Updated the readme to be more informative.
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README.txt
98
README.txt
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@ -28,7 +28,9 @@ compared to the original:
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* There are several gameplay changes. These changes were mostly done to
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* There are several gameplay changes. These changes were mostly done to
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balance the game better. However, if you want the original experience,
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balance the game better. However, if you want the original experience,
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"Classic" difficulty approximates it as closely as possible.
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"Classic" difficulty emulates it as closely as possible (see the
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CLASSIC DIFFICULTY DIFFERENCES section to read about the few
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differences that exist).
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* Much of the dialog has been changed. There are various reasons for
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* Much of the dialog has been changed. There are various reasons for
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this; some of these include fixing bad writing, making the dialog
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this; some of these include fixing bad writing, making the dialog
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@ -44,6 +46,97 @@ compared to the original:
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else. I'll let you figure out what the new method to access the cheat
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else. I'll let you figure out what the new method to access the cheat
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menu is. :)
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menu is. :)
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------------------------------------------------------------------------
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CLASSIC DIFFICULTY DIFFERENCES
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Classic difficulty is designed to emulate the experience of version 1.1
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of the game (the last version released by Parallel Realities) as closely
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as possible. However, there are a few minor differences in addition to
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the changes to graphics, sound, and dialog:
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* Where targets are is shown via arrows at the edge of the screen, and
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all targets are indicated in this way; the main target is indicated
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with text that says "Target", unless the target is one of the cast of
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named characters, and all named characters have their arrows indicated
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with their respective arrows. In contrast, version 1.1 only had an
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optional arrow that rested in the middle of the screen and pointed in
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the general direction of the active (main) target.
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* The active (main) target of the Poswic mission is Sid Wilson. In
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version 1.1, the active target was instead the executive transport.
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The practical effect of this is that Sid Wilson's shield is indicated
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in this mission, whereas it wasn't in version 1.1.
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* Attachments to "boss"-like enemies have damage inflicted on them
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immediately applied to the boss itself. Version 1.1 did not do this
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until the attachment was completely destroyed.
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* In the Venus mission, Kline starts some distance away directly to the
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right and immediately begins combat. In contrast, version 1.1 spawned
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Kline much closer to the player (to the point where his ship was
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visible on the screen) and a bit further down, unmoving until a string
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of dialog boxes finished being displayed. This change was made to
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accommodate new music and dialog.
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* Similar to the above, the time spent to accommodate Kline's banter
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when he first appears in the Elamale mission is different from version
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1.1 in order to accommodate new music and dialog.
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* Version 1.1 had a bug in the shop which caused selling something to
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redeem half the cost of the next item, rather than half the cost of
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the item being sold. This led to the last item in a series being sold
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for nothing (actually a result of undefined behavior), and it also
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allowed the player to continuously gain money by buying and selling
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the first permanent cooling upgrade. This bug is fixed in the current
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release (including Classic difficulty).
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* Version 1.1 had some overflow bugs, most notably with plasma ammo.
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The effect of this bug was that you could sometimes gain too much
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plasma ammo, resulting in the recorded amount being lower than before
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the powerup was picked up. These bugs are fixed in the current
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release (including Classic difficulty).
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* The Odeon mission in version 1.1 had a broken event with undefined
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behavior. Players saw it as a message from Sid Wilson saying that
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Ursula was running away, followed by an error message. In fact the
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source code never defined a fail condition for Ursula running away, so
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if the event had been defined properly, all it would have done is
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render the mission unwinnable. The current release simply removes the
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broken event entirely (including for Classic difficulty).
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------------------------------------------------------------------------
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GENERATING CONFIGURE SCRIPT
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If you contribute to Project: Starfighter's source code, you will need
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to know how to generate a configure script for compiling the program.
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NOTE: This is for developers only. End-users simply compiling releases
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of Starfighter from source can ignore this section and skip straight to
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the COMPILING FROM SOURCE section.
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The following components are required to generate the configure script:
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* Autoconf
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* Automake
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* pkg-config
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Once these dependencies are installed, simply do the following from a
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terminal window:
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autoreconf -vif
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The arguments are technically optional, but recommended.
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If for some reason you need to remove all of these files from your
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directory, you can do so via the following command (requires Git):
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git clean -fdx
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Note: automatically generated files are listed in .gitignore, so you
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generally don't actually have to do this.
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------------------------------------------------------------------------
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COMPILING FROM SOURCE
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COMPILING FROM SOURCE
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@ -53,7 +146,8 @@ Project: Starfighter depends on the following libraries to build:
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* SDL2_image <http://www.libsdl.org/projects/SDL_image/>
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* SDL2_image <http://www.libsdl.org/projects/SDL_image/>
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* SDL2_mixer <http://www.libsdl.org/projects/SDL_mixer/>
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* SDL2_mixer <http://www.libsdl.org/projects/SDL_mixer/>
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Once you have all dependencies installed, you can do the following:
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Once you have all dependencies installed, you can do the following from
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a terminal window:
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./configure
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./configure
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make
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make
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