Short: Internet (only) Bomberman/Dynablaster-Clone Author: Matthias Böcker (gelb@gmx.net) Uploader: Matthias Böcker (gelb@gmx.net) Version: V1.9 Type: game/2play Requires: Amiga with 68020 or better OS3.x, TCP/IP stack, CyberGraphx/P96 or AGA with BlazeWCP, MUI3.8, AHI, amarquee.library 52.0, identify.library 13.x, NList.mcc, BetterBalance.mcc (optional) Website: http://amisource.de/dynamite/ Kurz: Multiplayer Bomberman/Dynablaster-Klon (nur) für's Internet Replaces: dynAMIte.lha dynAMIte is a bomberman/dynablaster-clone that can be played (only) over the internet (TCP/IP) by up to 8 players! This game runs on your WB and thus multitasks happily with all your other programs, so just try it and become addicted! =) Please note: We decided to keep all styles except dynAMIte.gfx out of the archive, first to reduce the archive size and so reduce downloadtime and second because all styles are now also downloadable from the dynAMIte website at http://amisource.de/dynamite 31.12.2001 V1.9 --------------- o It's now possible to reconfigure some of the keys dynAMIte uses. o Style and sample requesters are now opened on the same screen dynAMIte is running on. o Added searchfunction to highscore/userlist of the server. o Recompiled with CreativE 2.12.3 o Sysopname is now also considered for nicknamecompletion on tab in client. o Fixed a silly bug which occured after pressing "Abort" in the mapscan window. Once pressed, no mapscanning or GSL updating was done anymore. o Current style and current sample set is now displayed in screentitle if dynAMIte window is active. o added 3 new samples: flashbomb.snd - used for the actual pup flashexplosion.snd - guess flashdrop.snd - guess o Added flash bombs. These bombs aren't deadly, but they will make you invisible to yourself for a few seconds, because they spread a very intense light. o Serverchat now also displays the time in the listview. o It's now possible to switch off the fx fades at the end of a game. o Being remotely logged off from a server during a game won't increase gamecounter of the player any longer. o If a player runs into fartgas, he will be poisoned and start to cough. A countdown to death begins and the poison kills him unless he manages to collect a skull. The only protection against farts is a shield. o Added a new "baked beans" powerup, which gives you the ability to fart around and poison other players with deadly foul gas. o Remotebombs now move with the same speed like the actual bombowner. o Current player position and remotebomb position is now transmitted to all clients in intervals of 1 second. o Lasers will now shorten the fuse of bombs. o Added code to prevent dynAMIte to be hacked by embedded escape sequences in chat messages and other stuff. o Reworked chatcommand handling in dynAMIte. o Added new bonus/blocktype (it's actually a combination of both) which happens to be some kind of special teleporter called "The Worm Hole" (scary). Entering a TWH will transport a player to another randomly chosen TWH. o Kickbomb bonus now randomly adds 2-10 kickbombs to a players kickbombbag. o Added new tooltype/shellargument (TESTMAPS). With this option it's now possible to let DServer only scan maps in maps/.test directory and ignore all other directories. Hope this is helpful for map creators who don't want to let DServer scan all maps, just because they only want to test some new maps. o Added 2 Commands to allow players to either bring in new CPU players, or to kick them. Commands are: /loadbot /kickbot o The amount of initial computer players can now be set in DServer settings. o Finally, dynAMIte offers some kind of CPU players (for all of you who like to play by themselves without being online for example). CPU players require dynAMIteAI.library programmed by Ilkka "iti" Lehtoranta. o On MapJump/Restart players will only be accounted for one game now. o Added /hops command. This command displays the hop count of all players. o A new blocktype has been added. This new block (pi-block) is an extreme durable version of the normal destroyable block and needs to be hit twice by an explosion. o Fixed a bug which had overwritten some bytes of the player data in DServer by mistake. Did no harm as far as i can tell. o DServer now does a traceroute to each player logged in to get the hop count. DServer adds another task, which handles all tracing activities. o Rewritten some of the subtask handling code in DServer, to get it more straight. o DServer now displays the total number of maps in the maps window. o DServer now displays the port where it was started for in the window title. o Maps are from now on stored by author. This means, every map creator has his own directory within the maps directory. DServer will move all maps found in the maps root directory to the corresponding author directory. Because of this, DServer can take some minutes at the first start, so don't be worried if it takes a bit longer. o Changing online mode of DServer while downloading maps caused no maps to be downloaded at all. Fixed. o The Ranking in DServer should now be displayed correctly. o Minimum explosion range has been decreased to 1 (minimum was 2 before). o dynAMIteMapLab didn't save hurry up time. Fixed. o Added a new menuentry to make it possible to switch off auto-update of the highscore after a game. o DServer now packs all messages for each client in a special packet, so that only one large message is sent to clients instead of many small ones. This helps to reduce traffic/network overhead. o dynAMIte could freeze on maximum sized maps, because one blitlist wasn't initialised for the last "blockline". o Once connected local, it wasn't possible to connect to any server from GSL any longer. Fixed. o DServer could wait forever on a certain signal at programend. Fixed.