History of ToonTalk Enhancements and Bug
Fixes - 1998
Here is the list of bugs and enhancements for 1998. Similar lists for 1996, 1997, 1999, 2000,
2001, 2002, 2003,
2004,
2005, and
2006
are available as well.
1/4/98
- Made various changes to how demos are recorded. Now supports
demos recorded for low and high resolution graphics that share the same subtitles,
narration, and name.
- 1/5
- Fixed another bug in replaying demos.
- Fixed a bug where puzzle #48 put up a dialog box suggesting
you go back 5 puzzles. (Thanks to Shelly C. Wallace for reporting this.)
- If a bird is flying to her nest and it is in your pocket then
when you stood up she froze until you sat down again.
- Improved the wording of some of the puzzles between 42 and
48.
- Puzzle #54 was broken.
1/7
- Fixed a problem in puzzles where you saw extra copies of what
you were pointing to.
- Improved the appearance of the goal in puzzle #41.
- Replaying demos used to turn of speech. Now it does so only
if the demo has narration and the text-to-speech engine is not using DirectSound.
- Sometimes when a bird removed things from her nest to put a
new thing on the bottom the nest would become invisible for a short while. And the size of
the new thing added to the bottom of the stack on top of the nest was the wrong size.
- If a bird was delivering something to its nest which is in
your pocket and you are outside, then sometimes when going inside while the bird was
trying to reach you it would get stuck outside until you went out again.
- If you dropped something on a box while something was in
progress in falling into a hole then the drop was ignore. This was true even if you were
dropping something on a different part of the box. Now only if the same hole is involved
is it ignored.
- If a box was moved while something was falling into a hole
then that item was not displayed at the right place until the box was dropped.
1/8
- If you saved just before doing the puzzle where you were
supposed to use a bomb then when started again the house you needed to blow up wasn't
there. Now you start again on the previous puzzle.
- Sometimes while doing puzzles involving a stack of things on
the nest ToonTalk got mixed up and the robot would wait even though everything was fine.
- Improved how Marty responds to wrong answers for the bomb
puzzle.
- If during puzzles you bring a bomb back to Marty he'll now
explain how bombs work.
- Occasionally during puzzles a robot gets stuck on the wall --
fixed now.
- If you have a nest in your pocket then sometimes while
standing or sitting and a bird was flying towards you ToonTalk would behave strangely or
crash.
1/9
- After solving puzzle #49 ToonTalk would sometimes put up a
dialog box saying you needed to go back 8 puzzles. (Thanks to Shelly C. Wallace for
reporting this.)
1/10
- Fixed a bug where birds flying between houses would get stuck
if you entered the house where it came from.
- Fixed a bug replaying demos where Dusty is turned on by the
right mouse button.
1/11
- Fixed some problems supporting temporary users (indicated by
-t 1 on the command line -- a user profile is not kept for them).
- Fixed problems going from puzzle #55 to #61 (sometimes
skipped to #62 and didn't save right). (Thanks to Shelly C. Wallace for reporting this.)
1/12
- Demos are now interrupted by any mouse click.
- Subtitles continued even if you took control of a demo.
- Fixed a bug in -autodemo <n> which is for museum or
store use.
1/13
- Fixed a problem with the end of the new exploding houses demo
in low res.
1/15
- Fixed various problems that sometimes caused subtitles of
demos to stay up too briefly or long.
- Fixed a bug that broke the remote controls for a picture that
were yes/no answers to questions.
1/16
- Fixed problems with puzzle #63 and following. (Thanks to
Shelly C. Wallace for reporting this.)
1/19
- Fixed a memory problem with the destruction of pictures that
have been flipped twice.
1/20
- On slow machines the subtitles appeared too early.
- When running in a window (not full-screen) and moving the
mouse wildly the system mistook this for a problem and offered inappropriate trouble
shooting.
- When tossing a picture on another picture (by holding down
the control button), the picture underneath acted as if the user hit the space bar and
changed appearance or color.
- Fixed a fairly recent bug that broke the remote control for
the looks of a picture.
- If you dropped a number of the remote control for that
number's looks (obtained by flipping it over) then ToonTalk crashed.
1/21
- Fixed a display bug where if you pointed to a robot or truck
you sometimes saw "ghosts" of old items.
- Finished updating all the demos. They now work better and in
both high and low resolution.
- Fixed a bug that caused the system to be unstable after
solving a level. (Thanks to Shelly C. Wallace for reporting this and helping track it
down.)
1/22
- Sometimes after solving puzzle #61 ToonTalk would say you
have to go back a puzzle and then send you forward instead. (Thanks to Shelly C. Wallace
for reporting this.)
- Sometimes when numbers and remote controls for how something
looks were added then Bammer the Mouse would hit is hammer at the wrong place. (Thanks to
Shelly C. Wallace for reporting this.)
- If you dropped some text on some text and then dropped more
before Bammer came then letters were lost. (Thanks to Shelly C. Wallace for reporting
this.)
1/23
- If a demo was paused while the programmer was holding
something a Java applet was generated and run.
- Demo files now record which puzzle file (if any) the demo
started from.
- Occasionally ToonTalk generated very large <user
name>.log files. These are now limited to 100 lines (except for the debugging version
of ToonTalk). (Thanks to Shelly C. Wallace for reporting this.)
- Beta 10 released on the Internet.
- A magic wand out of magic now only
makes a "failure" sound if it is on the screen. (Thanks to Shelly C. Wallace for
suggesting this.)
- Fixed a bug in saving a room to the clipboard via F6 (used in
making puzzles).
- Puzzle #16 had a text pad with A on it on the side for no
reason.
- Puzzle #5 had Dusty underneath some junk.
1/26
- Fixed a bug that caused the 16-bit version to stop replaying
a demo if flying above a city with trucks driving around. (This broke the exploding houses
demo.)
1/27
- Fixed the low resolution version of part 2 of the Ping Pong
demo.
- 1/28
- Demos now run in a window if a user has chosen that option in
"Set Options".
- If you use "Set Options" to indicate "museum
mode" then it takes effect immediately (rather than the way it was which was next
time you start ToonTalk).
- Changed the Swedish version so it runs older versions of the
demos which have synchronized narration.
1/29
- Removed the minimize and maximize buttons from the dialog
asking your name. (Thanks to Oliver Gerards for pointing this out.)
- Shrunk the size of the "Loading from CDROM" message
(thanks to a suggestion from Shelly C. Wallace).
- Used to be that if you held down space then the system
autorepeat would cause ToonTalk to act like you pressed it multiple times. No longer.
(Thanks to Shelly C. Wallace for reporting this.)
- Running a demo no longer changes the default name in the
dialog that asks your name. (Thanks to Oliver Gerards for pointing this out.)
- If you picked up a box inside of a box, stood up, sat down,
and dropped something into the inner box the system crashed.
1/30
- Fixed a problem with remote controls of the appearance of a
number where the width the number would change rapidly if the number changed its number of
digits.
- Fixed a problem where if you typed to a number with robots on
the back, the number wouldn't look like it changed until you picked it up.
- The 16-bit version can now be exited by typing Alt-F4.
- Fixed a bug that broke puzzle #64 and a few afterwards.
- Fixed a bug where certain kinds of pictures ended up at the
wrong place on the floor after saving and restoring a city.
- Fixed a bug where sometimes if you come back to doing puzzles
after having done free play something that was supposed to be in your hand wasn't.
- If you saved a room (say to make a puzzle) then sometimes
when the room was restored things that were on top of other things were now underneath.
- (This caused puzzle #5 to be solvable without using Dusty as
intended.)
- In puzzle mode (but not free play) it was possible to lose
something just off the edge of the screen. Your hand can now reach further in all four
directions.
- If Pumpy is used to make something a good size ('G') then you
sometimes got the wrong sound effect and it would happen instantly rather than be
animated.
- If you were running the 16 bit version in full-screen mode
and some other program got the focus (e.g. you typed Alt-Tab) then when ToonTalk was
resumed it was in a Window rather than full-screen.
- Sometimes boxes with lots of holes had very narrow see
through gaps.
1/31
- Numbers no longer act like they are selected when first typed
to. They now behave like text pads do to typing.
- If a puzzle had a robot with a training counter then used to
be after it went to zero you could still training it to do more if you quickly did another
action.
- The display of the number of steps left for training a robot
in puzzle mode improved.
- Pressing F1 while walking outside will now call for the
helicopter (as well as 'h' and 'H' as before).
- Sometimes when training a robot to give a bird something the
bird would fly off with the item but drop it in view (if the item was wide enough).
- If you try to pick up a tool that a robot is holding you know
grasp the robot.
- The placement of solutions was wrong for user defined
puzzles.
- The geometry of things put on the wall using the wall
decoration remote was broken.
- The "Back" button on "Set Options" did
work on the last page (unless more than 1 language version was installed). (Thanks to
Oliver Gerards for pointing this out.)
- Fixed a problem where Marty showed www.toontalk and left off
the .com part. (Thanks to Shelly C. Wallace for reporting this.)
- If you walk into the house after solving the last puzzle it
now says "Thanks". (Thanks to Shelly C. Wallace for reporting the old behavior.)
- If you paused a demo and then it lost focus (e.g. a screen
saver started running) then ToonTalk would iconize which is OK but it wouldn't start
again. (Thanks to Shelly C. Wallace for reporting this.)
- Puzzle #48 had a recently introduced bug so that the timer
remote showed "no". (Thanks to Shelly C. Wallace for reporting this.)
2/1
- If you quit on the first puzzle or on the first two robot
puzzles you are now offered to see hint files.
- If you paused while holding a scale, ToonTalk used to try to
generate a Java applet of the scale.
- Improved the appearance of number and text pads by halving
the darker colored part between characters.
- If you create something with user pictures and then generate
a Java applet if a file of the same name but which is a GIF file rather than a BMP file
exists on the Java subdirectory then it'll be used instead.
- This fixes the problem that applets can't deal with BMP files
(while Java applications can).
- Similarly user sounds used in Java applets will use AU rather
than WAV files if found.
2/3
- In puzzle mode sometimes when a robot failed it would make a
failing noise even when you were outside. (Thanks to Shelly C. Wallace for reporting
this.)
- Java applets were no longer making sound effects.
- User defined sound effects sometimes caused the system to
crash.
- The label on the roof, house, and wall decorations in the
sensor notebook were wrong.
2/4
- Fixed problems with pausing and resuming ToonTalk. (When
Windows has more than 256 colors and the 16-bit version and interactions with
screen-savers.)
- 16 bit version showing a demo in full-screen when interrupted
by another program (or Alt-Tab) then when resumed was no longer full-screen.
- Interrupting a demo and then resuming made the mouse cursor
visible.
2/5
- 16 bit version looked terrible when power was turned off (F8)
and running with Windows with other than 256 colors.
- 16 bit version would try to read from the CDROM even if
everything was installed on hard drive.
- Both versions tried to read from CDROM to try to run a demo
that didn't exist.
- Start ToonTalk displayed the buttons in an ugly manner when
Windows was running in with large fonts.
- If you haven't used ToonTalk for a while you got an offer to
reset Marty's user model even if you were just playing the puzzle game.
2/6
- Sometimes when restarting a puzzle (with a bomb) you lost
what was in your hand.
- Sometimes inside the rocket a solution was posted over the
door rather than in a good slot.
- In the alarm clock puzzle if you brought any empty nest but
then the bird never delivered the nest was posted on the wall anyway.
- Fixed the placement of Dusty in puzzle 64 (was very near the
top). (Thanks to Shelly C. Wallace for reporting this.)
- Sometimes a robot would wait on box just off the top of the
screen. (Thanks to Shelly C. Wallace for reporting this.)
- Marty would crash trying to describe something it knew
nothing about. Now he says nothing.
2/23
- Fixed a recently introduced bug (on 1/31) where if you ran a
puzzle where a robot started off holding a wand then it needed to be holding the wand at
the end of training. (Thanks to Shelly C. Wallace and Marc for reporting this.)
- Provided support for -language British (including proper
handling of large numbers and speaking them).
- Released Beta 10A on the Internet.
2/24
- Sometimes when ToonTalk is showing a dialog box, ToonTalk
would get restarted and cause confusion: mouse hidden, blank window shown, dialog box
buried sometimes.
- 2/27
- Sometimes when trouble shooting was turn off (via Set
Options), then the ToonTalk window would minimize and restore itself automatically.
- You now receive force feedback if you are using a force
feedback joystick compatible with Microsoft DirectX 5.
- Sometimes when a robot that wasn't being watched picked a
place to put something on the floor, he put it on the wall by mistake.
- If you quit doing puzzles while on the first one or the first
2 robot puzzles then even in free play ToonTalk put up a dialog box offering hints.
2/28
- When the trial version of ToonTalk has less than 14 days left
sometimes you would get the message box warning you more than once.
3/2
- Added remote controls for making and modifying force feedback
effects.
3/3
- Fixed a problem pausing a demo by hitting any key.
- 3/5
- The 16-bit version would when run after crashing offer twice
to give trouble-shooting help.
- If running with options like 2, 3, or 4 times smallest window
size then sometimes when pausing or quitting the desktop needed to be repainted.
3/6
- Fixed a problem with large windows with the 16-bit version
that the mouse couldn't move left.
- Fixed a problem with large windows that sometimes caused it
to be interrupted by normal mouse clicks.
- Fixed a bug in the interface to the HyperBot Controller.
3/12
- Finished adding a way to create and load extensions to
ToonTalk as dynamic linked libraries (DLLs).
- If something was on a nest and then the floor was saved the
size of the item was wrong when restarting.
3/13
- Fixed a problem where Marty wouldn't say much when you went
back to a city that you saved while on the floor.
- Fixed another problem where after a while Marty would stop
talking.
3/17
- Made several improvements in the new extension facility. (See
extend.htm).
- Fixed a bug in puzzle #5.
- Fixed several minor geometry problems with boxes.
- You can no longer lose your hand off the sides while doing
puzzles or training robots.
3/18
- Fixed a problem with the Fibonacci demo (introduced on 2/27).
- Subtitles did not stay up the proper amount of time if
ToonTalk's speed was other than 100. (Only influenced the Fibonacci demo.)
- If Set Options was set for users who were beginners and
ToonTalk terminated due to trial over or bad installation then it just exited. Now you get
a dialog.
3/20
- On start up ToonTalk filled the entire screen with a white
window for a few seconds. No longer.
- Sometimes even if you specified to you wanted to run in a
small window you got a big one.
- You know see an hour glass cursor while waiting for ToonTalk
to load.
- If running with a large window (but not full-screen mode),
then if you exited with Alt-F4 it left parts of the screen un-refreshed.
- You now get trouble-shooting help if try to use an extension
that has not been installed.
3/23
- The warning for trouble shooting joystick calibration would
cause ToonTalk to pause and resume when flying to the edge of the city.
- Sometimes ToonTalk started up without acquiring the mouse so
that mouse movement was ignored until ToonTalk was paused and resumed.
- Added a force effect to puzzle game if you try to enter the
house without having been in the rocket.
- System generated notebooks now have text pads with invisible
pads (i.e. just the text shows) since this looks nicer.
3/25
- Fixed problems where during puzzles or training robots you
drop something off screen and lose the item or the robot/hand.
- Fixed a performance problem if many numbers are being created
without being watched.
- Fixed a performance problem with large boxes (100s or 1000s
of elements).
- Fixed several small memory leaks while doing puzzles.
- Fixed a bug that can crash the system during puzzles 24, 33,
38, 39, and 53.
- Changed the way new line and carriage return work in text
pads so they work better when written to a file or put in the clipboard.
3/26
- Fixed a memory leak when putting pictures into a notebook if
the pictures had been flipped over.
- Sometimes the system would generate warnings on start up that
would end up spoken by Marty during credits. A message box is now used.
- Fixed a memory leak associated with the collision remote
control/sensor.
- Released Beta 11
3/27
- You can no longer use remote controls to set an object's
width or height negative.
3/29
- Fixed some bugs that sometimes broke the system while doing
puzzles involving sensors.
- Fixed a performance bug related to sensors that have been
made blank.
- Fixed a bug that sometimes happened if you ran Dusty in
"erase" mode for a very long time over stuff.
3/30
- A few puzzles, if restarted by setting off the bomb, restored
the house without all the things needed on the floor.
3/31
- Improved the timing of subtitles and introduced a
toontalk.ini Switch "SubtitlesSpeed" which controls the speed. 100 is normal.
- Introduced another toontalk.ini Switch
"MaximumNumberOfHoles" which controls the maximum number of holes a box can
have. 2,048 is the default.
4/1
- Fixed another problem with sensors and bombs going off.
- Fixed a geometry problem in puzzle #72.
- Fixed a bug with bombs going off in a puzzle while Bammer the
Mouse is about to smash something.
4/2
- Fixed a bug when a house was blown up while doing puzzles
while a bird had temporarily removed stuff from her nest to put new stuff on it.
4/3
- Fixed a colour palette problem when running on a display
using more than 256 colors and you are not asked for your name (e.g. when running a demo).
4/8
- Installation from CDROM to a machine without a web browser
didn't completely install things if user chose to install Internet Explorer.
4/9
- The text-to-speech engine is not set at maximum volume.
Previously on some systems it was barely audible.
- Sometimes when you take things out of the notebook (like
trucks) then the stuff inside became invisible.
- The new handling of multi-line text broke the random sentence
maker examples.
- Fixed internal bookkeeping problem when sitting down while a
robot is about to pick up something.
- Fixed a display bug where sometimes you see parts of where an
object was for a few seconds. (This occurred only when subtitles were visible.)
4/10
- Fixed a bug in the display of drop feedback on boxes (just
the appropriate part of the box wiggles).
- During the puzzle game robots did not clean up after
themselves as they do in free play. Thanks to Shelly Wallace for reporting this.
- If you took a remote control for the looks of something into
another house and robots were dropping things on the original, then you could hear the
mouse's hammer and it was slow.
- If you dropped something on a text pad and then dropped
something else before the mouse came you got an empty text pad. Thanks to Shelly Wallace
for reporting this.
- The puzzle about binary numbers now uses commas (for the
American version) to separate every 3 digits. This way the number pad matches the picture
on the wall and Marty's talk balloon. Thanks to Shelly Wallace for reporting this.
4/11
- Fixed problems with the remote control for looks not working
right if in a different house from its "controlee".
4/12
- Discovered a bug in the Microsoft Visual C++ ifstream class
library which caused Marty to give very little advice during Free Play in the 32-bit
version. (Switched back to Borland C++ for now.)
- Redid the low-resolution version of the bank account demo.
4/14
- Released Beta 11A
- Added 2 buttons to the "choose demo" screen: Help
and Set Options. Like the previous screen.
- If a language was specified using -language name then
trailing spaces sometimes confused it.
4/15
- Fixed an installation bug in the 32-bit upgrade where Set
Options didn't know that it had been installed.
- Finished generating a British version of ToonTalk -- with
different narration, spelling, printing and speaking numbers, and the like.
- Fixed a bug with trouble shooting certain problems like
un-installed file extensions.
- Fixed the problem that the low resolution version of the Swap
demo ran in high resolution in 32-bit version.
4/28
- Improved the description of puzzle 42. (Thanks to Ivan
Filippenko for pointing out this out.)
- Fixed a sentence in the final hint of puzzle 32. Thanks to
Jeroen van Hilst for pointing this out.
4/29
- British version no longer says "Howdy".
- Fixed a bug where if a robot started off with a tool (as in
many puzzles) and set it down and then picked it up he got a new version of the tool. And
if a wand then copy counter was gone.
- If you closed the dialog box asking for your name then
sometimes the next time you ran ToonTalk it offered trouble shooting advice claiming
incorrectly that ToonTalk didn't terminate properly last time. Thanks to Shelley Wallace
for help with this.
- In the UK version Marty said numbers incorrectly if they
contained commas.
- In the UK version commas are now optional in numbers that are
coming from the clipboard to become a number pad.
- Puzzle 19 was broken in languages that don't have commas
inside of large numbers.
- UK puzzles no longer have numbers with commas in them.
4/30
- Cleaned up the second splash screen (where Marty says the
credits) and some of the images when the helicopter is landing.
- If you dropped a box on a blank number pad, the pad correctly
changed to the number of holes of the box. Thanks to Jeroen van Hilst for reporting this.
Also the blank number became non-blank before the mouse smashed it.
- If you trained a robot to drop something on a blank box, the
robot got confused. Thanks to Jeroen van Hilst for reporting this.
- If you trained a robot to push buttons of a tool, the robot
got confused. Thanks to Jeroen van Hilst for reporting this.
- If you dropped a text pad on a notebook, sometimes it would
not go to a matching page. Thanks to Jeroen van Hilst for reporting this.
- There was no drop feedback if something was attached to the
wand.
- Made several improvements to drop feedback.
- Occasionally you could copy something with a wand and then it
went other items on the floor when moved around while still attached to wand.
5/1
- You can now drop numbers on remote controls that have a list
of values (e.g. "yes" and "no" or "see some", "see
all", and "see nothing").
- UK version was adding spurious warnings about missing strings
to log files.
- If while a bird was moving the stack of things off her nest
to put a new item on the bottom, you grabbed the item, or stack, or the nest confusion
could follow. No longer grabable while bird is moving things around.
- If while Marty was speaking and using talk balloons you
pressed PageDown many times, Marty would sometimes show an empty balloon for a while.
Thanks to Shelly C. Wallace for reporting this.
- Start ToonTalk now has a button for an "about" box
(to keep lawyers happy).
- When you pause ToonTalk while Marty is speaking, he know
stops mid-sentence. Narration too.
- UK CDROM version read from CDROM even when it didn't need to.
- If you double click on a USR file, you now get a choice of
Free Play, Game, or Demos. Previously jumped to Free Play.
5/3
- Made the text for puzzle #8 less ambiguous.
- If you try to train a robot to give a box to another robot,
Marty said you can't train a robot to train a robot. Now if that robot is already trained,
Marty says you can't train a robot to give a box to a robot.
5/5
- Fixed a bug that sometimes crashed the system when flipping
through the sensor notebook.
- Vacuuming up and then spitting out a picture broke remote
controls for the picture.
- The remote control for showing what a picture is colliding
with didn't work for user defined pictures.
5/11
- UK version now speaks numbers correctly.
- Fixed a bug where a saved city sometimes lost the connection
between a sensor and a picture.
- If you called for a tool (e.g. F2 for Dusty) and then picked
up something before Dusty jumped into your hand, Dusty got confused.
- If you trained a robot on a box containing the sensor for
"who is colliding" with a picture, then the thought bubble was wrong and
matching didn't work right.
- Trial version no longer lets you save notebooks or cities.
Sorry.
- Fixed a bug in generating Java code dealing with user
provided images or sounds.
5/12
- UK version had a bug speaking numbers with commas in them.
- Puzzle 31 now asks for day followed by month except for the
US version.
5/13
- Sometimes when certain items (like nests and scales) in boxes
became very small, then when the box became big the items were so small they couldn't be
seen. (But they could be picked up.) Thanks to Jeroen van Hilst for helping track this
down.
- If a picture on a picture became very small and then was
copied the geometry was lost and sometimes the pictures on the pictures became too small
to see. Thanks to Jeroen van Hilst for helping track this down.
5/14
- Fixed a bug introduced on May 5, which causes the system to
crash if a collision detector is used while something is destroyed (e.g. dropped in the
notebook). Ping Pong Act 2 demo crashed.
- When you copied something that was a part of something, the
copy sometimes had an odd size. Thanks to Shelly C. Wallace for pointing this out.
- Fixed a bug in puzzles where sometimes a robot's wand got a
very strange size.
- If during the puzzle game, you stand up while a robot is
working, then Dusty did not appear if needed.
- If during the puzzle game, a robot fails and there is another
team member behind him, then Dusty appeared even if not needed.
- If during the puzzle game and Dusty is running to your hand,
then Dusty now stops if you pick up something before he jumps in your hand.
- Fixed a recently introduced bug where if a bird while a bird
in another house adds something to the stack of stuff on her nest, that the item appears
in house you are in.
- Marty sometimes with text-to-speech would only say the part
of a sentence after a comma.
- Marty would leave while saying "bye" or "so
long" and it would be cut off.
- Marty sometimes would say "hello" at inappropriate
times.
- Closing the dialog box that asks if you want to continue,
come back later, etc. now acts just like choosing continue.
5/15
- A tottering scale now matches a tottering scale. Thanks to
Jeroen van Hilst for pointing this out.
- Bammer the Mouse now joins boxes together -- previously they
just clicked together instantly. Thanks to the folk at the Institute of Education at the
University of London for suggesting this.
- If a robot was trained to make a team out of other robots it
got confused.
- If a robot was trained to put a box into the thought bubble
of another trained robot, he got confused.
- If a trained robot's box was removed from his thought bubble
then that robot was not saved correctly (in the notebook or a city).
- Bammer the Mouse now joins robots together to make teams.
Thanks to the folk at the Institute of Education at the University of London for
suggesting this.
- On the first puzzle on a level the sound for having a good
solution wasn't played even if it was the first puzzle solved in the session. Thanks to
Shelly C. Wallace for pointing this out.
5/18
- If Dusty or Pumpy was running into your hand while you stood
up then when you sat down, he looked funny in your hand until you dropped him.
- If a bird was delivering something to a nest and a robot was
removing things from the nest and you were watching standing up then sometimes ToonTalk
crashed. Sometimes this happened in puzzle #48. Thanks to Sven Huberti for reporting this.
- If you pick up something before Bammer the Mouse smashes it
then both items move together until smashed together.
- Sometimes after Marty gave the final hint for a puzzle, if
you came back to him he would present an empty talk balloon.
- Sometimes things didn't quite fix in a boxes hole -- but
where a little bit too big or small. Thanks to Shelly C. Wallace for pointing this out.
- If a robot was trained to have Dusty spit something out, then
it got confused when you tried to pick up the thing spit out.
- If a robot was trained to use Dusty and left stuff on the
floor and left Dusty in reverse or "erase" mode then the robot was confused when
run.
- If a robot was trained to flip a picture over the geometry of
the flipped picture was that of the other side.
5/19
- If a robot was trained to use Dusty, set him down, and then
use him again the second time Dusty was too big and not positioned right.
- You can now add a bird to the back of a picture. This is
useful in conjunction with the sensor which shows who you are colliding with. You can
vacuum off the picture from the sensor, flip it over, get the bird, and give it a message.
This is great for advanced game and simulation programming.
5/21
- Marty can now talk about robots that are trained to
manipulate the thought bubbles of other robots.
- If you were holding a robot over another robot and then call
for Marty, he used to describe the robot underneath -- not the one you are holding.
- Sometimes while Marty is talking and you send him away (with
F1), he displays some old thing he had said for a few seconds before leaving.
- If you saved a city with a bird or nest whose other part was
in Dusty the vacuum, then when loading the city the bird or nest was created with unknown
counterparts. They now create the missing part when released.
- If you dropped anything other than a text or number pad on a
blank box, Marty repeatedly gave a somewhat inappropriate warning.
- Blank robots are now supported. Good for putting in boxes in
thought bubbles.
- If you drop a team of robots on a blank number pad, it now
gets the number of robots in the team.
- If you drop a team of robots on a blank box, it now gets one
robot per hole.
5/22
- In the UK version, Marty had troubles describing which
special keys (like rubout) are pressed by a robot.
- In the UK version, Marty had troubles saying
"backspace" (not says "backspace key" and all is well).
- Marty sometimes said things like "And then pick up a
text." now says "And then pick up a text pad."
- Sometimes if Marty teleports in when the last place he was
has blown up the system crashed.
5/23
- The recursive factorial sample program was broken (see
doc/English/programs.htm). The doubly recursive factorial has yet to be fixed but a work
around in now documented in the dfact.tt file. Thanks to Carl R. Witty for reporting this
problem.
- Took away the "quit" button on the "choose
demo" screen. (Made it too long for 640x480 screens with task bar.)
- If you trained a robot to set off a bomb and then run that
robot on the back of a picture that you are holding, sometimes ToonTalk would crash.
Thanks to Carl R. Witty for reporting this problem.
- Released Beta 12 on the Internet.
5/24
- If you saved a city while a picture was flipped over, then
when you restored the city the picture's notebook was no longer connected to the picture.
5/26
- If you dropped a number on a blank number it sometimes added
and sometimes the blank number got the value of the one on top. Now it always gets the
value on top.
- If you dropped a text pad on a blank text pad, the blank text
pad would turn non-blank a second before getting the value of the other.
- If you dropped a text pad on a blank text pad, the text pad
on top was destroyed after being smashed. But that wasn't consistent with other uses of
blank items underneath.
- Sometimes Bammer the Mouse would wait 1 second before
starting to run out.
- Robots sometimes got confused when trained to drop things on
blank things.
5/27
- Sometimes when a bird was adding things to a nest while a
robot was removing things, ToonTalk crashed. Thanks to Sven Huberti for reporting this
problem.
- Sometimes if you pick something up just before a robot was
about to then ToonTalk got mixed up. Thanks to Sven Huberti for reporting this problem.
- Some puzzles Marty would say "we need a number greater
than X" when he should have been saying "we need a number less than Y".
- If you saved in a notebook a nest with many thousands of
items, it was not always saved correctly. Now the limit is 1000 items. Thanks to Kevin
O'Brien for reporting this.
- If you saved something in a notebook that took over 30,000
bytes to encode there were problems. Now the limit is 64K and it recovers better when the
limit is exceeded. Thanks to Kevin O'Brien for reporting this.
- If you took out options like ToonTalk's speed, or Marty's
letter size, or Marty's talking speed and tried to rub them out to type a new value they
would not accept 0 as a value but would jump to 100. Thanks to Benedikt Schmitt for
reporting this.
- Very large and zero size values of ToonTalk's speed, or
Marty's letter size, or Marty's talking speed now work better.
- If you finished all the puzzles and then restart ToonTalk,
then it asks you if you want to redo all the puzzles. If you said yes it got confused.
Thanks to David Kahn for discovering this.
- If an anomaly repeatedly happened before ToonTalk was
initialized then you got repeated message boxes about it. Now the limit is 4.
5/28
- Marty says "+, -, or space bar" as "plus or
space bar". Now he says "'+', '-', or space bar" and reads it as "plus
minus or space bar".
- If you drop a sensor with a picture on it on a blank picture
the blank picture gets the appearance of the remote control (but isn't active). This is
like dropping a numerical sensor on a zero.
- Overhauled some of the error reporting. Some errors would
cause Marty to appear but he would spell the message since he couldn't say the words.
- If anything important is in the user log and the user has
indicated in the "Set Options" that they are "knowledgeable users"
then when they quit a dialog box appears offering to show them the log.
- Fixed a problem when saving a city where some things got lost
(e.g. sometimes when a picture was flipped over when saved).
- Fixed a problem trying to read non-existent files when
compiled with Microsoft VC++.
- Fixed a problem that prevented offering help when quitting on
the first puzzle or first robot puzzle.
5/29
- Fixed a problem where sometimes the message saying that the
beta or trial version has expired didn't appear.
6/1
- Fixed a few problems with trouble shooting dialogs not
appearing.
- The new dialog offering to show user their log file was
sometimes buried under other windows.
- Marty had problems talking about variable width text pads
(used for labels in notebooks).
- Fixed a problem where a box held by a robot kept getting
wider.
6/3
- You can now re-train robots. If you vacuum out the box from a
robot's thought bubble and give a box to the robot you'll re-enter his thoughts. He'll do
what he was trained to do until you press a mouse or keyboard button.
- Fixed a problem where sometimes a nest was shared across
loads from multiple files or notebooks.
- Marty used to say "0." as "zero point".
- Fixed a problem in the UK and Swedish version where "1,
2, 3," was said wrong.
- Sometimes the dialog box offering to show log file appeared
even if Set Options was used to select inexperienced users who shouldn't be bothered.
6/4
- If you selected the option that Marty shouldn't speak and
that text balloons should stay up until you click, they zoomed by very quickly.
- Fixed a recently introduced bug that interfered with the
Fibonacci demo.
- Trial version didn't put up box saying that it will expire in
n days.
- Trial version put up a dialog box when you tried to save
something in your notebook but it was sometimes buried under other windows.
- The variable width text pads (used in labels in the notebook)
did not respond to the remote controls for "see some" vs. "see all"
and for text color.
6/5
- The ToonTalk memory cache had a maximum size of 25% of
physical memory. It now is 25% of the smaller of physical memory and available virtual
memory.
- If toontalk.ini has an entry DefaultUser=X then new users
will get the default city, notebook, and tool layout of user X. (Wasn't documented and
city aspect not implemented previously.)
- Occasionally the system crashed after sitting down after
having stood up from the grass.
- Saving a city when sitting on the ground produced a city that
couldn't be loaded properly.
- Remote controls for decorating the room, house, or roof
behaved badly if you are on the ground.
6/6
- Fixed a memory leak when the vacuum was used while training a
robot.
- Fixed a memory leak when a robot was trained to give a bird
something.
6/7
- Due to a fix on 6/4 when a t-shirt of a bird was text it had
a white background.
- You couldn't return a picture to a stack by dropping it on
the stack.
- Sometimes when something was selected, some part of it would
get a white border around it.
- Fixed a problem where Marty would cause very long delays in
describing some foreign birds.
- Fixed a problem where Marty would repeat himself after
describing a foreign bird.
- If there was an error loading a city, then the message
appeared in the credits.
- If there was an error creating a foreign bird while loading a
city, then text-to-speech was turned off.
6/8
- Fixed 2 minor memory leaks in the puzzle game.
6/9
- The AutoPlay program on the CDROM mistakenly thought ToonTalk
was not installed when it had been installed with the "Compact" option.
- Marty would sometimes when saying lots of things, cut a
sentence short (start next sentence after 2 seconds).
6/10
- Sometimes the system mouse cursor would be visible while
ToonTalk was running.
- Fixed bugs in retraining a robot to return things to a stack.
- Fixed a problem retraining a robot to add a label to a box.
- Sometimes if a bird was returning to a house that has been
blown up the system crashed.
- Fixed bugs in retraining a robot to drop things in a truck.
- Fixed bugs in retraining a robot to give things to a bird.
- Fixed bugs in retraining a robot to find things in notebooks.
- Sometimes quitting ToonTalk while training a robot crashed
the system.
- Fixed a memory leak when dealing with old robots (created
before they had serial numbers). Also serial numbers were generated incorrectly for old
robots.
- Sometimes a robot trained to take something from a notebook,
when running would take a page from the opposite side of the book.
- Robots being retrained who dropped things on a notebook got
confused.
- Sometimes if a robot is being trained to use the vacuum, it
crashed when you were finished training him.
6/11
- Fixed the sample programs primes.tt and dfact.tt (available
from programs.htm).
- The factorial demo's narration stopped in the middle of the
last sentence. (Thanks to Shelly Wallace for pointing this out.)
- The factorial demo's last sentence had the subtitles stay up
much too briefly. Still goes away before sentence is over. (Thanks to Shelly Wallace for
pointing this out.)
6/12
- Fixed a recently introduced bug where in puzzles the
connection between birds and nests was broken. So nests had eggs in them. (Thanks to
Shelly Wallace for pointing this out.)
- Fixed many bugs in retraining robots within puzzles.
- After each retraining a robot got taller and thinner. No
longer.
- Fixed a bug that sometimes caused the system to crash during
shut down while retraining.
- If you blew up the wrong house in puzzle 49, then you found a
very large number in your hand when you re-entered the house. (Thanks to Shelly Wallace
for reporting this.)
- Puzzle 49 (the one that introduces bombs) no longer posts
anything when you blow up the other house. (Thanks to Shelly Wallace for pointing this
out.)
- Fixed a problem with the autoplay executables (clickme.exe
and just32.exe) had launching ToonTalk when ToonTalk has been un-installed. Now offers to
re-install instead.
- If text-to-speech was installed but narrations were not then
demos had speech which sometimes made them terminate early.
- Some exceptional conditions displayed dialog boxes that on
the 16-bit version and a 640x480 were partly off the screen.
- If running the 32-bit version with an 8-bit sound card, then
the text-to-speech engine fails to start. It now offers trouble shooting advice for how to
fix this.
- If you flipped over a picture with a picture on top you got a
confusing warning from Marty and the remote control notebook wasn't quite right.
- If you dropped a picture on a picture then it was displayed
clipped to the region of the picture underneath before Bammer smashed it.
- If you move the ToonTalk window (not running full-screen) it
now displays properly. You can also re-shape the Window. Alt-space puts up the menu.
6/13
- When you flip over a picture with a picture on top, the end
of the notebook of remote controls has a notebook for each "sub-picture". If you
took one of those notebooks and dropped it back where it came from ToonTalk crashed.
- Sometimes the notebooks at the end of the remote control
notebook was missing the last ordinary remote control and label. This also confused the
sub-picture notebooks.
6/14
- If a picture had multiple things moving on top of it and some
of those pictures had parts as well, then sometimes pictures would slide between another
picture and its parts.
- If a picture was moving slowly on another picture then
pointing to the picture or making it move on the floor made the moving picture stop due to
round off errors. The fix for this means that pictures several times larger than the
screen might look wrong.
- Sometimes when Marty was describing a remote control for the
looks of something else, he started speaking nonsense.
6/15
- Occasionally notebooks containing robots (and that weren't
open to page 1) when saved in the main notebook, caused the system the crash when they
were reconstructed next time. (Thanks to Kevin O'Brien for his help tracking this down.)
- Fixed a bug in the generation of comments in Java code for
describing what had just been constructed.
- Generation of Java code was sometimes broken when birds and
nests were involved. (E.g. Ping Pong game didn't translate right.)
- If power is off (e.g. via F8) then flipping a picture with
robots on the back over and then over again started the robots running.
- Improved the geometry of large boxes where sometimes the
contents weren't displayed at quite the right place.
- Changed puzzle 31 so Marty says "Try to make a box with
your birthday in it." rather than "Trying making a box with your birthday in
it."
6/16
- Re-did the end of the Ping Pong demos (parts 2 and 3).
- Fixed a problem saving robots if they have been taken out of
a notebook that is in the main notebook.
6/17
- Fixed a problem with robots on the back of pictures that are
on the back of other pictures.
- You used to see birds fly out of a picture to another spot on
the back of a picture if you dropped the picture in a box.
- Fixed a problem dropping pictures with robots on the back on
the clipboard -- sometimes it was unnecessarily too large to save.
- The largest encoding for saving an object on the clipboard is
doubled. (64K before custom uuencoding).
- The debugging version gave a spurious warning if you pressed
Esc during the titles.
- Removed the faulty dizzy sample program from programs.htm and
javademo.htm, and replaced it with nicer movies program.
7/4
- Fixed a bug in the Swedish version that confused numbers and
text in some puzzles (including #2).
7/6
- If text-to-speech was not installed, then the 32-bit version
reported problems starting text-to-speech in the log.
- 16 bit Beta 13 released to the Internet.
- Remote controls whose appearance is
non-numerical sometimes had a display bug where the remote would drift around.
- 32 bit Beta 13 released to the Internet.
7/7
- Fixed 2 bugs when generating a Java applet
of a ToonTalk picture that is or contains a picture of the programmer walking wearing a
hat. Yes, the bugs were that specific.
7/9
- Sometimes when running with Windows more
than 256 colors when ToonTalk terminated it left Direct Draw is an inconsistent state so
you needed to restart the computer to run ToonTalk again.
- Fixed a problem on some web browsers
running ToonTalk's Java demos.
- Revised puzzles 47 and 48 so they work fine
if a correct but unexpected solution was presented in puzzle 43.
- Fixed a problem saving to the clipboard the
contents of the floor of a room (via F6) where birds and nests lost their connection.
- Fixed a problem with the US version that it
warned that narration wasn't installed when it was.
7/10
- Fixed a bug in describing robots in
notebooks. This also occurred in some situations when generating Java applets.
- Fixed a bug in producing Java applets where
a robot used a vacuum in reverse.
- Revised the internal working of the sensor
which shows who you are colliding with so that if the "collidee" has stuff on
the back it is not copied until the picture is vacuumed off the sensor.
- If you walked out during the alarm clock
puzzle (#54), the system would crash. Thanks to Tyler Breisacher for reporting this and
helping to track it down.
7/11
- Fixed a bug showing trouble shooting help
when the text-to-speech engine wouldn't initialize properly.
- Fixed a bug in generating Java for a robot
that vacuums something off of a sensor with a picture on it (e.g. "colliding with
who").
- Can now generate Java for a robot that
flips over pictures and takes a bird off the back. (Important when used with
"colliding with who").
- Colliding with who now translates to Java
so that you can take off the "collidee" and flip it over.
7/12
- If you pressed Escape while retraining a
robot, then the training stopped. Now just the retraining. You need to press Escape twice
to stop both.
- If you were training a robot with an
initial tool (like the wand in many of the puzzles) and you left junk on the floor, then
the robot would automatically add to his training the vacuuming of stuff left behind but
would forget about the initial tool. Thanks to Tyler Breisacher for helping to track this
down.
7/13
- If while running a demo and the power
saving feature (at least of Windows 98) shut down power to the display, then when resumed
it stopped with DirectDraw errors.
7/14
- If you start ToonTalk with a different user
name, while another ToonTalk was running (but iconized) then ToonTalk thought you needed
trouble shooting for a previous crash.
- If you typed Alt-F4 during some puzzles,
then the 32-bit version of ToonTalk would sometimes put up a DirectX error message and
quit. (Pause then Quit worked fine.)
7/17
- Released Beta 13A on the Internet.
- If you took control of some demos then the geometry of things
were broken until they were resized.
7/21
- Fixed a bug when typing Alt-F4 to the opening screen.
- On some machines when Marty was speaking without speech
bubbles, he would repeat himself over and over again.
7/29
- If you double clicked on the file with your user profile
(your USR file) then if you chose to play the puzzle game, it would ask for your name.
- If you double clicked on a demo file (DMO) then it ran but
unless the narration and/or subtitles were in the same directory they were ignored. Now it
checks the ToonTalk demos directory before giving up on narration and subtitles.
7/30
- If a city or notebook file was corrupted then ToonTalk would
often crash. It now puts up a dialog box and tries to proceed. Thanks to Tyler and Lee
Breisacher for their help here.
7/31
- If a city was made size 1 (just one block) then the
helicopter flew funny. Thanks to Joe Pixton for pointing this out.
- Updated the 4 Swedish narrations for demos.
8/2
- Fixed a bug saving a robot whose thought bubble contains a
blank (i.e. erased) robot.
- When you copied a blank robot the copy was not blank.
- Sometimes when many trucks were driving around in a city some
drove off into the water or through houses. Thanks to Joe Pixton for pointing this out.
8/11
- If a robot in another house was dropping things on a notebook
while you or a robot you were watching was also doing so, ToonTalk got confused. Thanks to
Tyler Breisacher for reporting this.
- If a robot in another house was dropping things on a notebook
and you picked up the notebook you could sometimes stop the robot.
- If ToonTalk offered trouble shooting help just as it started
(for example, about why it might have crashed the previous time), then after the dialog
ToonTalk was not quite restored properly. Either the screen was white until you pressed
enter or the colors were wrong.
- If ToonTalk was started with -tts_uses_ds 1 (so the
text-to-speech engine uses DirectSound) then it would crash if you quit ToonTalk while
Marty was talking.
8/12
- If you finished all the puzzles, quit and then chose Play
Game then ToonTalk would sometimes crash. Thanks to Joe Pixton for reporting this.
- If you finished all the puzzles, quit and then chose Play
Game then ToonTalk then ToonTalk would be put up a dialog box asking if you wanted to
start over. The dialog box was often buried under other windows.
8/14
- When you put something on the ToonTalk clipboard object, the
encoding includes spaces. Some mail readers ignore leading spaces causing the encodings to
not load. Fixed but encodings produced by beta 14 or later cannot be read by beta 13 or
earlier. Or earlier than 1.01 in the product version.
- The instructions that accompany a clipboard encoding now
include where to find the ToonTalk clipboard remote control.
8/15
- If you typed enter to make a multi-line variable text pad
(like the one's that label your notebook), then sometimes there was a single pixel gap
between lines.
- If you typed rubout to the "which picture" remote
control if the picture was synthetic (but not rectangular) or it was text then it didn't
remove the last digit.
- If you flipped a text pad over, set it down, pointed to it,
and pressed 'f' nothing happened. It now adds 'f' to the text string.
8/18
- If you exited the full-screen 16-bit version with Alt-F4
during the first puzzle or the first robot puzzle then the dialog box offering help was
not visible. (It looked like it crashed but pressing Enter answered the dialog box and
freed things up.
8/19
- Reworked the clipboard encoding to rely upon the Base64
encoding used by MIME mail. This is both more compact and uses only characters that mail
system will certainly leave untouched. Thanks to Daniel Biddle for suggesting this.
- Sometimes when putting a robot on the clipboard that came
from a notebook, the encoding of the robot was very large since it included an encoding of
the notebook as well. It worked but was wasteful.
- The hints for puzzle #35 suggested you vacuum up a 1 when you
should just erase it. Thanks to Lennart Mogren for reporting this.
8/26
- If you vacuumed away the contents of a robot's thought bubble
while he was still part of a team and then gave the team a box, then after retraining the
robot ToonTalk crashed. You can now only retrain a robot after separating him from the
team. Thanks to Tyler Breisacher for reporting this problem.
- Sometimes when a bird flies out from under a picture then
what she is holding was invisible for a while.
- If the number of frames was over 210,000 then the frames per
second calculation in the users log file was wrong. Thanks to Daniel Biddle for reporting
this.
8/27
- If a robot was trained to use the main notebook then
sometimes and you stood up while he was running then sometimes the robot would wait for
you to sit again. Also the notebook would sometimes get to be very tall. Thanks to Julian
Pixton for help with this.
8/28
- Puzzle number 74 the hints had \ rather than / for division.
Thanks to Daniel Biddle for reporting this.
- Sometimes when running ToonTalk in Window you got the message
"Window multiple ok now." in your log file. Thanks to Daniel Biddle for
reporting this.
8/31
- Restored the old (and documented) behavior of the controller
for the visibility of pictures. "See All" and "See Some" differed only
if the picture had sub pictures added to it. Now it controls whether the black background
is visible.
- With the restoration of the old meaning of the visibility
controller the default for pictures in the notebook on page 2 is now "See Some".
- Sometimes when saving a notebook some pages were lost.
9/1
- Changed the meaning of "See Nothing" for the
visibility remote control when a picture has had pictures added to it. Previously they too
became invisible but not any longer. You must set their visibility remote controls to
"See Nothing" as well. Also if a picture is part of an invisible (See Nothing)
picture then its collision detectors detect collisions, not with other parts of that
picture, but with pictures that are "siblings" of the picture it is a part of.
- The notebook of remote controls for a picture had the fixed
width (ugly) form of text pads.
9/2
- Sometimes destroying a complex picture with pictures on the
back crashed. This included saving the picture on the clipboard or notebook.
9/3
- Fixed a bug regarding drawing some kinds of geometric shapes.
(No symptoms but may have been damaging Windows GDI process.)
9/4
- Updated the US version of the images. For example, the
landing helicopter had green stuff around it.
- Released Beta 14
- Increased the speed of subtitles when
playing the new American English narration.
9/5
- Marty gave misleading hints for puzzles 51
and 54 when he suggested that you vacuum something away. He now suggests you erase those
things. Also scale.htm now documents why the difference matters. Thanks to Lennart Mogren
for reporting this.
- If you picked up a text pad and typed
control-j and rubout until the pad was empty, ToonTalk crashed. Thanks to Daniel Biddle
for reporting this.
- If you copied something containing the
remote control for the clipboard and dropped it on the clipboard, then ToonTalk hung.
Thanks to Daniel Biddle for reporting this.
- ToonTalk had problems describing erased
built-in sounds. Adding something containing a blank built-in sound to the clipboard and
Marty describing it triggers this.
- When a bird is returning to the back of a
picture and that picture has been dropped on the clipboard remote control or the notebook
then ToonTalk would sometimes crash.
9/6
- Sometimes when a robot is setting off a
bomb without being watched while other robots are working at the same time, ToonTalk
crashed.
- If a robot has been trained to drop
something on the main notebook and is then put it in another notebook and then loads up a
truck with another robot that also drops things on the notebook then the second robot
sometimes gets mixed up and does the wrong thing.
9/7
- If a robot came from a notebook and picks
up another robot and drops him in a truck together with a box and that robot sets off a
bomb then the notebook the first robot came from disappeared.
- When you are sitting very near the left
wall (west side of room) then when trucks drive off or birds fly away they waited at the
edge of the screen for a while and this suddenly disappeared.
- If a truck was driving around outside with
either a text pad or a notebook in it then sometimes when flying up or landing ToonTalk
would crash.
- The remote controls for the address (street
and avenue remote controls) could be correctly manipulated like numbers but then when
moved to another location or even put inside something they would reset the address of the
house they were in. Now once an address remote control is changed it stays that way unless
explicitly changed by the programmer or a robot. These fixed versions do not have the
marquee look.
- The sample program for computing factorial
in a doubly recursive manner worked but did not create a binary tree of houses as
intended.
- If a robot was trained to type the page
number of a notebook (other than the main notebook) then it would sometimes get the wrong
page when not watched.
- Released UK Version 1.03
9/10
- The documentation for the "File to
Sound" sensor referred to a no longer supported way of playing MIDI (music) files.
The documentation for the "Media Controller Interface" sensor now explains how
to use it to play music.
9/17
- Beta 14 installed the US puzzles where the
UK puzzles should go. Thanks to Daniel Zweifel for reporting this.
9/18
- Beta 14A released.
10/6
- Marty would sometimes describe how to use
Pumpy and say just a part of a sentence.
- Marty is a little bit clearer when
describing scales and putting pictures in trucks in the English versions.
10/7
- If a robot has been trained to remove
something from the back of a picture, ToonTalk sometimes crashed when the robot ran.
Thanks to Kevin O'Brien for reporting this.
10/10
- Improved the timing of subtitles for the
narrations of the demos.
10/11
- Improved the timing of the narration and
subtitles to the events of the demos.
- Fixed a problem with subtitles being up too
long or too short when the narration file is missing.
- Changed the default so that the
text-to-speech engine uses DirectSound since it seems to work well with Microsoft SAPI
4.0. Can be overridden by adding "-tts_uses_ds 0" to the command line.
- US ToonTalk 1.04 released.
10/16
- If you saved a city without ever having
landed your helicopter then sometimes the saved city was broken.
- Beta 14B released.
10/22
- Fixed the appearance of the
"about" box. It was sometimes truncated and is now better centered.
12/17
- Fixed a problem where on very fast machines (e.g. a Pentium
II 400) that demos ran too fast.
Continue with 1999.
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