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[Neolithic]To the End News

Update, Version 20220810


English
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Quest: "Sins of the Father" is now concluded.
Quest: "Lost in the Sand" starts.
##########System#############
[Map Editor]Added a warning message when saving map data under the RGD environment. As RGD is not using standard RPG Maker XP data format, the map data exported this way will not work on other environments such as MKXP.
However, export map data without event data shall not have this issue. (No problem found during my experimentations.)
It's a warning, not an error. It shall not stop people who know what they are doing.
But, anyway, I'd recommend saving dynamic data in the runtime only under the standard RMXP environment.
An MKXP releasable beta version will not come any time soon. Because a lot of modifications to the code will be needed. RGD is still the main game environment.
##########DEBUG##############
Fixed some color issues in the 1978 version of the Queensmouth Church. (Likely nbody even noticed that.)
简体中文
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任务【父辈的原罪】完结。
任务【迷失于沙之中】开始。
##########System#############
【地图编辑器】加入了一条警告信息,在RGD环境下保存地图数据时提示。因为RGD并非标准的RPG MAKER XP数据结构,所以输出的数据通用性上会存在问题。无法在某些环境下再次读取,比如MKXP。
但是,如果只是输出纯粹的地图数据而不包含事件数据,那么理论上应该安全。(实验过程中未发现问题。)
这是一条警告信息,而非报错。所以不会阻止那些知道他们在干什么的人进行操作。
但是,总之,我依然建议只在标准RMXP环境中保存动态生成数据。
由于存在大幅代码改动的需要,一个MKXP的可发布的测试版本预计不会很快出现。RGD依然是目前的主要环境。
##########DEBUG##############
修复了1978年版本的王后镇教堂的一些色调错误。(基本上貌似不会有人注意到。)

Update, Version 20220808


English
##########Content#############
New furniture: Sarcophagus (1x3 size. It functions just like coffins.)
##########System#############
Major cleanup on all DLLs.
The following DLLs are now disabled on the code level:
1, SAPCNET my old Raknet-based 32bit online function library. It's not like we are going to have multiplayer of To the End anytime soon. (It's still working in SAPC++ if anyone wants to play.) Plus, Raknet has been acquired by Facebook(Meta) years ago.
2, SAPCPNG my old 32bit PNG library. It's no longer needed after we moved engine runtime from RMXP-ACE to RGD. It will also not likely be needed if operation [Data Redacted] is successful.
3, SAPCWINMESSAGE my old 32bit windows message library. Better methods than hacking windows messages to achieve some results have been implemented since 2013.
After the cleanup, we now only have three external non-Windows and non-RGSS DLL dependencies:
1, SAPCSTEAMBRIDGE for Steam interactive.
2, SAPCTIMER for time control. (And some weird functions.)
3, steam_api, this is Valve's DLL.
Added 64bit version of those 3 DLLs. (We will likely have all DLLs in the future have 2 versions.)
Added a global flag: $IS_64BIT to check if we are releasing a 64bit-only build. (It's experimenting. We still support 32bit systems for now.)
Restored the function to directly call the windows command-line. (Require SAPCTIMER DLL, ruby code: sys_wincmd(char))
Set RGD flags correctly on RGD-only features. (Mostly in gamepads.)
Made a placeholder function for video play just to stop the game from crashing if the current environment is not RGD.
Added global tag $IS_MKXP to mark if the current environment is MKXP.
The first MKXP version of the game was successfully launched. But, a lot of functions are not running correctly. (I am just making a basic evaluation regarding how much needs to be done if we go this way.)
##########DEBUG##############
Fixed a bug that local achievement list has one less achievement than Steam.
简体中文
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新家具:石棺(1x3大小,基本上和棺材作用一致。)
##########System#############
对现有的动态链接库(DLL)进行了清理。
以下动态链接库在代码层面已经不再使用:
1,SAPCNET,那个古老的基于Raknet的32位网络库。貌似我们短时间内还不会有多人联机游戏功能。(在SAPC++中依然存在。)另外,Raknet已经在很多年前被Facebook(Meta)收购。
2,SAPCPNG,那个古老的32位PNG库。由于游戏运行文件已经从RMXP-ACE转移到了RGD,该功能已经不再需要。并且如果【数据删除】计划成功的话,未来也不会再需要。
3,SAPCWINMESSAGE,那个古老的32位的黑掉WINDOWS信息的库。在2013年之后显然已经有了更好的方法。
在清理完毕之后,我们游戏仅剩下3个外在的非WINDOWS,非RGSS的动态链接库以来:
1,SAPCSTEAMBRIDGE 用于游戏和Steam交互
2,SAPCTIMER 用于时间管理。(以及一些奇怪的功能)
3,steam_api, 这个是Valve家的库。
对上述三个动态链接库加入了64位的版本。(之后如果有新DLL的话,预计都会有两个版本。)
加入了全局标记:$IS_64BIT用于判断是否当前版本是仅限64位使用的版本。(实验中。目前我们依然支持32位系统。)
重新加入了直接调用Windows命令行的功能。(基于SAPCTIMER 内的代码,Ruby侧调用: sys_wincmd(char))
正确设置了一些RGD专用的标识符。(主要在于手柄方面。)
加入了一个占位用的函数,确保游戏不会在非RGD环境下崩溃。
加入了全局标签$IS_MKXP用于标记当前运行环境是否为MKXP。
游戏的第一个MKXP版本成功运行。但是,很多功能运行不正确。(我只是在初步评估如果部署一个这样的环境下的版本的工作量。)
##########DEBUG##############
修复了本地成就列表比STEAM少一个成就的BUG。

Update, Version 20220807


English
##########Content#############
After the operation in Queensmouth, Harold and Zhang Yin now reappear in the safehouse with new dialogs talking about their understanding of the shades.
[Sins of the Father]Story moves forward a bit. (Variable from 630 to 635)
Added a vendor in the new cave location. (Water is overpriced here for story reasons.)
The vendor also sells jars. (A new furniture item that perviously was just decoration.)
Jars can be used as containers.
You can also recycle them to get ceramic materials.
##########System##############
The mission log menu is now more mouse-friendly. The mission log will automatically update when the mouse moves over to another mission.
The mission log menu now has its mission selection window expanded so that some missions with long mission names can be displayed correctly.
The change also applies to the completed mission list in the archive.
简体中文
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在王后镇的行动完毕后,张银和哈罗德现在会重新出现在安全屋内,有新的对话内容表达他们对暗影的观点。
【父辈的原罪】剧情小幅推进。(变量从630到达了635)
在昨天新加入的某洞穴里加入了一个商人。(剧情原因,当地的水很贵。)
此商人同时还出售罐子。(此前罐子只是装饰物,现在成为了家具。)
罐子可以作为容器使用。
你也可以熔化回收它们获得陶瓷原料。
##########System##############
任务日志界面对鼠标更加友好,在通过鼠标更换选择的任务时,任务日志详情会自动刷新。
任务日志界面左侧的任务选单宽度增加,从而使一些有较长任务名的任务能正确显示。
该变动同样适用于已完成的归档的任务。

Update, Version 20220806


English
##########Content#############
Added a "door" in the Sanctuary Cave that connects to another cave in a distant land.
Added some bats and a new BGM in the new cave.
Added a Servant of Bazaar near the door to provide some basic information. (Not much right now.)
简体中文
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庇护洞穴中加入了一道门径通往另一个洞穴。
在这个新的洞穴中加入了一些蝙蝠和一个新的背景音乐。
在这个门径附近加入了一个巴扎的仆人提供一些关于这个门径的基本信息。(目前并没有多少。)

DD#81 A Twisted Plot

Hi, everyone. Welcome to another week's developer's diary.

So, what happened this week is the conclusion of the majority part of the main story in Queensmouth.
Evils are defeated, heroes return home, and the world is saved.
Nope, that's just a fairy tale. <>.
It may not even be quite close to that.
What exactly happened down there, in the Inner Chamber of the Queensmouth church shall remain a secret in this DD. Some choices have long-term impacts on future stories as some may never come back from this adventure. Again, there shall be different ways to solve the problems. Maybe, everyone can be the hero of their own stories. More options will also be further expanded in future updates. For now, the captain is still waiting for the final mission report on a topic he has some special interests in.

Meanwhile, strange things are happening in the Bazaar. A cave just appeared, with an oasis inside, and some camels you can befriend with. It may lead to something new, something primeval, and something even reality cannot contain. (Now this may be a hint way too obvious.) :D



On the system side, we also got some improvements on making it clearer where all those special attributions you get from.


So, that's for this week. A lot of story content shall not be spoiled. Plus, I feel quite sleepy today. So, I will keep this relatively short DD as it is today.


Today's changelog:
##########Content#############
Special Attribution UI now shows more details on where different modifiers come from. (Once again, some crazy function pointer programming.)
##########System##############
[Equipment UI] If an item's detailed description is too long (For example, Eye From Beyond), the item detail window show move up to avoid text being out of the window boundary.
##########DEBUG##############
Fixed an English typo in <>.
Fixed a bug that the healing power improvement effect has a localization key error when we check it in the special attribution UI.
Fixed a bug that life skill level modifiers do not show in special attribution UI.
Fixed a display issue in the item detailed window regarding state defense modifiers.
Fixed a bug that skills' base power increase modifiers do not use the skill's localized name in the special attribution UI.