We've been doing internal builds for private beta testing, but since they are getting more stable we are now opening them up to the public. Feel free to test and report any problems, but ensure that you supply the correct version number.
Once the downloads are made "official" (replacing the BYOND 4.0 Beta download on the main page), they'll be uploaded to the BYOND update hub so that you can auto-update through the pager.
ID:180952
![]() Sep 15 2007, 10:39 pm (Edited on Sep 21 2007, 9:04 am)
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403.965
*** Fixes for build 965 ***
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404.966
*** Fixes for build 966 ***
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405.970
(re-released from 405.968, which had a common crasher) (re-re-released from 405.969, which had an issue with the input control) *** Fixes for build 970 ***
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406.971
*** Fixes for build 971 ***
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407.972
*** Fixes for build 972 ***
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408.973
*** Fixes for build 973 ***
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409.974
*** Fixes for build 974 ***
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410.975
*** Fixes for build 975 ***
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411.976
*** Fixes for build 976 ***
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411 has been made the official download at http://www.byond.com/download/, and the linux version has been released as well. This version includes some special debugging features for those of you experiencing crashes. From the notes:
* The unix DreamDaemon now will provide a stack trace if they crash, to assist in debugging. Please provide this info in bug reports. * The unix DreamDaemon can be invoked with a "-trace" argument (eg "DreamDaemon test.dmb -trace) to output a trace.txt file, also useful for debugging. |
412.977
*** Fixes for build 977 ***
.winset "input.command=\"!.alt \""
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We're finally back to BYOND software development. Expect more releases shortly. This one has some pretty big changes, so please test out thoroughly so we can ensure stability before we move it to the main download page:
NOTE: as expected, 413 is a little buggy, so please check the Bug Reports forum before posting issues. 413.978 *** Fixes for build 978 ***
obj/wrong
.system {color:#FF0000;} If you want error messages to appear in red like in older BYOND versions, add this or something like it to the default output on your game's skin.
// Example
mob/proc/Shake()
extern "C" char *func(int argc, char *argv[]) (const expressions are fine-- all that matters is the byte count) The call() function works the same way as the proc/obj call(), with the first two arguments being the library name and the function name. Example: [test.dll, a win32 C++ library compiled in VC++]: #include <string.h> DM code to use test.dll: mob/verb/test() As with the other call() versions, arglist() may be used to do runtime arguments: mob/verb/argtest() As the library prototype is char**, the call() arguments must be strings. Other types (like numbers) will be passed as the empty string ("") into the library function. |
414.979
*** Fixes for build 979 ***
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415.980
*** Fixes for build 980 ***
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416.981
*** Fixes for build 981 ***
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*** Fixes for build 964 ***
*** New features for build 964 ***
* Non-looping animations are now supported for DMIs, via a setting in the movie-editor. An animation can be set to loop for a fixed number of iterations or indefintely as before. Fixed-looping animations start playing when the corresponding area, obj, mob, missile, or image is created, and freeze on the last frame. Note: due to the way turfs are represented (as pieces of the map rather than runtime objects), this feature will not work for them. (TheMonkeyDidIt, UnknownDuelist)