[DONE] OD Windows binaries

[DONE] OD Windows binaries

Postby Bertram » 08 Aug 2013, 09:06

Hi there,

(Update: 2014/10/02)
Rolling Release Windows binary!

https://www.dropbox.com/s/5t4wgigjtqd2s ... 2.zip?dl=0

Changelog since latest rolling release:

Gameplay:
- Enormous creature behavior improvement, due to a lot of work done on how they react when dropped on a specific room,
to improvement to their path-finding algorithm, and to the combat overall logic. (hwoarangmy)
- The same kind of improvements have been done for Workers (Kobolds and such), the game doesn't feel the same as for the gameplay now. :) (hwoarangmy)
- Did I say the work done was enormous? (counts once more, don't you think?) (hwoaramgmy)
Now, workers won't dare to attack either fighter creatures or rooms. You'll have to use your deadly minions for that.
The enemy workers will fight each other, though.
Fighters creatures being too much hungry or drowsy will flee instead of fighting. Workers and fighters being near death will also attempt to flee.
- Creatures have now a different speed and passability depending on the terrain (water, lava, dirt) (hwoarangmy)
- Marking tiles, picking up/dropping creatures should be instantly done for the local player now, even on multiplayer games... (hwoarangmy)
- Added support for team alliances!! Now you can compete with a friend or an ally AI against opponents. (hwoarangmy)
Allies can build rooms upon one another tiles, and can claim tiles of their color next to allies tiles. Allied creatures and workers don't attack each others.
- Added support to start a game with a given amount of gold and corresponding debug console command. (hwoarangmy)
- Made the first Treasury tile built cost-free, to prevent a player from getting stuck without any means to get money. (Bertram)
- Fixed rooms active spots handling for right and top walls for even-tile wide rooms. (hwoarangmy)
- Improved traps. They can now be fought either by claiming or fighting them. (hwoarangmy)

GUI:
- Renamed single-player mode to 'Skirmish' (as opposition to 'Campaign' ;]), and split the the menu used to join and host a game (Bertram)
- Now the server tells the clients which map to load. the clients don't have to chose one, risking unsync errors. (Bertram)
- Made the level internal name displayed in the loading list and added the level description and info when clicking on one level in the list. (Bertram)
- Added new refined in-game GUI, dropping a lot of the old generic skin (Bertram)
- Added price display for rooms and traps (hwoarangmy)
- Colored in red the price text when building a room/trap is too expensive. (Bertram)
- Your playing color is now displayed on top of the screen (See the horizontal bar color there) (Bertram)

Music/Sounds:
- Improved spatial sounds support. (Bertram)
- Improved music handling so one specific track can be called using its name, and added cross-fade support. (Bertram)
- Added support to trigger a battle music when your minions are struggling. (Bertram)
- New battle music by Mathew Pablo.
- New sounds when depositing gold, dropping a creature, menu click-sounds, ... (Danimal, Akien, Bertram)
- Normalized sounds to avoid saturation glitches on linux where SFML is using libsnd for 32-bit floating point audio. (Bertram)

Game content:
- New slime monster (Dm3d, Danimal)
- New chicken coop in the hatchery (Danimal, code by hwoarangmy)
- New in-game font, more evilish ;)
- New skirmish map "Dungeon Siege" by Danimal.
- New training dummies (4 of them!) (Danimal)
- New forge objects (4 of them, too!) (Danimal)
- Improved cave hornet (Danimal)
- Fixed Golem (Danimal)
- New light indicator for the editor that can also be used later in game when we'll readd light sources. (Danimal)
- New trap! :)

Editor:
- Made the editor run again and added a loading menu (hwoarangmy) :)
- Added support to choose the current team id of entities placed on map. (hwoarangmy)
- Added minimap support for the editor (hwoarangmy)

Misc:
- A huge work on bugfixing, too. (everyone, but especially hwoarangmy)
- Some big work on making OpenDungeons installable on Linux and thus packageable, and on overall cmake handling of the program and its dependencies. (everyone)
- Finally fixed the game to quit properly! (oln)
- Reorganized Credits and clarified Licensing. I our humble opinion, OD is made of 100% open-licensed stuff. :) (Akien, Bertram)
- Temporarily fixed the weird luminescence seen on certain wall tiles due to the incomplete appliance of normal textures. (Bertram)
More on that for 0.5.0. ;)

Best regards,
Last edited by Bertram on 07 Oct 2014, 08:29, edited 17 times in total.
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Re: [TODO] OD Windows binaries

Postby Danimal » 14 Aug 2013, 23:26

I wonder, the new release will only have bug fixes? no new content will be added to it? i would kill to see skorpio´s tile set implemented, as it stand, our homepage is a big fat lie since months ago
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Re: [TODO] OD Windows binaries

Postby Bertram » 15 Aug 2013, 09:14

Hi,

I wonder, the new release will only have bug fixes? no new content will be added to it? i would kill to see skorpio´s tile set implemented, as it stand, our homepage is a big fat lie since months ago


Well, to be completely honest, the first requested task was to compile the 4.10 version for windows. Now, if you'd rather see the development branch or any other used instead, I'd be glad to compile a more updated and more representative version of this project.

Just tell me what you'd like me to do.

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Re: [TODO] OD Windows binaries

Postby paul424 » 18 Aug 2013, 20:08

" i would kill to see skorpio´s tile set implemented"
Kill Bil, install Linux.
Bertram : I had to read a few times your post to be certain if I understood it well, but we were speaking for some ultimate cross-compile script ( you proposed ) which would help nightly builds etc. Now you are claiming you were asked to build 0.4.10 version . The tag which is to be found nowhere in the sourcecode .... I
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Re: [TODO] OD Windows binaries

Postby Bertram » 19 Aug 2013, 16:41

Hi Paul,

Bertram : I had to read a few times your post to be certain if I understood it well, but we were speaking for some ultimate cross-compile script ( you proposed ) which would help nightly builds etc. Now you are claiming you were asked to build 0.4.10 version . The tag which is to be found nowhere in the sourcecode .... I


Well, let's be precise, I was asked nothing at all and I proposed no cross-compiling script at all, you'll find here links about the need of a windows binary in a thread called "What do we need for 4.10 ?":
viewtopic.php?f=41&t=4279

Hence the fact that I was speaking about the version 4.10. You said it yourself:
paul424 wrote:"We need to tag to 4.10 as well as update SF archive."

I still imagine you're speaking of a git commit tag on the development branch, as you said:
paul424 wrote:"The development branch , as it will get TAG 4.10 ...."


charlie wrote:"Tag 0.4.10 and make a release, stating that a Windows build requires a motivated contributor prepared to create it."

And I proposed to create a windows installer with the instructions about how I did. This doesn't mean creating a cross-compiling toolchain at all, as I said:
Bertram wrote:"Depending on what is made and what not, I'll give you back a nsis installer script, a cbp file and why not a zip with the needed dependencies."


So, me, going once again in the cmake toochain hell? Not gonna happen. Svenmansk said he would have a go, but I don't know what happened since then.

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Re: [TODO] OD Windows binaries

Postby paul424 » 20 Aug 2013, 14:46

Aha ok ... :),

So could you provide working program packaged with needed models, exec for windows etc. into zip file from development git branch ?
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Re: [TODO] OD Windows binaries

Postby Bertram » 06 Sep 2013, 11:33

Hi :)

So could you provide working program packaged with needed models, exec for windows etc. into zip file from development git branch ?

Sorry for the late reply, I didn't get any notification.
I'll create some dev and run dependency file, and nsis installer. I'll also make a zip if you want to. :)

While speaking about it, why did you remove all the angelscript files?
https://github.com/Bertram25/OpenDungeo ... 072a878466

The commit message doesn't tell anything about it.

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Re: [TODO] OD Windows binaries

Postby paul424 » 06 Sep 2013, 23:56

Ahh sorry probably I was using two diffrent versions of AS , I will investingate tomorrow , thanks for showing up ...
Well, after further examination I see I deleted doxygen's docs ... by injecting the same AS version , but from diffrent source ( the ZIP package from their site is diffrent from svn repo for 2.71.0 ) HA ! But the only diffrence being the doxygen's documentation being build and source's docs deleted .... So I won't revert this , just commit to mark that .
Keep calm and take care than ;) .
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Re: [TODO] OD Windows binaries

Postby Bertram » 09 Sep 2013, 08:00

Ok ack. I'll use the one from the website. doesn't make any big difference hopefully.
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Re: [TODO] OD Windows binaries

Postby Bertram » 10 Sep 2013, 08:28

Hi again,

Would it be possible to port the media repository to git as well?

http://sourceforge.net/p/opendungeons/svn/254/tree/

I don't even see why media is separated from the rest of the source, btw. Is there a reason for that?

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Re: [TODO] OD Windows binaries

Postby paul424 » 10 Sep 2013, 10:22

I am not author of this separation. What I can tell, the project initiators claim, and other software developers as well , that git causes some problems when dealing with binary - non-text files. That is for media it's better to stay in SVN ...
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Re: [TODO] OD Windows binaries

Postby Bertram » 10 Sep 2013, 11:23

Hi,

that git causes some problems when dealing with binary - non-text files. That is for media it's better to stay in SVN ...

Well, such problems are now long gone, though.
To me, the main point is that git is keeping each version of a given file in the history, so making changes to a big object will make the repo overhead go crazy if the changes are many.

If there are really huge files and/or changes made often, I can understand. If not, maybe it's time to think about simplifying things, especially for new devs?

To be honest, I wonder whether things such has having a single repo, a single version control system, and maybe remove/merge? obsolete branches could be considered.
You know, the clean-your-room-before-starting-something-bigger-in-it rule. ;)

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Re: [TODO] OD Windows binaries

Postby Bertram » 11 Sep 2013, 22:40

Hi again :)

I've added all the media files needed within the same repository in my own fork:
https://github.com/Bertram25/OpenDungeo ... evelopment

This way, I'm planning to add what's necessary to compile from one sole repo. The media files are overall 28.Mb heavy, which is not that much in fact.
Things should start to get along now :)

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Re: [TODO] OD Windows binaries

Postby oln » 13 Sep 2013, 22:36

Yeah, it was split at some point before I joined. Git checks out full history per default, though it should be possible to just check out the latest version which whoever set it up did not know. So I support the idea of merging them.
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Re: [TODO] OD Windows binaries

Postby Bertram » 25 Sep 2013, 09:51

Hi again,

I do have very little spare time atm, so even recompiling CeGUI 0.8 dependencies + Ogre+ CeGUI and make it all try to run is still unhealthy atm.
(Why the guys in CEGui just can't make ogre and them compatible again?!?) </rant>
Guys, little did i know October would be such a rush.

So, I'll use the few of it to release the final 0.6.0 version of Valyria Tear first.

Yet, I found a video about compiling CeGUI using C::B on Windows:
http://www.youtube.com/watch?v=j8QMTSVlBpo

Long term, it seems a more viable way to bring it all.
Does anyone succeeded into doing the same thing already?

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Re: [TODO] OD Windows binaries

Postby Danimal » 01 Oct 2013, 20:03

Hi, its been some time, how is the project going?
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Re: [TODO] OD Windows binaries

Postby paul424 » 02 Oct 2013, 12:56

Hi, you mean the OD game or getting the win binaries to work ?
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Re: [TODO] OD Windows binaries

Postby Danimal » 02 Oct 2013, 13:19

Well, everything overall, i have been disconnected from it for some time and dont feel like reading all old post. Im sure something new has popped this days
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Re: [TODO] OD Windows binaries

Postby Bertram » 02 Oct 2013, 15:50

Hi, its been some time, how is the project going?


Hi,

On my own, I successfully compiled CEGUI 0.8.2 dependencies and I'm currently struggling with the static dependencies compile problem leading to linker errors in libboost::system::* when compiling CEGUI with OgreRenderer support on Windows.

Once I've figured out this one, I'll be working on OD own compilation. ;)

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Re: [TODO] OD Windows binaries

Postby Bertram » 05 Oct 2013, 16:35

Hi again,

I finished compiling CEGUI 0.8.2 + OgreRenderer support by custom building the necessary libboost objects.

Now I'm on the OD self compilation, I fell on the following compilation errors:
Code: Select all
\source\ConsoleMode.cpp|34|error: 'class CEGUI::System' has no member named 'injectMousePosition'|
\source\ConsoleMode.cpp|56|error: 'class CEGUI::System' has no member named 'injectMouseButtonDown'|
\source\ConsoleMode.cpp|64|error: 'class CEGUI::System' has no member named 'injectMouseButtonUp'|
\source\Creature.cpp|2020|error: no matching function for call to 'CEGUI::Window::setSize(CEGUI::UVector2)'|
\source\Creature.cpp|2020|note: candidate is:|
\source\Creature.cpp|2021|error: 'class CEGUI::Window' has no member named 'addChildWindow'|
\source\Creature.cpp|2022|error: 'class CEGUI::Window' has no member named 'addChildWindow'|


?? I thought the development version was adapted for CEGUI 0.8? Could I get some help to do the transition?

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Re: [TODO] OD Windows binaries

Postby paul424 » 05 Oct 2013, 22:51

Hi, libcegui0_7_8 in here ?
Why don't you ask at freenode/CEGUI Crazy Eddie pretty frequently poping in there ...
EDIT : I would gladly try ot move it to 0.8 , if you tinkertoy a little bit with what is now, and when you are stuck I can start porting ...
Last edited by paul424 on 06 Oct 2013, 11:50, edited 1 time in total.
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Re: [TODO] OD Windows binaries

Postby oln » 06 Oct 2013, 07:28

Looks like you will need 0.7.x yeah.
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Re: [TODO] OD Windows binaries

Postby Danimal » 06 Oct 2013, 14:57

and yet again the hellish compilation proccess strikes, really one of the code guys should do something about it asap. Its killing the development more than any inactivity time
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Re: [TODO] OD Windows binaries

Postby Bertram » 07 Oct 2013, 13:11

Hi there,

I'll be in the process of rebuilding CEGUI 0.7.9 libs now + Ogre renderer support. My bad, I thought the transition to CEGUI 0.8 was done.

Btw, was the code adapted to Ogre 1.8? And if not, would this help?
https://github.com/Asmageddon/opendunge ... d43f269804

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Re: [TODO] OD Windows binaries

Postby oln » 07 Oct 2013, 13:41

The latest versions in the repository are adapted to ogre 1.8(and won't work with 1.7), yea.
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