- HTTP networking support, mods can be downloaded via the builtin downloader.
All network activity runs in a seperate thread, which is started
as soon as any network activity is requested.
- The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise;
this setting can be overridden in the config file.
- The mod selector screen is now a grid-view for much better navigation;
also works with joystick.
- VFS code is functionally similar to the old molebox-packed release
for win32. The game could also have its data shipped in a Zip file
or any other kind of archive.
- It is still possible to build without VFS support, but then the mod
downloader and soft-patching will not be available.
The full commit history can be found here:
https://github.com/fgenesis/Aquaria_clean/compare/master...vfs
The most important commit messages follow:
[...]
This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ...
Some code is #ifdef'd for better performance and less memory-copying.
VFILE is defined to whatever type of file is in use:
- FILE if BBGE_BUILD_VFS is not defined
- tttvfs::VFSFile if it is.
Other changes:
- [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE.
- glpng can now load from a memory buffer.
- TinyXML uses the VFS for reading operations now.
- The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer,
which gets its data in one block (necessary to use the VFS without implementing
a somewhat STL-compliant std::ifstream replacement.)
-------------
Implement loading mods from zip files.
-------------
Implement soft-patching game data files. (Replacing textures/audio/... on the fly)
-------------
Misc bits:
- Extended GUI focus handling a bit
- Fixed weirdness in texture loading... not sure but this seems more correct to me.
Actually, considering that the texture will have its native size after restarting the game,
the lines removed with this commit seem pretty useless.
When a mod without a world map was loaded from a saved game,
and the player died and respawned at the last save, the game
would spam this error message.
Now it loads world map explored data only if a world map is present.
Also simplified .zga texture and .aqs savegame loading.
Dropped support for "crunched" .sav files (those were never used),
and the corresponding crunch functions.
To be done: Temp files are still used when compressing files,
will address this in a later commit.
Mods with a <Properties hasWorldMap="1"> tag in their XML definition
can now open a native world map like the original game.
Fixed an oversight that the world map visited area was updated
while the editor was open.
Fixed missing field in worldmap.txt saving.
Removed the limitation that world map tiles had to be 256x256 -
all tile sizes work now.
The game does now read _mods/#/data/stringbank.txt from a mod and merges
it with the main stringbank.txt, and uses _mods/#/data/worldmap.txt
as a full replacement.
Load _mods/#/[map|premap]_mapname.lua scripts to properly
initialize the Naija map token.
Improved the builtin worldmap editor a little.
Mods with a <Properties hasWorldMap="1"> tag in their XML definition
can now open a native world map like the original game.
Fixed an oversight that the world map visited area was updated
while the editor was open.
Fixed missing field in worldmap.txt saving.
Removed the limitation that world map tiles had to be 256x256 -
all tile sizes work now.
The game does now read _mods/#/data/stringbank.txt from a mod and merges
it with the main stringbank.txt, and uses _mods/#/data/worldmap.txt
as a full replacement.
Load _mods/#/[map|premap]_mapname.lua scripts to properly
initialize the Naija map token.
Improved the builtin worldmap editor a little.
Mods with a <Properties hasWorldMap="1"> tag in their XML definition
can now open a native world map like the original game.
Fixed an oversight that the world map visited area was
updated while the editor was open; fixed worldmap.txt saving;
removed the limitation that world map tiles had to be 256x256 -
all tile sizes work now.
Improved the builtin worldmap editor a little.
The game does now read _mods/#/data/stringbank.txt from a mod and merges
it with the main stringbank.txt, and uses _mods/#/data/worldmap.txt
as a full replacement.
Load _mods/#/[map|premap]_mapname.lua scripts to properly
initialize the Naija map token.