89 lines
3.7 KiB
Plaintext
89 lines
3.7 KiB
Plaintext
4/17/89
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This message was about an older version of Omega for the IBM-PC, 0.75.
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Read the comment near the start of COMPILE.DOS with respect to the current
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version, 0.80. Note that the 'X' command and the '^o' command, outlined
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below, are available on the current version, too.
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----- begin original message -----
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This is the first new version since July '88, corresponding to the
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first general Omega release since then.
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You need a full 640K of memory and (almost certainly) a hard disk to play.
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The executable itself is too large to fit on one floppy, and during
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the course of the game large level files are created. If you don't have
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much space on the hard disk, you may also have problems.
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I have added the 'X' command which will tell you the state of the
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heap (-2 is ok) and how much memory is left. For me this usually
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starts out around 75K-80K.
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As the game progresses, more and more memory is allocated which
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isn't freed, though it is no longer needed. Consequently, you
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should probably do the X command once in a while, and save the
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game when it starts to get really low.
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The screen display may act differently in some places than it does
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when running under Unix, but I haven't found any places where
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it does something blatently wrong that the unix version doesn't also
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do.
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The '^P' command (reprint last message) has been moved to '^O'. The
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reason has to do with using the printer, and the fact that Omega was
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meant to run in cbreak mode and not raw mode, and because Dos isn't
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as flexible as Unix.
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If you've only got the executable and associated files needed to run
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the game, you obviously can't configure Omega as to where to look for
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these files. Consequently you've got to have all the files in one
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directory and play the game from there. (If you've got the sources,
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you can change this.)
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Most general bug reports should probably be sent to the maintainer of
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Omega - see COMPILE.ALL for information about that. Bugs which seem to
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be PC specific should probably be reported to me.
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- Nathan Glasser
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nathan@brokaw.lcs.mit.edu (internet)
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nathan@mit-eddie.uucp (usenet)
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Recent bug fixes specific to PC users include:
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- The house bug - Entering houses no longer screws up the game.
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- The return bug - You can now use the "return" spell as documented.
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- Level creation time - The time to create levels is reasonable again.
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Other comments:
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For those of you who feel lost without them, arrow keys and home and
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end may be used in some menus: inventory, options, and selecting the
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number of multiple items to drop.
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As long as you exit the game normally, all level files will be removed.
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The general version of the game performs saving/restoring in a strange way.
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Only the town level and the current level of the dungeon you're in (if any)
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are saved. I personally don't think this is the right thing to do, but
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have not changed this for the PC. Thus it is not a bug when previously
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visited levels disappear after saving the game.
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Also, there is still no way to set up the options to use every time
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you play without "playing yourself." This is obviously another area
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in which the game could be slightly improved, but it's not a bug
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that it doesn't do this.
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The game as a whole has always been fairly buggy, and there are even
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still some known bugs in the game which haven't been fixed, though
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it's much better than when the game was first introduced. Because of
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the overall bugginess, there are still (unknown?) bugs which manfest
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themselves on the PC by causing the machine to crash after quitting
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the game, forcing you to reboot. I've not seen anything worse than
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this in quite a while, but you never know what might still be lurking
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in there.
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- Nathan Glasser
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nathan@brokaw.lcs.mit.edu (internet)
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nathan@mit-eddie.uucp (usenet)
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