1 | Crossfire+ Server ChangeLog |
1 | Crossfire TRT Server, Maps and Archetypes ChangeLog. |
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3 | 2.1 |
3 | 2.2 |
4 | - started a Changes file, please use. |
4 | - implement (in a suboptimal way) per-player instantiated maps. |
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5 | - replace the nexus by a per-player tutorial map that teaches stuff |
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6 | better than the newbie house. |
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7 | - fix the magicmap colours. |
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8 | - optimise map update even more by removing unneeded code and checks. |
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9 | - decouple map and stats update from pl->ob and use pl->observe instead. |
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10 | - implement observe command. |
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11 | - major speed up in map refresh by replacing most get_map_from_coord |
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12 | calls with a simple comparison. |
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13 | - fix a latent crossfire bug that could crash the server because the |
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14 | map refresh did not update the mapspace. |
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15 | - dependency tracking for perl extensions. |
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16 | - many more bugfixes and minor optimisations. |
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17 | |
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18 | 2.1 Sun May 27 04:21:29 CEST 2007 |
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19 | - optimised event invocation (non-wanted events can now be |
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20 | skipped with 4-5 inlined instructions). |
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21 | - complete rewrite of town_portal: it now creates a portal |
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22 | to the "nearest" town only, travel is only possible |
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23 | to the town and back, anybody can use it (also removes |
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24 | one of the remaining syncpoints in the server). |
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25 | - complete rewrite of the range/attack skill slot system: |
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26 | there are now two slots, one for combat, one for ranged |
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27 | attacks. |
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28 | - introduce the concept of a current weapon (either a ranged |
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29 | or a combat weapon/skill/tool) and switch between them as |
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30 | needed. |
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31 | - rewrite bow code so bows get more useful: apply damage, |
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32 | attacktype and other stats to the arrows and treat |
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33 | bows as weapons. also rebalance the missile weapons skill |
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34 | so its damage increases with level. |
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35 | - rewrite the complete player speed logic: weapon_speed now |
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36 | works as documented and there are no unnatural speed boosts. |
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37 | - implement a utility - cfutil - that simplifies arch and map |
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38 | installation, replacing the old collect scripts and |
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39 | simplying deployment by scaling and cutting faces as required. |
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40 | - simplify the map protocol extensively by taking advantage |
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41 | of missing bigfaces, speeding up map generation immensely. |
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42 | - implement inherit keyword allowing archetypes to inherit from |
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43 | other archetypes. |
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44 | - rationalise archetype, region and treasurelist file format |
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45 | into a single file format and make them reloadable asynchronously. |
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46 | - make the worldmap, facedata (smoothing, faces, magicmap) |
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47 | reloadable at runtime. |
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48 | - implement 64x64 faceset support. |
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49 | - implement fxixsx protocol that saves |
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50 | a lot of bandwidth over the old image/face/smooth packets |
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51 | and allows images > packetsize, incremental and background |
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52 | transfers. |
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53 | - implement a bandwidth-saving smoothing protocol that works |
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54 | on a face basis as opposed to a mapspace basis. |
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55 | - the server can now rate-limit image uploads to not exceed |
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56 | a certain (client-configurable) speed while guarenteeing full |
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57 | freedom of movement. |
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58 | - implement new ex command to request item descriptions. |
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59 | - implement new msg command for in-game messages with meta |
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60 | information (using xml). |
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61 | - enforce utf-8 for all text messages. |
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62 | - added micropather (not used yet). |
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63 | - many, many bugfixes. |
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64 | |
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65 | 2.0 Tue Mar 6 15:22:53 CET 2007 |
5 | - make coroapi accessible to cf+. |
66 | - make coroapi accessible to cf+. |
6 | - moved map handling logic completely to perl |
67 | - moved map handling logic completely to perl |
7 | - per player maps are now marked in the map |
68 | - per player maps are now marked in the map |
8 | - maps are saved completely differently now |
69 | - maps are saved completely differently now, |
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70 | and much more often. |
9 | - rewrote map header parser and writer |
71 | - rewrote map header parser and writer, to be much faster. |
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72 | - maps and players are now (in the average case) loaded |
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73 | and saved completely asynchronously, I/O contention will no |
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74 | longer freeze the server. |
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75 | - players and maps can be loaded anytime, without the player |
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76 | being logged in. |
10 | - automatically generate method interfaces for perl from headers |
77 | - automatically generate method interfaces for perl from headers |
11 | - unbundled freezethaw |
78 | - unbundled freezethaw |
12 | - mostly rewrote common/map.C |
79 | - mostly rewrote common/map.C |
13 | - completely rewrite server/swap.C |
80 | - completely rewrite server/swap.C |
14 | - introduced "runtime", the CCT clock (corrected crossfire time) :) |
81 | - introduced "runtime", the CCT clock (corrected crossfire time) :) |