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** VERSION 3.1 **
This file describes the new features, changes, and bug fixes in Daedalus 3.1, that weren’t in the previous version. It is only useful if you’re already familiar with Daedalus 3.0 or before and want to know what the newest version offers.
For a quick demonstration of some things Daedalus 3.1 can do, start the program, press Alt+1 to start the “Daedalus demos” script, then press F2 to animate yourself running through a Maze.
NEW FEATURES
A list of new features in Daedalus 3.1, i.e. new commands and settings that weren’t present in the previous version:
1. True Prim’s Algorithm Mazes: The new True Prim’s Algorithm command on the Create / More Perfect menu will generate Mazes with a full implementation of Prim’s algorithm involving random edge weights. It will produce a minimum spanning tree like Kruskal’s algorithm, and therefore the same random number seed will produce identical Mazes when running the commands Kruskal’s Algorithm and True Prim’s Algorithm. If Create With Wall Adding in Create Settings is on, then the Maze will be created by adding walls instead of carving passages. If Value Is Random Chance in Create Settings is on, then all edge weights will be the same instead of uniquely different, resulting in a Maze that’s generated faster, however with a lower “river” factor similar to the Prim’s Algorithm command.
2. Survivor Maze game: The new Survivor Maze Game #10 command on the File / Run Script menu will run a new script to simulate the Maze from the final five immunity challenge in the CBS TV show "Survivor XXX: World’s Apart". This Maze is similar to the existing Survivor Maze games. You need to navigate your way through the Maze, finding four checkpoints within it in any order, before reaching the finish. You have the option of trying to solve the Maze blindfolded, where everything is dark and you can only see (i.e. feel) the walls directly in front of you. A video of the Survivor contestants in the real life version of this Maze can be seen at https://www.youtube.com/watch?v=DAow6IWqkcI.
3. Pentris game: The new Pentris command on the File / Run Script menu will play a game script implementing the game of Pentris. Pentris is like Tetris but more challenging because it includes five (and even six) square polyominoes in addition to the standard four square tetrominoes, and you can select which sizes of polyominoes you want to include in a game.
4. Highlight blind alley cells: The new Crack Blind Alley Cells command on the Maze / Remove menu will edit the Maze such that all wall segments within the same blind alley have been removed. In other words, each blind alley hanging off the solution path will become a small or large open space surrounded by a wall, which makes the solution and false paths of the Maze more apparent. The temporary bitmap may optionally indicate the solution path: If the temporary bitmap exists, and is the same size as the main bitmap, and all off pixels in the temporary bitmap are also off in the main bitmap, and there’s at least one pixel on in the main bitmap that’s off in the temporary (in other words the set of off pixels in the temporary bitmap is a proper subset of the off pixels in the main bitmap) then all off pixels in the temporary bitmap will be considered the solution.
5. Wallpaper fit: The new Fit Bitmap command on the File / Save Wallpaper menu will save the active bitmap over the Windows desktop background. This stretches or shrinks the bitmap to just fit within the desktop while preserving proportion, and will leave space on the horizontal or vertical edges if the proportions are different from the background. Note this command will only work on Windows 7 or later, which supports this style of background.
6. Wallpaper fill: The new Fill Bitmap command on the File / Save Wallpaper menu will save the active bitmap over the Windows desktop background. This stretches or shrinks the bitmap to completely fill the desktop area while preserving proportion, and will clip content on the horizontal or vertical edges of the bitmap if its proportions are different from the background. Note this command will only work on Windows 7 or later, which supports this style of background.
7. Scroll commands: The new Scroll Page Up, Scroll Page Down, Scroll To Beginning, and Scroll To End commands on the Edit / Window menu will move the position of the scrollbars. Scroll Page Up and Scroll Page Down will move the vertical scrollbar half way up and down. Scroll To Beginning and Scroll To End will move both scrollbars to the upper left or lower right corner.
8. Uninstall: The new Uninstall Extensions command on the File / Setup menu can be used to help uninstall Daedalus. This command will remove all Daedalus specific information from the Windows registry. The registry is protected on Vista and newer versions of Windows, meaning the command may fail and display an error message, unless Daedalus is run in Administrator mode.
EXTENDED & IMPROVED FEATURES
A list of improvements to existing features, i.e. new things you can now do with old features that you couldn’t do before, or ways existing features work better than before. Note some change existing behavior in ways users of previous versions should be aware of:
1. Tilt braid Mazes: If Use Eller’s Algorithm in File Settings is set, and Create With River in Create Settings is off, then braid Mazes as produced with the Braid command will be created using a template similar to the pattern produced by the Tilt command. In other words, every other wall pole will be the center of a two segment vertical or horizontal wall, which produces a bunch of unicursal passages which either start and end on the edges or are isolated passage loops within the Maze. The result will then be enclosed by the boundary wall and have the Crack Isolation command internally run, to create a valid braid Maze. If Tilt Lines Make No Diamonds in Create Settings is on, then (like the Tilt command) the Maze will have no wall poles. This alternative braid Maze algorithm, when compared to the standard algorithm, will tend to result in more difficult braid Mazes with fewer solutions, yet with a more convoluted solution path.
2. 3D recursive division Mazes: The Create / More Perfect / Recursive Division command will create a 3D recursive division Maze when the Bitmap / Bitmap Is 3D command is set. A 3D recursive division Maze is created with plane walls (across the X, Y, or Z axis) dividing the Maze into two halves, with one passage opening in it, and then recursively repeating the process on each half. As with normal 3D Mazes, increasing the Random Bias field in Random Settings will decrease the probability of level changes in the Maze.
3. 3D graph distance: The Color / Graph Distance command will work on 3D bitmaps when the Bitmap / Bitmap Is 3D command is set, and will graph the distance along sections of off pixels in a 3D bitmap.
4. Ground Elevation blocks: The Color / Apply Texture / Ground Elevation command when composing the scene will take into account where blocks or on pixels are in the main bitmap. The end result will be rolling hills, with blocks placed above them and made tall enough so movement won’t accidentally step one on top of a wall. You can even change which pixels are set, such as by making a new Maze, and newly appearing blocks will have appropriate elevations.
5. Map Overlay wall vertexes: The View / Map Overlay command will include wall vertexes in the bitmap upon the overlay as single pixels.
6. General autoscript: If the file daedalus.ds exists in the Daedalus install directory, then that file will be loaded as a script immediately after program startup. Before, this file would only be run when the /s screen saver command line switch was present.
7. Hunger Games improved: The Hunger Games simulation script has been updated in several ways. There are new commands to propose an alliance, and also move without attacking with can free tributes from nets. There are settings to control the number of mutts in the arena, and also the intermediate video frames displayed when smoothly moving or rotating. A movie of fallen tributes is displayed in the sky each night, and nets can be set as traps when wielding one and using the “dig” command.
BUG FIXES
A list of bugs and other problems in Daedalus 3.0, all of which have been fixed in Daedalus 3.1:
1. Perfect Maze blemish: The Create / Perfect Maze generation command would produce Mazes with a slight horizontal passage bias.
2. Variable Height Walls bug: The Color / Apply Texture / Variable Height Walls command would produce perspective inside view scenes in which the elevation difference of the walls was almost too small to see.
3. Inside display blemish: In the perspective inside view, semitransparent blocks with solid textures on their tops would not be influenced by fog coloring. That would make them display brightly through fog, such as seen in the Hunger Games script in which wasp nests in arenas with semitransparent trees would glow at night.
4. Inside block bug: In the perspective inside view, having Edge Behavior set to Torus Wrapping, and Narrow Walls off, and an odd numbered bitmap size, would leave a one block gap between the edge of the bitmap and the boundary at which the bitmap repeats.
5. Inside movement bug: In the perspective inside view, when Walls Impassable is set, and Edge Behavior is set to Torus Wrapping, trying to move over the bitmap edge could result in being stopped by an invisible wall. Improper stopping would happen if an on pixel was present in the middle of the bitmap along the axis being crossed.
6. Inside mountains blemish: In the perspective inside view, mountains displayed with a gradient color that intersect the top of the screen would have the gradient start and end at the wrong position, as if the top were at the edge of the screen instead of above it.
7. Overlay limitation: The Dot / Map Inside setting wouldn’t take into consideration 3D Mazes, and would cause all levels for the 3D Maze to be displayed at once.
8. Recursive division limitation: The Create / More Perfect / Recursive Division Maze creation command would fail to create a Maze if a bitmap dimension were greater than 32K pixels.
9. Wallpaper bug: The File / Save Wallpaper / Center Bitmap command wouldn’t center the bitmap within the background, but instead would do the same as the Stretch Bitmap command and stretch the bitmap across the background.
10. Slide leak: Running the Bitmap / Slide To Dot command would result in a memory leak error upon program exit.
11. Setup omission: Installing version 3.0 over version 2.5 would leave a “Daedalus 2.5” icon around in the Windows Daedalus program group. Setup will now automatically remove icons from all previous versions.
12. Hunger Games fixes: The Hunger Games script has a number of fixes, including:
· 1: The summon tribute command (“C” key), if nobody was in that direction, would often mess up the arena, by replacing its contents with an invisible Labyrinth.
· 2: Generating an arena with no water anywhere and some hills, such as with settings “H5L0V0”, would result in a unusable arena, by having all squares solid so tributes can’t move.
· 3: In a torus arena (setting “E5”), wrapping around the arena could incorrectly stop your movement by an invisible wall. For example, in a 100 square arena with a circular cornucopia, at y=45 moving horizontally over the edge would say you bump into the cornucopia. This is bug #5 above applied to this script.
· 4: A non-swimming tribute in deep water surrounded by deep water squares would continually switch between a Club and a better weapon.
· 5: A tribute hovering above a Fish (say clinging to a cliff wall) would continually switch between a weapon that can catch Fish and a better weapon.
· 6: A garbage message would be displayed when a tribute breaks free of a Net.
· 7: A tracker jacker wasp nest on top of a semitransparent tree would stay fully lit at night. This is bug #3 above applied to this script.
· 8: The wrong tribute would be mentioned when a computer tribute intentionally eats Nightlock Berries.
· 9: Giving Nightlock Berries to a maximum ally before Final 2 wouldn’t work, in that they say they’re willing to kill themselves, but then they just drop the berries. Giving Nightlock to anybody before Final 2 will now just anger them.
· 10: Giving Nightlock Berries to maximum ally who's full wouldn’t work, in that they say they’re willing to kill themselves, but then they just drop the berries. Tributes can now eat Nightlock no matter how full they are.
· 11: A Mutt successfully escaping from the arena would still be considered the Mockingjay. Mutts escaping from the arena will now receive a full heal from the Gamemakers and be put back in the arena.
· 12: A tribute removing a Parachute in midair, and falling on top of an active Landmine, wouldn’t set off the Landmine.
· 13: A sponsor parachute would leave an extra yellow pixel on the picture map (“Ctrl+Tab” key).
· 14: A fallen tracker jacker wasp nest would produce a nearly black pixel on the picture map, instead of orange like it should be.
· 15: You could get a message about breaking alliance when attacking somebody you know that hates you. For example, D1 Male attacks D2 Male, resulting in both from D2 getting angry, then if D1 Male attacks D2 Female another alliance breaking message appears. Now if a chat indicates somebody is no longer your ally, that will adjust your tribute’s feelings toward them, so fighting them won’t result in an alliance break message.
· 16: A thrown or launched item in a torus arena would stop animating at the wraparound point.
· 17: A Mutt wielding a Blowtorch would say that’s its favored weapon (instead of Mutt Teeth as it should be).
· 18: Changing tributes while a Mutt (“Shift+F12” key) would populate the dialog with District 13 instead of “District 14” for Mutts as is expected.
· 19: Tributes with 14 or more health would have it displayed as only 13 on their token’s texture.
· 20: In a desert/rock mixed atmosphere arena (setting “A5”), when the Sun rises its rays would be too long.
SCRIPTING ADDITIONS
A list of new operations, variables, and functions added to the Daedalus scripting language. This only affects those who write their own macros or scripts, and should be ignored by everybody else:
******************** Operations ********************
EmbedMacro <num> <string>: Similar to DefineMacro, this sets macro number <num>. If <num> is between 1 and 48, the appropriate command on the Run Macro submenu will have its menu text set to <string>. The actual macro text will be embedded in the current Daedalus script file in the following lines, up until the next blank line. That allows a long macro to be spread across multiple lines, which is more readable. Within each line, leading spaces will be removed, so indenting can be applied without making the macro itself any longer. This should only be run inside a script, and will do nothing outside that context.
DeleteMask <num>: Deletes custom monochrome bitmap <num>. Note the main bitmap always exists, so it’s not allowed to be deleted.
DeleteTexture <num>: Deletes custom color bitmap <num>.
GetString3 <format1> <format2> <format3> <var>: Like GetString except prompts the user to enter three strings. The formatted strings <format1>, <format2>, and <format3> get displayed as captions in the dialog. If the user clicks OK instead of canceling the dialog, then the strings entered will be stored in custom string slots <var>, <var+1>, and <var+2>.
******************** Variables ********************
nFogLit: Turns on lit textures for cells in the perspective inside view, i.e. points to which custom bitmap slot defines them. On pixels in the monochrome bitmap at that slot determine cells that ignore fog settings. The color bitmap in that slot is ignored. By default this is -1, meaning all cells have the same dimness when fog is set.
nFractalType: The type of fractal Maze created by the FractalPart operation. If 0, the Maze will be nested cells created using the hunt and kill algorithm. If 1, the Maze will be created with the binary tree algorithm. If 2, the Maze will be created with the recursive division algorithm. This setting can be seen in action in the “World’s Largest Maze” script, by pressing F10 to set the algorithm.
nTiltSize: The pixel length of lines in the Create / Tilt Maze pattern command. This should be at least 3 for the passages to be apparent and wide enough to be followed.
fRndOld: Controls whether the random number generator generates numbers using the system “rand()” function. The default random number generator in Daedalus is faster and has much better randomness properties, so this should only be set to reproduce behavior from previous versions of the program.
LICENSE
IMPORTANT NOTICE: Daedalus and all Maze generation and general graphics routines used in this program are Copyright (C) 1998-2015 by Walter D. Pullen. Permission is granted to freely use, modify, and distribute these routines provided these credits and notices remain unmodified with any altered or distributed versions of the program. The user does have all rights to Mazes and other graphic output they make in Daedalus, like a novel created in a word processor.
More formally: This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful and inspiring, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details, a copy of which is in the LICENSE.HTM included with Daedalus, and at http://www.gnu.org
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* Walter D. "Cruiser1" Pullen :) ! Astara@msn.com *
O Find your way through life's Maze: http://www.astrolog.org/labyrnth.htm O
* "Who am I, What am I? As I am, I am not. But as we are, I AM. And to *
O you my creation, My Perfect Love is your Perfect Freedom. And I will be O
* with you forever and ever, until the End, and then forever more." - GOD *
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