Commit Graph

473 Commits

Author SHA1 Message Date
onpon4 f6f14227a1 Version 1.6 release. 2016-08-06 21:18:59 -04:00
onpon4 7055bf31a3 Deleted the "starfighter" binary that accidentally got added in. 2016-08-04 20:29:09 -04:00
onpon4 6509b9d540 Fixed .gitignore ("starfighter" was removed accidentally) 2016-08-04 20:28:36 -04:00
onpon4 61d4c32b81 Fixed an incorrect SDL include. 2016-08-04 20:26:24 -04:00
Richard Smith 65c773cafb changed OS X style SDL includes back to Linux style 2016-08-04 20:58:38 +01:00
Richard Smith 0affc31f1e remove SDL frameworks 2016-08-04 19:12:07 +01:00
Richard Smith 1132c65ac7 update LICENSES 2016-08-04 19:08:35 +01:00
Richard Smith f9c4f7297e oops, problem with gitignore prevented icon folder from being checked in 2016-08-04 17:22:12 +01:00
Richard Smith 71bfadd4e2 Xcode build files 2016-08-04 17:07:48 +01:00
Richard Smith fb4cbdf32c SDL libraries for OS X 2016-08-04 17:04:58 +01:00
Richard Smith 6a165e8f0b Source code changes necessary to compile on OS X. 2016-08-04 16:51:46 +01:00
onpon4 dda76c8fe4 Added a message to make it clearer to newcomers that you can leave early.
The game previously didn't give any clear indication that secondary
objectives are optional. This message should make this feature more
obvious.
2016-06-02 11:19:07 -04:00
onpon4 362584ff38 Made some corrections to the documentation. 2016-06-02 10:58:49 -04:00
onpon4 ff48ca6204 Increased the shield bonus for Nightmare difficulty. 2016-06-01 11:04:45 -04:00
onpon4 ac5b31457b Removed a now unused function. 2016-04-04 21:20:45 -04:00
onpon4 c851314e3a Recompressed PNG images with Trimage. 2016-03-02 09:42:28 -05:00
onpon4 06220ebd03 Added changes to the makefile suggested. 2016-01-14 13:49:22 -05:00
onpon4 59334f3818 1.5.1 release
A bit early, but that problem with mines was just awful.
2016-01-13 20:54:36 -05:00
onpon4 59088cce0c Make mines simply disappear when they time out rather than exploding.
The explosions of mines off in the distance are extremely annoying in
the Mars mission, in particular. There's no real point in them
doing a timed off-screen explosion, anyway; if they just disappear,
the player won't notice.
2016-01-13 16:09:06 -05:00
onpon4 2ea268c704 Corrected the install location for the icon. 2016-01-12 15:41:24 -05:00
onpon4 47c8dfd1d9 And thus ends the saga of stupidity. 2016-01-12 14:54:41 -05:00
onpon4 a3afb0a133 Whoops
Just... whoops. *game*.timeTaken, not *engine*.timeTaken. Fixed that...
2016-01-12 14:53:34 -05:00
onpon4 a2e2207a67 Reversed a ruinous change.
Dur... event times can be negative, and yet here I am changing it to
unsigned.
2016-01-12 14:43:42 -05:00
onpon4 3c35f4043d Added installation of starfighter.desktop and starfighter.png. 2016-01-12 14:03:08 -05:00
onpon4 855481e965 Bumped to 1.5.1-dev. 2016-01-12 10:43:57 -05:00
onpon4 a0f68d722b Fixed type inconsistency.
SDL_GetTicks() returns Uint32, but I was using the long int type,
which could mean signed or unsigned, not to mention any size. Changed
missionCompleteTimer and timeTaken to Uint32 for consistency.
2016-01-12 10:41:42 -05:00
onpon4 e6bd534cdf More magic numbers. 2016-01-11 22:42:45 -05:00
onpon4 3ea5acbde0 1.5 release
Changes since version 1.4 summarized:

* Lots of code cleanup
* Removed preservation of permissions when installing
* Replaced symlinks with copies
* Added .desktop file (from openSUSE package maintainer)
* Fixed mouse cursor position bug
* Removed a broken event from the Odeon mission
* Moved almost everything from the "data" directory to C source code
* Renamed "Original" difficulty to "Classic"
* Made Classic difficulty closer to the original
* Repositioned the logo and menu so that it's a bit higher
* Fixed the bug that caused mobile rays to shoot 5 green bullets
* Radio messages no longer suppress the "Target" text on the target arrow
* Friendly ships now have green arrows
* Sid, Phoebe, Ursula, and Kline now have special text on their target
  arrows and shield displays
* Some dialog changes
* Plasma and rocket ammo is now much cheaper ($1)
* Fixed being able to get hurt after the mission is over
* Changed the Poswic mission target to Sid
* Removed the brief stop at the end of the Ellesh mission
* Kline now permitted to drop mines in all of his appearances
* Kline now switches primary weapons on Venus (like in prior appearances)
* Executive transport AI changed to "evasive"
* Experimental fighter now more likely to run away with powerful shots
* Renamed "Comms" to "Missions" and adjusted its look
* Removed instant teleportation between planets in Spirit
* Added small interception chance to Spirit
* Move very quickly between planets if no interception chance
* Now, portable save format
* Some tweaks to the Status screen
* Updated documentation
* Play sounds more quietly when further away
2016-01-11 20:01:11 -05:00
onpon4 c764c4d8b7 Added code to prevent loud sounds from being overtaken by quiet sounds.
This prevents the weird effect where you hear a bunch of sounds of
majorly different volumes starting and stopping. If, for example, you
have several mines exploding nearby as well as several mines exploding
far away at the same time, you will hear the near ones and not the far
ones.
2016-01-11 00:10:55 -05:00
onpon4 0929abf3a3 Added a Y component to audio_playSound, and reduction of volume by distance.
This makes it possible to remove code that made mines that exploded
off-screen completely inaudible.
2016-01-10 23:56:26 -05:00
onpon4 5ba8759804 Increased the chance of the cloak fighter running.
Also fixed the chance in Classic difficulty; accidentally made it
10 times as likely as in the original.
2016-01-10 19:07:16 -05:00
onpon4 801170678a More readme updates. 2016-01-09 23:06:38 -05:00
onpon4 e10edf0018 Updated the readme. 2016-01-09 22:56:46 -05:00
onpon4 8a27879df2 Updated the manual. 2016-01-09 22:48:14 -05:00
onpon4 1ada79e695 Don't hide the "Load Game" menu. 2016-01-09 22:30:25 -05:00
onpon4 285fb8e614 Made the Continue and Load options not appearing work again.
This must have been screwed up a loooong time ago. Anyway, it now
hides these menu options as it should when there is no autosave
available.
2016-01-09 22:26:31 -05:00
onpon4 9dedf500c8 Adjusted the status screen.
Several pointless lines have been removed, and I've added a workaround
to fix a segfault that was happening when Phoebe or Ursula were not
wingmates yet.
2016-01-09 22:15:28 -05:00
onpon4 edacc25821 Fixed incomplete transition to the new save format.
Had to slightly adjust the save format as well.
2016-01-09 22:00:20 -05:00
onpon4 b66bb4bf98 Replaced the struct dump "save format" with a proper save format.
This format is actually portable, and there isn't a risk of it just
breaking any time the format is changed, since the version number
can be read independently of everything else.
2016-01-09 19:58:07 -05:00
onpon4 290d44386a Treat distance between planets as always 1 if no interception chance. 2016-01-09 10:40:29 -05:00
onpon4 8793aaa780 Added a small chance of getting intercepted in Spirit.
These interceptions only have "dualfighters" on them, since that is
in-line with the normal difficulty of Spirit.
2016-01-09 10:26:15 -05:00
onpon4 0fb3c04b5e Removed the instant teleportation in Spirit.
I understand where this came from; obviously, this was how travel
originally worked, and then the version that made interceptions
possible was added later. But the thing is, making Spirit a special
case causes the interface to suddenly change on you, and that breaks
the flow of the game for no particular reason other than saving a
bit of time. So this special code which causes you to instantly
teleport in Spirit has now been removed. There is still no danger
of encountering interceptions, but I'll be changing that for all
non-Classic difficulties as well in another commit.
2016-01-09 10:13:32 -05:00
onpon4 d5a66ffc01 Changed the text hint for Comms screen to "Missions".
This is more to-the-point. It should lower the learning curve a bit.
2016-01-09 10:06:16 -05:00
onpon4 336c047d8e Removed the unnecessary "INCOMPLETE" text from the Comms view. 2016-01-09 10:04:55 -05:00
onpon4 fa43f2aabe Fixed the experimental fighter not running away from chargers.
This oddity was caused by exactly what I thought it was caused by:
the code assumed that all bullets are created equal, and each bullet
had a 1 in 50 chance of causing the ship to run away. Well, the
charger inflicts so much damage that 50 shots would be a ridiculous
amount of damage for even the experimental fighter.

So now, except in Classic difficulty, whether or not it runs away
is determined partly by how much damage a weapon inflicts.
Specifically, the chance is now the damage of the bullet out of 150.

High-damage weapons are still a useful idea; after all, a 100 damage
weapon is 100 guaranteed damage, even if the fighter is likely to flee.
However, it gets rid of the skewed nature of the fleeing behavior and
prevents the charger from subverting the purpose of the behavior.
2016-01-09 08:01:23 -05:00
onpon4 efb7a135be Some cleanup 2016-01-09 07:50:12 -05:00
onpon4 9104fcaa10 Changed the AI of the executive transport to "evasive".
This makes more sense; it's unarmed, after all. A quick test shows
that it doesn't cause any problems (like making the game annoying).
2016-01-09 07:37:36 -05:00
onpon4 9a474f1416 Some cleanup. 2016-01-08 22:57:06 -05:00
onpon4 ac844d8d54 Removed the "planets" data files.
This is the last of the data files I wanted to remove.

This commit also includes some dialog changes.

I copied some of this code into a comment elsewhere, because I want
to use it as a reference when creating a new save format.
2016-01-08 21:33:40 -05:00
onpon4 14a9dace7e Let Kline switch weapons on Venus (except in Classic difficulty).
It's a modified version of the weapon switching: if Kline's health
is less than 1500, the spread shot replaces the concentrated triple
shot.

This also keeps Kline with bullet weapons during the third phase.

The main purpose of this change is to make Kline consistent. He now
switches his secondary weapon, and that's about it. The way it was
in the original, it started out much easier than previous encounters,
then it went to slightly easier than previous encounters, then
something completely unlike previous encounters, and finally
something noticeably harder than previous encounters. Now, it starts
out exactly the same as previous encounters, and then gets
progressively harder.
2016-01-08 18:09:35 -05:00