a card that had an ability until end of turn would be put into the graveyard before the end of the turn)
- Added a new game Mode : Random 1 or 2 color.