Short: Internet (only) Bomberman clone Author: Matthias Böcker (gelb@gmx.net) Uploader: Torsten Ketelsen (todi amisource de) Type: game/2play Version: V2.3 Replaces: dynAMIte.lha Requires: Amiga with 68020 or better OS3.x; TCP/IP stack; CyberGraphx/P96 or AGA with BlazeWCP; MUI3.8; AHI; identify.library 13.x; NList.mcc; BetterBalance.mcc (optional); XPK V4.0 (optional) Architecture: m68k-amigaos >= 3.0.0 Kurz: Multiplayer Internet-Bomberman-Klon URL: http://amisource.de/dynamite/ This is not to update the already released dynAMIte 2.3 but to replace the outdated version on aminet! So if you have downloaded dynAMIte 2.3 from http://amisource.de/dynamite/ ealier don't get this archive. The only difference is a replaced lzx-archive in the extras folder because of Aminets upload policy. dynAMIte is a bomberman/dynablaster-clone that can be played (only) over the internet (TCP/IP) by up to 8 players! This game runs on your WB and thus multitasks happily with all your other programs, so just try it and become addicted! =) 30.03.2003 V2.3 --------------- o Added a limit of 5 lasers per map. Lasers exceeding 5 will get removed. o Powerups won't get removed from a map anylonger on map creation time when they are disabled. o Fixed a bug with WB tooltype/shellarg. o Bells and Whistles auto-switch-off didn't work as expected. Fixed. o It's now possible to specify the slot where to load and kick bots. /loadbot and /kickbot , if slotnumber is omitted the server will decide which slot to use. o Wormholes didn't get redrawn if "Skip Bonusanim" was enabled. Fixed. o Added /online command to client. This command shows the online times of all users currently online. o DServer did not count a win if there were more than one human players when the game started but only one left (due to logoff of the others), when the game ended. Fixed. o If Dserver finds a backup of player and teams data at startup that is bigger than the original file, it will ask now to load the backup. o If all 8 slots in DServer were occupied by players and one tried to team/unteam some weird numbers were shown for needed players to change the teammode. Fixed. o Added a short delay until it is possible to drop a heart when the player is dead. o dynAMIte will now switch off all bells and whistles if average fps drop below 10 frames. Bells and whistles gets reenabled when the fps gets back to normal. o Fixed a masking bug in dynAMIteGFX.library that left some pixels behind the flame length/bomb indicator that appears at the start of each map on certain circumstances. o Added a switch to GETSCORE ARexx command of DServer to make it possible to also get team-scores. New template is now GETSCORE NUM/N,TEAM/S o The moving dots didn't get redrawn properly when the gui was rebuild. Fixed. o Finally was able to reproduce problems with keyboard controls that received a fix immediately.