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VERGE Additions/Changes January 17, 2000 Important - NOTE!!! user.cfg no longer pays attention to 'startmap'. you must make an 'autoexec' routine in system.vc and it'll call that. - I recommend only HookTimering routines that do not use local vars. - It has been brought to my attention that MikMod has memory leaks, and it will sometimes clash with the engine and either hang or crash, possible even demand a reboot. No help for it; I don't know any audio programming. If V2 does begin to crash inexplicably, set sound_device to 3 in user.cfg first and see if that has any effect on the stability of your game. May go to Seal, or something else. Modification Log 2.5 beta 5 * Started hicolor routines; add 'hicolor' to user.cfg and all modes will attempt to set 16-bit (or 15, failing 16). 2.5 beta 4 * Fixed some timing issues w/ events * Fixed layer render bug introduced w/ new code * lastent is now set correctly when an event is called from within a movement script * Made execution halt if an AutoExec() was not found. * Calls to Render() will always clear the screen first. * Rewrote some more graphics code; RotScale() supports lucency as a result * Rewrote and tinkered with TMapLine/MapLine commands. Likely slower than before, but cleaner and safer; still work the same? TODO: pass map layer width/length to them internally so that running along extremities doesn't trunc on the left and wrap on the right. WARNING: because proper clipping isn't implemented yet, hitting the lower right of a map while performing wave effects or the like may crash the engine (theoretically speaking) 2.5 beta 3 * Rewrote a lot of graphics code internals; condensed many routines to eliminate some redundancy. Keep an eye out for anything suspicious, but should be okay. * Rewrote layer rendering routines and misc related routines; translucent layers act up sometimes? Not sure; keep an eye on this one too. 2.5 ??? * added 'numents'; returns total # of entities on the map * VERGE.EXE will now run without any other files. ^_^ * Fixed HookKey * New input subsystem; won't lose keys when framerate drops in console * VESA 2.0 LFB code; any 256-color resolution if you've got it * New mouse routines; smooth now * New local variable and argument handling; == faster VC code NOTE!!! you *must* recompile all scripts with the new VCC for the new engine. * Unlimited strings * Rewrote console a bit; disabled browsetiles, needs to be rewritten Made console friendly to whatever font SYSTEM.FNT holds. * Made messaging and cpu_usage text friendly to font in SYSTEM.FNT. * Put some validity checking in a lot of areas * Rewrote VCC's preprocessor and rearranged a bit of the interpreter; A little more sensitive to duplicate naming; catches junk lingering in global area as an error now (helps with catching mismatched {}). * Me2 no longer crashes when you compile twice with VCC; this was due to PMODEW, now everything uses DOS4GW, and likely soon it'll go to Causeway. * Now V2 runs in pure-DOS without GPFing (geeze ;P) aen, <[email protected]>
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