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Releases: Harchvertelol/Dangerous-Dave-2-Modification-Edition

Dangerous Dave 2: Modification Edition v0.9pre-beta

09 Jul 23:23
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Changes in version 0.9 pre-beta: (July 9, 2022)

  • This is a pre-beta version of Dangerous Dave 2: Modification Edition.
    While there is an active search for bugs and their correction.

  • Changes:

    1. Now you can set the level text that will be displayed instead of Level N.
    2. The level format has been radically changed.
    3. Now, when loading monsters, you can give your own parameters (for example, make the boss not a boss with the GS_type parameter, your number of lives, and so on).
    4. Now you can give tiles your own parameters (for example, to which level to transfer or to which part of the level to transfer when touching an EXITLEVEL type tile).
    5. Added check and warnings for the downloadable level format.
    6. Added an optional variable in [options] for levels called changelevelongameover and controls the transition from this level after the loss of all lives. More details in Levels_Params.txt.
    7. Added a parameter to tiles - shifting the animation of this tile. Allows you to make a shifted animation on certain tiles.
    8. Added support for texture layers (any number).
    9. Added support for texture transparency (if equal to -1, then transparency is disabled).
    10. The API function that manages temporary images has been changed (a new optional parameter has been added).
    11. Added the tile parameter GS_animation_frame_lock, if set to something, then the animation of the tile is disabled, the tile specified by the number in this variable will always be shown.
    12. Changed rendering engine to SFML.
    13. Added font packages.
    14. Now all texture file formats are supported, including png and translucency.
    15. There was a full-screen mode.
    16. The resolution of the game is untied from the resolution of the window. Moreover, if the window resolution is set to -1, the window resolution will be calculated automatically depending on the requirements of the game resolution and scale.
    17. There was an option to center the game in the center of the window.
    18. The tile parameter GS_secret and the list of secrets appeared in the levels.
    19. Dave's parameters and two functions appeared in the API for monsters: setDaveValue and getDaveValue.
    20. The logic for storing global parameters has changed, now they are stored as an ini file. The number of parameters of the setGlobalValue and getGlobalValue functions has changed.
    21. There was a display of secrets when visiting them (in the text '\n' is supported as a line break, '\n' as a character '\n').
    22. The keys are read from the first DD2.ini, but are overwritten when a new one is read from the modpack. Thus, you can prevent changing control if you put the keys in the ini file of the modpack.
    23. Added information window. Default open/close on tab.
    24. Added highlighting of monsters when hit. You can set a unique highlight for each monster.
    25. There is a new parameter in the level format: numberobjectstilesfield. Responsible for the layer number after which objects will be drawn.
    26. All interface parameters have been moved to the appropriate section of the modpack.
    27. Added text color options on the loading screen and in the information window.
    28. Added options for fonts on the loading screen, the text of secrets and the text of the information window.
    29. Added a full check in the modpack for compliance with the game version.
    30. Added support for automatic adjustment of the game scale to the window (for this you need gamescale = -1). You cannot set the window resolution and scale to -1 at the same time.
    31. The spider now behaves more naturally around obstacles.
    32. A major refactoring of the code has been carried out: there are no more references to Dave in it, it has been replaced with "player".
    33. Added backgrounds in any number and order relative to tile layers. Supported options for their scrolling at any speed, shift, as well as adaptive scrolling.
    34. Added a directory for information on the modpack, the necessary files have been transferred to it.
    35. Added a new optional parameter to levels.dat, namely modpack. See Level_Params for details.
    36. Added a new function to the monster API: changeLevel.
    37. Improved customization of the level change script, added a new parameter.
    38. Added a new optional parameter to level.dat: startinglevel, allows you to select the starting level. See Level_Params for details.
    39. Added the ability to encrypt any files in the modpack. At the moment, only level encryption works, it will be used on some modpacks and levelpacks.
    40. The initial rudiments of saving appeared: character variables are saved between levels. Because of this, visited secrets will also be preserved.
    41. When launched directly, it now launches the launcher. To run the game directly, use the bat file.
    42. Fixed small bugs in the intelligence of the last boss, due to which in some cases it was possible to finish additional levelpacks earlier.
    43. HarchPack and Campaign Three Brothers have secrets.
    44. Added global modpack SuperDangerousDave (Dangerous Dave in Mario world) authored by Snaiper and Grub.
    45. Carefully redesigned launcher. Now it has become more convenient to choose modpacks and levelpacks. Also appeared save management from the launcher.
  • Fixed bugs:

    1. Fixed a critical error in the intellect of an invisible ghost, which could lead to a game crash in some situations.
    2. Fixed first boss intelligence bug due to new format.
    3. Fixed a bug in determining the first keystroke on the numpad for the first start of the level during the program.
    4. Fixed a bug due to which it was possible to kill uncultivated monsters.
    5. Fixed a bug where monsters could be partially displayed on the screen, but not processed.
    6. Fixed a bug with the continuation of the sound of reloading after death.
    7. Fixed error reading levels (and reading files with parameters): in the new format, large levels were not read.
    8. Fixed a monster intelligence bug related to setting the initial state. Now any monster intelligence functions can be called from this function with reservations (see the explanation in Monster_Api.txt to the setFirstState() function).
    9. Fixed giardia intelligence bug, now giardia takes the correct starting position depending on where it is (on the ceiling, on the floor, in the air).
    10. Fixed a bug in the intelligence of giardia, now giardia will not hit the wall if it is placed close to the right wall (but at least one free tile to the left of it is required).
    11. Fixed a bug due to which the level options were not read in the new format when loading it.
    12. Fixed error in determining tiles around Dave.
    13. Fixed a bug where keystrokes from the previous level could be transferred to the next level when changing the level.
    14. Fixed a bug where door operations were performed at the level of the physical layer of tiles, not objects.
    15. The intelligence of the spider has been fixed - now, unlike the original, there is practically no hiding from it near the right wall.
    16. Fixed bug states in the intellect of the spider.
    17. Now, when caching is disabled, the transparency mask works.
    18. Fixed a small memory leak when loading a level.
    19. Now the victory screen and bandolier are displayed on top of all texture layers.
  • Found bugs:

    1. Doesn't fall off solid tiles from recoil when shooting to the left. If you shoot up or down - does not fall from solid tiles (found that in the original
      Dave also decided not to fix it yet).
    2. Dave's quick switch to cooldown (planned to be fixed when translating Dave's mechanics to lua).
    3. Dave doesn't go down stairs as fast as in the original (planned to be fixed when translating Dave's mechanics to lua).
    4. No animation in flight. Incorrect jump animation (must be kicked). Should hang at the top for longer (planned to fix when translating Dave's mechanics to lua).
    5. Running animation when hitting a wall should stop (it is planned to fix it when translating Dave's mechanics into lua).
    6. Fix API. The goUp/goDown functions (add wall walking) and testTileDown (and the rest of them, figure out how they should work).
    7. The animation counter does not reset when the monster's state changes. Thought: add a global parameter for each monster, giving you the ability to either manually control it yourself, or let the program automatically reset.
    8. Bonuses in the original blink chaotically, and not harmoniously with each other.
    9. In the original, the zombie strikes unevenly: first, a swing with a delay, and then a quick strike. In the remake, he hits evenly.
    10. Bug of reloading sound (extra "garbage" sounds at the end).
  • Minuses:

    1. Bugs, bugs, bugs (less than before, but still).
    2. ALL settings are in the .ini file.
    3. The opening screensaver is not the same as in the original Dave.

Dangerous Dave 2: Modification Edition v0.8pre-beta

22 Jul 22:51
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Changes in version 0.8 pre-beta: (23 July 2021)

  • This is a pre-beta version of Dangerous Dave 2: Modification Edition.
    While there is an active search for bugs and their fixes.

  • Changes:

    1. Added sounds.
    2. Unlike the original Dave, his bug is fixed: it is possible to put a separate sound of hitting the wall.
    3. Now the modpack ini-file is "rolled" over the original one, and not replaced. That is, only matching parameters are replaced.
    4. Added a function to get the API version of the script in which the monster code is written to the lua-API.
    5. Fixed screen following the player, now it is like in the original game. Settings in DD2.ini.
    6. Added background music and music packs.
    7. Added API for background music.
    8. Added the ability to customize your music at each level in the music pack.
    9. Added the ability to insert your own sound for each bonus in the sound pack.
    10. Made normal animation in the texture pack. You can now manage delays.
    11. Added a function to the API that stops all music.
    12. Changed the logic of the main screens.
    13. Added flying glasses from the monster.
    14. Added a new parameter to monster packs - glasses from a monster. It is optional. If it is not there, no points will be issued.
    15. Added service variables to the parameters of the monster. GS_ prefix. If the GS_no_points variable is set to true, then no points will be given for the death of a monster. Useful if the monster is part of the boss.
    16. The structure of bonuses has been changed, now points are a separate part of the bonus pack.
    17. Added the addMonster function to the API, which creates a monster by its number.
    18. Added meat from monsters.
    19. The getMonsterCollision function has been added to the API, which returns the monster collision rectangle.
    20. Added new parameters to the killMonster function.
    21. Added flying particles from the stars of the first boss.
  • Fixed bugs:

    1. Fixed a bug with negative lives and no level rollback when changing state.
    2. Fixed a bug in the system of collisions with monsters.
    3. Fixed a bug: the screen follows the player too clearly. Not so in the original.
    4. Fixed a bug with the animation of leaving the door under some conditions.
    5. There are no glasses from the monster (and animation, and the glasses themselves).
    6. There is no animation of getting a new life.
    7. Fixed a bug of screen correction.
    8. Fixed reload animation bug.
    9. Fixed a crash on the main screen if it is set alone.
    10. Minor changes in the intelligence of the first boss: fixed bugs with unnecessary global variables.
  • Found bugs:

    1. Will not fall from solid tiles from recoil when shooting to the left. If you shoot up or down, it does not fall from solid tiles (it was found that in the original
      Dave the same, it was decided not to fix it yet).
    2. When caching is off, the transparency mask does not work. The cause is known and has not yet been corrected.
    3. There is no illumination of the monster when it hits.
    4. Fast switching Dave to reload (it is planned to fix it when transferring Dave's mechanics to lua).
    5. Dave is not going down the stairs as fast as in the original (planned to be fixed when translating Dave's mechanics to lua).
    6. There is no animation in flight. Wrong jump animation (must move with legs). Should hang at the top longer (it is planned to fix it when translating Dave's mechanics to lua).
    7. The animation of running should stop when you hit the wall (it is planned to fix it when translating Dave's mechanics into lua).
    8. Fix API. The functions goUp / goDown (add wall walking) and testTileDown (and the rest of them, figure out how they should work).
    9. The animation counter is not reset when the state of the monster changes. Thought: add a global parameter for each monster, allowing you to either manually control it yourself, or let the program automatically reset.
    10. Bonuses in the original flash chaotically, and not harmoniously with each other.
    11. In the original, the zombie hits unevenly: first, a swing with a delay, and then a quick blow. In the remake, he hits evenly.
    12. Bug voice acting reload (extra sounds).
  • Minuses:

    1. Bugs, bugs, bugs (less than before, but still).
    2. ALL settings are in the .ini file.
    3. The opening screen is not the same as in the original Dave.

Dangerous Dave 2: Modification Edition v0.7pre-beta

02 Jun 21:19
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Changes in version 0.7 pre-beta: (03 June, 2021)

  • This is a pre-beta version of Dangerous Dave 2: Modification Edition.
    While there is an active search for bugs and their fixes.

  • Changes:

    1. Reduced the difficulty of the last boss
    2. Reduced the difficulty of level 8 from the levelpack HarchPack.
    3. Added a delay to the first start of the last boss.
    4. Changed the logic of processing monsters.
    5. Added modpack parameters and corresponding API read / write functions for monsters.
    6. Now you can change the console key and the screen saver skip key.
    7. Added separate keys for diagonal hovering. By default, these are the keys on the numpad.
    8. The speed of the zombie strike has been increased, now it has become more difficult to run through it.
    9. Launcher has appeared.
    10. Added a new levelpack "Campaign Three Brothers". Choose it in the launcher.
  • Fixed bugs:

    1. Fixed a bug in determining the collision bonuses.
    2. Fixed a small bug of the monster. Now it will try to jump over walls to catch up with you.
    3. Fixed a bug with Dave's physics when opening doors. Under some conditions, you could be thrown into textures.
    4. Slime can no longer be killed with a direct shot while it is crawling.
    5. Fixed a bug with processing monsters.
    6. Come close to the wall to the left. Lower the gun down. Turn right. Press jump. Take off the wall.
    7. If you stand one tile lower than the end of the stairs, the descending zombie will try to descend half a tile lower.
    8. Fixed the error in determining the coordinates of objects when the screen size is larger than the level.
    9. Fixed a bug with collisions at Dave, leading to passing through walls in certain cases.
  • Found bugs:

    1. There are no flying pieces from the killed monster.
    2. Will not fall from solid tiles from recoil when shooting to the left. If you shoot up or down, it does not fall from solid tiles (it was found that in the original
      Dave the same, it was decided not to fix it yet).
    3. When caching is off, the transparency mask does not work. The cause is known and has not yet been corrected.
    4. The screen follows the player too clearly. Not so in the original.
    5. There is no illumination of the monster on hit.
    6. Fast switching Dave to reload (it is planned to fix it when transferring Dave's mechanics to lua).
    7. Dave is not going down the stairs as fast as in the original (it is planned to fix it when translating Dave's mechanics to lua).
    8. There is no animation in flight. Wrong jump animation (must move with legs). Should hang at the top longer (it is planned to fix it when translating Dave's mechanics to lua).
    9. The animation of running should stop when you hit the wall (it is planned to fix it when translating Dave's mechanics into lua).
    10. Fix API. The functions goUp / goDown (add wall walking) and testTileDown (and the rest of them, figure out how they should work).
    11. The animation counter is not reset when the state of the monster changes. Thought: add a global parameter for each monster, allowing you to either manually control it yourself, or let the program automatically reset.
    12. Bonuses in the original flash chaotically, and not harmoniously with each other.
    13. No points from the monster.
    14. There is no animation of getting a new life.
    15. In the original, the zombie hits unevenly: first, a swing with a delay, and then a quick blow. In the remake, he hits evenly.
  • Minuses:

    1. Bugs, bugs, bugs (less than before, but still).
    2. ALL settings are in the .ini file.
    3. The opening screen is not the same as in the original Dave.

Dangerous Dave 2: Modification Edition v0.6pre-beta

18 May 03:43
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This is an open-source remake of a well-known platform game Dangerous Dave 2 with flexible and highly customizable core and many new features.

Platform: Windows (XP and newest).


Changes in version 0.6 pre-beta: (May 18, 2020)

  • This is the pre-beta version of the game Dangerous Dave 2: Modification Edition.
      While there is an active search for bugs and their correction.
      

  • Changes:
      
      1) Added API function getStateDave ().
      2) Added two types of ghosts (beta algorithm).
      3) Added the last boss and friend of Dave.
      4) Introduced for the passage of all 8 original levels.
      5) Two new possible level parameters have been introduced.
      6) Added information to the level loading screen.
      7) Added screen to end the game.
    8) Added an additional package of levels for passing. Run using a .bat file.
    9) Fixed bug of the first boss.

  • Bugs fixed:
      
      1) Fixed a serious segmentation error (and program crash).
      2) Fixed color shift bug after displaying the last message in the game.
      3) Fixed physics in the function of moving monsters in the API.
        

  • Detected bugs:

  1) Go close to the wall to the left. Lower the gun down. Turn right. Click jump. Take off on the wall.
  2) Will not fall from hard tiles from recoil when shooting to the left. If you shoot up or down - it does not fall from hard tiles (it was found that in the original
     Dave also decided not to fix it yet).
  3) When caching is off, the transparency mask does not work. The reason is known until corrected.
  4) The screen follows the player too clearly. Not so in the original.
  5) There is no illumination of a monster when hit.
  6) Dave's quick switch to reload (planned to be fixed when transferring Dave's mechanics to lua).
  7) Dave does not go down the stairs as quickly as in the original (it is planned to fix it when translating Dave's mechanics into a lua).
  8) No animation in flight. Incorrect animation of the jump (must be fingered). Must hang longer at the top (planned to be fixed when transferring Dave's mechanics to lua).
  9) Running animation when abutting against the wall should stop (it is planned to fix it when transferring Dave's mechanics to lua).
  10) Fix the API. Functions goUp / goDown (add walking on the wall) and testTileDown (and the rest of them, to figure out how they should work).
  11) The animation counter is not reset when the state of the monster changes. Thought: add a global parameter for each monster, giving you the opportunity to either manually manage it yourself, or let the program automatically reset.
  12) Bonuses in the original blink randomly, but not harmoniously with each other.
  13) Sometimes the animation of entering the door may go astray.
  14) Points do not fly out of the monster. No points for a monster.

  • Minuses:

  1) Bugs, bugs, bugs (already less than before, but still).
  2) ALL settings are in the .ini file.
  3) The initial screen saver is not the same as in the original Dave.

Dangerous Dave 2: Modification Edition v0.5pre-beta

13 May 23:55
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This is an open-source remake of a well-known platform game Dangerous Dave 2 with flexible and highly customizable core and many new features.

Platform: Windows (XP and newest).

Changes in version 0.5 pre-beta: (May 14, 2020)

  • This is the pre-beta version of the game Dangerous Dave 2: Modification Edition.
      While there is an active search for bugs and their correction.
      

  • Changes:
      
      1) The lua states for different monsters are divided.
      2) Changed the processing distance of monsters according to the original (as a result, it is still not clear how this works in the original).
      3) Code refactoring.
      4) Multiple changes in the network part.
      5) The probability of throwing the knife and the speed of the knife.
      6) Monster number 5 appeared: the ghoul.
      7) Changed API. There are functions to set and receive global variables (for all monsters). Old versions of modpacks are not compatible with the current one.
      8) Added parameter for data transfer in addDuplicateMonster function. More information in the API file.
      9) The API function for obtaining a monster ID has appeared.
      10) Monster number 6 appeared: the boss.
      11) 2 more levels are available for full passage: 3 and 4. In total, now you can complete half of the game (levels 1-4).
    12) Changed the behavior of Dave in jumping closer to the original.

  • Bugs fixed:
      
      1) The zombie rests against the wall when he sees Dave, in the original he goes a little back and forth.
      2) The lowering height of the spider is incorrect.
      3) Upon death, the monster was taken away the number of lives equal to the number of monsters killing Dave at the moment.
        

  • Detected bugs:

  1) Go close to the wall to the left. Lower the gun down. Turn right. Click jump. Take off on the wall.
  2) Will not fall from hard tiles from recoil when shooting to the left. If you shoot up or down - it does not fall from hard tiles (it was found that in the original Dave also decided not to fix it yet).
  3) When caching is off, the transparency mask does not work. The reason is known until corrected.
  4) The screen follows the player too clearly. Not so in the original.
  5) There is no illumination of a monster when hit.
  6) Dave's quick switch to reload (planned to be fixed when transferring Dave's mechanics to lua).
  7) Dave does not go down the stairs as quickly as in the original (it is planned to fix it when translating Dave's mechanics into a lua).
  8) No animation in flight. Incorrect animation of the jump (must be fingered). Must hang longer at the top (planned to be fixed when transferring Dave's mechanics to lua).
  9) Running animation when abutting against the wall should stop (it is planned to fix it when transferring Dave's mechanics to lua).
  10) Fix the API. Functions goUp / goDown (add walking on the wall) and testTileDown (and the rest of them, to figure out how they should work).
  11) The animation counter is not reset when the state of the monster changes. Thought: add a global parameter for each monster, giving you the opportunity to either manually manage it yourself, or let the program automatically reset.
  12) Bonuses in the original blink randomly, but not harmoniously with each other.

  • Minuses:

  1) Bugs, bugs, bugs (already less than before, but still).
  2) ALL settings are in the .ini file.
  3) The initial screen saver is not the same as in the original Dave.

Dangerous Dave 2: Modification Edition v0.4pre-beta

07 May 22:28
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This is an open-source remake of a well-known platform game Dangerous Dave 2 with flexible and highly customizable core and many new features.

Platform: Windows (XP and newest).

Changes in version 0.4 pre-beta: (May 08, 2020)

  • This is the pre-beta version of the game Dangerous Dave 2: Modification Edition. While there is an active search for bugs and their correction.
      

  • Changes:
      
      1) Optimization of work with memory.
      2) Added FPS display function.
      3) The transition to a new version of the engine.
      4) Added transparency mask in modpacks. Also added the option to enable/disable it in DD2.ini.
      5) Updating the API. Now any function can be applied to any monster with a level, if you know its "key". The key so far can only be obtained by creating a duplicate of the monster. This gave incompatibility to scripts of previous versions with the current version of the API. Files in the original delivery have been overwritten.
      6) The ability to use a temporary image factory has been added to the API. Strongly improved spider intelligence in terms of performance.
      7) The functions onDamage () and onKill () appeared, which are called when the monster receives damage and the death of the monster, respectively. Additional API changes.
      8) Fixed a bug in the API associated with the crash of the program when moving by 0 pixels.
      9) Fixed a bug in the inner workings of the intelligence of monsters.

  • Bugs fixed:
      
      1) Fixed a bug in the animation of Dave's death not at first when interrupting it in the previous game.
      2) Fixed all bugs found intelligence zombies. Including walking through the void and a bug with stairs.
        

  • Detected bugs:

  1) Go close to the wall to the left. Lower the gun down. Turn right. Click jump. Take off on the wall.
  2) Will not fall from the shelves from recoil when shooting to the left. If you shoot up or down - does not fall from the shelves. (found that in the original Dave also decided not to fix it yet).
  3) When caching is off, the transparency mask does not work. The reason is known until corrected.

  • Minuses:

  1) Bugs, bugs, bugs (already less than before, but still).
  2) ALL settings are in the .ini file.
  3) There is no illumination of a monster when hit.
  4) The initial screen saver is not the same as in the original Dave.

Dangerous Dave 2: Modification Edition v0.3pre-beta

01 May 09:01
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This is an open-source remake of a well-known platform game Dangerous Dave 2 with flexible and highly customizable core and many new features.

Platform: Windows (XP and newest).

Changes in version 0.3 pre-beta: (June 23, 2013)

  • This is the pre-beta version of the game Dangerous Dave 2: Modification Edition. While there is an active search for bugs and their correction.
      
  • Changes:

  1) Completely redesigned project architecture. Global preparations for the addition of the network.
  2) Added the ability to set many Daves per level.
  3) Two types of client launch have been added: in singleplayer mode and multiplayer mode. In network mode login, password, address and connection port are set when the client starts. If the host or port is not specified assignment of a standard address, i.e. localhost.
  4) The transition to a new version of the rendering engine, which is why caching has become unnecessary, as it built into the engine. Caching variables are temporarily left, but disabled, if enabled, they will begin artifacts and the program will crash.
  5) Added a full connection to the server and synchronize monsters with it. Those. when you enter the server you will see all monsters, but standing still, because while Daves are not connecting to the server and, accordingly, monsters not processed.
  6) When the network game DD2.ini is not used, all information is received from the server, so it was entered file Launcher.ini, the settings in which are server-independent.
  7) Made a complete synchronization of players with the server and play on it. Monsters still do not respond on a player in an online game.
  8) Above each player in the network game, his nickname is now shown.
  9) As a result of testing, it was found that caching was not fully integrated into the engine, so it was rewritten and returned.

  • Bugs fixed:
      
      1) The bug of intelligence is fixed, namely the check of "walking" on something.
      2) The animation of the door entrance has been fixed, namely its displacement by one frame.
      3) Fixed a bug of shots in a row.
      4) Fixed a bug of the new architecture, leading to a quick crash of the program.
      5) Fixed many errors and memory leaks.
      6) Fixed a bug that resulted in a server crash when closing a socket on the client side.
        
  • Detected bugs:

  1) Go close to the wall to the left. Lower the gun down. Turn right. Click jump. Take off on the wall.
  2) Will not fall from the shelves from recoil when shooting to the left. If you shoot up or down - does not fall from the shelves. (found that in the original Dave also decided not to fix it yet).
  3) Zombie intelligence bug. Can be made to walk "through the void." If you stand on the stairs with your gun down - the zombies will go down half a step lower.

  • Minuses:

  1) Bugs, bugs, bugs (already less than before, but still).
  2) ALL settings are in the .ini file.
  3) There is no illumination of a monster when hit.
  4) The initial screen saver is not the same as in the original Dave.

Dangerous Dave 2: Modification Edition v0.2pre-beta

01 May 08:57
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This is an open-source remake of a well-known platform game Dangerous Dave 2 with flexible and highly customizable core and many new features.

Platform: Windows (XP and newest).

Changes in version 0.2 pre-beta: (February 06, 2013)

  • This is the pre-beta version of the game Dangerous Dave 2: Modification Edition. While there is an active search for bugs and their correction.
      

  • Changes:
      
      1) Added monster intelligence on Lua. The intelligence of zombies, "Igor", lamblia and spider is written. Playable 1st and 2nd levels. There is no documentation on writing intelligence yet.
      2) Added shots, their miscalculation, reload.
      3) If you kill a monster like "boss", while at the level there are no other monsters like "boss", then will go to the next level.
      4) Fixed a very serious bug in the API for intelligence. Function: addDublicateMonster (...). The error caused the script to stop after calling this function.

  • Bugs fixed:
      
      1) Transition to another level during the shot. Error states.
      2) If you hold the shot, then Dave shot continuously.
        

  • Detected bugs:

  1) Go close to the wall to the left. Lower the gun down. Turn right. Click jump. Take off on the wall.
  2) Will not fall from the shelves from recoil when shooting to the left. If you shoot up or down - does not fall from the shelves.
  3) Zombie intelligence bug. Can be made to walk "through the void." If you stand on the stairs with your gun down - the zombies will go down half a step lower.

  • Minuses:

  1) Bugs, bugs, bugs (already less than before, but still).
  2) ALL settings are in the .ini file.
  3) There is no illumination of a monster when hit.
  4) The initial screen saver is not the same as in the original Dave.