Storyline, Quests, Ideas, Dialogs -manager
SearchWiki:

Project navigation

Documents

ToDo

Old stuff

PmWiki

Recent Changes Printable View Page History Edit Page

ToDo.ToDo History

Hide minor edits - Show changes to markup

December 30, 2009, at 04:42 PM by Fluzz -- Typo fix
Changed line 22 from:
A list of specific points taht could be enhanced is available here [1]
to:
A list of specific points that could be enhanced is available here [2]
December 30, 2009, at 04:18 PM by Fluzz -- Add 'Technical enhancements' entry
Added lines 21-22:

Technical enhancements

A list of specific points taht could be enhanced is available here [3]
December 25, 2009, at 04:30 PM by ahuillet -- .14 roadmap
Changed line 7 from:

0.13 Roadmap

to:

0.14 Roadmap

Changed line 9 from:
* reassignable shortcuts for programs
* remove black borders on levels (kill interfaces completely?)
to:
* improved miss/hit rules and armor system
Deleted line 10:
* difficulty levels
Added line 13:
* solve the chest items mess
Deleted line 16:
* unify miss/hit rules for bullets/blasts/melee shots/whatever
Changed line 30 from:
* doors drawn over tux (minor and very difficult to fix)
to:
* doors drawn over tux (minor and very difficult to fix, doable with Z buffer in openGL mode)
Deleted line 54:
  • 7.62mm ammunition 32x128
  • .50BMG ammo (check size in items_archetypes)

December 12, 2009, at 12:43 PM by 127.0.0.1 --
Deleted line 42:
  • Chainsaw - 2H - Size 64x128
December 12, 2009, at 12:40 PM by 127.0.0.1 --
Deleted line 43:
  • Small Axe - 1H - Size 64x96 (just rerender at this size with another color)
December 12, 2009, at 12:33 PM by 127.0.0.1 --
Deleted line 44:
  • Hunting knife - 1H - Size 32x64
December 08, 2009, at 09:28 AM by 127.0.0.1 --
Changed line 10 from:
* remove black borders on levels (kill interfaces completely?)
to:
* remove black borders on levels (kill interfaces completely?)
December 06, 2009, at 04:52 PM by 127.0.0.1 --
Deleted line 21:
* make item label box fit the text width instead of hardcoded one third of screen
December 01, 2009, at 11:25 AM by 127.0.0.1 -- remove title file i18n since we killed translations completely
Deleted line 20:
* title file i18n through gettext
October 20, 2009, at 02:10 AM by Stedevil -- Nuking i18n/translation section
Deleted line 40:

i18n

  • Make the buttons for char/skills/log/inv have text strings instead of fixed image text
  • Make it possible to manually switch language on platforms that currently don't allow this (eg Windows, Mac?)
  • Make autoselection of language first drop back to an available xx if the correct xx_YY locale doesnt exist before dropping to default (en_US ?). Ie if you eg have locale de_CH and de_CH doesnt exist, prefer another de locale eg de_DE if it exists before en_US.
  • Evaluate replacing the current font system. Eg a new system should be able to handle more then 8bit fonts (many languages can't be translated with only 8bit character fonts). Some Unicode references [4] [5] [6] [7] [8]
  • Create a method that can autogenerate fontfiles from eg DejaVu [9] to allow a much lower threshold for new translations to be adapted (currently the entire alphabet needs to be drawn manually if a suitable doesnt already exist).
  • Remove the (graphically) hardcoded "Freedroid starting up" text and make it a translatable text string. This includes creating suitable fonts etc.

September 20, 2009, at 12:50 PM by ahuillet -- savegame compression: done
Deleted line 23:
* zpipe shipfiles
September 09, 2009, at 03:58 PM by ahuillet -- visual feedback for quest log updates: done
Deleted line 30:

Deleted line 31:

User Interface

* visual feedback for quest log updates
August 09, 2009, at 12:52 PM by ahuillet --
Deleted line 27:
  • Grouping / drag'n'drop selection / copy pasting suggestion:
    1. Multiple-marker-mode, invoked by holding SHIFT and dragging an isometric marker rectangle
    2. Marker via MOUSE1 / arrow keys selects all obstacles on the resulting rectangle
    3. Selection remains marked, till MOUSE1/SHIFT is pressed again
    - move cursor along the marker (MOUSE2 / arrow keys)
    - browse through marked objects (N)
    - select/unselect single obstacles via MOUSE2 / SPACE
    - cut the custom selection (X)
    4. (if desired) move the cursor to another position to paste it (V)
    - alternatively selection may be drag'n'dropped via MOUSE2 or 3 / ALT+arrow keys

Changed line 34 from:
* When you receive a new log entry in your quest log, there is no visual feedback in the UI. Proper behaviour would be to eg make the LOG button red, like we do for eg CHA, whenever we get a new log entry.
to:
* visual feedback for quest log updates
Deleted line 42:
  • additional obstacles:
    surveillance cams, circuitry textured walls (e.g. Doom style), large prefab buildings
  • additional floor tiles:
    various sand / dirt tiles, rocky floor tiles, wired / circuitry metal plates
    (e.g. integrated blink lights)
  • wrecked graphics stuff:
    various burned/scorched floor tiles, doors and walls
    futuristic cars / bots / planes / large prefab buildings
August 08, 2009, at 10:09 PM by ahuillet -- quest log entries now have a decent interface
Deleted line 23:
* quest log entries to be updated directly by lua function calls (open_log("blah"))
August 08, 2009, at 05:13 PM by ahuillet -- difficulty levels now done
Changed line 12 from:
* difficulty levels
to:
* difficulty levels
August 08, 2009, at 02:39 PM by ahuillet -- runtime zoom level selection is done.
Deleted line 23:
* investigate possibility of runtime zoom level selection
June 14, 2009, at 02:55 PM by 127.0.0.1 --
Deleted line 25:
* lua API takeover() function
March 08, 2009, at 01:12 PM by ahuillet --
Changed line 9 from:
* reassignable shortcuts for programs
to:
* reassignable shortcuts for programs
Deleted line 27:
* remove all %hhd
March 08, 2009, at 09:16 AM by ahuillet --
Deleted line 21:
* check on big endian machines if ReadSint16 should actually be doing byteswapping or not
March 02, 2009, at 09:36 AM by ahuillet --
Added line 29:
* remove all %hhd
February 23, 2009, at 07:12 PM by ahuillet --
Deleted line 42:
  • chest items placement
February 19, 2009, at 06:47 PM by ahuillet --
Deleted line 42:
  • fix autoscrolling so it does not enable when clicking top banner buttons
February 18, 2009, at 11:27 AM by ahuillet --
Deleted line 43:
  • CTRL + arrows to move by one "screen" (ISOMETRIC_FLOOR_TILES_AROUND_TUX) at once
February 18, 2009, at 12:10 AM by ahuillet --
Added line 28:
* zpipe shipfiles
Added lines 45-46:
  • chest items placement
  • selection and removal of floor items
February 17, 2009, at 11:57 PM by ahuillet --
Added line 14:
* solve the obstacle state mess
February 17, 2009, at 11:48 PM by ahuillet --
Deleted line 42:
  • RMB in toolbar to display info window about the current object
February 17, 2009, at 09:15 PM by ahuillet --
Deleted line 41:
  • floor tiles placement via numpad
February 17, 2009, at 05:20 PM by ahuillet --
Changed line 7 from:

0.12 Roadmap

* assigned keys chart (F1 or so)
* game tutorial (moving around, talking, fighting, takeover)
* more leveleditor improvements ("try mode", group selection, copypasting of objects)
to:

0.13 Roadmap

Added lines 9-13:
* reassignable shortcuts for programs
* remove black borders on levels (kill interfaces completely?)
* game end (hell fortress)
* difficulty levels
* more leveleditor improvements (beautify grass, ...)
Deleted line 52:
* get rid of map borders
Deleted line 58:
  • hackable chest, doors and terminals
Changed line 78 from:

BASSE URGENT

We have reworked items, so we have lots of new items. They lack inventory, floor and shop images at the very least, plus on-tux images but those are more difficult to generate so we don't need them now.

The items are of two kinds: melee and ranged weapons
to:

Missing items graphics

February 10, 2009, at 09:27 PM by ahuillet --
Deleted line 15:
* autoguns as bots
Changed line 25 from:
* improve autoscrolling system (also conflict with tabs/keys > add 0.8 secs delay prior to invocation)
to:
* lua API takeover() function
Deleted line 39:
  • allow editing scripts from inside the editor
Changed lines 41-43 from:
  • Advanced key-based navigation:
    2. holding CTRL + arrow keys does screen-wise flipping in the respective direction (speed up)
    [-3. floor tiles placement via numpad

  • display more information about the marked obstacle (and uncomment corresponding code)- AH: ???
to:
  • floor tiles placement via numpad
  • CTRL + arrows to move by one "screen" (ISOMETRIC_FLOOR_TILES_AROUND_TUX) at once
  • RMB in toolbar to display info window about the current object
Added line 55:
* autoguns as bots
Changed line 68 from:
  • Staff attack animation incorrectly is a sword animation
  • outfit active autoguns with a red glowing lens, inactive with dark lenses
(needed when bot functionality reached).
Also, leveleditor's navigation bar should visualize active guns i.e. as fully red glowing

to:
  • more tux-holding-a-weapon images
Changed line 77 from:
  • Remove the (graphically) hardcoded "Freedroid startuing up" text and make it a translatable text string. This includes creating suitable fonts etc.

Building etc.

* Update or remove manpage
to:
  • Remove the (graphically) hardcoded "Freedroid starting up" text and make it a translatable text string. This includes creating suitable fonts etc.
Deleted line 93:
mainly projectile weapons.. I know it may not be much to your liking but it's not realistic not to have them. stay consistent with your style (ie. make nice stuff), we'll rename the weapons if necessary

February 10, 2009, at 09:34 AM by ahuillet --
Deleted line 29:
  • drag and drop; see M key (Edit: M was re-assigned, use D instead)
  • drag&drop selections
  • copy pasting
Changed line 42 from:
  • Offset to the level_editor_banner rectangle and icons from screen borders
(15-20px), to prevent level from wandering off while navigating buttons / double the tab's height
to:
  • fix autoscrolling so it does not enable when clicking top banner buttons
Deleted line 43:
1. -PgUp / PgDn keys to flip tile/obstacle bar (+/-8) / keys+CTRL for single-stepping Highlight
Changed line 45 from:
3. similarly to placing obstacles, implement placing tiles via numpad
4. C for copying marked selection, V for pasting copied/cut selection
5. editor memorizes the last Highlight position for each tab category when changing it
to:
[-3. floor tiles placement via numpad
February 08, 2009, at 04:25 PM by 127.0.0.1 --
Changed line 11 from:
* more leveleditor improvements ("try mode", group selection, copypasting of objects)
to:
* more leveleditor improvements ("try mode", group selection, copypasting of objects)
February 05, 2009, at 07:35 AM by ahuillet -- add link to RFE tracker
Added line 3:
There is a request for enhancement tracker[10] where you can add the things you would like to see in FreedroidRPG?. Do not hesitate to pick a task here or there :)
February 04, 2009, at 02:14 PM by ahuillet --
Changed line 10 from:
* more leveleditor improvements ("try mode", group selection, copypasting of objects)
to:
* more leveleditor improvements ("try mode", group selection, copypasting of objects)
February 02, 2009, at 04:23 AM by JK Wood -- Prevented formatting from being applied to non-topics
Changed line 20 from:
* check on big endian machines if ReadSint16? should actually be doing byteswapping or not
to:
* check on big endian machines if ReadSint16 should actually be doing byteswapping or not
Changed line 28 from:

Leveleditor (see GSoC? project idea at OpenJobs)

to:

Leveleditor (see GSoC project idea at OpenJobs)

Changed lines 34-36 from:
2. Marker via MOUSE1? / arrow keys selects all obstacles on the resulting rectangle
3. Selection remains marked, till MOUSE1?/SHIFT is pressed again
- move cursor along the marker (MOUSE2? / arrow keys)
to:
2. Marker via MOUSE1 / arrow keys selects all obstacles on the resulting rectangle
3. Selection remains marked, till MOUSE1/SHIFT is pressed again
- move cursor along the marker (MOUSE2 / arrow keys)
Changed line 38 from:
- select/unselect single obstacles via MOUSE2? / SPACE
to:
- select/unselect single obstacles via MOUSE2 / SPACE
Changed line 41 from:
- alternatively selection may be drag'n'dropped via MOUSE2? or 3 / ALT+arrow keys
to:
- alternatively selection may be drag'n'dropped via MOUSE2 or 3 / ALT+arrow keys
Changed line 47 from:
1. PgUp? / PgDn? keys to flip tile/obstacle bar (+/-8) / keys+CTRL for single-stepping Highlight
to:
1. -PgUp / PgDn keys to flip tile/obstacle bar (+/-8) / keys+CTRL for single-stepping Highlight
February 01, 2009, at 05:18 PM by Barbatrix --
Changed line 36 from:
- move cursor along the marker (MOUSE2?/arrow keys)
to:
- move cursor along the marker (MOUSE2? / arrow keys)
February 01, 2009, at 05:17 PM by Barbatrix -- re-structured added content
Changed lines 32-41 from:
  • grouping / drag'n'drop selection / copy pasting suggestion:

Multiple-marker-mode, invoked by holding SHIFT and dragging an isometric marker rectangle
1. Marker via MOUSE1?/arrow keys selects all obstacles on the resulting rectangle
2. Selection remains marked, till MOUSE1?/SHIFT is pressed again
- move cursor along the marker (MOUSE2?/arrow keys)
- browse through marked objects (N)
- select/unselect single obstacles via MOUSE2?/SPACE
- cut the custom selection (X)
3. (if desired) move the cursor to another position to paste it (V)
- alternatively selection may be drag'n'dropped via MOUSE2? or 3 / ALT+arrow keys
to:
  • Grouping / drag'n'drop selection / copy pasting suggestion:
    1. Multiple-marker-mode, invoked by holding SHIFT and dragging an isometric marker rectangle
    2. Marker via MOUSE1? / arrow keys selects all obstacles on the resulting rectangle
    3. Selection remains marked, till MOUSE1?/SHIFT is pressed again
    - move cursor along the marker (MOUSE2?/arrow keys)
    - browse through marked objects (N)
    - select/unselect single obstacles via MOUSE2? / SPACE
    - cut the custom selection (X)
    4. (if desired) move the cursor to another position to paste it (V)
    - alternatively selection may be drag'n'dropped via MOUSE2? or 3 / ALT+arrow keys
Changed lines 47-51 from:

1. PgUp? / PgDn? keys to flip tile/obstacle bar (+/-8) / keys+CTRL for single-stepping Highlight
2. holding CTRL + arrow keys does screen-wise flipping in the respective direction (speed up)
3. similarly to placing obstacles, implement placing tiles via numpad
4. C for copying marked selection, V for pasting copied/cut selection
5. editor memorizes the last Highlight position for each tab category when changing it
to:
1. PgUp? / PgDn? keys to flip tile/obstacle bar (+/-8) / keys+CTRL for single-stepping Highlight
2. holding CTRL + arrow keys does screen-wise flipping in the respective direction (speed up)
3. similarly to placing obstacles, implement placing tiles via numpad
4. C for copying marked selection, V for pasting copied/cut selection
5. editor memorizes the last Highlight position for each tab category when changing it
February 01, 2009, at 05:05 PM by Barbatrix -- autoguns job added
Changed lines 79-82 from:
  • Staff attack animation incorrectly is a sword animation
to:
  • Staff attack animation incorrectly is a sword animation
  • outfit active autoguns with a red glowing lens, inactive with dark lenses
(needed when bot functionality reached).
Also, leveleditor's navigation bar should visualize active guns i.e. as fully red glowing
February 01, 2009, at 04:51 PM by Barbatrix --
Added line 25:
* improve autoscrolling system (also conflict with tabs/keys > add 0.8 secs delay prior to invocation)
Added lines 70-78:
  • hackable chest, doors and terminals
  • additional obstacles:
    surveillance cams, circuitry textured walls (e.g. Doom style), large prefab buildings
  • additional floor tiles:
    various sand / dirt tiles, rocky floor tiles, wired / circuitry metal plates
    (e.g. integrated blink lights)
  • wrecked graphics stuff:
    various burned/scorched floor tiles, doors and walls
    futuristic cars / bots / planes / large prefab buildings
Changed line 80 from:
  • "italics"hackable chest, doors and terminals
to:

February 01, 2009, at 04:37 PM by Barbatrix -- mainly leveleditor ToDo
Added line 26:

Changed lines 28-57 from:
* drag and drop (see M key)
* grouping
* drag&drop selections
* copy pasting
* display more information about the marked obstacle (and uncomment corresponding code)- AH: ???
* handle placement of special enemies
* edit parameters of random enemies
* allow editing scripts from inside the editor
to:
  • drag and drop; see M key (Edit: M was re-assigned, use D instead)
  • drag&drop selections
  • copy pasting
  • grouping / drag'n'drop selection / copy pasting suggestion:

Multiple-marker-mode, invoked by holding SHIFT and dragging an isometric marker rectangle
1. Marker via MOUSE1?/arrow keys selects all obstacles on the resulting rectangle
2. Selection remains marked, till MOUSE1?/SHIFT is pressed again
- move cursor along the marker (MOUSE2?/arrow keys)
- browse through marked objects (N)
- select/unselect single obstacles via MOUSE2?/SPACE
- cut the custom selection (X)
3. (if desired) move the cursor to another position to paste it (V)
- alternatively selection may be drag'n'dropped via MOUSE2? or 3 / ALT+arrow keys

  • allow editing scripts from inside the editor
  • Offset to the level_editor_banner rectangle and icons from screen borders
(15-20px), to prevent level from wandering off while navigating buttons / double the tab's height
  • Advanced key-based navigation:

    1. PgUp? / PgDn? keys to flip tile/obstacle bar (+/-8) / keys+CTRL for single-stepping Highlight
    2. holding CTRL + arrow keys does screen-wise flipping in the respective direction (speed up)
    3. similarly to placing obstacles, implement placing tiles via numpad
    4. C for copying marked selection, V for pasting copied/cut selection
    5. editor memorizes the last Highlight position for each tab category when changing it

  • display more information about the marked obstacle (and uncomment corresponding code)- AH: ???
  • handle placement of special enemies
  • edit parameters of random enemies

Added line 70:
  • "italics"hackable chest, doors and terminals
January 26, 2009, at 10:21 PM by ahuillet --
Deleted line 21:
* no delay after tux says something in a dialog
Added line 24:
* quest log entries to be updated directly by lua function calls (open_log("blah"))
January 17, 2009, at 02:26 PM by ahuillet --
Changed line 8 from:
* assigned keys chart (F1 or so)
to:
* assigned keys chart (F1 or so)
Changed line 10 from:
* more leveleditor improvements ("try mode"DONE, copypasting of objects, group selection)
to:
* more leveleditor improvements ("try mode", group selection, copypasting of objects)
Changed line 51 from:
  • Make it possible to manually switch language on platforms that currently doesnt allow this (eg Windows, Mac?)
to:
  • Make it possible to manually switch language on platforms that currently don't allow this (eg Windows, Mac?)
January 16, 2009, at 11:04 PM by Stedevil -- Properly mark moving to >8bit font as something to that needs evaluation
Changed line 53 from:
  • Remake the fontsystem to be able to handle more then 8bit fonts (many languages can't be translated with only 8bit character fonts). Some Unicode references [11] [12] [13] [14] [15]
to:
  • Evaluate replacing the current font system. Eg a new system should be able to handle more then 8bit fonts (many languages can't be translated with only 8bit character fonts). Some Unicode references [16] [17] [18] [19] [20]
January 12, 2009, at 06:29 PM by ahuillet --
Added line 24:
* investigate possibility of runtime zoom level selection
January 11, 2009, at 04:43 PM by ahuillet --
Deleted line 21:
* mark strings in freedroid.events
January 11, 2009, at 04:26 PM by ahuillet --
Deleted line 14:
* program casting graphical effect
Deleted line 17:
* provide a way to display console messages in level scripts
* per-weapon shoot and reload sounds (check if not already in place)
Deleted line 20:
* call glGenTextures every time we need a texture instead of using that useless static array
Changed lines 23-24 from:
* complete_mission lua function does not run on completion lua code as expected, we need to do CompleteMission? like we have AssignMission?
to:
* no delay after tux says something in a dialog
* make item label box fit the text width instead of hardcoded one third of screen
December 29, 2008, at 11:21 PM by 127.0.0.1 --
Added line 27:
* complete_mission lua function does not run on completion lua code as expected, we need to do CompleteMission? like we have AssignMission?
December 29, 2008, at 05:56 PM by 127.0.0.1 --
Added line 26:
* mark strings in freedroid.events
December 27, 2008, at 08:01 PM by 127.0.0.1 --
Added line 25:
December 24, 2008, at 04:15 PM by 127.0.0.1 --
Added line 24:
* call glGenTextures every time we need a texture instead of using that useless static array
December 24, 2008, at 11:46 AM by 127.0.0.1 --
Changed line 23 from:
* randomize respawn position of bots
to:
* check on big endian machines if ReadSint16? should actually be doing byteswapping or not
Deleted line 29:
* improve autoscroll
Deleted line 39:
* help button for takeover game to make more visible
November 16, 2008, at 02:55 PM by ahuillet -- remove savegame converter from the roadmap.
Changed line 11 from:
* savegame converter for 0.11
to:

November 16, 2008, at 11:45 AM by ahuillet --
Deleted line 21:
* need to support non-gettext-marked strings in dialogs
November 08, 2008, at 04:41 PM by ahuillet --
Changed line 41 from:
* extend map borders (doable)
to:
* get rid of map borders
Deleted line 42:
* character shadows
November 06, 2008, at 08:20 AM by ahuillet -- try mode implemented - take2
Deleted line 30:
* save world and provide a test feature to avoid corrupting the world all the time
November 06, 2008, at 08:20 AM by ahuillet -- "try mode" is implemented per r. 1253
Changed line 8 from:
* assigned keys chart (F1 or so)
to:
* assigned keys chart (F1 or so)
Changed line 10 from:
* more leveleditor improvements (proper world saving/"try mode", copypasting of objects, group selection)
to:
* more leveleditor improvements ("try mode"DONE, copypasting of objects, group selection)
November 05, 2008, at 02:49 PM by ahuillet --
Deleted line 32:
* repetition of arrow keys to move around
November 04, 2008, at 05:21 PM by 127.0.0.1 --
Deleted line 22:
* reassignable keys (complete input rework...)
Deleted line 23:
* display more than 7 saved games
Deleted line 52:

November 04, 2008, at 05:04 PM by 127.0.0.1 --
Changed line 8 from:
* assigned keys chart (F1 or so)
to:
* assigned keys chart (F1 or so)
November 03, 2008, at 04:29 PM by 127.0.0.1 --
Deleted line 42:
*
November 03, 2008, at 04:29 PM by 127.0.0.1 --
Changed line 42 from:
* When you receive a new log entry in your quest log, there is no visual feedback in the UI. Proper behaviour would be to eg make the LOG button red, like we do for eg CHA, whenever we get a new log entry. When working with this, it might be a good idea to kill an i18n issue as well with the same stone, by making the buttons have text strings instead of fixed image text.
to:
* When you receive a new log entry in your quest log, there is no visual feedback in the UI. Proper behaviour would be to eg make the LOG button red, like we do for eg CHA, whenever we get a new log entry.
Added line 59:
  • Make the buttons for char/skills/log/inv have text strings instead of fixed image text
November 03, 2008, at 09:38 AM by 127.0.0.1 --
Added lines 41-44:

User Interface

* When you receive a new log entry in your quest log, there is no visual feedback in the UI. Proper behaviour would be to eg make the LOG button red, like we do for eg CHA, whenever we get a new log entry. When working with this, it might be a good idea to kill an i18n issue as well with the same stone, by making the buttons have text strings instead of fixed image text.
*

October 06, 2008, at 11:56 PM by 127.0.0.1 --
Added line 59:
  • Remove the (graphically) hardcoded "Freedroid startuing up" text and make it a translatable text string. This includes creating suitable fonts etc.
October 02, 2008, at 03:40 PM by 127.0.0.1 --
Changed line 57 from:
  • Remake the fontsystem to be able to handle more then 8bit fonts (many languages can't be translated with only 8bit character fonts). Some Unicode references [21] [22] [23] [24] [25] [[]]
to:
  • Remake the fontsystem to be able to handle more then 8bit fonts (many languages can't be translated with only 8bit character fonts). Some Unicode references [26] [27] [28] [29] [30]
October 02, 2008, at 03:17 PM by 127.0.0.1 --
Changed line 57 from:
  • Remake the fontsystem to be able to handle more then 8bit fonts (many languages can't be translated with only 8bit character fonts). Some Unicode references [31] [32] [33] [34]
to:
  • Remake the fontsystem to be able to handle more then 8bit fonts (many languages can't be translated with only 8bit character fonts). Some Unicode references [35] [36] [37] [38] [39] [[]]
October 02, 2008, at 03:15 PM by 127.0.0.1 --
Changed line 57 from:
  • Remake the fontsystem to be able to handle more then 8bit fonts (many languages can't be translated with only 8bit character fonts). Some Unicode references [40] [41] [42]
to:
  • Remake the fontsystem to be able to handle more then 8bit fonts (many languages can't be translated with only 8bit character fonts). Some Unicode references [43] [44] [45] [46]
October 02, 2008, at 03:14 PM by 127.0.0.1 --
Changed line 57 from:
  • Remake the fontsystem to be able to handle more then 8bit fonts (many languages can't be translated with only 8bit character fonts).
to:
  • Remake the fontsystem to be able to handle more then 8bit fonts (many languages can't be translated with only 8bit character fonts). Some Unicode references [47] [48] [49]
October 02, 2008, at 02:21 PM by 127.0.0.1 --
Changed line 58 from:
  • Create a method that can autogenerate fontfiles from eg DejaVu? http://dejavu.sourceforge.net/wiki/index.php/Main_Page to allow a much lower threshold for new translations to be adapted (currently the entire alphabet needs to be drawn manually if a suitable doesnt already exist).
to:
  • Create a method that can autogenerate fontfiles from eg DejaVu [50] to allow a much lower threshold for new translations to be adapted (currently the entire alphabet needs to be drawn manually if a suitable doesnt already exist).
October 02, 2008, at 02:12 PM by 127.0.0.1 --
Changed lines 56-59 from:
  • Make autoselection of language first drop back to an available xx if the correct xx_YY locale doesnt exist before dropping to default (en_US ?). Ie if you eg have locale de_CH and de_CH doesnt exist, prefer another/default de locale eg de_DE if it exists before en_US.
to:
  • Make autoselection of language first drop back to an available xx if the correct xx_YY locale doesnt exist before dropping to default (en_US ?). Ie if you eg have locale de_CH and de_CH doesnt exist, prefer another de locale eg de_DE if it exists before en_US.
  • Remake the fontsystem to be able to handle more then 8bit fonts (many languages can't be translated with only 8bit character fonts).
  • Create a method that can autogenerate fontfiles from eg DejaVu? http://dejavu.sourceforge.net/wiki/index.php/Main_Page to allow a much lower threshold for new translations to be adapted (currently the entire alphabet needs to be drawn manually if a suitable doesnt already exist).

October 02, 2008, at 01:59 PM by 127.0.0.1 --
Added lines 52-57:

i18n

  • Make it possible to manually switch language on platforms that currently doesnt allow this (eg Windows, Mac?)
  • Make autoselection of language first drop back to an available xx if the correct xx_YY locale doesnt exist before dropping to default (en_US ?). Ie if you eg have locale de_CH and de_CH doesnt exist, prefer another/default de locale eg de_DE if it exists before en_US.

September 28, 2008, at 06:06 PM by ahuillet --
Added line 26:
* randomize respawn position of bots
September 26, 2008, at 03:43 PM by ahuillet --
Added line 25:
* display more than 7 saved games
September 26, 2008, at 07:51 AM by 127.0.0.1 --
Added line 24:
* title file i18n through gettext
September 25, 2008, at 06:46 PM by ahuillet --
Added line 11:
* savegame converter for 0.11
September 21, 2008, at 07:20 PM by ahuillet -- added .50BMG ammo to graphics todo
Added line 79:
  • .50BMG ammo (check size in items_archetypes)
September 21, 2008, at 03:30 PM by 127.0.0.1 --
Deleted line 58:
  • Antique sword - 1H - Size 32x128
September 21, 2008, at 02:27 PM by 127.0.0.1 --
Deleted line 79:
September 21, 2008, at 08:07 AM by 127.0.0.1 --
Deleted line 24:
* quickbar does not work when placing with KP
* refactor state code
* display level border lines
September 20, 2008, at 12:19 PM by 127.0.0.1 --
Deleted line 21:
* add flag to items and function to allow targeting and shooting through objects you cant walk through
September 13, 2008, at 12:38 PM by 79.80.251.61 --
Deleted line 13:
* items dropped into walls to check
September 04, 2008, at 10:03 AM by 86.66.169.60 --
Deleted line 21:
* different endgame titles depending on the way game was finished
Added line 24:
* reassignable keys (complete input rework...)
Deleted line 41:

Deleted line 52:
  • new floor-tiles
    • flat dried grass
    • corroded concrete and asphalt-tiles
    • sidewalks
    • tiles with loosely strayed stones
    • more tiny plants in grass
    • more interior floor tiles

  • gastanks and phone-cells
  • corroded or grown-over signs
  • crushed & burnt-out robots and machines
  • security cameras
  • kitchen furniture (hotplates, etc.)

  • "metro-alike" identification portals
  • cubicles

September 04, 2008, at 10:01 AM by 86.66.169.60 --
Added lines 6-11:

0.12 Roadmap

* assigned keys chart (F1 or so)
* game tutorial (moving around, talking, fighting, takeover)
* more leveleditor improvements (proper world saving/"try mode", copypasting of objects, group selection)

August 01, 2008, at 08:10 PM by 90.60.144.39 --
Deleted line 13:
* finish pathfinding
July 17, 2008, at 07:50 PM by 130.240.222.92 --
Added line 19:
* add flag to items and function to allow targeting and shooting through objects you cant walk through
July 17, 2008, at 12:13 AM by 130.240.222.92 --
Deleted line 79:
  • Iron bar - 2H - Size 32x192
July 15, 2008, at 08:20 PM by 86.68.120.22 --
Changed line 16 from:
* make it possible to add blood and oil on the ground on a level
to:
* make it possible to add blood and oil on the ground in a level
Changed line 18 from:

to:
* need to support non-gettext-marked strings in dialogs
Changed line 24 from:
* %drag and drop (see M key)
to:
* drag and drop (see M key)
July 11, 2008, at 12:59 PM by ah --
Changed lines 23-24 from:
* drag and drop (see M key)
to:
* display level border lines
* %drag and drop (see M key)
Changed line 35 from:
* display level border lines
to:

July 11, 2008, at 12:37 PM by ah --
Added line 23:
* drag and drop (see M key)
Deleted line 24:
* drag and drop (see M key)
Deleted line 37:
* bigger exterminator splash (graphics needed first)
Deleted line 45:
this is hard because i'd need to render _ALL_ tux anims to change anything
Deleted line 74:
* Cutting *
Deleted line 76:
* Cleaving *
Deleted line 77:
* Piercing *
Deleted line 78:
* Impact *
Deleted line 81:

Deleted line 88:
  • one barelled pump action shotgun 64x128
July 11, 2008, at 12:36 PM by ah --
Deleted line 8:
* fighting in labyrinths: unable to attack bot close to a wall
Deleted line 10:
Added lines 14-18:
* finish pathfinding
* per-weapon shoot and reload sounds (check if not already in place)
* make it possible to add blood and oil on the ground on a level
* different endgame titles depending on the way game was finished

June 18, 2008, at 02:31 PM by ah --
Added line 15:
* provide a way to display console messages in level scripts
June 03, 2008, at 02:23 PM by ah --
Deleted line 35:
* movement of civilians: larger WP routes and randomization (not so interesting, difficult)
June 03, 2008, at 02:23 PM by ah --
Added line 30:
* display level border lines
June 03, 2008, at 12:09 PM by ah --
Changed line 26 from:
* remove half open doors from the list of tiles
* display more information about the marked obstacle (and uncomment corresponding code)
to:
* display more information about the marked obstacle (and uncomment corresponding code)- AH: ???
June 03, 2008, at 10:29 AM by ah --
Deleted line 25:
* pageup/down to move through available tiles faster
June 02, 2008, at 04:54 PM by ah --
Deleted line 37:
* fix GL automap, notably alpha (replaced by SDL automap by default)
June 02, 2008, at 11:56 AM by ah --
Added line 1:
This is a short term, detailed todo list of things that are currently being planned by developers.
Added lines 4-5:
See the OpenJobs page for larger projects which may not be being worked on at the moment.

May 12, 2008, at 06:44 AM by ah --
Added lines 22-24:
* repetition of arrow keys to move around
* pageup/down to move through available tiles faster
* remove half open doors from the list of tiles
May 10, 2008, at 09:10 AM by ah --
Deleted line 86:
Changed line 89 from:
  • pump action shotgun 64x128
http://en.wikipedia.org/wiki/Riot_shotgun
to:
  • one barelled pump action shotgun 64x128
May 09, 2008, at 09:21 AM by ah --
Deleted line 76:
  • Metal spear - 1H - Size 32x192
Deleted line 77:
  • Table leg - 1H - Size 32x128
Changed lines 86-87 from:
  • .22 LR ammunition
  • .22 automatic
  • .22 hunting rifle
/* Image inspiration Ruger 22/45 Automatic (3) 10+1 durable weak
to:
  • .22 LR ammunition 32x32
  • .22 automatic pistol 32x64
Added line 90:
Deleted line 91:
Ruger 10/22 rifle (4) 10+1 http://en.wikipedia.org/wiki/Ruger_10/22
  • /
Changed lines 93-94 from:
  • shotgun shells
  • 2 barrel sawed off shotgun
  • pump action shotgun
http://en.wikipedia.org/wiki/Sawed-off_shotgun
to:
  • shotgun shells 64x64
  • pump action shotgun 64x128
Changed lines 97-98 from:
  • 9mm ammunition
  • 9mm pistol
  • 9mm sub machine gun
/*
to:
  • 9mm ammunition 32x96
  • 9mm pistol 32x64
Changed lines 102-104 from:
9mm Sub Machinegun (6) 30 http://en.wikipedia.org/wiki/Heckler_%26_Koch_MP5
  • /

  • 7.62mm ammunition
  • 7.62mm hunting rifle
  • 7.62mm AK-47
/* Image inspiration CZ 527 Hunting rifle (7.62) - (6) 1.5 7 5 http://www.theothersideofkim.com/index.php/ggps/5956/ AK47? Assault rifle (7.62) - (7) 0.25 5 30
to:

  • 7.62mm ammunition 32x128
  • 7.62mm AK-47 64x160
Deleted line 105:
  • /

  • .50BMG ammunition
  • Barrett M82 Sniper Rifle
http://en.wikipedia.org/wiki/M82_Barrett_rifle
Changed line 109 from:
  • teleporter homing beacon (a little device that plants a beacon for a teleporter to bring you back and forth between your current location and your home)
to:
  • teleporter homing beacon (a little device that plants a beacon for a teleporter to bring you back and forth between your current location and your home) 32x32
May 09, 2008, at 08:35 AM by ah --
Changed lines 71-72 from:
* Big kitchen knife - 1H - Size 1x2
  • Antique sword - 1H - Size 1x4
  • Chainsaw - 2H - Size 2x4
to:
  • Antique sword - 1H - Size 32x128
  • Chainsaw - 2H - Size 64x128
Changed line 74 from:
  • Small Axe - 1H - Size 2x3
  • Large Axe - 2H - Size 2x4
to:
  • Small Axe - 1H - Size 64x96 (just rerender at this size with another color)
Changed lines 76-77 from:
  • Hunting knife - 1H - Size 1x2
  • Metal spear - 1H - Size 1x6
to:
  • Hunting knife - 1H - Size 32x64
  • Metal spear - 1H - Size 32x192
Changed lines 79-81 from:
* Hammer - 1H - Size 1x3
  • Table leg - 1H - Size 1x4
* Iron bar - 2H - Size 1x6
  • Sledgehammer - 2H - Size 2x5
to:
  • Table leg - 1H - Size 32x128
  • Iron bar - 2H - Size 32x192
  • Sledgehammer - 2H - Size 64x160
May 09, 2008, at 07:52 AM by 88.114.85.150 --
Changed line 71 from:
  • Big kitchen knife - 1H - Size 1x2
to:
* Big kitchen knife - 1H - Size 1x2
Changed line 81 from:
  • Hammer - 1H - Size 1x3
to:
* Hammer - 1H - Size 1x3
Changed line 83 from:
  • Iron bar - 2H - Size 1x6
to:
* Iron bar - 2H - Size 1x6
May 08, 2008, at 04:06 PM by ah --
Deleted line 4:
* doors drawn over tux
Deleted line 6:
* character shadows
* use GL for spinning item in shops
* mouseover tips in INV and CHA
Deleted line 26:

Changed lines 28-29 from:
* extend map borders
* bigger exterminator splash
to:
* extend map borders (doable)
* bigger exterminator splash (graphics needed first)
Changed lines 31-35 from:
* movement of civilians: larger WP routes and randomization
* fix GL automap (alpha)
to:
* movement of civilians: larger WP routes and randomization (not so interesting, difficult)
* fix GL automap, notably alpha (replaced by SDL automap by default)
* character shadows
* use GL for spinning item in shops
* doors drawn over tux (minor and very difficult to fix)
May 08, 2008, at 12:35 PM by ah --
Deleted line 83:
  • Iron pipe - 1H - Size 1x3
  • Crowbar - 1H - Size 1x3
May 08, 2008, at 10:01 AM by 130.240.222.92 --
Changed lines 73-90 from:
    * chainsaw
    * hunting knife
    * big kitchen knife
    * (small|large) axe
    * iron pipe
    * table leg
    * iron bar
    * sledgehammer
    * antique sword
    * metal spear
    * hammer 
to:
* Cutting *
  • Big kitchen knife - 1H - Size 1x2
  • Antique sword - 1H - Size 1x4
  • Chainsaw - 2H - Size 2x4
* Cleaving *
  • Small Axe - 1H - Size 2x3
  • Large Axe - 2H - Size 2x4
* Piercing *
  • Hunting knife - 1H - Size 1x2
  • Metal spear - 1H - Size 1x6
* Impact *
  • Iron pipe - 1H - Size 1x3
  • Crowbar - 1H - Size 1x3
  • Hammer - 1H - Size 1x3
  • Table leg - 1H - Size 1x4
  • Iron bar - 2H - Size 1x6
  • Sledgehammer - 2H - Size 2x5

May 08, 2008, at 09:22 AM by ah --
Changed line 45 from:
  • new floor-tiles (turnable/for all directions):
to:
  • new floor-tiles
Deleted line 46:
  • various types of dirt
  • mergetiles between grass/dirt
  • different grass/dirt-tiles
Changed line 48 from:
  • small(er) sewer
  • crates for sidewalks
to:
  • sidewalks
Deleted line 49:
  • rotting/dried logs
Changed line 51 from:
  • walls and floor tiles
to:
  • more interior floor tiles
Deleted line 52:
  • maybe some burnt-out hover-cars
Deleted line 54:
  • broken shop-windows
  • walls with smashed windows
Changed lines 56-57 from:

  • more machinery objects:
    • Tesla coils
    • generators
    • transformers
    • tanks
to:
  • security cameras
  • kitchen furniture (hotplates, etc.)
Changed line 73 from:
    *  chainsaw
to:
    * chainsaw
May 08, 2008, at 09:06 AM by ah --
Changed lines 85-95 from:
  • Cutting ***
Big kitchen knife - lvl 0 - str 0 dex 0 - 1H - Dam: 0-2 - Recharge: 0.5 - Inv size 1x2 - Dur 6-8 - 30

Antique sword - lvl 2 - str 0 dex20 - 1H - Dam: 2-4 - Recharge: 0.55- Inv size 1x4 - Dur 8-12 -100

Chainsaw - lvl 4 - str15 dex20 - 2H - Dam: 2-3 - Recharge: 0.15- Inv size 2x4 - Dur 5-6 -500

  • Cleaving ***
Small Axe - lvl 2 - str14 dex15 - 1H - Dam: 2-6 - Recharge: 0.7 - Inv size 2x3 - Dur 12-17 - 80

Large Axe - lvl 3 - str25 dex18 - 2H - Dam:10-20- Recharge: 1.2 - Inv size 2x4 - Dur 14-19 -120

  • Piercing ***
Hunting knife - lvl 1 - str 0 dex 0 - 1H - Dam: 0-2 - Recharge: 0.4 - Inv size 1x2 - Dur 5-7 - 40

Metal spear - lvl 3 - str20 dex26 - 1H - Dam: 2-5 - Recharge: 0.4 - Inv size 1x6 - Dur 15-20 - 80

  • Impact ***
Iron pipe - lvl 0 - str 0 dex 0 - 1H - Dam: 1-3 - Recharge: 0.6 - Inv size 1x3 - Dur 12-17 - 30

Crowbar - lvl 0 - str15 dex 0 - 1H - Dam: 1-4 - Recharge: 0.6 - Inv size 1x3 - Dur 20-30 - 60

Hammer - lvl 1 - str 0 dex 0 - 1H - Dam: 1-2 - Recharge: 0.5 - Inv size 1x3 - Dur 17-22 - 40

Table leg - lvl 1 - str 0 dex 0 - 1H - Dam: 1-2 - Recharge: 0.5 - Inv size 1x4 - Dur 5-10 - 10

Iron bar - lvl 2 - str20 dex15 - 2H - Dam: 6-12- Recharge: 1.0 - Inv size 1x6 - Dur 20-25 - 70

Sledgehammer - lvl 4 - str25 dex20 - 2H - Dam:20-30- Recharge: 1.5 - Inv size 2x5 - Dur 30-35 -150

  • Ranged ******************************************************************************************
  • Conventional ***
.22 LR Ammo - lvl 3 - Speed: 30 - 4

.22 LR Automatic - lvl 3 - 1H - Dam: 0-2 - Recharge: 0.4 - Reload: 3.0 - Clip: 11 - Size 1x2 - Dur 10-20 - 150

.22 LR Rifle - lvl 4 - 2H - Dam: 1-4 - Recharge: 0.6 - Reload:10.0 - Clip: 11 - Size 1x5 - Dur 10-20 - 250

Shotgun Ammo - lvl 4 - Speed: 30 - 12

Saw off - lvl 4 - 1H - Dam: 2-10 - Recharge: 0.4 - Reload: 5.0 - Clip: 2 - Size 2x2 - Dur 10-20 - 200

2 barrel - lvl 4 - 2H - Dam: 2-18 - Recharge: 0.4 - Reload: 5.0 - Clip: 2 - Size 2x4 - Dur 10-20 - 250

Pump action - lvl 5 - 2H - Dam: 2-14 - Recharge: 0.6 - Reload: 4.0 - Clip: 8 - Size 2x4 - Dur 10-20 - 300

9x19mm Ammo - lvl 5 - Speed: 30 - 18

9mm Automatic - lvl 5 - 1H - Dam: 4-10 - Recharge: 0.5 - Reload: 3.0 - Clip: 19 - Size 1x2 - Dur 10-20 - 400

9mm SMG - lvl 6 - 2H - Dam: 3-8 - Recharge: 0.2 - Reload: 3.0 - Clip: 30 - Size 2x3 - Dur 10-20 - 950

7.62x39mm Ammo - lvl 6 - Speed: 30 - 24

7.62mm Rifle - lvl 6 - 2H - Dam:10-16 - Recharge: 0.8 - Reload: 5.0 - Clip: 5 - Size 1x6 - Dur 10-20 - 800

7.62mm AK-47 - lvl 7 - 2H - Dam: 6-12 - Recharge: 0.2 - Reload: 3.0 - Clip: 30 - Size 2x5 - Dur 10-20 - 1400

.50 BMG Ammo - lvl 7 - Speed: 30 no stack, pass through - 200

Heavysniperrifle - lvl 8 - 2H - Dam:40-240- Recharge: 1.2 - Reload: 4.0 - Clip: 10 - Size 2x6 - Dur 10-20 - 2000

  • Energy ***
Laser Ammo - lvl 4 - Speed: 45 - 2

Laser Pistol - lvl 6 - 1H - Dam: 4-10 - Recharge: 0.4 - Reload: 3.0 - Clip: 12 - Size 1x2 - Dur 10-20 - 500

Laser Rifle - lvl 7 - 2H - Dam: 8-16 - Recharge: 0.6 - Reload: 4.0 - Clip: 24 - Size 1x4 - Dur 10-20 - 1000

Small Pulslaser - lvl 7 - 2H - Dam: 3-8 - Recharge: 0.15- Reload: 3.0 - Clip: 60 - Size 2x3 - Dur 10-20 - 1000

Puls Laser - lvl 8 - 2H - Dam: 6-14 - Recharge: 0.15- Reload: 4.0 - Clip: 60 - Size 2x4 - Dur 10-20 - 2000

Plasma Ammo - lvl 4 - Speed: 15 - 4

Plasma Pistol - lvl 6 - 1H - Dam:12-18 - Recharge: 0.75- Reload: 3.0 - Clip: 6 - Size 1x2 - Dur 10-20 - 750

Plasma Gun - lvl 7 - 2H - Dam:24-30 - Recharge: 1.0 - Reload: 3.0 - Clip: 8 - Size 2x3 - Dur 10-20 - 1200

Plasma Cannon - lvl 8 - 2H - Dam:50-80 - Recharge: 1.5 - Reload: 4.0 - Clip: 8 - Size 2x5 - Dur 10-20 - 1800

to:
    *  chainsaw
    * hunting knife
    * big kitchen knife
    * (small|large) axe
    * iron pipe
    * table leg
    * iron bar
    * sledgehammer
    * antique sword
    * metal spear
    * hammer 
Added line 97:

Ranged

May 08, 2008, at 08:58 AM by 130.240.222.92 --
Changed lines 85-86 from:
  • chainsaw
  • hunting knife
  • big kitchen knife
  • (small|large) axe
  • iron pipe
  • table leg
  • iron bar
  • sledgehammer
  • antique sword
  • metal spear
  • hammer
to:
  • Cutting ***
Big kitchen knife - lvl 0 - str 0 dex 0 - 1H - Dam: 0-2 - Recharge: 0.5 - Inv size 1x2 - Dur 6-8 - 30
Added lines 88-164:
Antique sword - lvl 2 - str 0 dex20 - 1H - Dam: 2-4 - Recharge: 0.55- Inv size 1x4 - Dur 8-12 -100

Chainsaw - lvl 4 - str15 dex20 - 2H - Dam: 2-3 - Recharge: 0.15- Inv size 2x4 - Dur 5-6 -500

  • Cleaving ***
Small Axe - lvl 2 - str14 dex15 - 1H - Dam: 2-6 - Recharge: 0.7 - Inv size 2x3 - Dur 12-17 - 80

Large Axe - lvl 3 - str25 dex18 - 2H - Dam:10-20- Recharge: 1.2 - Inv size 2x4 - Dur 14-19 -120

  • Piercing ***
Hunting knife - lvl 1 - str 0 dex 0 - 1H - Dam: 0-2 - Recharge: 0.4 - Inv size 1x2 - Dur 5-7 - 40

Metal spear - lvl 3 - str20 dex26 - 1H - Dam: 2-5 - Recharge: 0.4 - Inv size 1x6 - Dur 15-20 - 80

  • Impact ***
Iron pipe - lvl 0 - str 0 dex 0 - 1H - Dam: 1-3 - Recharge: 0.6 - Inv size 1x3 - Dur 12-17 - 30

Crowbar - lvl 0 - str15 dex 0 - 1H - Dam: 1-4 - Recharge: 0.6 - Inv size 1x3 - Dur 20-30 - 60

Hammer - lvl 1 - str 0 dex 0 - 1H - Dam: 1-2 - Recharge: 0.5 - Inv size 1x3 - Dur 17-22 - 40

Table leg - lvl 1 - str 0 dex 0 - 1H - Dam: 1-2 - Recharge: 0.5 - Inv size 1x4 - Dur 5-10 - 10

Iron bar - lvl 2 - str20 dex15 - 2H - Dam: 6-12- Recharge: 1.0 - Inv size 1x6 - Dur 20-25 - 70

Sledgehammer - lvl 4 - str25 dex20 - 2H - Dam:20-30- Recharge: 1.5 - Inv size 2x5 - Dur 30-35 -150

  • Ranged ******************************************************************************************
  • Conventional ***
.22 LR Ammo - lvl 3 - Speed: 30 - 4

.22 LR Automatic - lvl 3 - 1H - Dam: 0-2 - Recharge: 0.4 - Reload: 3.0 - Clip: 11 - Size 1x2 - Dur 10-20 - 150

.22 LR Rifle - lvl 4 - 2H - Dam: 1-4 - Recharge: 0.6 - Reload:10.0 - Clip: 11 - Size 1x5 - Dur 10-20 - 250

Shotgun Ammo - lvl 4 - Speed: 30 - 12

Saw off - lvl 4 - 1H - Dam: 2-10 - Recharge: 0.4 - Reload: 5.0 - Clip: 2 - Size 2x2 - Dur 10-20 - 200

2 barrel - lvl 4 - 2H - Dam: 2-18 - Recharge: 0.4 - Reload: 5.0 - Clip: 2 - Size 2x4 - Dur 10-20 - 250

Pump action - lvl 5 - 2H - Dam: 2-14 - Recharge: 0.6 - Reload: 4.0 - Clip: 8 - Size 2x4 - Dur 10-20 - 300

9x19mm Ammo - lvl 5 - Speed: 30 - 18

9mm Automatic - lvl 5 - 1H - Dam: 4-10 - Recharge: 0.5 - Reload: 3.0 - Clip: 19 - Size 1x2 - Dur 10-20 - 400

9mm SMG - lvl 6 - 2H - Dam: 3-8 - Recharge: 0.2 - Reload: 3.0 - Clip: 30 - Size 2x3 - Dur 10-20 - 950

7.62x39mm Ammo - lvl 6 - Speed: 30 - 24

7.62mm Rifle - lvl 6 - 2H - Dam:10-16 - Recharge: 0.8 - Reload: 5.0 - Clip: 5 - Size 1x6 - Dur 10-20 - 800

7.62mm AK-47 - lvl 7 - 2H - Dam: 6-12 - Recharge: 0.2 - Reload: 3.0 - Clip: 30 - Size 2x5 - Dur 10-20 - 1400

.50 BMG Ammo - lvl 7 - Speed: 30 no stack, pass through - 200

Heavysniperrifle - lvl 8 - 2H - Dam:40-240- Recharge: 1.2 - Reload: 4.0 - Clip: 10 - Size 2x6 - Dur 10-20 - 2000

  • Energy ***
Laser Ammo - lvl 4 - Speed: 45 - 2

Laser Pistol - lvl 6 - 1H - Dam: 4-10 - Recharge: 0.4 - Reload: 3.0 - Clip: 12 - Size 1x2 - Dur 10-20 - 500

Laser Rifle - lvl 7 - 2H - Dam: 8-16 - Recharge: 0.6 - Reload: 4.0 - Clip: 24 - Size 1x4 - Dur 10-20 - 1000

Small Pulslaser - lvl 7 - 2H - Dam: 3-8 - Recharge: 0.15- Reload: 3.0 - Clip: 60 - Size 2x3 - Dur 10-20 - 1000

Puls Laser - lvl 8 - 2H - Dam: 6-14 - Recharge: 0.15- Reload: 4.0 - Clip: 60 - Size 2x4 - Dur 10-20 - 2000

Plasma Ammo - lvl 4 - Speed: 15 - 4

Plasma Pistol - lvl 6 - 1H - Dam:12-18 - Recharge: 0.75- Reload: 3.0 - Clip: 6 - Size 1x2 - Dur 10-20 - 750

Plasma Gun - lvl 7 - 2H - Dam:24-30 - Recharge: 1.0 - Reload: 3.0 - Clip: 8 - Size 2x3 - Dur 10-20 - 1200

Plasma Cannon - lvl 8 - 2H - Dam:50-80 - Recharge: 1.5 - Reload: 4.0 - Clip: 8 - Size 2x5 - Dur 10-20 - 1800
Deleted line 166:

Ranged

May 08, 2008, at 08:45 AM by ah --
Deleted line 88:
  • crowbar
May 07, 2008, at 07:02 PM by ah --
Deleted line 84:
  • (short|long|great) sword (real sword not laser !)
Changed lines 86-88 from:
  • (small|normal|large) axe
  • wooden spear
  • metal spear
to:
  • hunting knife
  • big kitchen knife
  • (small|large) axe
Deleted line 90:
  • golf club
  • tree branch
Deleted line 92:
  • flail
Added lines 94-98:
  • antique sword
  • metal spear
  • hammer

May 07, 2008, at 10:28 AM by ah --
Deleted line 86:
  • meat cleaver
May 07, 2008, at 08:27 AM by ah --
Deleted line 10:
* fix GL automap (alpha)
Added line 38:
* fix GL automap (alpha)
May 07, 2008, at 08:27 AM by ah --
Deleted line 7:
* movement of civilians: larger WP routes and randomization
Deleted line 33:

Deleted line 35:
* nicer bars in hud relying on alpha
Changed line 38 from:

to:
* movement of civilians: larger WP routes and randomization
May 06, 2008, at 09:39 AM by ah --
Deleted line 17:
* alter weapons when they are used, not when player gets hit
May 06, 2008, at 09:06 AM by ah --
Deleted line 18:
* more info in skill panel (damage and effect duration)
May 06, 2008, at 08:16 AM by ah --
Changed line 19 from:
* more info in skill panel
to:
* more info in skill panel (damage and effect duration)
May 06, 2008, at 08:16 AM by ah --
Added lines 18-19:
* alter weapons when they are used, not when player gets hit
* more info in skill panel
May 03, 2008, at 09:20 PM by ah --
Deleted line 17:
* koan/duncan quest not working quite well when you spare koan
April 30, 2008, at 08:43 PM by Cygal --
Added line 22:
* refactor state code
Changed lines 24-25 from:
* drag and drop (see M key)
to:
* drag and drop (see M key)
* drag&drop selections
Added line 29:
* display more information about the marked obstacle (and uncomment corresponding code)
April 30, 2008, at 07:25 PM by ah --
Deleted line 16:
* investigate gettext not working when game has been installed (make install)
April 30, 2008, at 04:33 PM by ah --
Deleted line 12:
* programs unimplemented effect : burnup
April 30, 2008, at 04:32 PM by ah --
Deleted line 14:
* blob vs source
April 30, 2008, at 04:24 PM by ah --
Changed line 14 from:
* program casting delay
to:
* program casting graphical effect
April 29, 2008, at 05:06 PM by Cygal --
Changed line 24 from:
* quickbar does not work when placing with KP
to:
* quickbar does not work when placing with KP
April 28, 2008, at 03:46 PM by ah --
Changed line 26 from:
* drag and drop
to:
* drag and drop (see M key)
April 27, 2008, at 04:09 PM by ah --
Deleted line 23:
* wall tiling is wrong with KP2? 4 6 8 and line of wall feature
April 27, 2008, at 02:48 PM by ah --
Added line 21:
* koan/duncan quest not working quite well when you spare koan
April 27, 2008, at 12:24 PM by ah --
Added lines 23-24:
* wall tiling is wrong with KP2? 4 6 8 and line of wall feature
* quickbar does not work when placing with KP
April 27, 2008, at 09:01 AM by ah --
Deleted line 12:
* fix SDL automap used with GL (colors !)
April 27, 2008, at 07:31 AM by ah --
Deleted line 19:
* chat flags not saved/restored properly, see with engel
April 26, 2008, at 07:59 PM by ah --
Deleted line 19:
* different targetting modes for bots, and avoid friendly fire
April 26, 2008, at 08:31 AM by ah --
Deleted line 38:
* increase automap res
* map file format (remove optional statements such as l-1)
April 26, 2008, at 08:30 AM by ah --
Changed lines 26-35 from:
* drag and drop in level editor
* grouping in level editor
to:
* grouping
* drag and drop
* copy pasting
* save world and provide a test feature to avoid corrupting the world all the time
* improve autoscroll
* handle placement of special enemies
* edit parameters of random enemies
* allow editing scripts from inside the editor

April 26, 2008, at 08:27 AM by ah --
Deleted line 5:
* push NPC
April 26, 2008, at 08:05 AM by ah --
Deleted line 14:
* poison/paralyze/slowdown durations and damages still hardcoded
April 26, 2008, at 07:45 AM by ah --
Changed line 16 from:
* programs unimplemented effects : invisibility, burnup
to:
* programs unimplemented effect : burnup
April 25, 2008, at 06:14 PM by ah --
Added line 25:
April 25, 2008, at 01:03 PM by ah --
Deleted line 6:
* increase range of melee weapons
Changed lines 13-14 from:
* fix automap (alpha)
to:
* fix GL automap (alpha)
* fix SDL automap used with GL (colors !)
April 25, 2008, at 12:27 PM by ah --
Added line 24:
* investigate gettext not working when game has been installed (make install)
April 25, 2008, at 08:30 AM by ah --
Changed lines 84-97 from:
(short|long|great) sword (real sword not laser !) chainsaw meat cleaver (small|normal|large) axe wooden spear metal spear crowbar iron pipe golf club tree branch table leg iron bar flail sledgehammer
to:
  • (short|long|great) sword (real sword not laser !)
  • chainsaw
  • meat cleaver
  • (small|normal|large) axe
  • wooden spear
  • metal spear
  • crowbar
  • iron pipe
  • golf club
  • tree branch
  • table leg
  • iron bar
  • flail
  • sledgehammer
Changed lines 103-105 from:
.22 LR ammunition .22 automatic .22 hunting rifle
to:
  • .22 LR ammunition
  • .22 automatic
  • .22 hunting rifle
Changed lines 116-118 from:
shotgun shells 2 barrel sawed off shotgun pump action shotgun
to:
  • shotgun shells
  • 2 barrel sawed off shotgun
  • pump action shotgun
Changed lines 122-124 from:
9mm ammunition 9mm pistol 9mm sub machine gun
to:
  • 9mm ammunition
  • 9mm pistol
  • 9mm sub machine gun
Changed lines 133-135 from:
7.62mm ammunition 7.62mm hunting rifle 7.62mm AK-47
to:
  • 7.62mm ammunition
  • 7.62mm hunting rifle
  • 7.62mm AK-47
Added lines 144-150:
  • .50BMG ammunition
  • Barrett M82 Sniper Rifle
http://en.wikipedia.org/wiki/M82_Barrett_rifle

Misc

  • teleporter homing beacon (a little device that plants a beacon for a teleporter to bring you back and forth between your current location and your home)
April 25, 2008, at 08:26 AM by ah --
Added lines 75-143:

BASSE URGENT

We have reworked items, so we have lots of new items. They lack inventory, floor and shop images at the very least, plus on-tux images but those are more difficult to generate so we don't need them now.

The items are of two kinds: melee and ranged weapons

Melee

(short|long|great) sword (real sword not laser !) chainsaw meat cleaver (small|normal|large) axe wooden spear metal spear crowbar iron pipe golf club tree branch table leg iron bar flail sledgehammer

Ranged

mainly projectile weapons.. I know it may not be much to your liking but it's not realistic not to have them. stay consistent with your style (ie. make nice stuff), we'll rename the weapons if necessary

.22 LR ammunition .22 automatic .22 hunting rifle /* Image inspiration Ruger 22/45 Automatic (3) 10+1 durable weak http://en.wikipedia.org/wiki/Ruger_MK_II http://en.wikipedia.org/wiki/Ruger_MK_III

Ruger 10/22 rifle (4) 10+1 http://en.wikipedia.org/wiki/Ruger_10/22
  • /

shotgun shells 2 barrel sawed off shotgun pump action shotgun http://en.wikipedia.org/wiki/Sawed-off_shotgun http://en.wikipedia.org/wiki/Riot_shotgun

9mm ammunition 9mm pistol 9mm sub machine gun /* Image inspiration Glock 17 (9mm) Automatic (5) - reliable http://soldf.com/pistol88.html 9mm Sub Machinegun (6) 30 http://en.wikipedia.org/wiki/Heckler_%26_Koch_MP5
  • /

7.62mm ammunition 7.62mm hunting rifle 7.62mm AK-47 /* Image inspiration CZ 527 Hunting rifle (7.62) - (6) 1.5 7 5 http://www.theothersideofkim.com/index.php/ggps/5956/ AK47? Assault rifle (7.62) - (7) 0.25 5 30 http://en.wikipedia.org/wiki/AK-47
  • /

April 23, 2008, at 02:20 PM by 195.221.228.9 --
Deleted line 6:
* bots still getting into walls when fighting (retreating)
April 17, 2008, at 09:36 PM by 80.170.69.97 --
Deleted line 23:
* pathfinding for bots
Deleted line 24:
* leveleditor undo doesn't work for numpad
April 09, 2008, at 04:10 PM by ah --
Changed line 26 from:

to:
* leveleditor undo doesn't work for numpad
April 04, 2008, at 06:57 AM by ah --
Deleted line 38:
* bots ordered to follow you should follow you more (arbitrarily?) closely
April 03, 2008, at 10:29 PM by ah --
Deleted line 24:
* sanctuary spell is buggy (cannot use it more than once)
* new game on ThouArtDefeated?() broken (bots not reset properly?!)
April 03, 2008, at 06:22 PM by ah --
Added lines 23-27:
* different targetting modes for bots, and avoid friendly fire
* pathfinding for bots
* sanctuary spell is buggy (cannot use it more than once)
* new game on ThouArtDefeated?() broken (bots not reset properly?!)
* chat flags not saved/restored properly, see with engel
April 03, 2008, at 05:19 PM by ah --
Changed line 22 from:
* use tohit for bullets too (unify this)
to:
* unify miss/hit rules for bullets/blasts/melee shots/whatever
April 03, 2008, at 05:08 PM by ah --
Deleted line 22:
* <qubodup> ahuillet: if I attack a robot via lClick and then shut down, I will still attack him while cooling down
April 03, 2008, at 05:01 PM by ah --
Deleted line 20:
* collision detection (notably for enemies)
Deleted line 21:
* waypointless wandering: wtf is going on?
* clean up state machine (ex-friendly hostile bots don't usually attack you, notably)
Changed line 24 from:
* level_is_partly_visible needs to actually check visibility!
to:

March 30, 2008, at 10:35 AM by ah --
Added line 27:
* level_is_partly_visible needs to actually check visibility!
March 02, 2008, at 05:13 PM by ah --
Added line 26:
* <qubodup> ahuillet: if I attack a robot via lClick and then shut down, I will still attack him while cooling down
March 02, 2008, at 02:03 PM by 80.170.75.228 --
Added line 26:

Changed line 32 from:
less relevant
to:

General, less relevant

March 02, 2008, at 12:44 PM by 80.170.75.228 --
Added line 4:

General

Deleted line 13:
* drag and drop in level editor
* grouping in level editor
Added lines 26-29:

Leveleditor (see GSoC? project idea at OpenJobs)

* drag and drop in level editor
* grouping in level editor

March 02, 2008, at 12:27 PM by 80.170.75.228 --
Deleted line 23:
* no XP for killing friendly bot (check if it's not already OK)
March 02, 2008, at 11:56 AM by 80.170.75.228 --
Changed line 22 from:
* collision detection
to:
* collision detection (notably for enemies)
Deleted line 26:
* savegame crap
February 29, 2008, at 10:03 AM by 80.170.75.228 --
Changed line 23 from:
* finish NewToDo?/refactor enemy code
to:
February 29, 2008, at 10:01 AM by 80.170.75.228 --
Changed line 3 from:

Engine improvements

to:

Engine improvements (code)

Changed line 40 from:

Game content

to:

Game content (graphics, sound, maps, ...)

Changed lines 71-72 from:
  • "metro-alike" identification portals,

Game Content (items, spells, quests)

to:
  • "metro-alike" identification portals
  • cubicles
Deleted line 75:

To be further discussed/needinfo

February 29, 2008, at 09:16 AM by 80.170.75.228 --
Changed line 1 from:
Coordinated by Aarthur.
to:
Coordinated by Arthur.
January 20, 2008, at 11:33 AM by 83.179.120.133 --
Added line 28:
* use tohit for bullets too (unify this)
January 19, 2008, at 08:57 PM by 83.179.120.133 --
Deleted line 16:
* third option to have transparent obst in leveleditor
Changed lines 22-24 from:
* collision detection/prediction
* no XP for killing friendly bot
* GetItemIndexByName?
to:
* collision detection
* finish NewToDo?/refactor enemy code
* no XP for killing friendly bot (check if it's not already OK)
Added lines 26-27:
* clean up state machine (ex-friendly hostile bots don't usually attack you, notably)
* savegame crap
Changed line 78 from:

To be further discussed/needinfo

* numbers for dialogs, items activable with keyboard
<bartm> the overtaken bots are a bit too strong compared to the hostile bots
<bartm> I took over 2 bots on warehouse level 1 and both are still alive and the number has dropped from 80 to 19, and counting :)
to:

To be further discussed/needinfo

November 29, 2007, at 04:27 PM by 80.170.117.15 --
Deleted line 16:
* increase automap res
Deleted line 21:
* nicer bars in hud relying on alpha
Added lines 25-27:
* no XP for killing friendly bot
* GetItemIndexByName?
* waypointless wandering: wtf is going on?
Added line 30:
* increase automap res
Added line 33:
* nicer bars in hud relying on alpha
November 18, 2007, at 05:38 AM by qMax --
Added lines 25-26:
* collision detection/prediction
September 16, 2007, at 11:42 AM by 83.177.215.214 --
Deleted line 17:
* unsmashable breakable brick walls
September 02, 2007, at 04:10 PM by 77.216.115.176 --
Added line 25:
* autoguns as bots
September 02, 2007, at 02:25 PM by 77.216.115.176 --
Changed line 22 from:
* casting delay
to:
* program casting delay
Changed line 24 from:
* use GL lists for fonts and floor display, maybe more
* hud to be made transparent for nicer bars
* language scripts
* koan, duncan: no memory of what you said before, no quest log entry
to:
* nicer bars in hud relying on alpha
Deleted line 28:
* training points: increase effect
Deleted line 34:
Writing (plot, storyline, dialogs, documentation)
Audio (music, sound effects, dialogs)
* sound effects for weapons: to be finished
* fist makes a sound of laser sword...

Graphics (2d and 3d)

Deleted line 38:
  • Small items scaleup (quality concern)
  • high resolution portraits (sorenson, duncan)

Deleted line 64:
  • character screen
    • redo the "Resist disruptor" text which uses a weird font
    • remove the "repair" field at the bottom

  • the inventory panel:
    • move "foot" square from top to bottom/near feet

Deleted line 66:
  • create new 'droid'-types: differently behaving animals
    • deers, birds, dogs, cats, cattles, sheep, foxes, wolves, (bears)
    • whatever, which are aggressive, fearsome, trustful (animals have been spared by bots)

Deleted line 68:
* fill chests
* redesign magic
Deleted line 74:
* right click on equipable stuff should equip/dequip it
August 11, 2007, at 01:44 PM by 213.103.192.174 --
Changed lines 25-27 from:
* new inv/cha screens
to:
* hud to be made transparent for nicer bars
* language scripts
* koan, duncan: no memory of what you said before, no quest log entry
July 26, 2007, at 03:48 PM by 80.170.127.118 --
Deleted line 24:
* change iso_put_tux to use GL and add red coloration for paralyzed tux
July 24, 2007, at 08:38 PM by 80.170.127.118 --
Deleted line 17:
* lr not moved with camera when INV or CHA opened
Added lines 22-26:
* casting delay
* blob vs source
* use GL lists for fonts and floor display, maybe more
* change iso_put_tux to use GL and add red coloration for paralyzed tux
* new inv/cha screens
Changed line 49 from:
  • high resolution portraits
  • extrminator splash graphics
to:
  • high resolution portraits (sorenson, duncan)
Deleted line 63:
  • with various scorch marks or craters(can't be stepped on) and graffiti
  • maybe some tiles with bones/skeletons and the likes

Deleted line 77:
  • the panel for character screen has a typo in it : "STRENGHT" should be spelled "STRENGTH"
Deleted line 83:
  • cubicles
Deleted line 85:

Deleted line 100:
* Make good weapons hard to get at first.
* Redesign the map editor for usability.
July 17, 2007, at 09:17 PM by 77.216.52.202 --
Added lines 21-22:
* poison/paralyze/slowdown durations and damages still hardcoded
* programs unimplemented effects : invisibility, burnup
July 14, 2007, at 05:52 PM by 77.216.52.202 --
Added line 20:
* third option to have transparent obst in leveleditor
July 14, 2007, at 01:32 PM by 77.216.52.202 --
Added line 19:
* unsmashable breakable brick walls
July 13, 2007, at 07:57 PM by 77.216.52.202 --
Added line 18:
* lr not moved with camera when INV or CHA opened
July 13, 2007, at 02:18 PM by 77.216.52.202 --
Deleted line 17:
* give multiple items to tux
July 13, 2007, at 12:21 AM by 77.216.52.202 --
Deleted line 17:
* life/mana tooltips displayed under skill icon
July 11, 2007, at 09:51 PM by 77.216.52.202 --
Added line 19:
* give multiple items to tux
July 11, 2007, at 06:07 PM by 77.216.52.202 --
Added line 18:
* life/mana tooltips displayed under skill icon
June 24, 2007, at 11:22 PM by 80.170.73.8 --
Deleted line 17:
* scroll text clipping breaks chats
* chat scrolling
June 24, 2007, at 09:20 PM by 80.170.73.8 --
Added lines 18-19:
* scroll text clipping breaks chats
* chat scrolling
June 23, 2007, at 07:30 PM by 83.177.208.204 --
Deleted line 17:
* text scrolling clipping
June 23, 2007, at 01:44 PM by 83.177.208.204 --
Deleted line 17:
* skills explanation screen
June 22, 2007, at 11:43 PM by 83.177.208.204 --
Added lines 18-19:
* skills explanation screen
* text scrolling clipping
June 14, 2007, at 11:36 PM by 80.170.124.196 --
Deleted line 4:
* quick inv to fix
June 14, 2007, at 10:23 PM by 80.170.124.196 --
Deleted line 19:
* help button for takeover game

Added lines 26-27:
* help button for takeover game to make more visible

June 14, 2007, at 10:22 PM by 80.170.124.196 --
Deleted line 3:
* bigger exterminator splash
* bots ordered to follow you should follow you more (arbitrarily?) closely
Deleted line 6:
* extend map borders
* training points: increase effect
Changed line 9 from:
* items dropped into walls
to:
* items dropped into walls to check
Added lines 19-22:

* help button for takeover game

less relevant
Changed lines 24-27 from:
* help button for takeover game
to:
* extend map borders
* training points: increase effect
* bigger exterminator splash
* bots ordered to follow you should follow you more (arbitrarily?) closely
June 14, 2007, at 09:53 PM by 80.170.124.196 --
Deleted line 17:
* inventory double handed weapons bug
June 13, 2007, at 02:22 PM by 77.216.66.248 --
Deleted line 13:
* level editor autoscrolling
June 09, 2007, at 06:02 PM by 217.128.89.115 --
Deleted line 18:
* blit_open_gl* copies the whole struct
June 09, 2007, at 05:02 PM by 217.128.96.55 --
Deleted line 7:
* toggle always show items
June 08, 2007, at 08:02 AM by 141.115.28.2 --
Deleted line 7:
* toggle always run
May 08, 2007, at 10:25 PM by 217.128.89.115 --
Added line 29:
* help button for takeover game
April 13, 2007, at 01:27 PM by 86.76.38.52 --
Changed line 26 from:
* fix automap (object placements)
to:
* fix automap (alpha)
April 11, 2007, at 05:10 PM by 193.252.219.191 --
Deleted line 11:
* color filter in shield rect when two handed weapon is equipped
April 09, 2007, at 11:22 AM by 77.216.23.173 --
Deleted line 26:
* fix stone waypoints so that she doesn't get stuck
April 09, 2007, at 11:21 AM by 77.216.23.173 --
Added line 30:
* map file format (remove optional statements such as l-1)
April 08, 2007, at 11:23 PM by 77.216.23.173 --
Added lines 28-29:
* fix automap (object placements)
* increase automap res
March 11, 2007, at 04:29 PM by ahuillet --
Deleted line 18:
* text scrolling clipping
March 11, 2007, at 03:33 PM by ahuillet --
Deleted line 23:
* possibility to disable fadings
March 11, 2007, at 03:19 PM by ahuillet --
Added line 29:
* fix stone waypoints so that she doesn't get stuck
March 11, 2007, at 03:03 PM by ahuillet --
Deleted line 27:
* random drops in chests
March 11, 2007, at 02:00 PM by ahuillet --
Added line 29:
* mouseover tips in INV and CHA
March 10, 2007, at 08:10 AM by 82.181.228.174 --
Changed lines 79-80 from:
  • the inventory panel has something quite weird:
    • the "foot" square is located at the top right of
    • the character, maybe you could move it to its feet
to:
  • the inventory panel:
    • move "foot" square from top to bottom/near feet
March 10, 2007, at 08:09 AM by 82.181.228.174 --
Added lines 74-87:
  • character screen
    • the panel for character screen has a typo in it : "STRENGHT" should be spelled "STRENGTH"
    • redo the "Resist disruptor" text which uses a weird font
    • remove the "repair" field at the bottom

  • the inventory panel has something quite weird:
    • the "foot" square is located at the top right of
    • the character, maybe you could move it to its feet

  • cubicles
  • "metro-alike" identification portals,

March 10, 2007, at 07:50 AM by 82.181.228.174 --
Changed lines 37-40 from:
  • Staff attack animation incorrectly is a sword animation
to:

  • Staff attack animation incorrectly is a sword animation
    this is hard because i'd need to render _ALL_ tux anims to change anything

March 10, 2007, at 07:46 AM by 82.181.228.174 --
Changed lines 40-41 from:
  • exterminator splash graphics
to:
  • extrminator splash graphics

Changed lines 43-55 from:
  • flat dried grass;
  • various types of dirt + mergetiles between grass/dirt and different
  • grass/dirt-tiles; corroded concrete and asphalt-tiles; small(er) sewer
  • crates for sidewalks; tiles with loosely strayed stones or
    • rotting/dried logs; more tiny plants in grass; walls and floor tiles
  • with various scorch marks or craters(can't be stepped on) and graffiti;
to:
  • flat dried grass
  • various types of dirt
  • mergetiles between grass/dirt
  • different grass/dirt-tiles
  • corroded concrete and asphalt-tiles
  • small(er) sewer
  • crates for sidewalks
  • tiles with loosely strayed stones
  • rotting/dried logs
  • more tiny plants in grass
  • walls and floor tiles

  • with various scorch marks or craters(can't be stepped on) and graffiti
Changed lines 57-74 from:
  • more machinery objects: Tesla coils; generators; transformers; tanks;
  • maybe some burnt-out hover-cars; gastanks and phone-cells;
  • corroded or grown-over signs; broken shop-windows and walls with
  • smashed windows; crushed & burnt-out robots and machines;
  • create new 'droid'-types: differently behaving animals - deers, birds,
  • dogs, cats, cattles, sheep, foxes, wolves, (bears) - whatever, which
are aggressive, fearsome, trustful (animals have been spared by bots)
to:

  • maybe some burnt-out hover-cars
  • gastanks and phone-cells
  • corroded or grown-over signs
  • broken shop-windows
  • walls with smashed windows
  • crushed & burnt-out robots and machines

  • more machinery objects:
    • Tesla coils
    • generators
    • transformers
    • tanks

  • create new 'droid'-types: differently behaving animals
    • deers, birds, dogs, cats, cattles, sheep, foxes, wolves, (bears)
    • whatever, which are aggressive, fearsome, trustful (animals have been spared by bots)

March 10, 2007, at 07:39 AM by 82.181.228.174 --
Changed lines 36-54 from:
Graphics (2d and 3d)
* Staff attack animation incorrectly is a sword animation
* Small items scaleup (quality concern)
* high resolution portraits
* exterminator splash graphics
* new floor-tiles (turnable/for all directions): flat dried grass;
various types of dirt + mergetiles between grass/dirt and different
grass/dirt-tiles; corroded concrete and asphalt-tiles; small(er) sewer
crates for sidewalks; tiles with loosely strayed stones or
rotting/dried logs; more tiny plants in grass; walls and floor tiles
with various scorch marks or craters(can't be stepped on) and graffiti;
maybe some tiles with bones/skeletons and the likes
more machinery objects: Tesla coils; generators; transformers; tanks;
maybe some burnt-out hover-cars; gastanks and phone-cells;
corroded or grown-over signs; broken shop-windows and walls with
smashed windows; crushed & burnt-out robots and machines;
* create new 'droid'-types: differently behaving animals - deers, birds,
dogs, cats, cattles, sheep, foxes, wolves, (bears) - whatever, which
to:

Graphics (2d and 3d)

  • Staff attack animation incorrectly is a sword animation
  • Small items scaleup (quality concern)
  • high resolution portraits
  • exterminator splash graphics
  • new floor-tiles (turnable/for all directions):
    • flat dried grass;
    • various types of dirt + mergetiles between grass/dirt and different
    • grass/dirt-tiles; corroded concrete and asphalt-tiles; small(er) sewer
  • crates for sidewalks; tiles with loosely strayed stones or
    • rotting/dried logs; more tiny plants in grass; walls and floor tiles
  • with various scorch marks or craters(can't be stepped on) and graffiti;
  • maybe some tiles with bones/skeletons and the likes
  • more machinery objects: Tesla coils; generators; transformers; tanks;
  • maybe some burnt-out hover-cars; gastanks and phone-cells;
  • corroded or grown-over signs; broken shop-windows and walls with
  • smashed windows; crushed & burnt-out robots and machines;
  • create new 'droid'-types: differently behaving animals - deers, birds,
  • dogs, cats, cattles, sheep, foxes, wolves, (bears) - whatever, which
Changed line 58 from:
Game Content (items, spells, quests)
to:

Game Content (items, spells, quests)

March 09, 2007, at 12:56 PM by barbatrix --
Added lines 41-55:
* new floor-tiles (turnable/for all directions): flat dried grass;
various types of dirt + mergetiles between grass/dirt and different
grass/dirt-tiles; corroded concrete and asphalt-tiles; small(er) sewer
crates for sidewalks; tiles with loosely strayed stones or
rotting/dried logs; more tiny plants in grass; walls and floor tiles
with various scorch marks or craters(can't be stepped on) and graffiti;
maybe some tiles with bones/skeletons and the likes
more machinery objects: Tesla coils; generators; transformers; tanks;
maybe some burnt-out hover-cars; gastanks and phone-cells;
corroded or grown-over signs; broken shop-windows and walls with
smashed windows; crushed & burnt-out robots and machines;
* create new 'droid'-types: differently behaving animals - deers, birds,
dogs, cats, cattles, sheep, foxes, wolves, (bears) - whatever, which
are aggressive, fearsome, trustful (animals have been spared by bots)

February 27, 2007, at 07:22 PM by ahuillet --
Added line 28:
* random drops in chests
February 26, 2007, at 10:02 PM by ahuillet --
Added line 27:
* grouping in level editor
February 26, 2007, at 04:50 PM by ahuillet --
Added line 26:
* drag and drop in level editor
February 26, 2007, at 04:27 PM by ahuillet --
Deleted line 3:
* music under windows
February 25, 2007, at 06:31 PM by ahuillet --
Deleted line 19:
* know extract
February 18, 2007, at 07:45 PM by ahuillet --
Added line 27:
* inventory double handed weapons bug
February 17, 2007, at 10:19 PM by ahuillet --
Deleted line 4:
* integrate new music
Changed line 10 from:
* toggle always show item labels
to:
* toggle always show items
Deleted line 13:
* level 33 (Crystal Caverns)
Changed line 15 from:
* bots still getting into walls when fighting
to:
* bots still getting into walls when fighting (retreating)
February 17, 2007, at 10:14 PM by ahuillet --
Deleted line 26:
* bots wandering around on map
February 17, 2007, at 04:06 PM by ahuillet --
Added lines 26-29:
* use GL for spinning item in shops
* bots wandering around on map
* blit_open_gl* copies the whole struct
* possibility to disable fadings
February 17, 2007, at 03:51 PM by ahuillet --
Added line 25:
* character shadows
February 17, 2007, at 03:50 PM by ahuillet --
Deleted line 22:
* windows selection knob : yield !
Added line 24:
* movement of civilians: larger WP routes and randomization
February 14, 2007, at 10:12 PM by ahuillet --
Added lines 21-24:
* fighting in labyrinths: unable to attack bot close to a wall
* know extract
* windows selection knob : yield !
* text scrolling clipping
February 13, 2007, at 11:05 PM by ahuillet --
Added line 20:
* level editor autoscrolling
February 08, 2007, at 04:53 PM by ahuillet --
Deleted line 16:
* talkin/interacting with persons should start without a delay of the slooowly
turning persons, but instantly
February 08, 2007, at 01:53 PM by ahuillet --
Added lines 16-21:
* training points: increase effect
* talkin/interacting with persons should start without a delay of the slooowly
turning persons, but instantly
* bots still getting into walls when fighting
* increase range of melee weapons
* items dropped into walls
February 03, 2007, at 08:04 PM by ahuillet --
Deleted line 14:
* cha + inv = tux not in center
January 21, 2007, at 06:41 PM by 83.177.243.171 --
Added line 16:
* level 33 (Crystal Caverns)
January 20, 2007, at 05:04 PM by 83.177.243.171 --
Changed line 15 from:
* cha + inv = unable to move!
to:
* cha + inv = tux not in center
January 20, 2007, at 03:29 PM by 83.177.243.171 --
Added line 15:
* cha + inv = unable to move!
January 20, 2007, at 03:12 PM by 83.177.243.171 --
Added line 14:
* color filter in shield rect when two handed weapon is equipped
January 14, 2007, at 09:04 PM by ahuillet --
Deleted line 12:
* use loading machine
* wall shadows buggy?
Deleted line 13:
* alpha fading
January 14, 2007, at 08:52 PM by ahuillet --
Deleted line 15:
* check for double drop of quest items after respawn
January 14, 2007, at 08:50 PM by ahuillet --
Deleted line 16:
* make the takeover game display scale with the screen resolution
January 14, 2007, at 07:01 PM by ahuillet --
Changed line 18 from:
* fading in/out with alpha
to:
* alpha fading
January 14, 2007, at 01:58 PM by ahuillet --
Changed lines 44-46 from:
* numbers for dialogs, items activable with keyboard
to:
* numbers for dialogs, items activable with keyboard
<bartm> the overtaken bots are a bit too strong compared to the hostile bots
<bartm> I took over 2 bots on warehouse level 1 and both are still alive and the number has dropped from 80 to 19, and counting :)
January 14, 2007, at 12:48 PM by ahuillet --
Added line 18:
* fading in/out with alpha
January 13, 2007, at 02:36 PM by 86.69.108.125 --
Added lines 16-17:
* check for double drop of quest items after respawn
* make the takeover game display scale with the screen resolution
January 12, 2007, at 12:44 PM by 62.210.100.144 --
Deleted line 11:
* objects on map can still be highlighted when in EscapeMenu?
January 11, 2007, at 10:16 PM by 193.252.219.191 --
Deleted line 16:
* quest items dropped twice
January 11, 2007, at 10:16 PM by 193.252.219.191 --
Deleted line 11:
* unsellable quest items
January 10, 2007, at 08:16 PM by 86.69.108.125 --
Added line 18:
* quest items dropped twice
January 10, 2007, at 11:52 AM by 62.210.100.144 --
Deleted line 17:
* shadows don't zoom out
January 10, 2007, at 11:13 AM by 217.128.89.115 --
Changed line 4 from:
* music under windows to be checked
to:
* music under windows
Deleted line 6:
* fix for IsPassable? crash with gcc4 (likely)
Deleted line 8:
* crash after 3 hours
Changed line 16 from:
* (to be discussed) wall shadows buggy?
to:
* wall shadows buggy?
Deleted line 30:
* background of viewmaster in shop scr
January 10, 2007, at 11:12 AM by 217.128.89.115 --
Changed lines 25-26 from:
* sound effects
to:
* sound effects for weapons: to be finished
* fist makes a sound of laser sword...
January 09, 2007, at 12:21 AM by 193.252.219.191 --
Added lines 18-20:
* (to be discussed) wall shadows buggy?
* extend map borders
* shadows don't zoom out
January 05, 2007, at 06:03 PM by 83.177.243.171 --
Deleted line 15:
* loot skill on nothing gives crappy circle explosion
January 04, 2007, at 07:28 PM by 83.177.243.171 --
Deleted line 17:
* viewmaster movie position
January 04, 2007, at 07:10 PM by 83.177.243.171 --
Added line 19:
* use loading machine
January 04, 2007, at 07:07 PM by 83.177.243.171 --
Changed line 15 from:
* objects on map can still be highlighted when in EscapeMenu? (to be checked!)
to:
* objects on map can still be highlighted when in EscapeMenu?
January 04, 2007, at 05:56 PM by 83.177.243.171 --
Added lines 13-18:
* toggle always show item labels
* unsellable quest items
* objects on map can still be highlighted when in EscapeMenu? (to be checked!)
* loot skill on nothing gives crappy circle explosion
* push NPC
* viewmaster movie position
Deleted line 27:
* floor tiles connections
Added lines 30-31:
* background of viewmaster in shop scr

January 03, 2007, at 05:54 PM by 83.177.243.171 --
Deleted line 12:
* show equipped items in shops with special marking
January 02, 2007, at 07:27 PM by 83.177.243.171 --
Deleted line 13:
* <lynxlynxlynx> ahuillet: you can drop stuff from the inventory even behind walls :)
January 02, 2007, at 06:31 PM by 83.177.243.171 --
Added line 14:
* <lynxlynxlynx> ahuillet: you can drop stuff from the inventory even behind walls :)
January 01, 2007, at 06:18 PM by 83.177.243.171 --
Added lines 12-13:
* toggle always run
* show equipped items in shops with special marking
Deleted line 35:
* Plot extension: Factory. It needs:
1. Maps
2. Graphics.
3. Dialogue (re)design.
4. Ideas.
Changed lines 37-38 from:
* right click on equipable stuff should equip/dequip it
to:
* right click on equipable stuff should equip/dequip it
* numbers for dialogs, items activable with keyboard
December 30, 2006, at 11:29 AM by 83.177.243.171 --
Deleted line 11:
* bot descriptions
December 29, 2006, at 09:28 PM by 213.103.197.210 --
Deleted line 12:
* dialog variables not reset when dying
December 29, 2006, at 09:06 PM by 213.103.197.210 --
Deleted line 12:
* text position in shops etc.
Deleted line 13:
* version check of ~/.freedroid_rpg
December 29, 2006, at 02:19 PM by 213.103.197.210 --
Added line 15:
* version check of ~/.freedroid_rpg
December 29, 2006, at 01:59 PM by 213.103.197.210 --
Deleted line 9:
* remove warnings at compiletime
Changed lines 12-14 from:
* fullscreen switch
* ranged bots get into walls when taking fire distance
to:
* bot descriptions
* text position in shops etc.
* dialog variables not reset when dying
December 13, 2006, at 07:24 PM by 86.75.160.85 --
Added line 14:
* ranged bots get into walls when taking fire distance
December 12, 2006, at 10:36 PM by 217.128.89.115 --
Added line 28:
* redesign magic
December 02, 2006, at 05:42 PM by 193.252.219.191 --
Changed lines 4-5 from:
* sound under windows to be checked
* integrate music
to:
* music under windows to be checked
* integrate new music
Deleted line 27:
*
December 02, 2006, at 05:41 PM by 193.252.219.191 --
Changed line 9 from:
* doors drawns over tux
to:
* doors drawn over tux
Deleted line 10:
* obstacles partly out of screen do not appear at all
* right click on equipable stuff should equip/dequip it
Changed lines 41-42 from:
* Redesign the map editor for usability.
to:
* Redesign the map editor for usability.
* right click on equipable stuff should equip/dequip it
December 02, 2006, at 03:40 PM by 193.252.219.191 --
Added lines 13-15:
* crash after 3 hours
* quick inv to fix
* fullscreen switch
November 28, 2006, at 09:35 PM by 193.252.219.191 --
Added line 12:
* right click on equipable stuff should equip/dequip it
November 28, 2006, at 09:03 PM by 86.67.215.113 --
Deleted line 7:
* tooltips for HP/MANA/etc.
November 27, 2006, at 08:11 PM by 193.252.219.191 --
Changed line 12 from:
* objects partly out of screen do not appear at all
to:
* obstacles partly out of screen do not appear at all
November 27, 2006, at 07:36 PM by 193.252.219.191 --
Deleted line 11:
* enemies flickering (dev tracking to add)
November 27, 2006, at 04:50 PM by 193.252.219.191 --
Added lines 12-13:
* enemies flickering (dev tracking to add)
* objects partly out of screen do not appear at all
November 26, 2006, at 11:56 PM by 217.128.89.115 --
Added line 29:
* Update or remove manpage
November 26, 2006, at 10:35 PM by 86.67.215.113 --
Deleted line 9:
* obstacles flicker by one or two pixels
November 26, 2006, at 03:41 PM by 193.252.219.191 --
Added line 12:
* remove warnings at compiletime
November 26, 2006, at 03:33 PM by 62.210.100.144 --
Deleted line 6:
* red filter for "warning, item almost worn out"
Added lines 10-11:
* obstacles flicker by one or two pixels
* doors drawns over tux
November 25, 2006, at 03:26 PM by 86.67.215.113 --
Deleted line 9:
* identification script fixes
November 25, 2006, at 12:09 PM by 195.210.249.9 --
Changed line 11 from:

to:
* bots ordered to follow you should follow you more (arbitrarily?) closely
November 25, 2006, at 12:04 PM by 217.128.89.115 --
Changed lines 4-10 from:
sound under windows to be checked
integrate music
bigger exterminator splash
red filter for "warning, item almost worn out"
fix for IsPassable? crash with gcc4 (likely)
tooltips for HP/MANA/etc.
identification script fixes
to:
* sound under windows to be checked
* integrate music
* bigger exterminator splash
* red filter for "warning, item almost worn out"
* fix for IsPassable? crash with gcc4 (likely)
* tooltips for HP/MANA/etc.
* identification script fixes
November 25, 2006, at 12:04 PM by 217.128.89.115 --
Changed lines 4-10 from:
  • Move cursor independant from target
to:
sound under windows to be checked
integrate music
bigger exterminator splash
red filter for "warning, item almost worn out"
fix for IsPassable? crash with gcc4 (likely)
tooltips for HP/MANA/etc.
identification script fixes
Added lines 16-17:
* sound effects

Changed lines 21-23 from:

to:
* floor tiles connections
* high resolution portraits
* exterminator splash graphics
Changed lines 25-26 from:

to:
* fill chests
*
Changed line 38 from:
* Redesign the dialogue editor for stability and the map editor for usability.
Add such functionality to the dialogue editor that: "After executing this node, if x cookie is planted then make nodes a, b and c (un)available"
to:
* Redesign the map editor for usability.
June 26, 2006, at 05:56 PM by ahuillet --
Changed line 1 from:
This todo list is a bit old but still relevant. Assigned to/coordinated by Arthur.
to:
Coordinated by Arthur.
Deleted line 3:
  • Mana and health automatically recovers over time (need to add some items)
  • Random level generator
  • Bugfix : removing +xx vitality object brings life too high
  • When selling multiple instances of an item, it would be nice if the little scroll-bar window that popped up defaulted to the maximum
  • Using potions takes some time
  • Chargers for weapons
display charger
each weapon has a charger
weapons drop with random load
reload button
graphical feedback reload
  • Show requirements when buying items
  • Inventory req. : shield is taken into account for two handed weapons
  • Delay for spells/programs
  • Set the laser bullets speed to infinite, and change graphical representation of a shot to a line
  • Exterminator guns : smaller delay between shots, clip size set to 2
splash damage
Deleted line 11:
* Color of force potions
Deleted line 12:
* Slider (scroll bar window) in shop incompletely greys the screen in resol > 640x480
Changed line 15 from:
* Make the "Pendragon" character be able to teach melee combat more than level 1 (if there isn't another character in the game that does that).
* Size of plasma weapon ammunition in inventory
* Size of exterminator ammo in inventory
new scaling code
* Bot attack animation : 493 516
* animation of the exterminator gun is odd. One frame is different.
to:

Deleted line 20:
* Tux getting transparent to be investigated
June 26, 2006, at 02:51 PM by ahuillet --
Deleted line 3:
  • Implement a better teleporting system (diablo2-like portals)
    • New spell "go to portal"
    • New map object "portal"
    • Portals menu to be implemented
Changed line 18 from:
  • Set the laser bullets speed to infinite, and change graphical representation of a shot to a line
to:
  • Set the laser bullets speed to infinite, and change graphical representation of a shot to a line
Changed lines 20-21 from:
splash damage

to:
splash damage
  • Move cursor independant from target
June 18, 2006, at 11:40 PM by ahuillet --
Changed line 42 from:
* Bot attack animation : 493 516
to:
* Bot attack animation : 493 516
June 16, 2006, at 01:19 PM by ahuillet --
Changed lines 17-18 from:
reload button
to:
reload button
graphical feedback reload
Changed lines 22-24 from:
  • Implement modes for weapons and add button at the right place
  • Fix the laser bullets speed to infinite, and change graphical representation of a shot to a line
  • Exterminator guns : smaller delay between shots, clip size set to 2, splash damage
to:
  • Set the laser bullets speed to infinite, and change graphical representation of a shot to a line
  • Exterminator guns : smaller delay between shots, clip size set to 2
splash damage
June 03, 2006, at 05:38 PM by Magotari --
Added line 56:
Add such functionality to the dialogue editor that: "After executing this node, if x cookie is planted then make nodes a, b and c (un)available"
May 28, 2006, at 01:54 PM by ahuillet --
Changed lines 21-25 from:
  • Not enough money - player not informed when buying
to:
  • Implement modes for weapons and add button at the right place
  • Fix the laser bullets speed to infinite, and change graphical representation of a shot to a line
  • Exterminator guns : smaller delay between shots, clip size set to 2, splash damage

May 27, 2006, at 09:38 PM by ahuillet --
Deleted line 21:
  • Influencer doesn't speak
May 27, 2006, at 09:29 PM by ahuillet --
Added line 22:
  • Influencer doesn't speak
May 27, 2006, at 12:11 PM by ahuillet --
Added line 21:
  • Not enough money - player not informed when buying
May 26, 2006, at 09:01 PM by ahuillet --
Changed lines 16-17 from:
weapons drop with random load
to:
weapons drop with random load
reload button
May 26, 2006, at 06:47 PM by ahuillet --
Added lines 14-16:
display charger
each weapon has a charger
weapons drop with random load
May 26, 2006, at 04:31 PM by ahuillet --
Changed line 14 from:
  • Show requirements when buying items
to:
  • Show requirements when buying items
May 26, 2006, at 03:57 PM by ahuillet --
Deleted line 24:
* (TO BE FIXED BY ah) red guards are badly highlighted in SDL mode
May 26, 2006, at 03:49 PM by ahuillet --
Changed line 15 from:
  • Inventory req. : shield is taken into account for two handed weapons
to:
  • Inventory req. : shield is taken into account for two handed weapons
May 26, 2006, at 03:38 PM by Magotari --
Changed lines 40-47 from:
* Tux getting transparent to be investigated
to:
* Tux getting transparent to be investigated
* Make good weapons hard to get at first.
* Plot extension: Factory. It needs:
1. Maps
2. Graphics.
3. Dialogue (re)design.
4. Ideas.
* Redesign the dialogue editor for stability and the map editor for usability.
May 25, 2006, at 09:40 PM by ahuillet --
Changed line 31 from:
* Size of exterminator ammo in inventory
to:
* Size of exterminator ammo in inventory
May 25, 2006, at 09:38 PM by ahuillet --
Changed line 33 from:
* Bot attack animation : 493
to:
* Bot attack animation : 493 516
May 24, 2006, at 08:13 PM by ahuillet --
Deleted line 35:

Fixes (Magotari)

  • explanation screen button

  • Left mouse button pressed in console pauses the game. Looks like it's stuck in an input loop.

  • Tux can drop items into the walls and into the voids
He can also pick up stuff you drop into the void at: 19.5:18.9:0

  • character name has space for only 12 or so... implement a limit

Changed line 40 from:
* Tux getting transparent to be investigated

* the shoes act strangely regarding increasing life. It looks like they add too much. Double.

* #329 dropped a tripedal drive.

* [22:02:26] <Magotari> Another thing: Killed Darvin and Melfis came back.

* [21:17:00] <Magotari> And I am trying to make a magic character and
test all of the spells. So far the first one which I tested used no cycles and killed me. :) (It was the cheapest spell: Explosion ray, I think. It slowly sucked my hitpoints away.)

* [19:44:31] <Magotari> Woah, an interesting find. If you press F2...
And then right click... Well, suffice to say that tux has some built in mag... programs. [19:45:54] <ahuillet> wrong skill is used apparently
to:
* Tux getting transparent to be investigated
May 24, 2006, at 08:11 PM by ahuillet --
Added line 16:
  • Delay for spells/programs
May 24, 2006, at 08:09 PM by ahuillet --
Added line 15:
  • Inventory req. : shield is taken into account for two handed weapons
May 24, 2006, at 08:07 PM by ahuillet --
Added line 14:
  • Show requirements when buying items
May 22, 2006, at 05:48 PM by ahuillet --
Changed line 37 from:
  • Left mouse button pressed in console pauses the game. Looks like it's stuck in an input loop.
to:
  • Left mouse button pressed in console pauses the game. Looks like it's stuck in an input loop.
Changed line 43 from:
  • character name has space for only 12 or so... implement a limit
to:
  • character name has space for only 12 or so... implement a limit
May 22, 2006, at 12:35 PM by ahuillet --
Changed line 35 from:
* explanation screen button
to:
  • explanation screen button
Changed line 51 from:
* the shoes act strangely regarding increasing life. It looks like they add too much. Double.
to:
* the shoes act strangely regarding increasing life. It looks like they add too much. Double.
May 22, 2006, at 12:20 PM by ahuillet --
Deleted line 68:

* [19:44:31] <Magotari> Woah, an interesting find. If you press F2...
And then right click... Well, suffice to say that tux has some built in mag... programs. [19:45:54] <ahuillet> wrong skill is used apparently
May 22, 2006, at 12:08 PM by ahuillet --
Changed line 35 from:
-> * explanation screen button
to:
* explanation screen button
May 22, 2006, at 12:08 PM by ahuillet --
Added lines 35-36:
-> * explanation screen button

Changed line 57 from:
* [21:50:58] <Magotari> The position of the buttion "explanation screen"
in the game and in the skills window does not match. The button is there, but lower than it is shown in the skills window.
to:

May 22, 2006, at 06:31 AM by ahuillet --
Added line 28:
* Size of exterminator ammo in inventory
Added line 31:
* animation of the exterminator gun is odd. One frame is different.
Deleted line 42:
  • animation of the exterminator gun is odd. One frame is different.

Deleted line 46:
* Several bots will display a dagger-swinging animation when attacking -- it's very cool that they have attack animations, but it's a little wierd and glitchy-looking when it uses Tux's animation. (516 and maybe others) (needinfo)

May 22, 2006, at 06:30 AM by ahuillet --
Deleted line 14:

Added lines 31-41:

Fixes (Magotari)

  • Left mouse button pressed in console pauses the game. Looks like it's stuck in an input loop.

  • Tux can drop items into the walls and into the voids
He can also pick up stuff you drop into the void at: 19.5:18.9:0

  • character name has space for only 12 or so... implement a limit

  • animation of the exterminator gun is odd. One frame is different.
Changed lines 48-75 from:
Tux getting transparent to be investigated
to:

* Tux getting transparent to be investigated

* the shoes act strangely regarding increasing life. It looks like they add too much. Double.

* #329 dropped a tripedal drive.

* [22:02:26] <Magotari> Another thing: Killed Darvin and Melfis came back.

* [21:50:58] <Magotari> The position of the buttion "explanation screen"
in the game and in the skills window does not match. The button is there, but lower than it is shown in the skills window.

* [21:17:00] <Magotari> And I am trying to make a magic character and
test all of the spells. So far the first one which I tested used no cycles and killed me. :) (It was the cheapest spell: Explosion ray, I think. It slowly sucked my hitpoints away.)

* [19:44:31] <Magotari> Woah, an interesting find. If you press F2...
And then right click... Well, suffice to say that tux has some built in mag... programs. [19:45:54] <ahuillet> wrong skill is used apparently

* [19:44:31] <Magotari> Woah, an interesting find. If you press F2...
And then right click... Well, suffice to say that tux has some built in mag... programs. [19:45:54] <ahuillet> wrong skill is used apparently
May 02, 2006, at 08:51 PM by ahuillet --
Deleted line 7:
  • Teleport home spell to be fixed so that the anchor is removed when the player goes out of town
Deleted line 9:
  • Automap fixes
    Was already done ... probably by JP
Deleted line 27:
* Laser staff spinning animation to be corrected
* Part-extraction skills improved (10 times less items, 10 times more money)
Deleted line 33:
  • FreeBSD? (Ale) requests
    • Missing definition of FD_DATADIR in Darwin (just copy the line from "*" or "*bsd* cases").
    • Remove "-lSDL" ldflag from configure (it should get it from `sdl-config --libs` as most programs do)

May 02, 2006, at 07:32 PM by ahuillet --
Added line 35:
* Bot attack animation : 493
May 02, 2006, at 07:20 PM by ahuillet --
Changed line 25 from:
* New droid parts animations and inventory icons
to:
* Small items scaleup (quality concern)
May 02, 2006, at 07:16 PM by ahuillet --
Changed lines 15-16 from:
  • Using potions takes some time
to:
  • Using potions takes some time
  • Chargers for weapons
Changed line 20 from:
Writing (plot, storyline, dialoges, documentation)
to:
Writing (plot, storyline, dialogs, documentation)
May 02, 2006, at 03:39 PM by ahuillet --
Changed line 15 from:
  • Use potions automatically when needed
to:
  • Using potions takes some time
May 02, 2006, at 01:42 PM by ahuillet --
Deleted line 22:
* inventory (small) icons of dagger, club, staff, mace to be centered
Changed lines 32-33 from:
* Size of plasma weapon ammunition in inventory
to:
* Size of plasma weapon ammunition in inventory
new scaling code
May 02, 2006, at 11:20 AM by ahuillet --
Added line 15:
  • Use potions automatically when needed
May 02, 2006, at 12:34 AM by ahuillet --
Changed line 13 from:
  • Bugfix : removing +xx vitality object brings life too high
to:
  • Bugfix : removing +xx vitality object brings life too high
Changed line 22 from:
* Mace and laser staff inventory icons must be centered
to:
* inventory (small) icons of dagger, club, staff, mace to be centered
May 02, 2006, at 12:32 AM by ahuillet --
Changed line 13 from:
  • Bugfix : add UnApplyItem?()
to:
  • Bugfix : removing +xx vitality object brings life too high
May 02, 2006, at 12:18 AM by ahuillet --
Changed line 9 from:
  • Mana and health automatically recovers over time (minus one bug, and missing items)
to:
  • Mana and health automatically recovers over time (need to add some items)
May 02, 2006, at 12:17 AM by ahuillet --
Deleted line 20:
* Several bots will display a dagger-swinging animation when attacking -- it's very cool that they have attack animations, but it's a little wierd and glitchy-looking when it uses Tux's animation. (516 and maybe others) (needinfo)
Changed line 38 from:
  • Remove "-lSDL" ldflag from configure (it should get it from `sdl-config --libs` as most programsdo)
to:
  • Remove "-lSDL" ldflag from configure (it should get it from `sdl-config --libs` as most programs do)
Deleted line 41:
<basse> hmm, if you have staff, I dont think it's good that you show it in both hands. <basse> the other hand should be crossed out or something instead need something to display

Added line 43:
* Several bots will display a dagger-swinging animation when attacking -- it's very cool that they have attack animations, but it's a little wierd and glitchy-looking when it uses Tux's animation. (516 and maybe others) (needinfo)
May 02, 2006, at 12:03 AM by ahuillet --
Changed line 27 from:
* Slider (scroll bar window) in shop incompletely greys the screen in resol > 640x480
to:
* Slider (scroll bar window) in shop incompletely greys the screen in resol > 640x480
May 01, 2006, at 10:47 PM by ahuillet --
Changed line 14 from:
  • When selling multiple instances of an item, it would be nice if the little scroll-bar window that popped up defaulted to the maximum
to:
  • When selling multiple instances of an item, it would be nice if the little scroll-bar window that popped up defaulted to the maximum
Added line 27:
* Slider (scroll bar window) in shop incompletely greys the screen in resol > 640x480
May 01, 2006, at 10:15 PM by ahuillet --
Added line 14:
  • When selling multiple instances of an item, it would be nice if the little scroll-bar window that popped up defaulted to the maximum
Deleted line 25:
* Fix yellow bar problem (it shrinks a little at the bottom when enlarging at the top)
Deleted line 45:
8. When selling multiple instances of an item, it would be nice if the little scroll-bar window that popped up defaulted to the maximum (rather than 0). This is tedious when selling all of the robot parts (entropy inverter, tachyon condensor, etc), and I need to drag the thing over every time. not relevant any longer for droid parts, but maybe for other items ? needinfo
April 30, 2006, at 09:07 PM by ahuillet --
Changed lines 8-9 from:
  • Teleport home spell to be fixed so that the anchor is removed when the player goes out of town
  • Mana and health automatically recovers over time (minus one bug, and missing items)
to:
  • Teleport home spell to be fixed so that the anchor is removed when the player goes out of town
  • Mana and health automatically recovers over time (minus one bug, and missing items)
Changed line 11 from:
  • Automap fixes
to:
  • Automap fixes
Changed lines 30-31 from:
* Laser staff spinning animation to be corrected
* Part-extraction skills improved (10 times less items, 10 times more money)
to:
* Laser staff spinning animation to be corrected
* Part-extraction skills improved (10 times less items, 10 times more money)
Changed line 37 from:
  • Missing definition of FD_DATADIR in Darwin (just copy the line from "*" or "*bsd* cases").
to:
  • Missing definition of FD_DATADIR in Darwin (just copy the line from "*" or "*bsd* cases").
April 30, 2006, at 09:06 PM by ahuillet --
Changed line 9 from:
  • Mana and health automatically recovers over time
to:
  • Mana and health automatically recovers over time (minus one bug, and missing items)
April 30, 2006, at 08:48 PM by ahuillet --
Added line 13:
  • Bugfix : add UnApplyItem?()
April 30, 2006, at 07:37 PM by ahuillet --
Added line 31:
* Size of plasma weapon ammunition in inventory
April 29, 2006, at 11:28 AM by ahuillet --
Changed lines 9-10 from:
  • It would be nice if mana / health slowly recovered over time, or if one could get items which would do this. As such, it makes being a mage extraordinarily expensive.
to:
  • Mana and health automatically recovers over time
  • Random level generator
Changed lines 19-20 from:
* Several bots will display a dagger-swinging animation when attacking -- it's very cool that they have attack animations, but it's a little wierd and glitchy-looking when it uses Tux's animation. (516 and maybe others)
to:
* Several bots will display a dagger-swinging animation when attacking -- it's very cool that they have attack animations, but it's a little wierd and glitchy-looking when it uses Tux's animation. (516 and maybe others) (needinfo)
* Staff attack animation incorrectly is a sword animation
Deleted line 28:
-> Will keep as such for the moment
Changed line 40 from:
<basse> hmm, if you have staff, I dont tihnk it's good that you show it in both hands.
to:
<basse> hmm, if you have staff, I dont think it's good that you show it in both hands.
April 24, 2006, at 09:10 PM by ahuillet --
Deleted line 8:
\\
Deleted line 9:
\\
Deleted line 15:
\\
Deleted line 16:
\\
Changed line 50 from:
Tux getting transparent to be investigated

 rm -rf `find . -type d -name 'CVS'`
to:
Tux getting transparent to be investigated
April 24, 2006, at 09:09 PM by ahuillet --
Changed line 1 from:
This todo list is a bit old but still relevant.
to:
This todo list is a bit old but still relevant. Assigned to/coordinated by Arthur.
Added line 9:
\\
Added line 11:
\\
Changed line 13 from:
Was already done ... probably by JP
to:
Was already done ... probably by JP
Changed line 18 from:

to:
\\
Changed line 20 from:

to:
\\
April 24, 2006, at 09:05 PM by ahuillet --
Changed line 8 from:
  • (DONE) Teleport home spell to be fixed so that the anchor is removed when the player goes out of town
to:
  • Teleport home spell to be fixed so that the anchor is removed when the player goes out of town
Changed line 10 from:
  • (DONE) Automap fixes
to:
  • Automap fixes
Changed lines 30-31 from:
* (DONE) Laser staff spinning animation to be corrected
* (DONE) Part-extraction skills improved (10 less items, 10 much more money)
to:
* Laser staff spinning animation to be corrected
* Part-extraction skills improved (10 times less items, 10 times more money)
Changed lines 35-37 from:
  • Ale features requests
    • (DONE) Missing definition of FD_DATADIR in Darwin (just copy the line from "*" or "*bsd* cases").
    • (DONE) Remove "-lSDL" ldflag from configure (it should get it from `sdl-config --libs` as most programs do).
to:
  • FreeBSD? (Ale) requests
    • Missing definition of FD_DATADIR in Darwin (just copy the line from "*" or "*bsd* cases").
    • Remove "-lSDL" ldflag from configure (it should get it from `sdl-config --libs` as most programsdo)
April 24, 2006, at 08:31 PM by 213.103.208.53 --
Added lines 1-2:
This todo list is a bit old but still relevant.

August 14, 2005, at 04:33 PM by Alejandro Pulver --
Changed line 34 from:
  • Missing definition of FD_DATADIR in Darwin (just copy the line from "*" or "*bsd* cases").
to:
  • (DONE) Missing definition of FD_DATADIR in Darwin (just copy the line from "*" or "*bsd* cases").
August 05, 2005, at 10:13 PM by Alejandro Pulver --
Deleted line 2:
  • (DONE) Teleport home spell to be fixed so that the anchor is removed when the player goes out of town
Added lines 6-7:
  • (DONE) Teleport home spell to be fixed so that the anchor is removed when the player goes out of town
  • It would be nice if mana / health slowly recovered over time, or if one could get items which would do this. As such, it makes being a mage extraordinarily expensive.
Changed lines 10-11 from:
  • It would be nice if mana / health slowly recovered over time, or if one could get items which would do this. As such, it makes being a mage extraordinarily expensive.
to:

Deleted line 17:
* (TO BE FIXED BY ah)red guards are badly highlighted in SDL mode
Deleted line 18:
* (DONE)Laser staff spinning animation to be corrected
Added line 23:
* (TO BE FIXED BY ah) red guards are badly highlighted in SDL mode
Deleted line 25:
* (DONE) Part-extraction skills improved (10 less items, 10 much more money)
Added lines 28-29:
* (DONE) Laser staff spinning animation to be corrected
* (DONE) Part-extraction skills improved (10 less items, 10 much more money)
Added line 34:
  • Missing definition of FD_DATADIR in Darwin (just copy the line from "*" or "*bsd* cases").
Deleted line 35:
  • Missing definition of FD_DATADIR in Darwin (just copy the line from "*" or "*bsd* cases").
August 05, 2005, at 10:03 PM by Alejandro Pulver --
Added line 33:
  • Missing definition of FD_DATADIR in Darwin (just copy the line from "*" or "*bsd* cases").
August 05, 2005, at 10:00 PM by Alejandro Pulver --
Added line 22:
* Fix yellow bar problem (it shrinks a little at the bottom when enlarging at the top)
August 04, 2005, at 03:28 PM by ahuillet --
Added line 48:
 rm -rf `find . -type d -name 'CVS'`
August 03, 2005, at 10:09 PM by ahuillet --
Changed line 18 from:
* Laser staff spinning animation to be corrected
to:
* (DONE)Laser staff spinning animation to be corrected
August 03, 2005, at 08:22 PM by ahuillet --
Changed line 16 from:
* red guards are badly highlighted in SDL mode
to:
* (TO BE FIXED BY ah)red guards are badly highlighted in SDL mode
August 03, 2005, at 02:31 PM by ahuillet --
Deleted line 0:
Todo list for next version : what ahuillet/hanclinto/dasnipa will have to do.

Deleted line 38:
<ahuillet> 4. The worth of items doesn't seem balanced. Currently it is most <ahuillet> cost-effective to repair an item yourself and then sell it to the store, <ahuillet> even if you practically destroy it in the process. An item that is at 9/9 <ahuillet> durability will sell for more than an item that is at 7/22, even though the <ahuillet> item that is 7/22 should obviously be worth much more.x should not happen since one given item has a fixed duration - maybe I'm wrong, needinfo

August 03, 2005, at 01:48 PM by ahuillet --
Added lines 56-57:
Tux getting transparent to be investigated

August 03, 2005, at 12:28 PM by ahuillet --
Deleted line 18:
* the 3mm plasma ammunition shop animation is wrong too, the bullets are seen through the box
Added lines 21-24:
* Laser staff spinning animation to be corrected
* Mace and laser staff inventory icons must be centered
* Color of force potions
* New droid parts animations and inventory icons
August 03, 2005, at 09:46 AM by ahuillet --
Added line 15:

Added line 17:

Added line 22:

Changed lines 26-28 from:
Balancing (making sure that all of the above plays nicely)
to:
-> Will keep as such for the moment

August 03, 2005, at 09:42 AM by ahuillet --
Added line 12:
  • It would be nice if mana / health slowly recovered over time, or if one could get items which would do this. As such, it makes being a mage extraordinarily expensive.
Deleted line 16:
* the death animation of 139 has disappeared
Added line 19:
* Several bots will display a dagger-swinging animation when attacking -- it's very cool that they have attack animations, but it's a little wierd and glitchy-looking when it uses Tux's animation. (516 and maybe others)
Added lines 28-29:

To be further discussed/needinfo

Changed line 32 from:

<ahuillet> 4. Several bots ("Avenger Bots" come to mind) will display a dagger-swinging <ahuillet> animation when attacking -- it's very cool that they have attack animations, <ahuillet> but it's a little wierd and glitchy-looking when it uses Tux's animation. 516

<ahuillet> 4. It would be nice if mana / health slowly recovered over time, or if one <ahuillet> could get items which would do this. As such, it makes being a mage <ahuillet> extraordinarily expensive.
to:
need something to display
Added line 39:
should not happen since one given item has a fixed duration - maybe I'm wrong, needinfo
Added line 46:
not relevant any longer for droid parts, but maybe for other items ? needinfo
August 03, 2005, at 09:34 AM by ahuillet --
Added line 33:
516
August 02, 2005, at 10:20 PM by ahuillet --
Added line 29:

August 02, 2005, at 10:18 PM by ahuillet --
Added lines 29-49:
<ahuillet> 4. Several bots ("Avenger Bots" come to mind) will display a dagger-swinging <ahuillet> animation when attacking -- it's very cool that they have attack animations, <ahuillet> but it's a little wierd and glitchy-looking when it uses Tux's animation.

<ahuillet> 4. It would be nice if mana / health slowly recovered over time, or if one <ahuillet> could get items which would do this. As such, it makes being a mage <ahuillet> extraordinarily expensive.

<ahuillet> 4. The worth of items doesn't seem balanced. Currently it is most <ahuillet> cost-effective to repair an item yourself and then sell it to the store, <ahuillet> even if you practically destroy it in the process. An item that is at 9/9 <ahuillet> durability will sell for more than an item that is at 7/22, even though the <ahuillet> item that is 7/22 should obviously be worth much more.x

8. When selling multiple instances of an item, it would be nice if the little scroll-bar window that popped up defaulted to the maximum (rather than 0). This is tedious when selling all of the robot parts (entropy inverter, tachyon condensor, etc), and I need to drag the thing over every time.

August 02, 2005, at 10:02 PM by ahuillet --
Deleted line 10:
<basse> hmm, if you have staff, I dont tihnk it's good that you show it in both hands. <basse> the other hand should be crossed out or something instead
Changed lines 26-28 from:
  • Win32
    • Statically link to GTK libs.
to:

<basse> hmm, if you have staff, I dont tihnk it's good that you show it in both hands. <basse> the other hand should be crossed out or something instead
August 02, 2005, at 08:47 PM by ahuillet --
Added lines 11-12:
<basse> hmm, if you have staff, I dont tihnk it's good that you show it in both hands. <basse> the other hand should be crossed out or something instead
August 01, 2005, at 09:13 PM by ahuillet --
Added line 21:
* Make the "Pendragon" character be able to teach melee combat more than level 1 (if there isn't another character in the game that does that).
Changed lines 26-27 from:
  • Make the "Pendragon" character be able to teach melee combat more than level 1 (if there isn't another character in the game that does that).
to:
  • Win32
    • Statically link to GTK libs.
August 01, 2005, at 09:11 PM by Alejandro Pulver --
Added line 25:
  • Make the "Pendragon" character be able to teach melee combat more than level 1 (if there isn't another character in the game that does that).
July 31, 2005, at 11:36 AM by ahuillet --
Added lines 16-18:
* the death animation of 139 has disappeared
* the 3mm plasma ammunition shop animation is wrong too, the bullets are seen through the box
* red guards are badly highlighted in SDL mode
July 30, 2005, at 02:08 PM by ahuillet --
Changed line 21 from:
  • Remove "-lSDL" ldflag from configure (it should get it from `sdl-config --libs` as most programs do).
-> Might lead to problems for win32 building. Will keep as such.
to:
  • (DONE) Remove "-lSDL" ldflag from configure (it should get it from `sdl-config --libs` as most programs do).
July 30, 2005, at 12:17 PM by ahuillet --
Changed lines 21-22 from:
  • Remove "-lSDL" ldflag from configure (it should get it from `sdl-config --libs` as most programs do).
to:
  • Remove "-lSDL" ldflag from configure (it should get it from `sdl-config --libs` as most programs do).
-> Might lead to problems for win32 building. Will keep as such.
July 30, 2005, at 11:32 AM by ahuillet --
Changed line 17 from:
* Part-extraction skills to be removed
to:
* (DONE) Part-extraction skills improved (10 less items, 10 much more money)
July 30, 2005, at 11:06 AM by 83.177.244.186 --
Changed line 14 from:
Audio (music, sound effects, dialoges)
to:
Audio (music, sound effects, dialogs)
July 30, 2005, at 10:43 AM by 83.177.244.186 --
Changed line 6 from:
  • Teleport home spell to be fixed so that the anchor is removed when the player goes out of town
to:
  • (DONE) Teleport home spell to be fixed so that the anchor is removed when the player goes out of town
July 30, 2005, at 09:57 AM by 83.177.244.186 --
Changed line 6 from:
  • Teleport home spell to be corrected so that it always warps the player in the town (anchor useless)
to:
  • Teleport home spell to be fixed so that the anchor is removed when the player goes out of town
July 30, 2005, at 09:37 AM by 83.177.244.186 --
Changed lines 6-8 from:
  • Teleport spell anchor to be corrected (remove it when the player goes out from the town)
to:
  • Teleport home spell to be corrected so that it always warps the player in the town (anchor useless)
  • New spell "go to portal"
  • New map object "portal"
July 30, 2005, at 09:35 AM by 83.177.244.186 --
Changed line 18 from:
  • Ale_ features requests
to:
  • Ale features requests
July 30, 2005, at 08:28 AM by 83.177.244.186 --
Changed line 8 from:
  • DONEAutomap? fixes
to:
  • (DONE) Automap fixes
July 30, 2005, at 08:28 AM by 83.177.244.186 --
Changed lines 8-9 from:
  • {-Automap fixes-}
    • Make it map even when turned off
to:
  • DONEAutomap? fixes
Was already done ... probably by JP
July 30, 2005, at 08:27 AM by 83.177.244.186 --
Changed line 8 from:
  • Automap fixes
to:
  • {-Automap fixes-}
July 29, 2005, at 11:16 PM by Alejandro Pulver --
Changed lines 18-19 from:
  • Ale_ features requests
to:
  • Ale_ features requests
    • Remove "-lSDL" ldflag from configure (it should get it from `sdl-config --libs` as most programs do).
July 29, 2005, at 10:39 PM by 83.177.244.186 --
Deleted line 2:
Two categories

Changed lines 16-18 from:
Balancing (making sure that all of the above plays nicely)
to:
Balancing (making sure that all of the above plays nicely)

Building etc.

  • Ale_ features requests
July 29, 2005, at 10:34 PM by 83.177.244.186 --
Deleted line 6:
  • Replace hardcoded items and spells with a script based equivalent
    • What language to use ? LUA or Python ?
June 22, 2005, at 12:34 AM by ahuillet --
Changed line 19 from:
  • Part-extraction skills to be removed
to:
* Part-extraction skills to be removed
June 22, 2005, at 12:33 AM by 83.179.41.77 --
Changed lines 10-11 from:

to:
  • Teleport spell anchor to be corrected (remove it when the player goes out from the town)
  • Portals menu to be implemented
June 22, 2005, at 12:32 AM by 83.179.41.77 --
Added line 8:
  • What language to use ? LUA or Python ?
Added line 10:

Added line 12:
  • Make it map even when turned off
June 22, 2005, at 12:30 AM by 83.179.41.77 --
Added line 15:
  • Part-extraction skills to be removed
June 22, 2005, at 12:30 AM by 83.179.41.77 --
Changed lines 11-15 from:
  • Writing (plot, storyline, dialoges, documentation)
  • Audio (music, sound effects, dialoges)
  • Graphics (2d and 3d)
  • Game Content (items, spells, quests)
  • Balancing (making sure that all of the above plays nicely)
to:
Writing (plot, storyline, dialoges, documentation)
Audio (music, sound effects, dialoges)
Graphics (2d and 3d)
Game Content (items, spells, quests)
Balancing (making sure that all of the above plays nicely)
June 22, 2005, at 12:25 AM by 83.179.41.77 --
Changed lines 5-15 from:
  • Engine improvements
    • Unhardcode items and spells using a script language
    • Implement a better teleporting system (diablo2-like portals)
  • Game content
    • Writing (plot, storyline, dialoges, documentation)
    • Audio (music, sound effects, dialoges)
    • Graphics (2d and 3d)
    • Game Content (items, spells, quests)
    • Balancing (making sure that all of the above plays nicely)
to:

Engine improvements

  • Replace hardcoded items and spells with a script based equivalent
  • Implement a better teleporting system (diablo2-like portals)
  • Automap fixes

Game content

  • Writing (plot, storyline, dialoges, documentation)
  • Audio (music, sound effects, dialoges)
  • Graphics (2d and 3d)
  • Game Content (items, spells, quests)
  • Balancing (making sure that all of the above plays nicely)
June 22, 2005, at 12:15 AM by 83.179.41.77 --
Added lines 6-7:
  • Unhardcode items and spells using a script language
  • Implement a better teleporting system (diablo2-like portals)
June 22, 2005, at 12:12 AM by 83.179.41.77 --
Changed lines 4-11 from:
...
  • Engine improvements
  • Game content
to:

  • Engine improvements
  • Game content
    • Writing (plot, storyline, dialoges, documentation)
    • Audio (music, sound effects, dialoges)
    • Graphics (2d and 3d)
    • Game Content (items, spells, quests)
    • Balancing (making sure that all of the above plays nicely)
June 22, 2005, at 12:10 AM by 83.179.41.77 --
Changed lines 4-5 from:

[ +* Engine improvements+ ]
to:
...
  • Engine improvements
June 22, 2005, at 12:09 AM by 83.179.41.77 --
Changed line 5 from:
  • Engine improvements
to:
[ +* Engine improvements+ ]
June 22, 2005, at 12:03 AM by 83.179.41.77 --
Changed line 1 from:
ToDo list for next version : what ahuillet/hanclinto/dasnipa will have to do.
to:
Todo list for next version : what ahuillet/hanclinto/dasnipa will have to do.
June 22, 2005, at 12:03 AM by 83.179.41.77 --
Changed lines 1-6 from:
Describe NewToDo? here.
to:
ToDo list for next version : what ahuillet/hanclinto/dasnipa will have to do.

Two categories

  • Engine improvements
  • Game content
Edit Page - Page History - Printable View - Recent Changes - WikiHelp - SearchWiki
Page last modified on December 30, 2009, at 04:42 PM