Version 1.0.0
From VbGORE Visual Basic Online RPG Engine
Contents |
[edit] Downloads
All downloads contain the same files, just using different compression methods.
*.EXE - Self-installing file (12.2 MB)
*.ZIP - Compressed with WinZip (12.8 MB)
*.RAR - Compressed with WinRAR (10.4 MB)
*.7z - Compressed with 7Zip (11.0 MB)
Library Files (Not required for EXE users) (1.04 MB)
[edit] Release Notes
Released on May 11, 2007
Here it is - version 1.0, the version that a huge majority of you have been waiting for! This version states vbGORE being complete in the current list of known bugs and features to be implemented. This doesn't mean that there won't be any versions after that - vbGORE will be updated for years to come as new small bugs, security flaws, and performance issues need to be fixed up along with the potential new feature every now and then. If you want to start your own vbGORE game, now is the time I recommend you do so! Don't worry about waiting for problems that will be fixed up in later versions, upgrading shouldn't be much of a problem now that vbGORE's code won't be changing anywhere near as much as it has the past year and more concentration is put on the site's content.
Thank you to everyone who has hung around vbGORE the past 10 months for all your help with testing, reporting bugs, and requesting features / changes, along with thanks in advanced to everyone who will be using vbGORE!
[edit] Change Log
Fix - Log in lightning flash: Fixed the lightning from flashing the second you log into the game every single time.
Change - Icon lighting: Changed the icon lighting over character heads to be -1 (ARGB 255/255/255/255) to make it easy to see them.
Fix - Warcry crashing: Fixed a variable typo in the warcry routine that was causing it to crash the server sometimes.
Fix - Summoned NPC killing bug: Fixed a bug that caused the server to get the wrong owner index and thus crash when a summoned NPC killed another NPC.
Fix - Killing bound to target: Fixed a bug that was only noticeable with the heal (and any later effect that ran until its target was reached) that caused the effect to never fade away and stay in a certain place if the target it was going to was killed.
Remove - MoveOffsetX/Y: Removed the variables for weather to adjust each particle individually to lower the effect UDT size a bit and just put it with the rest of the effect position updating.
Change - Spell effect binding: Added spell binding for all the spells that have particle effects.
Add - NPC summoning effect: Added a binded effect for the NPC summoning to make it look prettier and to show off a more advanced equation.
Change - Particle engine system: Changed the particle engine to be much easier to work with by moving common routines to automatic handling so your effects code is a lot less.
Add - Engine_TPtoSPX/TPtoSPY functions: Added two functions, Engine_TPtoSPX/Y, which allows you to convert from TP (tile position) to SP (screen pixel). Very valueable for particle effects. This is the alternative to using the RealPos value grabbed by the client. The problem with RealPos was that the character had to be rendered for it to be updated, which didn't work for a summoning effect I was working on.
Fix - Engine_Obj_Erase: Fixed a small typo in Engine_Obj_Erase that caused the client to crash when the last object was grabbed off the ground.
Fix - Heal particle effect: Fixed the heal particle effect to show better at short distances.
Fix - NPC "mirror" attacking: Fixed a very small, highly critical bug that made NPCs reflect damage upon themselves when attacking another NPC. This was due to a very small confusion in variables used between attacking and target NPC. It affected both ranged and melee attacks, and only when NPC vs NPC.
Fix - Sign typo: Fixed a small typo in one of the signs that said "might" instead of "mighty".
Fix - Input loss handling: Fixed the mouse input loss handling to work by re-acquiring the mouse on every click whether it needs it or not. Although this becomes a bit excessive, its more stable then the previous method since it isn't always a sure thing to know if we have the device or not.
Fix - Compiled map editor: Fixed the compiled map editor crashing when loading.



