Updated the readme to be more informative.

This commit is contained in:
Julie Marchant 2019-05-22 22:11:21 -04:00
parent 5931846f03
commit f1b86909b7
1 changed files with 96 additions and 2 deletions

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@ -28,7 +28,9 @@ compared to the original:
* There are several gameplay changes. These changes were mostly done to
balance the game better. However, if you want the original experience,
"Classic" difficulty approximates it as closely as possible.
"Classic" difficulty emulates it as closely as possible (see the
CLASSIC DIFFICULTY DIFFERENCES section to read about the few
differences that exist).
* Much of the dialog has been changed. There are various reasons for
this; some of these include fixing bad writing, making the dialog
@ -44,6 +46,97 @@ compared to the original:
else. I'll let you figure out what the new method to access the cheat
menu is. :)
------------------------------------------------------------------------
CLASSIC DIFFICULTY DIFFERENCES
Classic difficulty is designed to emulate the experience of version 1.1
of the game (the last version released by Parallel Realities) as closely
as possible. However, there are a few minor differences in addition to
the changes to graphics, sound, and dialog:
* Where targets are is shown via arrows at the edge of the screen, and
all targets are indicated in this way; the main target is indicated
with text that says "Target", unless the target is one of the cast of
named characters, and all named characters have their arrows indicated
with their respective arrows. In contrast, version 1.1 only had an
optional arrow that rested in the middle of the screen and pointed in
the general direction of the active (main) target.
* The active (main) target of the Poswic mission is Sid Wilson. In
version 1.1, the active target was instead the executive transport.
The practical effect of this is that Sid Wilson's shield is indicated
in this mission, whereas it wasn't in version 1.1.
* Attachments to "boss"-like enemies have damage inflicted on them
immediately applied to the boss itself. Version 1.1 did not do this
until the attachment was completely destroyed.
* In the Venus mission, Kline starts some distance away directly to the
right and immediately begins combat. In contrast, version 1.1 spawned
Kline much closer to the player (to the point where his ship was
visible on the screen) and a bit further down, unmoving until a string
of dialog boxes finished being displayed. This change was made to
accommodate new music and dialog.
* Similar to the above, the time spent to accommodate Kline's banter
when he first appears in the Elamale mission is different from version
1.1 in order to accommodate new music and dialog.
* Version 1.1 had a bug in the shop which caused selling something to
redeem half the cost of the next item, rather than half the cost of
the item being sold. This led to the last item in a series being sold
for nothing (actually a result of undefined behavior), and it also
allowed the player to continuously gain money by buying and selling
the first permanent cooling upgrade. This bug is fixed in the current
release (including Classic difficulty).
* Version 1.1 had some overflow bugs, most notably with plasma ammo.
The effect of this bug was that you could sometimes gain too much
plasma ammo, resulting in the recorded amount being lower than before
the powerup was picked up. These bugs are fixed in the current
release (including Classic difficulty).
* The Odeon mission in version 1.1 had a broken event with undefined
behavior. Players saw it as a message from Sid Wilson saying that
Ursula was running away, followed by an error message. In fact the
source code never defined a fail condition for Ursula running away, so
if the event had been defined properly, all it would have done is
render the mission unwinnable. The current release simply removes the
broken event entirely (including for Classic difficulty).
------------------------------------------------------------------------
GENERATING CONFIGURE SCRIPT
If you contribute to Project: Starfighter's source code, you will need
to know how to generate a configure script for compiling the program.
NOTE: This is for developers only. End-users simply compiling releases
of Starfighter from source can ignore this section and skip straight to
the COMPILING FROM SOURCE section.
The following components are required to generate the configure script:
* Autoconf
* Automake
* pkg-config
Once these dependencies are installed, simply do the following from a
terminal window:
autoreconf -vif
The arguments are technically optional, but recommended.
If for some reason you need to remove all of these files from your
directory, you can do so via the following command (requires Git):
git clean -fdx
Note: automatically generated files are listed in .gitignore, so you
generally don't actually have to do this.
------------------------------------------------------------------------
COMPILING FROM SOURCE
@ -53,7 +146,8 @@ Project: Starfighter depends on the following libraries to build:
* SDL2_image <http://www.libsdl.org/projects/SDL_image/>
* SDL2_mixer <http://www.libsdl.org/projects/SDL_mixer/>
Once you have all dependencies installed, you can do the following:
Once you have all dependencies installed, you can do the following from
a terminal window:
./configure
make