Atomic Bomberman Remake received several updates recently. You can find the latest versions on my
homepage.
v2.12 (17)- highly improved player movements mechanics. Walking around corners feels much better now.
- Hockey Rink sliding improved.
- Hockey Rink sliding strength is now adjustable from 0 = no sliding up to 4 = super slippery.
- Hockey Rink now with arrows. Yeah, I totally overlooked for ~ten years that the hockey playfield contains arrows too. Although it's a different arrow layout compared to the Ancient Egypt map.
- data file validation disabled.
- Windows: no glew.dll required anymore.
- Windows: updater was broken due to a compiler bug, thanks again Embarcadero. Their new 64bit compiler produced pure garbage, I couldn't believe my eyes when inspecting the structures during debugging: variables on the heap would just become 0 when returning from a function, stuff like that (and no, the code was valid; actually it was happening inside the good old unzip code).
Solution (unbelievable but true): remove unzip.cpp from the project and include it instead of unzip.h, so it gets compiled in the same unit as the caller
v2.13 (18)- improved a subtle but significant controls glitch which kicked in if you were pushing horizontally and then added vertical input (or vice versa) in a diagonal fashion and if your movement was blocked in that secondary direction (phew):
then the player would not turn into that "new" direction. This was no problem when it came to regular movement because, well, you were blocked in that direction anyway, after all. BUT:
if you were just punching and wanted to change your direction via diagonal input for the next punch, the player wouldn't turn and the next punch would go to the previous direction... Therefore punch-escaping situations in which you were surrounded by bombs didn't work well, if you used diagonal input.
Similar problem when you were holding a bomb in such a blocked situation: diagonal movement wouldn't make you turn, so you'd probably accidentially throw the bomb in an unwanted direction.
- the above required a remedy in combination with transport bands and sliding. Otherwise the animation for the "original" input direction would play for one frame again after the direction-correction kicked in

- Fix: no idea how this one slipped inside (had nothing to do with the above changes at all): when you carried a bomb you'd eventually just drop another
v2.14 (19)- Fix: network protocol wasn't extended to transfer the new hockey rink slide option, which could cause clients to get out of sync.
v2.15 (20)- Networking: scheme files (maps) are now transmitted from the server to the clients. So if the server has modified or additional scheme files, those will work now without manually installing and syncing those files among all clients beforehand.
- Fix: it was possible to cancel / skip the initial setup screen by pushing ESC or equivalent buttons... Of course with pretty fatal consequences later on. Thanks to gpsoft for reporting.
- Cosmetic fix: during presentation mode (auto cycling through menus and intro if input idle) the music stopped when auto-entering the extras description screen.
@samo79
Before you ask: no, I still didn't find the cause of this problem.
Tchatching,
Daniel