Version 0.11.7
==============
2006-08-15
- Added: BomberClone Icon to the bomberclone win32 binary.
- Added: resolution 1280x800
- Testing: Security Problems found by Luigi Auriemma
Bugs: A] memcpy crash in rscache_add
B] information disclosure in send_pkg
C] simple error message termination
for more informations look here:
http://aluigi.altervista.org/adv/bcloneboom-adv.txt
Solutions to
A) rewrote the whole resend cache system, also send_mapinfo needed a
bad workaround for a bug i couldn't find out. (to disable the workaround
use ./configure CFLAGS=-DBUG_MAPINFO)
B) made sure that the size of a packet is set right before send over
the network. Found only the function (do_gameinfo) where something
like this occured.
do_pkg will also check the size of the incoming packet with the
p->h.len value.
C) accept the error packets only from the server of a game. Since only the
server will send such type of packets.
- Fixed: Security Problem found by Stefan Cornelius.
For more information look here:
https://lists.uni-koeln.de/pipermail/sec-info/Week-of-Mon-20060313/006561.html
- Added: "more random" by Patrik Nilsson:
This map type is just a hacked version of "autogenerated",
and is as the name tells more random. Since both block,
rock and nothing are placed randomly inside the border.
- Fixed: High CPU usage in menus.
This fix was made by Chris E..
- Fixed: Bug with more as 8 different player graphics.
The window size hasen't changed if there where more as
8 different player graphics to choose from.
- Removed the Dedicated Server Support from the game.
The whole bomberclone game is not designed for a dedicated
server. The test shown that the whole game would have to
be rewritten. Also that the host can leave the game would
not work no more.
Version 0.11.6.2
- Client network player could die two times in a game.
After receiving the playerdata packet from a client did the
server first the player_set_gfx routine first. Which send a
playerid packet with a alife player back.
Changed: player_set_gfx routine will be called after setting
the state of a player.
Also do_playerid will check if the game is not running
or the player is still alife to set this value.
- Dedicated server support (only testing).
- Fixed do_quit and send_quit.
- Fixed number of players in running games was always
set to 0.
Version 0.11.6.1
- Display the number of players for each listed network game.
- Ghost Player added.
- Playername will not overlapped by the player gfx anymore.
- Added menuswitch to enable/disable broadcast requests.
aalib-x11 and aview-x11.
SDL dependencies change, so bump PKGREVISION (and BUILDLINK_RECOMMENDED)
for affected packages.
Addresses PR 32046 by Leonard Schmidt.
Version 0.11.6
==============
2005-03-27
- Fixed: pkg_resendcache, no right calaculation for the size of
the saved packet.
- Changed: Version number and the ping time to each game
(ver 0.11.6 or later) of network games will show up.
- Added: Parameter -gamename to set the games name from the
command line.
- Added: Network Join will find Local games without OGC.
Broadcasted UDP Packets will be send to find games.
2005-02-20
- Fixed: Network Player died in a game. All network
players will controll thier own dead. (needed on slow networks)
- Added: 1600x1280 Resolution
2005-01-30
- Fixed: Makefile.am in datadir. Pixmap for the icon
was not installed.
2004-12-27
- Fixed: moving and liquid bombs where not working right.
we checked the wrong map.bfield value.
Version 0.11.5
==============
2004-12-26
- Fixed: Multiplayer more as three players could not play.
There was a bug in the automatic firewall detection.
- Added: Show a simple information of what keys are used in
the multiplayer screen.
- Chagned: In Singleplayer you can select now 0 AI Players.
- Fixed: Teamdata (as Names and Colors) will be send over the network.
- Fixed: udp_send: bad file error fixed, in single mode we was
still sending the quit information to all clients.
- Fixed: Alot other strange network bugs. I.e. the rejoin part
and that the server can leave part was not right.
Version 0.11.4
==============
2004-12-12
- Fixed: Teamdata wasn't send right, net_send_playerid changed,
send_playerdata and do_playerdata fixed.
- Fixed: Problems with the second local player join and
leaving. Also the second local player won't get
informations which the first local player already had.
- Bombs will not explode right on slow computers.. it
seems they jump one field to far.
fixed: rewrote part of the do_explosion stuff and
part of the explosion_restore function. Explosion
was growing on slow PC more as one field per cycle.
- AI: Player die on a slow computer because they move more
as 1 Field. This might be also the problem Acidjnk told
me about.
Variable dir_change added so we won't have
anymore so many suicides.
little more work on the AI, there are still some kind of
problems. Maybe i'll rewrite the whole AI again.
- fixed: Server starts the game soo fast that the
client's ignore the gamestat for a running game.
Check if all players are ready.
- Makefile.am in include and data changed so make dist will
work fine as well as make install won't install anymore
all the useless *.h files.
- the firewall flag will be enabled and disabled automaticly.
Datapacket PKG_contest created to make it possible to work.
- only players who are in the game will be able to send
gamedata related packets to the game. (do_pkg() changed)
- fixed: AI won't have anymore so many suicide deaths.
- New Team menu Handling.
- changed: Playermenu (F2 in the Playerselection screen).
You will see some details about the other players and
you can go to the teammenu from here.
- fixed: udp_send:: Invalid argument Error Message
net_game_send_delplayer had a problem with the second
local player.
- changed: Chat Mode will always keep active if there is
only one player on one computer. If there are two player
we have to press F5 to activate the chatwindow.
- fixed: Quit Game wasn't working from the in game menu
- fixed: Network Version Error. There is no
possible Escape.
- fixed: Single Player Menu there was no ESC key working
- fixed: Player Selection Screen (single player)
ESC key wasn't working and also closing the program
haven't worked.
in the process. (More information on tech-pkg.)
Bump PKGREVISION and BUILDLINK_DEPENDS of all packages using libtool and
installing .la files.
Bump PKGREVISION (only) of all packages depending directly on the above
via a buildlink3 include.
The ChangeLog has this to say about it:
- in-game menus, like the "Quit Game" question, and an End Round menu.
- menu handling changed some internal things, so it is possible to create
more menus at a time. it is possible to write own menuloops.
(this is used in the new playerselection screen and playermenu screen.)
- new player selection screen, needed because of the second local player.
- password protection for own games so they can be listed on the OGC but
only people with the password will be able to join.
- user-defined keyboad settings.
- the server can now kick players from the game
- programm parameters for automatic joining/hosting a game, using ogc, port
configuation and debug mode.
- Fixed: respawning of the player will continue and
finish when we go into Hurry Mode.
- Fixed: bombs will start ticking when another special
is taken or the player died.
- Fixed: statusbar will forced to update if a player
finished respawning.
- Fixed: number of items which have been dropped. If not
all items could been set a debug message will be printed
into the console or stdout.txt.
- Fixed: items can not anymore droped on bombs.
- Fixes the issue of it making incorrect assumptions
about the initial range of bombs and placing players in
unsafe positions.
Version 0.11.1
==============
2004-02-01
- Added: Deathmatch mode.
- Added: Kick Bombs special
- Fixed: Network initialization at quit removed
- Fixed: packets.c: do/send_playermove tunnelto wasn't
converted into network arch.
- Fixed: packets.h: pkg_playermove speed changed to Sint16
- Fixed: gfxpixelimage.c colors on bigendian Systems Red
and Blue mask was switched
- Fixed: network.h: NET_CANSEND fixed, didn't checked right
for the server
- Fixed: crash if no tileset was selected in the selection
menu. (error was in menu.c:menu_dir_select)
- Fixed: (Network) three more stones will be restored if a new
bombdata packet reaches the player.
- Changed all Images to PNG. From now on there is alpha blending
supported too.
- Added: Game Setting start_bombs, start_range, start_bombs and
bomb_tickingtime.
- Added: Drop Items On Death element. You can collect now
your opponents items if he died.
- Fixed: Missing "Press F4 to Start" Screen Text in Multiplayer
- Fixed: Networking over IPv6 had a little network init problem
- Fixed: Crash on Hosting games with OGC enabled and no internet
connection
- Fixed: player_move had a problem with the speed of the player
on slow systems.
- Fixed: Major networking and packet handling problem. inpkg_check
fixed, strange crash fixed was reading from players[addr->pl_nr].*
where addr->pl_nr was set to -1. Function inpkg_delplayer added
so all inconig indexdata for double packets can be deleted. This
made a big problem when someone disconnected and tryed to rejoin
Version 0.11.0
==============
2004-01-06
- Added Programm options to the game. For more information
run BomberClone with -help.
- Compiler Flag added for disabling debuging. Compiler
Flags -ggdb and -O0 won'T be set no more.
./configure --disable-debug
- Added smal help screen in the multiplayer selection
screen.
- Fixed: If the player is move on a field where is
currently an explosion then will the player die.
- wrote new OpenGameCache Server for this game and
other games. This server is working almost the same
way as BCMServ did. Except that there is no
Broadcasted chat for now (but i will enable this
soon again).
OGC Link:
http://bomberclone.sourceforge.net/OpenGameCache/
- Menuhandling complete rewritten and changed.
GUI created for menus: lists, buttons, check boxes
labels and other things created.
-new menugraphics made by DJ Mirage.
-mapmenu written by Patty
-the bad response form the game to users action
should be fixed.
- FullScreen switching from within the game
by pressing (F8 Works for some Reason only
in Linux)
- Changed part of the Networkhandling to detect who
is the Game Server.
- AI Players can join network games.
- Changed all positions and framenumbers to float.
Together with this i can drop the hard 20ms
gameloop limitation. So the game will be able to
run on slower systems and compare the loss of
frames.
- some more music tracks added to the game.
DJ Mirage made a page where people could
upload some songs.
- BomberClone music file "cinderella_clown.mod"
thanks to Psycho (http://www.moods.2xs.de/)
Version 0.10.1
==============
2003-09-13
- accepted Solaris, .cvsignore and bzero patch
Patch from pak21 (https://sourceforge.net/users/pak21/)
- BomberCloneMServ will have even a playerlist of
a game, so you will know who have joined a game.
- added big endian support, so non intel-style
computers will be able to play over the network
now too.
- added liquid and moving bombs special.
- timer options, for how long the game will go.
- added tunnels to the game so player can go through.
PKG_playermove changed and PGK_tunneldata added
- the first music file added to the game made by
Digital_D <siggy_stardust@hotmail.com>
the music files will be played out of the music
directory randomly
- chat windows size will be bigger in multiplayer
games and in single games the space for the chat
window is used for the gamefield size.
bomberclone-data package.
- Added: two ways the game can end now. the old Bomberman
style with getting the size of the gamefield down and
another one with putting in the game alot of powerups.
the game even has a timeout of 10 minutes + the
2 minutes of the end game sequence.
- Makefile.am fixed in the data direktory. Added
${prefix}/ and changed @PREFIX_PACKAGE_DATA_DIR@ to
@NO_PREFIX_PACKAGE_DATA_DIR@ . So debian packages
can be generated easyly soon.
- GFX: scaling routine speeded up a little bit. Using inline
functions and much less "switch case".
- TekKRat made two new players, the first two
tilesets with the pseudo 3D effect
(64x96 pixel tileset) and another tileset.
(cemetery, sheep, hell and farm)
- caccola made another Tileset (supermario)
- Added: Switch to enable/disable broadcasted chats.
So the confusing will stop why there are unknown people
talking. You can enable it in the Network Options.
- Fixed: chat_findfreeline, there was a bug in the
source and destination of copying the chatlines.
Thats why the chat got mixed up after 255 lines.
- Added: maps have more options to set and it will be
displayed in the multiplayer menu, this options can be
saved for every map seperated.
- GFX: source cleanup. Player will now drawn in order they
stay tileset will change we can support 64x64pixel size
and 64x92pixel size tilesets no sdl_blit* calls from
game_loop for the game gfx.. working on a new engine with
sorting the tiles and update rects.
The new size tilesets filenames are block96.bmp for the
block.bmp file stone96.bmp for the stone.bmp file. If in
one directory are two files one stone.bmp and ston96.bmp
the game will always take the stone.bmp file.