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