4.1.2.0:
Levels & Artwork:
drag-and-drop support for level and artwork zip files on all platforms
zip files can be dropped into main menu or into level set selection menu
zip files placed into level (sub-)directory will be extracted at start
added support for level sketch copy/paste using Ctrl-c/v in level editor
also makes it easy to copy complete playfields between levels in editor
added support for graphics sets with dynamic window and playfield size
added special global animation mode ‘NO_TITLE’ for all but title screens
Gameplay:
added request dialog to play again after game is over without solving level
added quickly toggling team mode by clicking on main menu “name/team” text
Bug fixes:
fixed bugs in game logic of “game of life” and “biomaze” elements
fixed many bugs related to local and network multi-player games
fixed many bugs related to virtual buttons when playing on touch devices
lots of other bugs fixed in this release (see Git commit messages)
Other changes:
removed support for SDL 1.2
4.1.1.0:
Multi-player games (team mode and network games):
improved support for network multi-player games (plus lots of bugfixes)
network games can now be fully configured by using setup menu settings
when playing network games, the level to be played is now sent to all clients
added UDP broadcast to auto-detect network server in local network
multi-player levels now marked in main menu preview with network or team mode
fixed team mode games in R’n’D game engine (all players have to enter an exit)
added player option in level editor to let the first player solve the level
Virtual buttons on touch devices:
improved support for highly configurable virtual buttons on touch devices
options for transparency, grid size, highlighted and outlined virtual buttons
separately configurable virtual buttons for portrait and landscape mode
Graphics:
ultra-smooth scrolling using vertical sync (vsync) on supported devices
Game settings:
added setup option to directly play the next level after solving a level
added setup option to skip displaying the high scores after solving a level
added setup option to use extended list for game speed selection
Global animations:
added event actions (key events and screen buttons) to global animations
this allows for simulating key or button events when animations are clicked
added “passthrough” option to click several overlapping global animations
Other changes:
fixed bug with dragon fire destroying indestructible steel letter walls
fixed various other bugs (and probably added some new)
3.0.0:
There are not many new features and changes to the game itself, as the main goal of this release is to keep the game playable on modern systems, and there is finally also support for Mac and Android systems. This was all done by integrating the classic Mirror Magic game engine into the game Rocks’n’Diamonds as a new custom game engine, therefore using R’n’D as the new technical platform for this and any future release.
Several changes are involved since they are all interrelated. These
changes affect about 1000 files.
The first major change is rewriting bsd.builtin.mk as well as all of
the builtin.mk files to follow the new example in bsd.builtin.mk.
The loop to include all of the builtin.mk files needed by the package
is moved from bsd.builtin.mk and into bsd.buildlink3.mk. bsd.builtin.mk
is now included by each of the individual builtin.mk files and provides
some common logic for all of the builtin.mk files. Currently, this
includes the computation for whether the native or pkgsrc version of
the package is preferred. This causes USE_BUILTIN.* to be correctly
set when one builtin.mk file includes another.
The second major change is teach the builtin.mk files to consider
files under ${LOCALBASE} to be from pkgsrc-controlled packages. Most
of the builtin.mk files test for the presence of built-in software by
checking for the existence of certain files, e.g. <pthread.h>, and we
now assume that if that file is under ${LOCALBASE}, then it must be
from pkgsrc. This modification is a nod toward LOCALBASE=/usr. The
exceptions to this new check are the X11 distribution packages, which
are handled specially as noted below.
The third major change is providing builtin.mk and version.mk files
for each of the X11 distribution packages in pkgsrc. The builtin.mk
file can detect whether the native X11 distribution is the same as
the one provided by pkgsrc, and the version.mk file computes the
version of the X11 distribution package, whether it's built-in or not.
The fourth major change is that the buildlink3.mk files for X11 packages
that install parts which are part of X11 distribution packages, e.g.
Xpm, Xcursor, etc., now use imake to query the X11 distribution for
whether the software is already provided by the X11 distribution.
This is more accurate than grepping for a symbol name in the imake
config files. Using imake required sprinkling various builtin-imake.mk
helper files into pkgsrc directories. These files are used as input
to imake since imake can't use stdin for that purpose.
The fifth major change is in how packages note that they use X11.
Instead of setting USE_X11, package Makefiles should now include
x11.buildlink3.mk instead. This causes the X11 package buildlink3
and builtin logic to be executed at the correct place for buildlink3.mk
and builtin.mk files that previously set USE_X11, and fixes packages
that relied on buildlink3.mk files to implicitly note that X11 is
needed. Package buildlink3.mk should also include x11.buildlink3.mk
when linking against the package libraries requires also linking
against the X11 libraries. Where it was obvious, redundant inclusions
of x11.buildlink3.mk have been removed.
- fixed bug that can cause crash on some compilers or systems
- fixed bug in game engine making some levels sometimes unsolvable
- for details, see CHANGES file (included in the package)
Changes:
- icon for Windows executable added
- bug when selecting default level series fixed
- new IFF style file format for level files
- fullscreen mode now works with Windows (workaround for bug in SDL)
- /dev/dsp support for NetBSD added (thanks to Krister Walfridsson)
- file permissions when saving files and creating directories changed
- some small sound bugs fixed
Changes since version 1.3:
- complete code redesign (based on new Rocks'n'Diamonds game engine)
- contains now 60 levels from the classic game "Deflektor"
- can be compiled with SDL library to build native Windows version
- can be compiled with Allegro library to build native DOS version
- DOS and Windows versions can be compiled with gcc cross-compiler
- changed levels 43 and 45 due to changed (faster) pac man behaviour