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Comparing deliantra/server/Changes (file contents):
Revision 1.270 by root, Thu Dec 4 03:48:19 2008 UTC vs.
Revision 1.310 by root, Tue Dec 30 07:24:15 2008 UTC

1Deliantra MORPG Server, Maps and Archetypes ChangeLog. 1Deliantra MORPG Server, Maps and Archetypes ChangeLog.
2Version numbers sort like decimal numbers. 2Version numbers sort like decimal numbers.
3
4TODO: jungle, darkforest, mountains
3 5
4TODO: emergency swap mode is not working 6TODO: emergency swap mode is not working
5TODO: xs-warn doesn't end up in server log. 7TODO: xs-warn doesn't end up in server log.
6TODO: 2008-07-13 00:41:27.8762 BUG: process_events(): removed object is on active list: {cnt:8720978,uuid:<1.37c8d364d>,name:"bomb",flags:[2,11],type:102} 8TODO: 2008-07-13 00:41:27.8762 BUG: process_events(): removed object is on active list: {cnt:8720978,uuid:<1.37c8d364d>,name:"bomb",flags:[2,11],type:102}
7TODO: inscription cannot be readied. 9TODO: inscription cannot be readied.
8TODO: random destination transport may bring you tot nürnberg errornously, likely stoneville 10TODO: random destination transport may bring you tot nürnberg errornously, likely stoneville
9TODO: reasy_skill find traps does nto unapply the range slot item (bow) 11TODO: reasy_skill find traps does nto unapply the range slot item (bow)
10TODO: schmorp-neko-san force has sped zero but is on active lsit sometimes? 12TODO: schmorp-neko-san force has sped zero but is on active lsit sometimes?
11TODO: worldmaps still get loaded on startup before the gridmap is ready 13TODO: worldmaps still get loaded on startup before the gridmap is ready
12 14
13TOOD: talk with elmex abotu summoning
14TODO: strange rign oif acid artifact description/story looks weird. 15TODO: strange rign oif acid artifact description/story looks weird.
15TODO: destry_inv() should destroy, drop_inv_to_ground method? 16TODO: destry_inv() should destroy, drop_inv_to_ground method?
16TODO: no detah messages for arena anymore 17TODO: no detah messages for arena anymore
17TODO: palyerdialog doesn't autoclose when too far away
18TODO: remove curse should *maybe* work on players themselves 18TODO: remove curse should *maybe* work on players themselves
19TODO: remove curse in glyph/rune doesn't have any effect? 19TODO: remove curse in glyph/rune doesn't have any effect?
20TODO: nothing is written on it -> log-1 20TODO: nothing is written on it -> log-1
21TODO: rewrite highscore code
22
23TODO: saying open to the old man in tutorial makes the sign(?) say "@match..."
24TODO: greeting message on what to do in dialog after race selection.
25TODO: health bars for earthwalls seem to start at 100% end die at 50%
26
272.74 Mon Dec 29 15:23:38 CET 2008
28 - fix a longstanding bug that teared multipart monsters
29 at map boundaries apart.
30 - temporarily make permanently invisible player visible when
31 he/she makes noise.
32 - fix being able to see through walls a bit.
33 - improve look at output.
34 - completely replaced the line of sight algorithm with a variant
35 of spiral fov capable of visibility grades and arbitrary
36 shadow angles, that uses less memory and less code.
37 - the new los code supports arbitrary map rectangles and loosens
38 other restrictions of the old code, supporting further optimisations.
39 - update los if blocksview-objects are inserted in a map, not just when
40 removed (e.g. for summon fog).
41 - permanent invisibility doesn't make immune against making noise:
42 implement a noise system that allows monsters to locate the player
43 when he/she makes noise.
44 - implement a primitive smell system that monsters can use to track
45 players.
46 - create bomb now also works when casted by door traps.
47 - (arch) new torch graphics.
48 - (maps) considerably soften the subway spider.
49 - (maps) made the portgate of navar safe ground, to protect
50 the guards from being killed by players.
51 - (maps) lots of tweaks in and around scorn.
52 - (maps) use special non-blocksview jungle, mountain and
53 darkforest freely on the worldmap, to get gradual sight obstacles
54 instead of total blackout in those areas.
55 - no maximum darkness for outdoor maps anymore.
56 - add more hints, fix some messages.
57 - fix a bug: firing rods should tell you something about them.
58 - make light additive even within players.
59 - darken xrays effect a bit.
60 - improve handling of los changes when inserting or removing
61 objects, not perfect yet.
62 - make map darkness signed (formerly unsigned) to allow
63 ambient lighting and centrally manage darkness as an offset.
64 - revamped, fixed and documented the server calendrics, also
65 tell users the current time and data, to improve awareness.
66 - implement proper wizlook flag and handling of wizlook, instead
67 of dumbly just clearing los once.
68 - speed up los code - it's now about 2-3 times as fast as the old one,
69 and has a smaller runtime variance.
70 - daylight/nightfall can now increase/decrease past the natural limit,
71 making them actually useful.
72 - see_in_dark now increases the viewing radius by 3.
73 - implement a fast tiled map iterator and use it in LOS for a 20%
74 speedup, as well as in many other places.
75 - remove support for extended map infos - these are not used
76 by the deliantra client and removing them gives us a 10% speedup
77 when sending map changes.
78 - remove most gcfclient and other client bug workarounds, as well
79 as now obsolete protocol versions, simplying the code.
80 - optimise and simplify generation of random numbers.
81 - correctly provide a non-zero default density for materials, to
82 avoid crashes, fix other bugs in the material handling code.
83 - fix volume calculations.
84 - fix cfpod parsing when multiple verbatim blocks were separated by
85 newlines.
86 - increase monster detection radius from wis/5 to wis/3.
87 - remove old pickup modes.
88 - remove obsolete disarm and search commands (search wasn't working
89 anyways).
90 - fix a crash when an npc applied a sign.
91
922.73 Thu Dec 18 20:56:31 CET 2008
93 - this release is assumed to be very stable.
94 - (maps) radically redesigned and improved tutorial.
95 - directional casting no longer immediately removes the invisible effect.
96 - magic ears now trigger when used inside the NPC dialogue.
97 - fix overflow in lighting calculations.
98 - negative glow radii can no longer cause total darkness.
99 - allow lookat on spaces where we only barely see, as opposed to
100 only maximally-lit ones.
101 - class selection has been reworked completely and their documentation corrected.
102 - swashbucklers got the oratory skill now.
103 - jump skill was fixed to adhere to all the flags a mapspace has got.
104 - (maps) small fix w.r.t. magic ear in /scorn/houses/wizz.entry
105 - fix deadlock in Jeweler::improve_ring_by_plan.
106 - use Coro::SemaphoreSet instead of our own lock management
107 (which was probably broken, too).
108 - support negative glow radii during daytime, too.
109 - use circular, not rectangular, viewing area.
110 - use minimum viewing distance of 2 in outdoor maps.
111 - negative glow is stronger than viewing area or lamps.
112 - (arch) new darkness spell face.
113
1142.72 Thu Dec 4 22:20:19 CET 2008
115 - (maps) completely redesigned scorn.
21 - "cast light" now works on oneself. 116 - "cast light" now works on oneself.
22 - bump max light radius to 9, rewrote glow lighting calculations, fix 117 - bump max light radius to 9, rewrote glow lighting calculations, fix
23 negative glow radii again (they were totally broken before). 118 negative glow radii again (they were totally broken before).
24 - the "worldmaps sometimes are black" bug is finally fixed. 119 - the "worldmaps sometimes are black" bug is finally fixed.
25 - the "player objects are referenced in _GENxx globals" bug has finally 120 - the "player objects are referenced in _GENxx globals" bug has finally

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