------------------------------------------- Myth II: Build 284: Fixed a division by zero on x86. Custom interfaces now have the ability to override the metaserver lobby dialog while still displaying the metaserver logo. Fixed a scoring bug in which adding up time remaining in a KOTH game did not match the actual time awarded to players. Fixed a cause of double-freeing on Myth exit. The position of the tab control on the new game dialog is now relative to the current interface. Added the 'fade' entrance type flag for monsters to be faded in to be used with the "Make monster visible" CTRL. The object flag "Respects Monster Visibility" will now work for netgame balls - but only when the game type is scavenger hunt. Build 283: Fixed chat backlog flickering from last build. Fixed some invalid memory accesses that could cause OOS. Ooops, the vs undead attack flags now work as they should. Fixed "Override Attack Hides Other Monster Attacks" for the last time. It will work now as it should. I promise. That's it, no more features for 1.6! Build 281/282: Fixed bug where a monster's paralysis would fail to wear off, if an artifact switch had happened when that monster was paralyzed. Fixed bug where an artifact with an expiry time could get its expiry time reset when it was about to expire. Made Windows installer less confusing. Took out the Windowed-Mode prefs updating changes from last build. Fixed another uninitialized variable-based crash. Imported the 'mont' GEOM ("Monsters on Team") from Myth3. F11 is now marked as 'does not repeat' which should make the keyboard combination for switching to/from windowed mode on Windows smoother. (Win) Fixed a serious issue: Sometimes when playing in 640x480, the screen would not refresh after the game ended, leaving the last frame of the game displayed instead of the postgame report or the main menu. Fixed issue where Myth was limited to updating the screen only as fast as 30fps even though it was doing all the work necessary to update it faster. Projectiles that choose nearby targets now how an exclusion radius in addition to the normal radius (such that monsters within the exclusion radius do not get targetted). Fixed "Override Attack Hides Other Monster Attacks" to only hide attacks of the same type (specials hide specials, melee hides melee, etc). Two new monster attack flags for mapmakers to use: "Vs. undead" and "Prohibited vs. undead". Hunting fix: you will now score points when you kill a hunting target by healing (example:thrall). Fixed a bunch of areas where status bar wasn't updating when monsters' items or experience was changed. Fixed bug where the FPS display may flicker when you activate it with shift-delete (instead of forward-delete). Build 280: For Windowed Mode version on Windows, the key combination for toggling windowed mode is back; it is now ALT-F11. It now correctly updates the windowed preference when activated, as does maximizing the window. Fix for last build's crash when "Always Use Entrance Projectile Group" was used in conjunction with an "Artifacts/Ammo" projectile group where the monster definition was changed to one without an entrance projectile group by the initial artifact assignment. Mapmaking feature: new CTRL map action 'exp+' can now add to monster experience, similar to how there is one to add to ammunition. Fixed division-by-zero crash bug on PC that was happening on Senex Silvae. Backed out fix from Build 270 for "Attacks that aren't set as "can be used against friendly units" should no longer work on friendly units in very rare circumstances." because it broke the The Deceiver level. Fixed dialog-drawing under OpenGL on Intel-processor Macs. New artifact flag: "Override Attack Hides Other Monster Attacks". Build 279: Increased MAXIMUM_VIEW_CELLS from 50 to 60 (fixes some clipping issues). Removed arbitrary tag size limit of 24 MB (previously 12 MB) completely. Fixed another rendering-related crash related to shading tables. On the Mac, the Windowed-mode option will now work the same way under software rendering as it does under OpenGL rendering. Fixed an OOS related to certain artifact attacks. The fix only applies to 1.5.2 gameplay mode (using 1.5.1 gameplay may still result in OOS). Mapmaking feature: new "Artifacts/Ammo" projectile group can be set for a monster tag, which specifies a list of artifacts or ammo projectiles that will be given to the monster when it is created. Build 278: Added two new GEOM types, experience less than ('exp<') and experience greater than ('exp>') for mapmakers to use. Added a new monster flag, "Always Use Entrance Projectile Group", that will create the entrance projectile group of the monster whenever the monster first appears, regardless of how it enters. Build 277: Fixed the plugin dialog to not cut-off the tagsets at the top, if there is more than 256 plugins. Resolved an issue where some mesh information from the local folder was cached and erroneously used in network games, when it shouldn't have been. The "Uses vTFL" and "Uses anticlump" mapmaking flags now function with fewer issues, and update the checkboxes in the user interface appropriately. The MAXIMUM_TAG_SIZE was increased from 12 MB to 24 MB. This should allow for larger meshes. Build 276: New mesh flag for mapmakers: "Is Last Level of Scenario". Makes a mesh behave like Forge for the final cutscene and epilogue. Windows version will no longer take 100% of the CPU when in dialogs. This mimics the behaviour of the Mac version since 1.5.1. Fixed a crash bug related to some GEOM map actions. The shift-pagedown mapmaking debug feature will now display the map action parameter buffer maximum and current sizes. Fixed a division by zero crash that would happen when the "Angular Interpolant Separation" parameter was set to 0 in an OBMO map action. Mapmaking feature: "No Monster Recovery Time" flag on an attack. New preference: "Menu Music" checkbox allows disabling main menu music. In a networked game, where the game speed can't be changed, F1 will now bring up the key-binding display, just like the Help (Mac) or Insert (PC) key. Fixed a connector-related crash that was affecting the last level of Freedom I. Build 275: Fixed new autohost message, so that it is now displayed properly. New preference option: Max FPS. When set, Myth II will attempt to not render more than the specified number of frames per second, and sleep the rest of the time. On Windows, Yield CPU is now gone in favor of this more flexible option. Increased memory allocated for map action parameters from 64k to 96k, to prevent memory corruption (and crashes) on some script-heavy plugins. Build 274: Fixed a cause of OOS related to objects going off the edge of the mesh (this was happening on tr0ball 2006). 1.5.1 gameplay now works again (it got broken in build 273 - oops!). Fixed several crashes due to division by zero, affecting only the PC version, that could happen if a monster's base movement speed and/or turning speed was set to 0. F4 no longer acts as Escape on the Windows windowed-mode build. Fixed an artifact-switching bug that allowed an artifact to never disappear when used, if a monster had maximum_artifacts set. Fixed bug with the new MAXIMUM_OBJECT_DEFINITIONS_PER_MAP limit. Mapmaking feature: new 'terr' TUNI, tests if the units are on the specified terrain types (integers 0 to 15). Build 273: Fixed Throne of the Lich King artifact switching bug from build 270. New Feature: In-game interface switching from the Preferences screen. You will need to download new version of the TFL and Chimera interfaces to try this out. (The old ones that were released with Myth II 1.4 do not work.) On the Mac, moved the System Keyboard Layout option from the main preferences screen to the control preferences screen to make room for the interface switch option. On Windows, the caps-lock health bar display will now work properly. Optimized the TUNI map action code so it doesn't have to do a particular calculation unless it is required. In metaserver game list, the lengthy "Deathmatch" will now be displayed as simply "-DM-". Two new monster attack flags for mapmakers to use: "Vs. flying" and "Prohibited vs. flying". In the post-game stats dialog, team members' names should no longer get horrendously cut-off for the scavenger hunt and flag rally game types. When the host changes game settings to a plugin you don't have, and you have persistent ready on, you will no longer stay checked in-game while you've not closed the Missing Plugins dialog (instead, you will get unchecked). Fixed issue with chat backlog getting corrupted by the blue persistent-ready information text. The .version command, useful as it is, will now also work in the metaserver lobby too. The maximum number of players that a Myth II co-operative game can support is (and has always been) 14. This limit is now enforced, to prevent crashing. Fixed game settings being reset issue that appeared in Build 270. Increased plugin limit from 256 to 512 (for real, this time - last time it wasn't done completely). When the limit is reached, information about the plugins that were not loaded will be now be logged. Increased MAXIMUM_LOCAL_PROJECTILE_GROUP_DEFINITIONS_PER_MAP to 128. Increased MAXIMUM_OBJECT_DEFINITIONS_PER_MAP to 256. Increased MAXIMUM_MONSTER_DEFINITIONS_PER_MAP to 96. Decreased MAXIMUM_PROJECTILE_GROUP_DEFINITIONS_PER_MAP to 768. Build 271: (1.5x branch) Fixed game version text to be displayed like before on non-red games. Worked around a possible cause of memory corruption in co-op games played by more than 14 players. Added new .commands to be used from game lobby: .version (your game version), .count (how many players in-game), and .host (who is hosting game). Autohosted games now require at least half of the the non-host players to be ready before the game can start. The "kill monster" Unit Control map action will now adjust scoring (and thus team %s) correctly only when it used used in conjuction with the "delete monster" map action, to preserve some backward compability with plugins relying on the previous behaviour. (adjustment of last Build 270 fix) Ambient life will no longer give any visibility for some player team, regardless of what is set for its Visibility. The overhead map toggle button will now be darkened when the game is set to not show the enemies on the overhead map. Fixed BC scoring bug where you could gain points by healing your own units using a negative damage attack. Build 270: (1.5x branch) A host using 1.5.2 will now fall back to 1.5.1 gameplay if there are any players in the game that are on 1.5.1. Fixed an issue where monsters with the chicken, deer, peasent, and soaring action procs could become unstoned when not supposed to. In the game lobby, chat messages sent to a team will now have a green background, to differentiate them from messages sent to individual players. Attacks that aren't set as "can be used against friendly units" should no longer work on friendly units in very rare circumstances. Bugfix: a paralyzed monster hit with a 'holding' attack will no longer start moving in a semi-paralyzed state when the holding attack ends. Instead, it will become unparalyzed at the end of the attack. Bugfix: a stoned monster hit with a 'holding' attack will no longer start moving in a semi-stoned state when the holding attack ends. Instead, it will stay stoned after the attack ends. Bugfix: a stoned monster will no longer switch to a 'flinching' position when hit with a holding attack. Bugfix: when an uncontrollable unit is confused, it will no longer become controllable after the confusion expires. _artifact_restricted_by_collection_flag now actually does something, along with a bugfix for it. The "kill unit" Unit Control map action will now adjust scoring (and thus team %) correctly when the unit dies. Build 268: (1.5x branch) Increased MAXIMUM_COLLECTION_REFERENCES_PER_MAP from 320 to 512. (For Myth II only - since more of these are needed with more players - Loathing's limit is still 320.) New feature: having caps-lock on will now display the health bars of all units on your team while in game. The key-binding display key has been moved from F8 to the Help key. The overhead team colors toggle key has been moved from F9 to F8, so as not to conflict with Expose on Mac OS X. Fixed a crash that would happen under OpenGL, Direct3D and Rave when the game would try to use a bitmap that was too big. (Update of build 267 fix): Fixed a hard crash that would happen when the maximum number of collection references is exceeded on a mesh with models. Build 267: (1.5x branch) Fix for sloped terrain passability under vTFL to match TFL. Fix for bug where artifacts that cannot be holstered could be switched using the scroll wheel. Fixed possible memory corruption related to confusion LPGR wearing off. Fixed crash related to LOD calculations on mesh cells. By popular demand, increased maximum time limit for multiplayer games from 90 minutes to 450 minutes. The player stats display can now be toggled on/off by pressing shift-F7, in addition to its previous behaviour of being shown only when F7 is down. Fixed a hard crash that would happen when the maximum number of collection references is exceeded on a mesh with models. Build 265: (1.5x branch) Fixed a rare cause of crashing that would happen as a result of a negative damage (healing) attack. (The recorded case of this was on B&G) Updated ReadMe to remove inaccurate information. When holding shift-space on new-game, you can now get a verbose output of the preloaded tags (the limit has also been increased). Prevention for a crash that could happen as a result of booting someone from your team. Fixed a freeze that would happen when the game was attempting to disconnect a non-existent object from the mesh as a result of stoning. Build 264: (1.5x branch) Fixed a cause of crash in rendering code that was happening with some plugins (ex: Sisters of the Blade). Fixed a case of misleading DEFEAT end-game message. Build 261: 1.5.1c the wank list version Fixed problem related to mass updates to buddy & order lists Fixed issue with healing and presets Build 260: 1.5.1b final version Changed FPS boost stuff all around so the default is no boost Always display the Build info on the main screen to help with tech support Fine tuned CPU sharing under OS X when not in game Build 259: 1.5.1b Test Changed D3D locking to only modern windows systems ID Windows ME seperately from Win 98 to help with tech support Build 258: 1.5.1 GM Fixed an OOS caused by a projectile trying to track a non-existant monster. Increased autohost playlist size to 32 from 15. Build 257: Flying units will now be able to fly over solid scenery. The Game/Plugins tab control will be relative to the game description now so they make sense in other interfaces. The boot player and kick player from team buttons will no longer sometimes become enabled with no players selected. Artifacts in a monster's inventory can now be switched using the control bar optionally (enable "Use Control Bar Inventory" in control preferences). The occasional text corruption in the Preferred Games dialog has been fixed. Build 256: Fixes some crashes that would happen after unit trading related to monster action procs. Fixed flickering under Software Mode when interface transparency is enabled. Fix for chat lag in game lobby introduced in Build 255. Turned on some network data validation that was erroneously not being done in previous builds. Fixed the Build 255 bug that would make a ghol repeat its animation several times after throwing projectile. Artifacts that override monsters will no longer cause them to use different spelling, names, flavours and sounds. The plugin list will now be always sorted alphabetically (as opposed to by the order in which the plugins are read from disk.. which is only _sometimes_ alphabetical). Fixed a model-related crash. Build 255: Myth will now warn the user of possible crashes when turning on the 3D Sound option. Myth will now check if the required Patch files are present when starting. Myth will now be better at verifying game preferences, specifically for the versionID stored in them. This fixes some join-game bugs. Fixed it so paralysis damage would be properly affected by a monster's artifact's monster override's effect modifiers. Try saying that three times in a row. Fixed minor interface glitch where the game description wasn't being updated for co-ops when Teams checkbox was checked/unchecked. On the Mac, Myth will now take significantly less CPU time when in dialogs such as the metaserver lobby. Fixed a division-by-zero crash that would sometimes happen with the Windows version. Added a new "ignores area-of-effect damage" object flag, to allow 1.5.1 to emulate a bug of 1.5 that was fixed in 1.5.1. Fixed it so the Start Game button is not enabled in server is observer mode when you first open the game. Fixed some interfaces glitches related to Autohost. Fixed CL/CK bugs related to artifact switching. Fixed the bug where an activated tagset would prevent the prologue journal entry from playing. Fixed a crash with the soaring map action that could sometimes cause crashes on some maps like "I'll Fall On Your Grave". You will no longer lag out from the metaserver if you remain too long in the autohost dialog without clicking anything. Fixed appearance of keyboard layout dialog. The status bar and control bar will now draw themselves correctly on resolutions where the width is not divisible by 32 under OpenGL. Added support for 1280x800 and 1280x768 resolutions (requires new Patch 1.4 Interface). Fixed some graphics issues with save game snapshots that were introduced with 1.5.1. The model limit has been increased to 512 from its original value of 128. Changed VersionID to keep people from causing OOS in games /w different versions Removed MYTHDEV define so we now are making GM type of builds Build 254: Changed VersionID to keep people from causing OOS in games /w different versions Units will no longer complain when they are getting healed with a negative-damage attack, nor will the healers apologize. Fixed some GUI glitches with the New Game dialog's tabs. Changed the F5 key to do the same thing as F12, for keyboards where the F12 key is unavailable for use. Modified the way New Game dialog is displayed for demo, it now shows difficulty levels as well. There is now a Control Preference for the mouse wheel to cycle through a unit's inventory. Myth will now be smarter about default rendering options on Windows, choosing OpenGL on newer GeForce cards for instance. Confusion will no longer make stoned monsters enter a semi-stoned state; instead, these monsters will remain stoned. Same thing for paralysed monsters. Fixed monster_override LPGR remaining after an artifact switch, and other subtle artifact-switching bugs. Build 253: Removed Low Rez for software renderering. Adding a game setting to the Autohost playlist will now have its default name set to the name of the currently selected setting rather than "Autohosted Game". You can now move items in the Autohost playlist using a newly-added double arrow control. The Autohost can now edit the playlist of game settings, including the current selection, while the game is hosted. You will now be warned with a Yes/No dialog if you try to view a film that uses a tagset plugin which you do not have. Refinement for the CL fix from build 252. Failed charm attacks no longer cause a loss of selection for the opponent's unit. Build 252: Fixed the metaserver room dropdown display to function correctly when there is an odd number of rooms, instead of the last room being unaccessible. Added ability for a mapmaker to specify that a mesh needs a certain plugin to be active. No more confusion & crashes when hosting 3rd party maps that need tagsets! Also if a mesh requires Patch 1.5 Unity it will say "TFL Gameplay needs to be active". Artifact special ability override attacks can now target friendly units. Fixed the interface bug whereby Anticlump would be turned on for some meshes. Fixed CPU check boxes on windows prefs screen Eliminated another OOS that would happen if a monster's attack sequences were not correctly set in Fear. Stoned units no longer whine when hit by friendly fire. New Game dialog now lets you set difficulty level. You can now see what plugins are active in the multiplayer game lobby. Autohost will inform players who join the game about the requirements before a game will start. Autohost will now close the game at the 10 second countdown. Detailed error messages when unable to join game, including game version differences. Subject to peer review, anti-CL fix added for when a target unit dies just as a fetch is shooting & the bolt auto's onto another (possibly distant) unit. Myth will now separate very long chat text (that may be sent from other metaserver clients) into multiple chat messages to be displayed, rather than cutting it off. Build 251: 1.5.1 Public Beta Changed VersionID to 1.5.9 for the public beta so this build won't interop /w previous builds and future builds Fixed a niggle with the build 250 plugin load order thing that stopped it ordering plugins in the way intended. Fixed it so maps with very long names no longer prevent other game information from displaying in metaserver rooms. Build 250: The Victory/Defeat text will now be correctly displayed on the level Limbs, Heads, and Smoking Craters. Shift-I now discards the currently held projectile immediately rather than displaying the inventory list. Fixed an object leak related to lightning. Sped up load times by leaps and bounds. The monster count on the shift-pagedown mapmaking debug feature is now limited to replays and meshes set as incomplete to prevent possible cheating. Added local projectile group count to the shift-pagedown mapmaking debug feature. When stoned monsters are converted, they will now remain stoned instead of walking around in a semi-stoned state. Fixed the bug that would prevent playing plugins like Mazz and RoTD with over a certain number of players. A mapmaker can now specify that a mesh plugin is to load last, overriding any tagset plugins that my have the load-reversed flag. Build 249: Fix for some cutscene playback issues under OS X. In OS9, using RAVE graphics mode and "switch resolutions" not enabled, the in-game dialogs will now be drawn correctly. Build 248: Fixed a crash that could occur when too many fire-producing explosions are set off at once. Fixed the error where you would not be able to host a new game, receiving error -4994 "Could not connect to listening socket". Pregame information will now correctly show up when playing certain maps with two different tagsets enabled. If you're typing text to yell or whisper in-game and a unit you have selected dies, your typing will no longer be reset. The correct mesh name will now always be displayed, even if you have two plugins that have meshes with the same 4-letter identifier. Fixed a problem with TFL cutscenes shown when playing Fallen Levels having an incorrect color tint. Build 247: Windows OpenGL support is in. Enjoy. Co-operative games will show difficulty level in status bar after the mesh name now. New feature for mapmakers: Shift-PageDown toggles the display of current object, projectile, and monster counts and limits for easier debugging of map problems. Myth will now also display seconds when planning time is 1:30 or 2:30. Less obtrusive resizing of the window in Windowed Mode. The metaserver room selection popup will now only draw the background for the rooms that are available, not covering up the bottom part of the screen when not needed. Build 246: Fix for crasher bug in console.c More OGL work Build 245: Teams count will not be displayed when the count is -1 (ie no max # of teams set). More validation for autohost preferences (ie if you don't have plugins or meshes that are saved in prefs, that entry will be reset to defaults). Prevent a crash from happening when a map action tries to affect the particle system when it wasn't initialized yet. (This was happening on a level in The Five Legends TFL plugin.) New High-Res icons for the Windows version. Build 244: Autohost will actually start games again (oops). Autohosted co-ops have 1 team minimum to start, for non co-ops the minimum ready teams is 2. Fixed an issue where Myth would erroneously remember the activated plugins of the previous mesh, and add them to the list of active plugins. Since Myth on Windows actually uses the System's keyboard layout by default, the new keyboard layout code is removed from the Windows version. The Azerty and Dvorak layouts as explicit options have been disabled, since one can simply set the OS's layout to one of those, and select to use the System Default layout. The demo version will now load all patches that are present in the plugins folder regardless of patch name. The OpenGL slowdown of the previous build has been fixed. Build 243: Phase 1 of OpenGL on Windows Improved startup time for Windows Expanded Map Actions Max Parameter size to 1200 bytes from 1024 Disabled ability to bring up game options dialog while autohosting to prevent a resulting crash. Fixed an OOS issue that would happen when an artifact's monster_restriction_tag is set to NONE (the artifact thereby being useable by any unit). Minor: In the player search listbox, names with custom formatting (|b |i etc) will no longer affect the formatting of the room name. Minor: The postgame singleplayer screen will now display difficulty level next to the level name. Under Windows, Myth will now invariably use the directory of the exe for its default directory rather than the startup directory. What this means is that if Myth is started in a non-normal way (for example you try to open a file with Myth, or another program launches Myth), it won't screw up and start making its folders (plugins/tags/local/etc..) where it's not supposed to. Under Mac OS, the device dialog will now have a Quit button and is now movable. In neutral observer co-op games, when all players except the host drop, the game will now end properly instead of being frozen forever like before. Fixed inconsistent vTFL and Anticlump states when hosting games. Fixed an issue where units wouldn't detach when they are supposed to. In autohosted games, ready players on the neutral observer's team will no longer count towards the total needed to start the game. In main menu, Myth will no longer dim the picture and show enabled plugins text when no plugins are enabled. Fixed a rare crash that could result as a result of certain models on a mesh. (LoE, I'm pointing at you!) Fixed a problem where Myth would sometimes fail to correctly save the metaserver password in preferences. Build 242: Build 234 Bugfix: In windowed mode, the screen window will once again be movable when on a Mac OS version earlier than 10.3. (follow-up from build 241 which actually only fixed this for os9 - this fixes it for anything under 10.3) In-game key settings display (F8) now respects your selected keyboard layout. Autohosted games will now behave correctly when either the START or RESTART button is clicked manually by the host. Fix for an OOS problem related to the movement map action. Co-op games will no longer be autohostable in ranked rooms. Show # of teams for a team game Build 241: Units that have the "Walks Around Large Unit Blockages" flag on will no longer take strange paths to avoid friendly units. This was most noticeable during melee fights, when up to half your units would be running around on crack behind the fight rather than trying to get to an enemy. The Mac device dialog on startup will now behave correctly again (build 240 fix). Fixed an annoying rendering issue that caused steep hills to be cut off and triangles of deep underwater mesh to be rendered near the top of the screen. When a monster is set to carry 1 artifact max, it will now still display the inventory menu, so players can chose to still switch to None. Under OS9, when Myth is not the frontmost app, it will no longer react to keypresses or mouse clicks. In windowed mode, Myth will no longer pan the camera when in background. Build 240 Bugfix: Under OS9, primary (left) mouse clicks should be more responsive again. Build 234 Bugfix: In windowed mode, the screen window will once again be movable when on a Mac OS version earlier than 10.3. Under OS9, in windowed mode, RAVE is now disabled. Prevent crash when a metaserver sends a very long motd packet. Autohosting TCP/IP games will now set the game settings correctly. 1.5 Bugfix: The deceiver will once again be released in murder of crows when your unit drops the crystal. Closed another loophole that allowed units to stray onto impassable terrain. The Acceleration projectile feature will now work outside of vTFL. If a monster's LPGR is set to "use owner's color table", it will now actually use the monster's colors, instead of using defaults. Fix for the bug when a unit would erroneously remain on the mesh if it was ordered to taunt just as it was entering the world knot. Myth will now try to use Direct3D/RAVE/OpenGL with a resolution over 640x480 if available when it is launched for the very first time, rather than going to software mode 640x480. When running on Mac OS X OpenGL in windowed mode on main menu, and 640x480 non-windowed mode for gameplay, the resolution will now be correctly restored at the end of a game. On Mac OS X, locally hosted TCP/IP games will now be shown in the list. Build 240: Mapmakers can now define a mesh as using anticlump or vTFL, regardless of what the player selects. Anticlump no longer makes units turn in curves or slows them down 10%. In the post game lobby, when the game is restarted, you will no longer have your selection in the player list reset, preventing you from accidently broadcasting a whisper. You will now see player %'s on the unit detach menu, eliminating the need for using F7 when detaching units. Build 239 Bugfix: You will now be able to set your control prefs again. Fixed cause of OOS on co-ops with random team captain being chosen. When playing a co-op with a neutral observer host, you can no longer end up with everyone being on the observer's team. Support for windowed mode on Mac OS 8.6 to 9. The font and interface tags in the local folder will now be loaded when playing on a metaserver. Bugfix: Unit trading should no longer allow you to trade units that are not available in the current difficulty level. (follow-up to build 239) Build 239: Mapmaking Enhancement: Morale code brought across (and improved) from Myth III. Units that are marked or scripted as uncontrollable will not count in scoring. Fix potential crash that would occur just as Myth exited. Support for dvorak and azerty keyboard layouts - wanted keyboard layout is set in the preferences. (cross-platform) Thanks to Bo Lindbergh (author of Myth Keyboard Localizer), Myth also now supports the default system keyboard layout. (Mac only) Bugfix: Unit trading should no longer allow you to trade units that are not available in the current difficulty level. Right-clicking now works correctly again under OS9 for some systems (particularly, those using USBOD to set up their mouse buttons). Fixed an issue when the numerical representation of the battle survived in the unit's status bar would be incorrectly displayed. Build 238: Autohost key changed to shift from option/alt. Player stats text won't be reset to blanks if you hit OK before the information was received from the server. OOS bug caused by floating point errors in the propulsion code fixed. Artifacts marked as "cannot be discarded" should not appear in a discard inventory. In the plugin selection dialog, the REQUIRES text will now be correctly cleared when the plugin gets disselected. Build 237: Reduction of CPU usage on OSX systems using OpenGL, resulting in smoother and more responsive gameplay. Added new Preference option for OSX, "Reduce CPU Load when Rendering" that substantially boosts FPS but doesn't yet work on all systems (one out of 10 tested so far it fails, causing Myth to freeze). Cause of water-related graphics lag on some Windows systems fixed. Myth will now create a preference folder within the metaserver/plugin/ folder if not present, thereby making prefs save correctly. A cause of input-related lag on OSX fixed. Fixed a bug in deathmatch in which a team could become eliminated. Autohost: Initial Revision (Hold alt/option when creating a new multiplayer game to activate it.) Weapons in a monster's inventory will now be grouped by type. Under OS9 and earlier, Myth II no longer requires you to have the OpenGL extensions present in order to launch. OOS caused by a pathfinding bug around netgame balls has been fixed. Some improvements made to vTFL/Anticlump pathfinding. The cause of jman/heron "double healing" has been fixed (1.4 bug). The rare (and cosmetic) "archer moonwalking" bug has been fixed. The cause of dwarf bottles "bouncing" when they hit soulless in vTFL has been fixed. Build 236: Reduction of CPU usage on OSX systems using OpenGL, resulting in smoother and more responsive gameplay. Build 235: Demo next level fix Terries scoring fix Build 234: 1.5 GM Fixed bug with the game display being messed up that would occur when myth was running in software mode with low resolution setting set, and switch resolution setting unchecked. Build 231: Moved current version of windows input code into Myth II specific folder - it broke both TFL & M3 in diff ways and I'm not up for figuring it out ATM Reduced the worst case of the Trow Magic Dirt bug, where a unit with large pathfinding radius could get stuck against other units despite having an apparently clear gap to walk away to. Corrected the cause of ww2 bullet innaccuracy and warlock/fetch forgetting their targets if told to move while shooting. Made another tweak to the player color conflicts code. Yet another tweak to the propulsion mapmaking extension. A new artifact mapmaking flag (I know, code freeze) that allows specially-marked monster-override artifacts to slow a unit down regardless of whether they're actively held or tucked into the inventory. Allowed ambient life units with a special flag to be targetted normally (single click rather than shift-opt-click), have a red selection box and show as yellow on the overhead. Build 230: Fixed an issue with people being booted after joining a host Build 229: Two games with "--" as ping will no longer constantly switch places in the game list. 1.3 Bugfix (minor): Projectiles marked as "Pass through target" will no longer be shifted to the side when they hit something. Units defined as being targetable if ambient will appear on the overhead (yellow dot) and have a red selection box if clicked, and can be single-clicked by players to attack them. When a multiplayer co-op game will end, it will be now indicated whether or not it was a win or loss for the players. Build 228: Bugfix: Fixed game setup screen to do display rank text in non-ranked rooms Mapmaking enhancement bugfix: You can now discard an artifact marked as "cannot be holstered". Also fixed 2 causes of the inventory list becoming scrambled, and of it showing the "Last Recording" string. Fixed bug that displayed the wrong pregame and 0 start locations when playing a mesh with a tagset in multiplayer. Fixed bug that would crash Myth when opening the saved game dialog with no games in the list. Made get_mesh_display_name() use a cache (same one as used for the entry point list) thereby making it significantly faster than before; reverted some build 227 changes to use the function again, since it no longer lags. Mapmaking enhancement fix: Units no longer get stuck on solid projectiles. They can now pick up solid projectiles as well. Mapmaking enhancement fix: Propelling works for lower damage amounts as well as high ones. Mapmaking enhancement fix: More causes of scrambling the inventory list corrected. PB#1/#2 fix: a pathfinding bug that may have contributed to "Trow Magic Dirt" has been fixed. Code that would detect if Classic was running and give an appropriate dialog box will actually work now. Build 227: Build 226 Bugfix: mesh names will now once again show up in films viewer. Build 226 Bugfix: fix so prefs screens don't crash under Windows You can hit F9 now while viewing films to toggle friend/foe colorings on overhead map, same as you can in a multiplayer game. Fixed it so default network prefs set the game's version correctly, and loading of network prefs also sets version correctly (that way people can't just hack their prefs file to play 1.3 :P). This also happened to fix the infamous crash-on-gimble-with-tcp/ip-with-default-settings bug. Build 226: Removed bit depth switch under Mac OS and fixed side effects caused by running in 32bit depth Mapmaking extension bugfix: The Remove Artifact flag in Unit Control map action will no longer mess up the Inventory of units that can hold multiple projectiles. Mapmaking extension bugfix: The Burning Death projectile group will work now. Build 225 bugfix: If a host gets the plugins wrong and ends up in the Endgame window, exiting then leaving the metaserver will no longer cause a crash. 1.4 Bugfix: Double-click will no longer make a ghol with a carried item close in to hack with his cleaver. Bugfix: Myth no longer allows you to rename the last recording to '.', thereby deleting ALL your recordings. 1.3 Bugfix: warlocks will no longer under rare circumstances shoot fireballs straight into the sky. Bugfixes: fixed even more cases of units fading out and still remaining on the map. Build 224 bugfix: marsh terrain being set to >127 _will_ now work for veteran units. Myth will no longer experience severe lag in the metaserver lobby when there are a lot of games present and there are a lot of plugins in the plugins folder. MacOSX: Windowed mode now supports OpenGL. A new "Windowed" preference will determine whether a game is rendered in a window or in fullscreen. The resized window will now be centred correctly too. Build 225: Rez switching fix for Window mode under OS X Fixed the cause of plugins not loading in the right order in Multiplayer. Also made Patch 1.5 Unity (vTFL) load _before_ mesh plugins, except for when the mesh plugin has the 4th byte being equal to 01 in its header (new Fear for Windoze will take care of that). Previous Magma plugins that relied on it loading last will still work. This change makes mapmaking for vTFL a lot easier. Under OS X, if Classic is running in an unstable state that would cause resolution switching problems with Myth later on ingame, Myth will now detect it before hand, and give a dialog box to the user explaining the error. Fixed a bug a melee_action_proc bug that would cause myth to crash on such thirdy party levels as Senex Silvae and COD8. Mapmaking Tweak: The propelling feature still wasn't working quite right. Now it should be ok. Bugfix: Previously, if you had a group of thrall and warriors selected, and clicked on deep terrain where only the thrall could go but the warriors couldn't, all the waypoints would still be yellow as if all your selected units could go there. This is now fixed. Build 223 Bugfix: reversed some code rationalization that was occasionally causing tcpip hosted games to be impossible to join or very laggy if the join worked. Build 222 Change: Brought back the Right Mouse Button options for OS9, as some users have it working fine and rely on it. Myth will now remember the last IP address used for joining a TCP/IP game. Build 224: Rendezvous now works for OS X PB#1 Bugfix: Returned to using the 1.4.x method of input by default on Windows rather than DirectInput, which is now back as an option for those on whose systems it works better. PB#1 Bugfix: The wight-killing-thrall-but-surviving bug is gone. PB#1 Bugfix: Drawing a selection box when you have units already selected now has less of a delay. PB#1 Bugfix: WW2: The cause of bullet inaccuracy has been resolved. PB#1 Bugfix: WW2: The heal interruption bug has been fixed. This also caused Trow unfreezing in regular Myth 2. PB#1 Bugfix: WW2: The uphill bug behaviour will be the same as in 1.3/1.4.x. PB#1 Tweak: The anti-host-crashing code has been relaxed to only apply to the game lobby, hopefully thus reducing in-game lag. Don't publish this in any online listing of changes. PB#1 Mapmaking Tweak: Monster propelling code has been improved somewhat. Projectiles marked as "cannot be accelerated" will now be able to hit units and scenery & do damage. Mapmaking Feature: mapmakers can now override the default singleplayer team names of "Light", "Dark", "Neutral" on a per-mesh basis. Mapmaking Enhancement: In the Geometry Filter, mapmakers can enter multiple object types for "Object Type", "Holding/Not Holding Object" and "Holding/Not Holding Inventory". Build 223: Window Mode for Mac OS X Bugfix: networked co-op games will now show all game objectives. Bugfix: "Blue" computer controlled units will no longer show the team captain's name in the status bar, as if they were under his control. Fixed for the last time. Bugfix: imported fix from M3 for potential buffer overflow when you have multiple units selected. Bugfix: you may no longer end up with Gimble selected in the network game options screen while you have co-op levels listed. Trying to watch a film played with a tagset plugin you don't have will no longer hang Myth. Instead, the film would be played back (and probably go OOS), and a warning will be recorded in mythlog.txt indicating which plugins you are missing along with their urls. Trying to play a game with a plugin you don't have (ie continue a saved game that was started with that plugin, etc) will no longer hang Myth. Instead, the game will end before it is started, and an error will be recorded in mythlog.txt indicating which plugins you are missing along with their urls. When displaying the url of a plugin, the game will no longer put "http://" in front the url if that url already begins with "http://". Fixed some buffer overflows that could happen with badly made plugins that could cause myth to crash or worse. Now, myth will try to handle these a little more gracefully. Clicking on the help text in the recordings screen will no longer mess that help text up. Behaviour of the right mouse button is now set using a listbox, rather than checkboxes. The Right Mouse Button and Mouse Wheel prefs are now hidden from OS8.6-9.2.2 users. New checkbox option in preferences: "Left-click doesn't gesture." to disable left-click gesturing if desired. Increased max kills for veteran monsters from 127 to 255. Games appearing red in the regular game list will now also appear red in the 'prefs tab' game list. Menu bar no longer messed up when resolution switching under OS X. Mapmaking Enhancement: Attack map action - you can specify an enemy AI type (melee, missile, suicide etc) Mapmaking Enhancement: Attack map action - you can specify an enemy team to attack. Mapmaking Enhancement: Attack map action - you can pass in a proj (from GEOM), and the unit will attack its current location. It won't lead the projectile if its moving though, but this does give Myth scripting the ability to target flying projectiles. Mapmaking Enhancement: In New Loathing, a monster can be defined as respawning (as in deathmatch). The respawn can be automatic (using either the teleport effect or the monster entrance group) or have to be triggered by a map action, and it can take place either at the starting point or where the unit died. If the unit was subject to a never-expiring map action then the respawned unit will follow that action when it appears. Mapmaking Tweak: Artifacts can be defined not to drop when the unit dies, and also to use the unit's original death sequences rather than the override ones. Bugfix: a key that's configured to toggle overhead map will no longer affect the map if it was pressed while chatting. Build 222: - THE 1.5 Public Beta #1 Always reads the metaserver host address from the patch file Build 220 Buffix: Crashing when playing 1.3 films Fixed Mac Finder Info Build 221: - the _really_real_ 1.5 Public Beta #1 RC6 :) Changed PlayMyth references to generic ones Build 220 Bugfix: Hitting Insert no longer displays the wireframe. Turned off the Plugin Refresh for now. Myth will now spit an error message if it can't find all the foundation files, as can happen if there's no CD and the user doesn't have a full install. Relaxed the timeout after which (assumed) telnet connections are booted, as a slow machine as host wasn't processing connections quickly enough. Build 220: - the _real_(I hope) 1.5 Public Beta #1 RC5 Expanded the default memory partition sizes for MacOS 9 Restored Memory cache for sound - Will fix problems with running out of memory for sound on MacOS 9 Turned of Memory cache under MacOS X for Sound,Bitmap, & Submesh tag types Build 216 Bugfix: Fixed the wight-disappear-on-burning-death bug Build 216 Bugfix: The Archer shift-click-to-attack-group bug is gone. Build 215 Bugfix: The code that stops units walking onto impassable terrain has been relaxed to let units that start out there walk off it. Bugfix: Some defensive code to prevent a potential crash on MacOSX. Bugfix (in Patch 1.4): Chest/Float - Stuck wight fixed on northeast start position and pathfinding bug near palm tree on north of island corrected. Bugfix: Myth will now ignore invalid plugin/recording/savedgames/etc files when setting correct CREATOR/TYPE codes (and leave the incorrect files unchanged). Also, it will now set correct codes for saved games and recordings ("SAVE" and "reco" respectively). Bugfix (1.3): Fixed a cause of OOS due to use of an uninitialized variable. Paralyzed and stoned units will now reflect properly in media. Renaming or deleting a film will no longer reset your selection to the very top of the list. Now, it will select the film above in case of deleting a film, and would select the renamed film, in the case of renaming a film. Pressing F7 to display a game's elapsed time will now work in singleplayer as well. Build 218: - 1.5 Public Beta #1 RC4 Increased number of artifact types on a map to 128 (from 16) Fixed some problems with the shift-option-click attack on allied units using vTFL. Mapmaking Enhancement: New Local Physics type (from Myth 3), "Explosive Gas". The mind boggles. Mapmaking Enhancement: Artifacts can now be restricted by whether a unit is from the same collection as the override monster, as an alternative to having to share the same monster tag. Build 216 Bugfix: The feature whereby Myth will stop creating blood and water ripples when the projectiles are near the limit will now actually work properly. Build 216 Enhancement Tweak: The artifact switching is better supported via scripting. More details when the mapmaking manual is done. vTFL/Anticlump: pathfinding improved with some more code from TFL. Also for reg myth, removed some unnecessary 1.4 coding re pathfinding. Build 216 Bugfix: the buddylist should once again behave correctly now. The "player info" dialog will now only have 1 button ("OK" as opposed to "OK" and "Cancel") when you are getting info on another player (and thereby can't edit the text fields anyways). Build 217: Fixed various loopholes for hackers to expliot Build 216 Bugfix: An anti host-crashing feature was causing Myth to crash when joining a host. Stomped and squished. Build 216 Enhancement Tweak: You can now switch to option 0 - having no artifact active. Build 216 Enhancement Tweak: When switching artifacts that override monster tags, local projectile groups change as well. Mapmaking Enhancement: Artifacts can now have an expiry timer defined. It counts down to zero when active, then you lose the artifact. Bugfix (1.3): Unit local projectile groups are now removed when the unit dies or is made invisible. Removed the highest six resolutions from the windows build as they were making it start very slowly and eating a lot of memory. Now the maximum res on windows is 1600x1280. Build 216: Mapmaking Feature: Monsters can be defined as holding multiple projectiles/artifacts. The I key can be used to choose which projectile is active, and Shift-I to drop a projectile. Scripting support for switching artifacts has been added to the Unit Control action, and Test Units/Geometry Filter modified to search through the held item list. Mapmaking Feature: Artifacts can now have a replacement monster tag defined to give the holding unit a whole new behaviour and appearance. Mapmaking Feature: Added "Is Solid" flag for object definitions. This is mostly for projectiles that the mapmaker wants units to have to walk around. Build 212 Bugfix: Cause of crashing on The Forge fixed. Build 215 Bugfix: Monster tag size fixed - no more failure to load modified tags. Bugfix: at the end of a networked game in which one or more players may have dropped, the player list will no longer contain invalid teams (teams with no captain or fewer than 1 players). Bugfix: you can no longer type text into invisible textboxes, in particular this fixes the bug where you could select the "Other" tab under multiplayer, and still be able to type into the metaserver name/password fields (despite them being not shown). Bugfix: you should no longer be able to Ally with players who've dropped. (needs some testing) Using the Server Switcher no longer requires restarting Myth. On larger maps, such as Shiver, the size that the overhead map will be cropped to is now dependant on your resolution. You may no longer crash the game by trying to watch a film on a map to which you don't have the correct plugin available. The duration of the "shaking" effect on maps such as "The Forge" is now determined by game time, rather than local time. What this means, is if you play or watch a film at a speed other than Normal, the shaking duration will be adjusted appropriately as well. In the status bar, "blue" computer controlled units will no longer show the team captain's name, as if they were under his control. Access to the "Multiplayer" dialog box from the main menu is now speedier and consistent with the other second-level dialogs in that it does not stop playback of music when opened. The "Refresh Plugins" button has been replaced by a keystroke instead, Command-R. Furthermore, it should now correctly show meshes from the newly loaded plugins when making a new game. Bugfix: you can no longer start a networked game with all players being on the neutral observer's team. Build 210 Bugfix: The ww2 "1 shot" bug corrected. Enhancement: When the projectile array fills up, Myth stops creating projectiles until some slots become available, through blood hitting the ground or smoke disappearing etc. This can result in bodies not being created & other things that look plain wrong. Now, when there's only 100 slots left in the array Myth will stop creating blood and water ripples until the number of projectiles goes down again. Less eyecandy, but a lot less annoyance too. The cause of OpenGL rendering failing in MacOSX 10.3.3 has been fixed. If you connect to a host using telnet or another client other than Myth, as soon as you type something you're automatically disconnected. Build 215: For MythDev builds write film info to the disk right away Open saved game dialog now shows modification date of game file. Added line: "Also, make sure the Myth directory is not read-only." to error message: "Myth II, Fear, or Loathing is already running. Please exit the other application and try again." In Assassin, the bug where units would remain on the map after a team has been eliminated is now been fixed. Changed to using Patch 1.5 Unity (keep the 1.4.x Unity for watching old films if you wish) Warning Message added when watching 1.4/1.4.x films Jman should no longer turn after healing (was introduced in Build 210) Removed 1.4.1's hybrid targetting code, restored 1.3's for reg and used TFL code for vTFL/Anticlump. With TFL Mouse Actions active in Configure Controls and with vTFL enabled ... shift-click with archers on enemies will now attack the enemy group, and shift-opt-click/shift-windowskey-click on a friendly unit will allow you to attack it (veteran TFLers will know what this is for). Crash-on-pickup bug has hopefully been fixed. One last check to stop units getting stuck on impassable terrain has been added. Melee units without a long-distance attack shouldn't target flying units. The mouse wheel is back for Windows, and on all platforms you can choose how it behaves in-game from the Configure Controls screen. A "Refresh Plugins" button has been added to the metaserver lobby Message when you click on red games has been fixed. New mapmaking feature - units can be propelled around the place when taking damage. Requires new (not yet released) Fear for Windows to activate. Negative damage-to-velocity for extant projectiles (to make them move towards damage cause) Bugfix: quitting out of a film through the quit_dialog will now also close the postgame_carnage_report_dialog if it was open previously. Bugfix: on Mac OS X, the "bug" that happened if you hit Command-` causing your screen to turn black, has been been fixed. Build 214: Lightning does damage again. Causes of OOS related to lightning and vTFL fixed. Tagset plugins will again work on solo meshes using the New Game dialog. Server Switcher should work on Windows. Build 213: Renamed Elim Chat Lag to Yield CPU since that is what it actually does and since the main cause of lag is now gone. Increased Scenery Definitions limit to 96 (from 32) so all gametypes can be present in >= 10 team meshes. flying units will _not_ be blocked by ground units. It will definitely work this time! TFL code included to implement projectile detonation via acceleration (rather than damage). New fields in Fear 1.3.x make it available to the mapmaker. Plugins are now loaded in the order of tagsets first, mesh plugins second as they were in 1.3, however a mapmaker can define a tagset to load last if they wish. This was done to allow some old plugins that require the 1.3 ordering to work, while not removing the benefits the 1.4 method provided for mapmakers. New mapmaking features ... a unit's attack sequence can be flagged such that when the player gives a movement order the sequence is interrupted as if they'd taunted the unit. Also, projectiles can have the damage they do made proportional to the amount of mana used. Artifacts dropped using an attack will get their full charges back when picked up again (as per 1.3), however artifacts dropped when the carrying unit dies will retain the number of charges remaining. TFL's "Harass" map action AI included, and can be activated using a new "Timid" flag in Loathing. It behaves quite differently to Myth2's Harass. Removed "DirectInput" from the Configure Controls screen, as it wasn't doing anything anymore. Stopped Alt-tab from switching the overhead map on or off In vTFL, jmen/herons no longer moonwalk after healing. MAXIMUM_SIMULTANEOUS_ENTRY_POINTS increased from 512 to 2048. Fixed cause of units turning around before or after a reflexive attack (the zook turning bug) Fixed a cause of Krid Giant strangeness in melee. If the host is Observer and is captain, and starts a co-op game, another player should now be chosen as captain at random. Builtin Server switching added. Hawks should no longer skim the ground like swallows (bugfix from previous change in build 212) Build 212: Made a fix to D3D to eliminate chat lag Fixed a freezing issue associated with changes to attacking flying units. Used TFL code for units that keep moving after attacking, rather than the pigs breakfast I wrote for 1.4. Introduced a penalty for enemies behind an attacker when it switches targets, so its more likely to choose its next victim from in front. Needs testing to say the least. Fixed the Windows crash bug that was plaguing Charlie's Point Redux. Increased String Lists limit to match Myth3's. Completed change whereby clicking on a red, running game shows you the missing plugins. Flying units will no longer radically gain height when flying over models. PCs will no longer have a crash when trying to play the final TFL cutscene. Increased MAXIMUM_AMBIENT_SOUND_DEFINITIONS_PER_MAP from 32 to 64 Ditto with MAXIMUM_OBJECT_DEFINITIONS_PER_MAP (from 64 to 128), MAXIMUM_PROJECTILE_GROUP_DEFINITIONS_PER_MAP (100 to 1024) and MAXIMUM_MONSTER_DEFINITIONS_PER_MAP (32 to 64). Build 211: Fixed the D3D cursor bug once and for all Build 210: Fixed compile time issues for CW9 & gcc Artifact attack override behaviour returned to that of 1.3 CTF/Captures scoring bugs fixed. When load fails from a metaserver hosted game, players will go to the endgame stats screen rather than the main menu. shortened game join timeout from 30 to 10 seconds. flying units shouldn't be blocked by ground units and vice versa, and any unit with a missile attack can now target flying units as well. TFL code used for vTFL/Anticlump pathfinding. Old 1.4 pathfinding workarounds removed. Mouse wheel returns for MacOS - awaiting fixes on Windows still. You can now see the M1/M2/M3 text on player names only in the main lobby, not in the game lobbies and Recordings screens where every player would have M2 on them (hence it was redundant) Fixed a 1.3 bug whereby movement orders given to units in the action of attacking were sometimes ignored. "Hill Bug", wherein bullet-shooting units refused to attack enemies on higher ground, has been fixed as a mapmaking extension. Existing plugins such as WW2 will not have the fix, as many players use the bug as a strategy. Due to code complexity support for 1.4/1.4.1-4 films has been discontinued, however the old 1.4.x application should continue to display films correctly. 1.3 films however should continue to replay correctly. Experience points show up numerically if the icons will not all fit. Build 209: Fixed major cause of lag on windows - should work like TFL now OpenGL fixes and enhancements Build 208: Major Import of Myth II 1.4.x code base Build 205: Started fixing the interface problems caused by resolutions higher then certain dialog tag Build 203: Builds & runs under Windows now Fixed cursor flicker under Windows Build 200: Major Patch/Plugin work Moved major amount of code into the CoreLibrary Moved to new folder setup Pulled varous mods from Myth III Added explosive_gas_physics_definition from Myth3 In bitmap edit text fields added forward delete and up/down keys