testlevel chapters 2-31 overwrite game memory (coin counter and flag rows end after world 8: progress, language, options): level projects, play-tests and the arena use chapters 1 and 32-49, old settings migrate; level tally counts the level's own coins and secrets

This commit is contained in:
MineTec committed 2026-11-07 15:27:08 +01:00
1 parent 987b0104fa
commit d6b852a1b6
35 files changed
+1015 -175

No files matched your search

+82
View File
@@ -0,0 +1,82 @@
# Changelog
## 0.2.1 – changes since 0.1.0
The first test release was 0.1.0 (launcher edition). Everything below is new for testers.
There are two downloads: **full** (launcher + level editor) and **launcher** (mods only).
### Launcher
- **Clearer texts everywhere.** Mod descriptions and options are explained in plain words,
directly under each option instead of only in tooltips.
- **Setup wizard**
- Wrong files, truncated ISO downloads and too little disk space are caught when you
pick the source, not after you click Set up.
- Copy progress shows megabytes ("123 of 568 MB").
- Cancel tells you what happened.
- **Play**
- While the game runs, Play becomes **Quit game**, so a hung game can be stopped from LlamaMod.
- A crash now says "The game crashed" with advice, instead of only "The game has ended".
- Wine: a too-old Wine version gives a warning, and a wrong Wine command is explained.
- **Safer applying**
- Two LlamaMod windows (or the command line) can no longer break each other's apply.
- If LlamaMod is closed in the middle of applying mods, it finishes or rolls back the
apply on the next start and tells you.
- Settings changed in one window show up in the other.
- Old cached mod results are rebuilt after an update.
- **Mods**
- **Mirror mode:** pick the worlds with check boxes.
- **Practice and Free camera:** if two hotkeys use the same key, Apply refuses and says
which ones clash.
- **Boot to level:** a custom start position belongs to its level and no longer breaks
other levels.
- **Intro skip and Boot to level** can now be used together.
- **Test World:** a new gallery with all 253 characters, enemies, animals and objects
of the game, standing still on pedestals (the animal pen is gone).
- **New levels and the Alligator Arena only use TestLevel chapters 1 and 32–49.** On other
chapters the game stored the level's coins over your progress and other game data (chapter 9
broke the world map). Levels and settings on old chapters move to a free one automatically.
- The level tally shows the real coin and secret totals of new levels, the Test World and the
arena instead of the Village's "55".
- **Save games**
- Backups can no longer overwrite each other.
- Import… opens in the backups folder.
- The table fits small (1280×720) screens.
- **Layout:** works on small and laptop screens; the dark theme is easier to read.
### Level editor (full edition)
- **Play-test**
- Shows "Game running" and a **Stop game** button.
- Shift+F5 shows a crosshair where the llama will start.
- Play-test copies are removed when the game ends, and your mod selection comes back.
- **Readable names.** "Coin 3", "Floor 2", "Waypoint 4" instead of internal ids, in the
outliner, inspector, status bar and messages; the outliner filter finds them.
- **Error messages.** Damaged files give one plain sentence with optional details.
- **Geometry**
- Painting or erasing tiles in one drag is one undo step.
- New tile option **No collision** (walk-through decoration).
- **Meshes and export**
- **Export level as glTF/GLB** (textures, vertex colours; optionally only the selection,
or collision as a separate mesh).
- Imported and exported models are **no longer mirrored** compared to Blender. Meshes in
older projects keep their look; switch them to "right" handedness in the inspector to
fix them.
- **Objects**
- **Guards** and **alligators** need a waypoint box around them, or the game removes
them. The editor now sets this up automatically and warns when it is wrong. It also
says which objects can trigger a guard's event bit.
- The start camera no longer starts inside the llama's head on some base levels. Moving
the player start moves its camera and intro fly-by too.
- Snap to floor follows the game's own rule.
- **Object scripts**
- Custom object types can be edited and deleted (with undo).
- **Script language with compiler:** if/else, loops, switch, events, named parameters.
- The script view is much easier to read.
- Opcodes have checked descriptions.
- Narrow docks, small windows and long labels wrap instead of being cut off.
### Known limits
- Tested on Linux (Wine) and in a Windows VM. Real Windows hardware is not tested yet.
- The game draws objects only within about 12 units of the llama.