[tsc-devel] Re: [ANN] First RC of TSC 2.1.0 released
Chris Jacobsen |
Sat, 04 Apr 2020 07:35:53 UTC
As I mentioned in IRC chat, I'd be a bit concerned if we release with some
of the features not well exposed in the campaign levels.
It sounds like it's not quite as concerning as I originally imagined, but
it would be ideal to have one level with a secret exit that opens up
another level not otherwise accessible, and Doom Larries should be in some
levels.
We also might think on how many secret areas we can mark.
This is the first release in some years, so it would be good to generate
some thunder with it. People will judge us by what they see in the
campaign levels; only if they like those will they try out the level editor
in many cases.
Hopefully, we can move toward more incremental releases in the future, in
which case we do not need to make big impressions.
I posted my old desert fortress level on the mailing list - it is not done
but might be a good starting point. I can try to do some more work on it
and the desert break in level for the final release.
Feedback and suggestions are also welcome.
On Fri, Apr 3, 2020 at 5:08 AM Marvin Gülker <…l@g…>
wrote:
> Am 02. April 2020 um 23:03 Uhr -0500 schrieb Ryan:
> >On F32 here, I'll try playing with these resolutions and see what
> >happens.
>
> My monitor does not even support such high resolutions, thus it is quite
> likely that I did not notice such problems. I only have a FullHD
> (1920x1080) one at my disposal. TSC, or rather its predecissor SMC, was
> originally written for 640x480 around 2004 if I recall correctly, and
> each time higher resolutions appear, something else breaks in the game.
> This is the joy of legacy code.
>
> Refi, if you can reproduce, please open a ticket on the tracker.
> Depending on the complexity of the issue (I hope it is fixable by a
> slight change of the CEGUI XML layout files) we can fix it before 2.1.0.
>
> -quintus
>
> --
> Blog: https://mg.guelker.eu
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