Two changes:
- The labels on the Game Complete! screen for number of trinkets/deaths
/time etc have been moved two pixels to the right, and had their
limits increased by 1 character
- The inaccuate limit for "quit to main menu" has been increased
These are errors and issues that have been reported, but are fixable by
us without needing to involve the translator in the fix, without too
much risk of accidentally breaking grammar rules.
The full list of fixes:
- Fixed some menus going offscreen by removing unneeded words (I'm
fairly confident after some cross-referencing and research) in
Portuguese BR, Portuguese PT, Spanish, and French
- Set 0 to singular in numbers.xml in Portuguese BR and French
- Removed the ** from dimensional stability generator to make it not go
offscreen, and aligned the text better, in Portuguese BR and Spanish
- Fixed some small casing and spacing errors in Portuguese BR, French
and Welsh. Think of misplaced spaces or sentences starting with a
lowercase letter
- Fixed a limit break in Spanish (the menu button already drops the
word "de" in "retraso de la entrada", so the title can too, right?)
- Corrected some typos in French and German (je continuer->je continue,
9: Finde->9: Feinde and NENÜ->MENU)
- Fixed spacing and alignment in teletype terminals in Welsh (like the
dimensional stability generator)
923efe54d6 added a note to the PR
template, but the best place is probably in the translators readme.
Hopefully this will make sure we no longer get people eager to start
a translation because nobody else had started one yet, and then have to
be disappointed with a reply from us saying we can't accept voluntary
translation contributions.
Another new language! It's based off of the old translator pack so
it'll need to be updated later. This commit also includes some fixes
to the originally submitted version, mainly:
- "2.0" and ".99" were broken by excel(?), now fixed
- Removed traces from extraneous rows and columns
- Small human errors
This includes the update received 2023-06-09.
If you provided any one of -playx, -playy, -playrx, -playry, -playgc, or
-playmusic in command-line arguments for command-line playtesting, then
the game would always try to play music, even if you passed a negative
-playmusic. This wouldn't do anything in that case, unless you had
MMMMMM installed, in which case it would play MMMMMM track 15
(Predestined Fate Final Level) due to the legacy wraparound bug.
To fix this, only play music if the track provided is greater than -1.
Additionally, to prevent it from playing Path Complete by default if you
specify any of the other save position arguments but n ot -playmusic,
it's now initialized to -1 instead of 0.
Turns out `graphics.drawrect` exists. Well, not anymore!
This was another function from before the renderer rewrite which tried
to draw a rectangle by using four filled rectangles. We can draw
outline rectangles properly now, so let's make sure everywhere does it!
As #974 states, the lab background only ever uses the first generated
value from `backboxint`, so let's change it to a normal variable
instead of an array. Also, stars don't need their width/height set to
2 constantly... they never change in the first place, Terry!
Some code still used rectangles to draw things like lines and pixels,
so this commit adds more draw functions to support drawing lines and
pixels without directly using the renderer.
Aside from making generated minimaps draw points instead of 1x1
rectangles, this commit also batches the point drawing for an
additional speed increase.
This fixes a bug where if a track was resumed, pausing it by unfocusing
the window (if enabled, of course) would not resume it after refocusing
the window.
This happens because resuming the music doesn't change currentsong back
from -1, and the window refocusing code checks that currentsong isn't -1
before resuming music.
haltedsong is only used when resuming music. It is set back to -1 when
resuming music or when playing a new track.
Autotiling was a mess of functions and if chains and switch statements.
This commit makes autotiling better by assigning each direction to one
bit in a byte, giving each different combination its own value. This
value is then fed into a lookup table to give fine control on which
tiles get placed where.
The lab tileset can now use the single tiles which were before unused
in the autotiler, and the warp zone's background tool now places the
fill used in the main game.
- Some levels used chars < 0x20 as non-collapsible spaces, those would
now show up as [?]
- I recently found out how making characters < 0x20 6 pixels wide
doesn't work if they're missing from the font altogether
Therefore, the font now starts at 0x00 again instead of 0x20, like it
used to.
Arguably it was an advantage that the game would look extremely messed
up if you made a mistake with the fonts. In particular, a common
mistake could be to copy the new Unicode font.png, but forget to copy
the corresponding font.txt. However, 2.3 didn't come with the unicode
font, 2.4 will, so it'll be a lot less common for people to need to
manually copy the font. And if they do, it's probably for their own
level, and they have something in mind for the font, and if it doesn't
work they'll know fast enough when whatever they're planning doesn't
work (and it would only affect their own level's text, not any menus).
New language! It's still based off the old translator pack so the
newest strings haven't been translated yet, but the language files are
synced and we still need to get these updated in most other languages
either way.
This does include the update delivered on 2023-05-24.
A little while ago the term "AGOKLAVO" (action-key) was chosen to
replace the older "AGBUTONO" (action-button). However, in a recent
language update, I mistakenly used the older term in a new string.
This has been fixed.
Also note that it's written in the accusative case for this string
(with an "N" suffixed) since it is always used as the object of the
sentence where it appears ("Premu AGOKLAVON..." = "Press ACTION...").
This fixes a regression where main game teleporter icons (which would be
target icons if flag 12 was on) would be rendered on the minimap after
loading from a custom quicksave.
This is because this was always enabled when loading from a custom
quicksave, but the game didn't start rendering them until PR #898, which
de-duplicated the minimap rendering code.
The best fix here is to just not enable the teleporters when loading
from custom quicksaves.
This adds an anonymous enum for time trial indexes (e.g. the bestrank,
bestlives, etc. arrays and timetriallevel), and replaces all integer
literals with them.
Just like the unlock arrays, these are indexes to an array in XML save
files, so the numbers matter, and therefore should not use strict
typechecking.
This adds an anonymous enum for the unlock and unlocknotify arrays and
unlocknum function, and replaces all integer literals with them.
This is not named and thus cannot be used for strict typechecking
because these are actually indexes into an array in XML save files, so
the numbers themselves matter a lot.
This replaces the swngame int variable with a named enum and enforces
strict typechecking on it.
Strict typechecking is okay here as the swngame variable is not part of
the API surface of the game in any way and is completely internal.
And just to make things clear, I've added a SWN_NONE enum to use for
initialization, because previously it was being initialized to 0, even
though 0 was the Gravitron.
The clock on the Game Saved quicksave screen has always been upside-down
in Flip Mode. And technically, the trinket was too, but this was
unnoticeable because the default trinket sprite is symmetrical.
To fix this, draw flipsprites.png if these sprites are being drawn in
Flip Mode instead of sprites.png.
There's not any ill effects of it being initialized to 0 that I am aware
of (because in most cases, it either gets overwritten anyways or there
isn't a track playing in the first place), but it shouldn't be 0,
because that's Path Complete, so fixing this just in case.
This adds an anonymous enum for sound effects and replaces all calls to
music.playef that use integer literals.
This is not a named enum (that can be used for strict typechecking)
because sound effect IDs are essentially part of the API of the game -
many custom levels use these numbers. This is just to make the source
code more readable without needing a comment to denote what number is
what sound.
This adds an anonymous enum for music tracks and replaces all calls to
music.play and music.niceplay that use integer literals. Additionally,
this is also done for integer literals for cl.levmusic (except 0) and
music.currentsong where appropriate, but _not_ the music areamap because
that would not make it look very aesthetically pleasing in the code.
This is not a named enum (that can be used for strict typechecking)
because music track IDs are essentially part of the API of the game -
almost every custom level uses these numbers. This is just to make the
source code more readable without needing a comment to denote what
number is what track.
This adds a "- Press {button} to skip -" prompt to both the credits and
ending picture sequences.
It was always possible to skip them by pressing Enter, but not many
people knew this. In fact, even I didn't know this until I saw Elomavi
do it a year or so ago. So it's not really intuitive that this is
possible.
The prompt only shows up if you've completed the game before, and
disappears after two seconds similar to the "[Press {button} to return
to editor]" text.
Unfortunately, given how the game works, game completion is detected
based on if you have unlocked Flip Mode or not. At this point, the
unlock for the game being completed (unlock 5) will already be set to
true no matter what during the Plenary fanfare, but the Flip Mode unlock
(unlock 18) won't be until the player hits "play" on the main menu. As a
special case, the prompt will always show up in M&P (because Flip Mode
is always unlocked in M&P).
This prevents deleting telesaves and quicksaves in special modes and
custom levels.
Otherwise, rolling credits in a custom level would still delete the main
game quicksave.
If you had the map button held before the game transitioned to the
credits and ending picture sequences, then you wouldn't be able to skip
them, because those gamemodes don't have logic to detect when you've
released the map button.
To fix this, just implement the map button release logic.
We do need a better input system soon...
This command was changed from setactivityposition(x,y) to
setactivityposition(y), but there's a small problem here:
```diff
else if (words[0] == "setactivityposition")
{
- obj.customactivitypositionx = ss_toi(words[1]);
obj.customactivitypositiony = ss_toi(words[2]);
}
```
This meant that the function still took two arguments, the first of
which was unused and the second of which was the Y position of the
activity zone. This is now fixed.
This fixes a long-standing bug where it's possible to play music during
the Game Over screen in No Death Mode. All you have to do is die while
music is fading out from one area to the next.
The easiest way to do this is in the entrance to Space Station 2, since
there's a music change to Passion for Exploring in Outer Hull (you will
need to go into the zone far enough to activate Pushing Onwards first),
which also contains spikes to die on.
Basically, it's a simple oversight because the nicefade system relies on
music fading out to start playing the next track, but in this case, No
Death Mode fades the music out without accounting for that. It's best to
just disable nicefade entirely when dying in No Death Mode.
Thanks to KSS for reporting this bug.
This calls Game::savestatsandsettings() after unlocking Master of the
Universe (the achievement for completing No Death Mode), instead of
before.
This is not a big deal since Game::savestatsandsettings() is called
anyway whenever the game is gracefully closed since 2.3, but it helps to
make sure people won't lose their achievement data.
2.3 already made it so that if you ran the `rollcredits` command during
in-editor playtesting, you wouldn't be returned to the title screen
while losing unsaved level changes. But there are plenty of other ways
to go back to the title screen from in-editor playtesting too. Namely,
gamestate 1015 (the gamestate after completing a level) and 82 (time
trial complete).
So just add the appropriate checks to those gamestates, and add a
catch-all check in Game::quittomenu(). Additionally,
Game::updatecustomlevelstats() should not update custom level stats
during in-editor playtesting (otherwise it would still happen even if
the game didn't bring you back to the title screen).
Editor notes will also be shown if the game prevents you from going to
the title screen.
Also, just to make things clear, I also added a level note for when the
level is completed during in-editor playtesting. This is just to make it
clear in cases where it might not be obvious that the game returned you
to the editor for this reason. E.g. you have a terminal that calls
gamestate(1013) in a level with 0 custom crewmates, but when you
activate it, it looks like the terminal didn't work for some reason and
just brought you back to the editor. But that's just only because you
literally just completed the level.
This fixes a bug where the wrong music can play on the title screen, as
reported by AllyTally on Discord.
The bug can be triggered by triggering a room transition right as
game.quittomenu() is called (which is easiest to achieve by placing the
player on an oscillating/"out of bounds" room border in a custom level
so they go back and forth between two rooms every frame, and triggering
gamestate 1013, which starts a fadeout to menu if all custom crewmates
are rescued).
When this happens, game.quittomenu() calls script.hardreset(), but the
rest of the frame still executes, even though we set game.gamestate to
TITLEMODE too (because game.quittomenu() was called by
game.updatestate() which was called by gamelogic(), and game.gamestate
is only checked at the start of the frame). This ends up triggering a
room transition, and since map.custommode is guaranteed to now be off
(because of script.hardreset()), the main game music area code kicks in,
and plays something that isn't Presenting VVVVVV.
The bug here is that we're resetting too early when we still have the
rest of an in-game frame to execute. So, instead, we should only reset
at the end of the frame, and this can be achieved with a defer callback.
This will actually do several things:
(1) Make the tile size checks apply to the appropriate graphics files
once again.
(2) Make the game print a fallback error message if the error message
hasn't been set on the levelDirError error screen.
(3) Use levelDirError for graphics errors too.
(4) Make the error message for tile size checks failing specify both
width and height, not just a square dimension.
(5) Make the error messages mentioned above translatable.
It turns out that (1) didn't happen after #923 was merged, since #923
removed needing to process a tilesheet into a vector of surfaces for all
graphics files except sprites.png and flipsprites.png. Thus, the game
ended up only checking the correct tile sizes for those files only.
In the process of fixing this, I also got rid of the PROCESS_TILESHEET
macros and turned them into two different functions: One to make the
array, and one to check the tile size of the tilesheet.
I also did (2) just in case FILESYSTEM_levelDirHasError() returns false
even though we know we have an error.
And (3) is needed so things are unified and we have one user-facing
error message system when users load levels. To facilitate this, I
removed the title string, since it's really not needed.
Unfortunately, (1) doesn't apply to font.png again, but that's because
of the new font stuff and I'm not sure what Dav999 has in store for
error checking. But that's also why I did (4), because it looks like
tile sizes in font.png files can be different (i.e. non-square).
game.quittomenu() correctly resets state, as it's the function that's
always used when quitting to menu. This fixes a bug where if a level
with assets failed to load, it wouldn't unload the assets.
This exports the previously-internal setLevelDirError function in
FileSystemUtils and uses it for if a level is not found or there was a
parsing error. Previously, if a level failed to load in these ways, it
would take you to the error screen with no error, while printing it to
the console. But this makes it more user-friendly.
As a bonus, the text is localizable, just like the existing usage of
FILESYSTEM_setLevelDirError for if a path couldn't be mounted.
After the scriptclass::startgamemode refactor, a lot of common code is
still being executed even if the level loading failed. This sets the
game-gamestate to TITLEMODE in gotoerrorloadinglevel(), and also returns
early just in case.
Fixes#975.