Here's a list showing the current state of the "Autumn of '96 Bug Safari". The bugs noted as "fixed" here are fixed in the beta 2 versions. GRAAL_2 BETA BUGS ================= "**" means the bug has been fixed... Driver ------ **Crash when REMOVEing last inventory object. **Monitor can't handle room 0 flags. **Mouse hit on object belonging to previous room, if the same BOB number is used for a STATIC: or ANIM: object, and there were no objects in the next room... **Loading and resume does not remember CHAR ON / CHAR OFF properly. * It seems to me some global objects are not where I last SHOWed or OMOVEd them when I later return to the room where they are. Easy to get around by setting them up again upon re-entry to the room. This is also good coding practice, because the placement is then visible in the .room script DACT: statements at a glance. Note: The problem does not exist for room objects, because changes to them must always be re-done with DACT: statements anyway. Editor ------ **Editing OMOVE with an anim cut the anim at the , after A 0, ... (All commands with an animation string as last parameter had this problem.) **Re-sized the inital area frame when editing new ...BOBS: statements. (Previously, it was initially very small and off the screen.) **BOBON without all parameters set, and on its own line in a cutscene, doesn't get all parameters when exiting the parameter window. * If you don't reload graphics data when editing a floor area, the room objects don't show up on the backdrop. **Invalid CLPART or BG_IFF: file name crashed the editor. * ink etc. in TIME_LAYOUT: with ANALOGUE doesn't work too well... **Trying to position a large image (PBOB, BOBON) often crashed the editor. **A statement with optional last parameter(s) gave a syntax check error if the last (optional) parameter was missing (e.g. PATH: with only start and end coordinates). **Colours 32-63 were not in the "palette" when editing colour numbers for EHB pictures. **Lines 4 and 5 in scripts created with the "New" command behaved oddly until you had messed around with the file contents for a while. All sorted out now! ENHANCEMENTS & CHANGES ====================== Driver ------ * MAX_DLG: statement in graal.main now sets the number of dialogues. DLG: statements just define speaking partners for RESP commands. Speaking partners can now also be room and section objects. (Default is 30 dialogues.) * Moving the mouse cursor over the inventory makes the object name show up in the sentence box. * New IFNOTSAVEDISK, IFEXISTS, SAVE, LOAD makes it possible to code save/load rooms in any style you like. * New DISABLE_SAVE: statement to go with the above, forcing the player to use your new save/load screen. * New "$" prefix in dialogue lines disables the automatic SAYing of the line when it is selected. Makes the dialogue use less character-dependent. * PBOB and TYPE now works equally well on title screens and in the scene area. LOAD/RESUME now remembers PBOB and TYPE commands that have altered the appearance of the room. * TYPE can now handle text variables and special formatting like the TEXT and SAY comands. * New statement parameter: Use "SECTION: SAME" for "subroutine rooms" like load/save rooms. Prevents rooms belonging to "all" sections from messing with the section data... * Playing from write-protected disk makes GRAAL automatically ask for diskette for saved games - mainly for use with CD-ROM distribution. * TYPE, PBOB, CLPART and BOBS commands are now "remembered" in save/load/resume operations. Note: You still may have to use ACTION: -2 statements occasionally, because all GRAAL remembers are the commands that took place in the room that was MARKed/saved, not anything that may have happened in previous rooms... But, in most cases, you shouldn't need ACTION: -2; statements. Editor ------ Major user-friendliness overhaul: * The Editor now handles editing of PATH: lines. * Asking to load a specific script type now brings up a list requester showing all the existing scripts of that type, including short descriptions of each file (both WB 2 and WB 3). (The short descriptions are in fact the beginning of the first line, which should be a comment line!) * Asking to create a new script of a specific type now automatically suggests a suitable, unused script number and lets you enter a description (which is inserted in the first script line). * Using "Edit parameters" on an empty line now brings up a list requester showing all the available statements and lets you insert one. * Using "Edit parameters" with the cursor on anything but a statement or command name in a statement line brings up a list requester showing all the available commands and conditions, and lets you insert one.