Vultures Change log

For load and size reasons this changelog only reflects the most recent 100 (one hundred) changes made. For the full history, please check the changelog.txt file, or you can also view the repository changes live in more detail.

Contents

TAG 2.1.0

Author:Clive Crous <clive@darkarts.co.za>
Date:Tue Jun 6 21:22:14 SAST 2006
Patch:20060606192214-eb905-86af93faffb636c2ddf5acaa40f54d0b4d5204a9.gz

fix incorrect keymap rotation that happened when an item with inventory letter 'n' was applied

Author:thalerd@in.tum.de
Date:Tue Jun 6 02:06:10 SAST 2006
Patch:20060606000610-a54d2-6ba2c059d9821bcfaea0761f2016c9e253fc7dae.gz
this was a remnant of the keymap code
Thanks to Phlimm for finding this :)

Modified files:

TAG 2.1.0-rc1

Author:Clive Crous <clive@darkarts.co.za>
Date:Sun May 28 19:33:56 SAST 2006
Patch:20060528173356-eb905-a7489f61f1895dc0c1dad2671200fb42c61e17f0.gz

fix the "level not found" bug

Author:thalerd@in.tum.de
Date:Sun May 28 13:56:11 SAST 2006
Patch:20060528115611-a54d2-52cb7dd05d6dcc52986d5e890fe77989120ab904.gz
DLB was not being built correctly on windows

Modified files:

warn whenever a tiledefinition in tilespec.c gets overridden later on

Author:thalerd@in.tum.de
Date:Thu May 25 18:15:59 SAST 2006
Patch:20060525161559-a54d2-725a5bc47361ad67ff8b5c88224a9820e375e5ce.gz
having multiple definitions for the same tile is undesirable, because both defined tile images
end up in gametiles.bin, but only one of them is accessible in the game.
IOW it bloats gametiles.bin needlessly.

Modified files:

added some new sound effects

Author:Phlimm <phlimm@adelphia.net>
Date:Mon May 15 20:05:24 SAST 2006
Patch:20060515180524-8c6c5-52b4022af77790aa50df3b86ea0b29a208f740df.gz
UGH I hate this game!

Damn nice monk that was all set to start the second half of the 
game...had a shop that improved armor with a roaming dwarf on the 
level so I went scrounging for zorkmids.  Hit the Wurm Caves...got 
bit by a rot worm and didn't notice the warnings and just like that I 
died.  8o(

OK so this prompted me to go get sound files for IMPORTANT MESSAGES!!

Here they are, with the config file for next compile.

Also added a nice slurp sound for when you hear those types of 
critters around.

I think I need to get a different "weak" sound though...will keep looking.

Added files:

Modified files:

export tiles by name and description

Author:Clive Crous <clive@darkarts.co.za>
Date:Sat May 6 22:01:45 SAST 2006
Patch:20060506200145-eb905-840091a6033ba246ae3718a00707de3aa29d9666.gz
What does this mean?

If you are not a developer or graphic contributer this will be of no interest
to you ...

if you edit vultures/vultures_conf.h and you set:
  #define EXPORT_TILES
then, when you run vulture's eye or vulture's claw you will find that
every monster and object tile is exported by name into the applicable vulturesdir.

so it runs for a while (your screen will remain blank, maybe start it from the
console in windowed mode to see what's really happening) then go look in the
vulture's dir. You should see something like this:

monster.angelic being.aleax.png
monster.angelic being.angel.png
monster.angelic being.archon.png
monster.angelic being.couatl.png
monster.angelic being.ki-rin.png
monster.ant or other insect.fire ant.png

etc ...

Now it is much easier to see which tile is really being used in game.

Added files:

Modified files:

update vortexes and unicorns

Author:Phlimm <phlimm@adelphia.net>
Date:Sat May 6 21:30:24 SAST 2006
Patch:20060506193024-8c6c5-bb615982bb74c7e442cd486720bca1b1fcd8d51f.gz
OK here is an actual gray unicorn (and the black unicorn looks a bit 
more menacing now).  Also I did the dust, ice, energy, steam and fire 
vortexes.  Feedback is desired on these, I'm not sure if they are 
done.

Modified files:

move absurd mappings before other mappings in the code to ensure that those mappings that already have tiles are used instead and that the absurd tiles only "fill the gaps"

Author:Clive Crous <clive@darkarts.co.za>
Date:Thu May 4 12:41:38 SAST 2006
Patch:20060504104138-eb905-536552fd9bbc17c5454af60754b9874f964c77b4.gz
I expect that a few of the Absurd tiles are in fact better than what we have.
Over time we should remove duplicates, either from the Absurd section in the mappings,
or in the normal area depending on which we choose.
Either way however, having one set simply overide another is a hack and we should rather
not keep the duplicates in there for long.

Modified files:

absurd monster mappings

Author:Dirk Schoenberger <dirk.schoenberger@sz-online.de>
Date:Wed May 3 01:34:52 SAST 2006
Patch:20060502233452-afd2d-1b80f743c5e3f48c8eeef36e4e74eabb137e9a7b.gz
There are now some duplicate mappings. These should probably be removed.

Modified files:

fix an off by one error in the calculation of the lineheight of text in inputboxes

Author:thalerd@in.tum.de
Date:Sun Apr 16 22:25:23 SAST 2006
Patch:20060416202523-a54d2-cb6ade863259d4ddfd8b9dc1e1e61c1c1c880875.gz
for shadowed text the real lineheight is vultures_get_lineheight() + 1
This error meant that when typing a descending character such as "g" and then hitting
backspace the bottom-most bit of text shadow wasn't removed.

Modified files:

unconditionally reset vultures_stop_travelling at the end of vultures_get_nh_event

Author:thalerd@in.tum.de
Date:Sat Apr 15 13:51:45 SAST 2006
Patch:20060415115145-a54d2-a69810b0188f2667e059a29f5e01aa3919978915.gz
otherwise a mouseclick duing a "magic resisted" effect would prevent the next
attempt to start tavelling.

Modified files:

call the event handler fuction from vultures_delay_output

Author:thalerd@in.tum.de
Date:Sat Apr 15 13:34:36 SAST 2006
Patch:20060415113436-a54d2-79d40ea53817f567ac98ba4ece1dc1ac66a295df.gz
this allows the mouse to move more smoothly while travelling
as well as during the "magic resisted" sparkle

Modified files:

Correct the build naming for macosx.dmg files

Author:Clive Crous <clive@darkarts.co.za>
Date:Fri Apr 14 23:30:35 SAST 2006
Patch:20060414213035-eb905-ac673c254b98910fe2ee8a08f9d50e25f7fb096a.gz
This brings the macosx built installer files naming convention in-line
with the rest of the built installers and tarballs.

To build another 2.0.0 release 6 installer for NetHack, with this
patch in place, you would type in the following commandline:
    make VERSION=2.0.0 RELEASE=6 nethack-dmg

It defaults to release 1, so the next release (if it is 2.0.1) could be
done as follows:
    make VERSION=2.0.1 nethack-dmg

I do not own a mac therefore cannot test this, but the changes are
small and 'obvious' enough that they should work, or at least should
be easy enough to fix if I broke it ;)

Modified files:

define DLB in vultures_conf.h

Author:thalerd@in.tum.de
Date:Sat Apr 15 02:12:45 SAST 2006
Patch:20060415001245-a54d2-eafd3a5c51622c4f269f2ef8e687244f1d5b3590.gz
DLB is supported on anything capable of running vultures, so enable it unconditionally.

Modified files:

stay interactive while travelling

Author:thalerd@in.tum.de
Date:Mon Apr 10 22:05:11 SAST 2006
Patch:20060410200511-a54d2-4928fa0b89b3e22a498d5c1b435cf646fe050be9.gz
IOW it's now possible to move the mouse and open/close the map while travelling.
Clicking or pressing a key will cause you to stop.

Unfortunately the mouse feels rather "lagged" because while we are travelling
input events can only be handled once every 50ms, which is not really enough.

To improve this vultures_delay_output would also have to handle input somehow...

Modified files:

new and improved towel tile

Author:Phlimm <inertiadampers@hotmail.com>
Date:Mon Apr 10 02:15:38 SAST 2006
Patch:20060410001538-3232a-0b515a66e0faedad010c9b3a5383be9766a51929.gz
long live HHGTG and all obscure references to it :-D

Modified files:

make the "remove" context menu entry work reliably

Author:thalerd@in.tum.de
Date:Fri Apr 7 18:07:13 SAST 2006
Patch:20060407160713-a54d2-ff28e8f55c15dc1b88799c009edc62d71b1e9675.gz
Our handling of remove was essentially a built-in macro; to remove item 'x' we
simply sent a sequence of keypresses: "Aax"
 A  to open the remove worn items dialog,
 a  to select "all types",
 x  to select item x

Unfortunately we are only asked which types to remove if we are actually wearing more
than one type of item; if only a single type is being worn the question is skipped,
'a' is used to select what item to remove and the character x is discarded.

The only way to solve this is to directly call the functions in do_wear.c
This patch exports select_off() and take_off() and calls them to make "remove" work as
intended. Correctness is maintained; take_off accounts for elapsed turns and we perform
a no-op command (redraw screen) to exit the input loop and return control to the moveloop.

Modified files:

TAG 2.0.0

Author:Clive Crous <clive@darkarts.co.za>
Date:Thu Apr 6 09:58:12 SAST 2006
Patch:20060406075812-eb905-5d1e34b14e38d4b5bb30254b794ffe5f2d391838.gz

cleanup meta-makefile a bit

Author:Clive Crous <clive@darkarts.co.za>
Date:Sun Apr 2 21:22:49 SAST 2006
Patch:20060402192249-eb905-da54749311eb4dc94b520438fefcff4b658a1ba2.gz
ok, I admit it, my primary motive for this cleanup was
to make it easier to re-use this makefile for some of
my other interfaces :P

Modified files:

Renamed/moved files:

fix 64-bit problem in the menu handling code

Author:thalerd@in.tum.de
Date:Sun Apr 2 01:02:52 SAST 2006
Patch:20060401230252-a54d2-f96ab376f753a26273526f3011edefdd12520ba5.gz
on 64-bit sizeof(int) != sizeof(void*) ...

In add menu we are given an "identifier" parameter which has the type "union any".
Generally we only need the "int" part of the union; however for menus triggered by
'A' (ie "remove" on the context menu) the identifier is actually a pointer to an object.
We were storing only the int portion of the identifier. This works nicely on 32-bit,
but truncates the pointer on 64-bit machines and leads to crashes when nethack tries
to dereference the identifier we return in the menu selection.

Modified files:

Katana object tile

Author:thalerd@in.tum.de
Date:Fri Mar 31 04:00:54 SAST 2006
Patch:20060331020054-a54d2-2e727c7dfe92b50dd58c082b09e4bcb89e402c37.gz
try 3: finally! a katana that doesn't look like a noodle...

Modified files:

move the travel hack from display_nhwindow into get_nh_event

Author:thalerd@in.tum.de
Date:Wed Mar 29 19:56:56 SAST 2006
Patch:20060329175656-a54d2-c35277c8c5ad83fb3a354c69700b5d22cbd7c707.gz
get_nh_event is a better place for it, because it gets called every turn unconditionally
whereas display_nhwindow only gets called every turn if you have runmode=walk set.

Modified files: