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SEAL Team source port 0.6.1

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@PlasticCog PlasticCog released this 08 Oct 02:10

Fixes a map bug with the Modern gameplay Phantom flight (issue #6).

Fixed (Modern gameplay)

  • Split teams can be rejoined after a Phantom strike. In missions with three support craft (e.g. missions 3, 5, 12, 21), the Phantom flight pushed the split team down the map's team list. After that, clicking "6. SEAL Team A" (or pressing 6) selected nothing, so Join was hard to reach. The team list, keys 4-6 and Tab now always agree on which team each entry is. The list scrolls when there are more teams than its three slots.
  • Join works on the first press. With a craft or the Phantom flight selected, Join (j) used to switch to team 0 and do nothing else, so it took a second press. It now rejoins the teams at once.

New

  • Mouse wheel over the map's team list steps through the teams (like Tab / Shift+Tab). The list's second page (third craft, split teams, the Phantom flight) can now be reached without the keyboard. Elsewhere on the map the wheel still zooms.

Note: You don't need to split the team to call the F-4s. On the map, press g with any team selected to send the flight over the support waypoint (the red X). The flight's own entry in the team list is only needed for its strike button.

The Original preset is unchanged.

Thanks to Witchiewoman for reporting this.

Downloads: Windows x64 zip below; the Linux x86-64 tarball and the macOS universal app are attached automatically a few minutes after publishing. You need your own copy of the original game; copy its files into the Game folder.

SEAL Team source port 0.6.0

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@PlasticCog PlasticCog released this 04 Oct 15:47

Fixed (Modern gameplay): demolition charges explode where they lie

Issue #5, reported by Witchiewoman: satchel charges sometimes killed the
Point Man or the squad "no matter how far you run away". This is a bug in
the 1993 game itself. When you place a charge, the game drops it at your
feet - that is where you see it and where the explosion is drawn - but it
measures the blast (360 units, about 40 m) from the point you were aiming
at: your target, or a point 150 units straight ahead of you. Walk on in the
direction you faced when you placed it, toward the next objective, and you
walk into the real blast while the charge you can see is far behind you.

With Modern gameplay on (Setup), the blast is centred on the charge.
Demolition works as before (anything you could target is inside the blast
radius), and you are safe once you and your squad are 360 units from the
charge - remember that squad mates trail behind you in formation.

Measured in a headless test of mission 8 (place a charge at the well, walk
on 250 units): the original kills the whole squad 259 units from the
charge; with Modern gameplay the blast is at the charge and the Point Man
is safe at 400 units in either direction.

The Original preset is unchanged.

Package: sealteam.exe, README.txt, LICENSE.txt and an empty Game
folder with instructions - copy your original SEAL Team files into it.

SEAL Team source port 0.5.9

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@PlasticCog PlasticCog released this 03 Oct 18:18

New

  • Middle mouse button recentres the camera. In the chase view, moving
    the mouse with the right button held swings the camera around your
    soldier without turning him - and in the original nothing swings it back,
    so he ends up running sideways or toward you on screen. A tap of the
    middle button now puts the chase camera straight back behind him (and a
    team camera behind the team it follows). Controller players can bind the
    same thing on the Controller page, Views: "Recentre camera". Works in
    both presets; the key card (Ctrl+H) lists it.

Package: sealteam.exe, README.txt, LICENSE.txt and an empty Game
folder with instructions - copy your original SEAL Team files into it.

SEAL Team source port 0.5.8

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@PlasticCog PlasticCog released this 03 Oct 16:44

Fixed

  • Lag and late sound during missions. Every mission frame was being
    drawn to the screen twice: once at the page flip, and again whenever the
    game polled the keyboard or waited for its next frame. Each of those
    presents waits for the display, so missions ran at about 30 frames per
    second instead of 46 (Enhanced, 1080p), and the game's 256 Hz timer that
    drives the music and sound effects - handled in the same place - fell
    behind: sound arriving late, worse in busy stretches, and gone once the
    mission ended. Missions now present once per frame, as intended since
    0.1. Measured over four minutes of play: a steady 46 fps in Enhanced,
    50 fps in Original (the original game's own pace).
  • (from 0.5.7) The snatch target wears a small red neck scarf instead of a
    red hat.

Thanks to the player who reported the lag.

Package: sealteam.exe, README.txt, LICENSE.txt and an empty Game
folder with instructions - copy your original SEAL Team files into it.

SEAL Team source port 0.5.7

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@PlasticCog PlasticCog released this 03 Oct 16:28

Changed

  • Modern gameplay: the snatch target is marked by a small red scarf at his
    neck. His hat keeps its own colour (it was drawn red, which looked odd),
    and the scarf is a small patch at the collar rather than a band across his
    shoulders. The map ring and the "(target)" HUD tag are unchanged.

Package: sealteam.exe, README.txt, LICENSE.txt and an empty Game
folder with instructions - copy your original SEAL Team files into it.

SEAL Team source port 0.5.6

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@PlasticCog PlasticCog released this 03 Oct 16:15

Fixed

  • Soldiers more than about 128 units from the camera were often drawn facing
    the wrong way - backwards or sideways - most visibly on squad mates walking
    behind the Point Man while the camera orbited in the chase view. A port bug
    in the angle function the sprites use to see which side of a soldier faces
    the camera: the last step of its range reduction treated the value as a
    signed 16-bit number instead of shifting all 32 bits as the original does,
    flipping the sign of offsets between 128 and 255 units. Affects both
    presets; only the drawing changes (the simulation's copy of the function
    was already correct). A new --test-heading check guards it.

Package: sealteam.exe, README.txt, LICENSE.txt and an empty Game
folder with instructions - copy your original SEAL Team files into it.

SEAL Team source port 0.5.5

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@PlasticCog PlasticCog released this 01 Oct 23:25

Fixed

  • Enhanced: the camera lurched during the insertion (and stepped in whole
    degrees in the chase / team views). The original derives the camera's yaw
    from the camera and target positions through its heading tables, whose
    rounding jitters by up to 3/8 degree - a pixel at 320x200, a visible
    lurch at 1080p with the wide view. The orbit cameras now look back along
    the orbit angle exactly; the Original preset keeps the original's yaw.

Package: sealteam.exe, README.txt, LICENSE.txt and an empty Game
folder with instructions - copy your original SEAL Team files into it.

SEAL Team source port 0.5.4

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@PlasticCog PlasticCog released this 01 Oct 23:19

Fixed

  • Impact effects: the blood splash on a hit soldier grew and faded at the
    pace of the original's dust puff, lingering over the sprite. It now grows
    and goes three times as fast.

Package: sealteam.exe, README.txt, LICENSE.txt and an empty Game
folder with instructions - copy your original SEAL Team files into it.

SEAL Team source port 0.5.3

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@PlasticCog PlasticCog released this 01 Oct 23:02

Modern Gameplay: F-4 Phantom strikes and no bushes in huts (Enhanced, Setup > Modern gameplay)

  • Callable F-4 Phantom air strikes. The Phantoms the original only shows
    as fly-overs are now a support flight of two, parked off-map behind the
    insertion point. On the map press g (or select "Phantom Flight" in the
    team list and use its attack button) to send them over the support
    waypoint: each aircraft drops one bomb with the game's mortar-class blast,
    the flight climbs away and reports "Strike complete." Three strikes per
    mission, then "Phantoms are Winchester." The hold-fire rule applies: no
    release with a SEAL within 270 units of the impact point ("Danger close,
    Phantoms abort."), and a strike is refused outright with the squad at the
    marker. The parked flight has no effect on the rest of the mission.
  • No bushes inside buildings. The original checks for a building at the
    corner of a ground-cover cell and then shifts the plant by up to 128
    units, so plants grew inside huts and showed through the walls (and gave
    cover to anyone inside). The final spot is checked too.

Original preset and the switch-off game stay byte-identical in the headless
simulation. Headless strike runs: mission 1, 6 bombs, 6 explosions, 5 enemy
wounds including two kills, no SEAL casualty by the flight.

Credits

Thanks to Witchiewoman for the review that asked for the Phantoms.

Package: sealteam.exe, README.txt, LICENSE.txt and an empty Game
folder with instructions - copy your original SEAL Team files into it.

SEAL Team source port 0.5.2

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@PlasticCog PlasticCog released this 01 Oct 22:28

Modern Gameplay: the snatch target is marked (Enhanced, Setup > Modern gameplay)

With Modern gameplay on, the target team's leader wears a
red hat and a red neck band (the sprite's own pixels recoloured, so the
silhouette and everything else stay the original's), his map marker gets a
light-red ring and a "!" once the original would show him, and the HUD target
line reads e.g. "Viet Cong (target.)

Original preset and the switch-off game are bit-identical (frames) and
simulation-identical (headless logs).

Credits

Thanks to Witchiewoman for the idea (the VC did use scarves for rank).

Package: sealteam.exe, README.txt, LICENSE.txt and an empty Game
folder with instructions - copy your original SEAL Team files into it.