[DONE] OD Windows binaries

Re: [DONE] OD Windows binaries

Postby Danimal » 15 Feb 2015, 19:01

about mechanical worker, ill replace it as time permits, so fixing this one is a loss of time
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 15 Feb 2015, 22:10

eugeneloza {l Wrote}:Tried the last binary...
Did it work at first time are have you had to install something ? Could you please tell me which windows version do you use ?

eugeneloza {l Wrote}:I wonder, why other my creatures always kill my hornets???
Not your other creatures, only your others spiders ;)
When they see each other, they get a pretty high moral malus and if there are in bad mood, they will fight to death.


Bertram {l Wrote}:Sometimes the hornets win though.
That's pretty rare since level 1 spiders one shot level 1 cavehornets. But if you level one up, it can be a plague for the spiders stupid enough to come to your dungeon and cross its way :)

eugeneloza {l Wrote}:(UPD) got two messages: Pit daemon (troll) is not under your control anymore. But I had none...
Strange. When you see things like that, please keep your replay and the logs so we can have a look. Do you remember which map have you tried ?

eugeneloza {l Wrote}:(UPD) It would be also great to know where the battle takes place. 'Cause I hear the music change, hits and slashes, but I cannot find where it is...
Yep. I guess a Stacraft 2 like feature like going to the last battle position when pressing space would be a good addition. And it should not be too hard. I will create an issue for that.
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Re: [DONE] OD Windows binaries

Postby eugeneloza » 15 Feb 2015, 22:26

hwoarangmy {l Wrote}:
eugeneloza {l Wrote}:Tried the last binary...
Did it work at first time are have you had to install something ? Could you please tell me which windows version do you use ?

No installation was needed. I'm using Windows 7 64 bit.

hwoarangmy {l Wrote}:
eugeneloza {l Wrote}:(UPD) got two messages: Pit daemon (troll) is not under your control anymore. But I had none...
Strange. When you see things like that, please keep your replay and the logs so we can have a look. Do you remember which map have you tried ?

It was a 'BIG TEST MAP' skrimish.
This map also has a strange stuff in the middle (gold texture on the floor).
How do I keep 'replay' and 'logs'? Where do I find them? Or how do I save one?

It's reproducible. 11 minutes playing on Big Test Map / player 1.
Maybe, another condition is attacking a troll and a lizard guarding gold a little upper than the entry point.
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 15 Feb 2015, 23:00

eugeneloza {l Wrote}:No installation was needed. I'm using Windows 7 64 bit.
Cool. Thanks.

eugeneloza {l Wrote}:It was a 'BIG TEST MAP' skrimish.
It's reproducible. 11 minutes playing on Big Test Map / player 1.
Maybe, another condition is attacking a troll and a lizard guarding gold a little upper than the entry point.
OK. I will have a try.

eugeneloza {l Wrote}:How do I keep 'replay' and 'logs'? Where do I find them? Or how do I save one?
When you press escape, in the window displayed confirming exit, you can check "save the game replay".
The log is always created. You can find it:
C:\Users\eugeneloza\AppData\Roaming\opendungeons

You will see the log file "opendungeons.log" and path "replay" where you can find the replays.

EDIT: I've reproduced the PitDemon bug and fixed it. Thanks for the feedback :)
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Re: [DONE] OD Windows binaries

Postby eugeneloza » 15 Feb 2015, 23:28

hwoarangmy {l Wrote}:The log is always created. You can find it:
C:\Users\eugeneloza\AppData\Roaming\opendungeons

You will see the log file "opendungeons.log" and path "replay" where you can find the replays.

Found it! I'll be using it for bugreport from now on :) Thanks!
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Re: [DONE] OD Windows binaries

Postby Danimal » 17 Feb 2015, 15:08

i got how to properly apply normals, but the ligths seems to erase normals from models and walls
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 17 Feb 2015, 15:26

Danimal {l Wrote}:i got how to properly apply normals, but the ligths seems to erase normals from models and walls
Good news. How ?
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Re: [DONE] OD Windows binaries

Postby Danimal » 17 Feb 2015, 16:19

it was actually pretty simple, but i needed time to figure it.
{l Code}: {l Select All Code}
// Goblin-body genrated by blender2ogre 0.6.0
import RTSS/NormalMapping_MultiPass from "RTShaderSystem.material"
material Goblin-body : RTSS/NormalMapping_MultiPass
{
    receive_shadows on

    technique
    {
        pass lighting
        {

             // Override the normal map.
             rtshader_system
             {
                lighting_stage normal_map goblin-normal.png object_space 0 bilinear 1 -1.0
             }
        }

    pass decal
        {
            texture_unit decalmap
            {
      ambient 1.0 1.0 1.0 1.0 1.0
                diffuse 1.0 1.0 1.0 1.0 1.0
                specular 0.0 0.0 0.0 0.0 0.0
                emissive 0.0 0.0 0.0 0.0
                texture goblin-texture.png
                tex_address_mode wrap
                scale 1.0 1.0
                colour_op modulate
            }
        }
    }
}
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 22 Feb 2015, 00:20

I've uploaded a new version:
https://www.dropbox.com/s/1wy8m6mu12zq1 ... 2.zip?dl=0

It includes Danimal's normals + the research logic (hardcoded, cannot be changed yet). There are also my actual PR (press 'n' to display creatures names) + you can press space to go to the battlefields
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Re: [DONE] OD Windows binaries

Postby Akien » 22 Feb 2015, 11:53

hwoarangmy {l Wrote}:I've uploaded a new version:
https://www.dropbox.com/s/1wy8m6mu12zq1 ... 2.zip?dl=0

Nice, I uploaded it on SourceForge. And I'll bother Elvano again to get you upload rights on the SF page. Do you have a SF account, and if so, what is your username?
Godot Engine project manager and maintainer.
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Re: [DONE] OD Windows binaries

Postby Danimal » 22 Feb 2015, 18:48

Can i suggest you make an announcement into our homepage with all the new additions and give a link to the lastest? also a photo showing all new stuff
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 22 Feb 2015, 22:09

Akien {l Wrote}:Do you have a SF account, and if so, what is your username?
My SF username is... hwoarangmy ^^

Danimal {l Wrote}:Can i suggest you make an announcement into our homepage with all the new additions and give a link to the lastest? also a photo showing all new stuff
I've no access to the web site but if someone wants to update it, there is the official github issue:
https://github.com/OpenDungeons/OpenDungeons/issues/418

BTW, what's the problem with the website ? There is a message telling there is a technical problem for many time now. Is there something we can help with ?
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Re: [DONE] OD Windows binaries

Postby Bertram » 23 Feb 2015, 16:33

Website Temporarily Limited

Due to some technical issues our website has been brought down for maintenance.
The wiki is still available, and don't forget to check our main means of contact.

After some discussion, it was decided that using a static website was more than fine for now, instead of the drupal whole thing.
So IMHO too, that notice should be removed.
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 24 Feb 2015, 09:20

Bertram {l Wrote}:So IMHO too, that notice should be removed.
Yep, if it has been decided to keep the website as it is, it would be better to remove it
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 28 Feb 2015, 13:15

I've released another dev snapshot. https://sourceforge.net/projects/opendu ... p/download
Since last one, we added:
- More normals on room objects
- Skull flags when the mouse is over a creature or when you press alt
- Normals are now correctly displayed
- Many changes on GUI

Enjoy :cool:
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 06 Mar 2015, 23:58

Here is the new release:
http://sourceforge.net/projects/opendun ... p/download

Added:
- A first step to game saving. The most noticeable thing is that the tiles you had vision on are lost (displayed as dirt full tiles and you also lost vision on room/traps you had already seen). Apart from that, it works not bad.
- Tilesets. In config/tilesets.cfg, you can play with the tileset
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Re: [DONE] OD Windows binaries

Postby BioHazardX » 07 Mar 2015, 15:50

Is it stable?
SURVIVAL STRATEGY!
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 07 Mar 2015, 17:28

It's a dev snapshot. But as far as I've tested, it's not too ustable :)
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Re: [DONE] OD Windows binaries

Postby Danimal » 08 Mar 2015, 01:54

Its pretty stable, and the save feature works well :D ; im aliviated someone took the pain of fixing all materials, i was getting demotivated just thinking about copy-cut-pasting 20+ files :eew: .
The only regressions i can see and are problably posted into Github are the full water tiles that now have corners and its water current is not sincronized (i know its from reusing less tiles) and "to dig" tiles not being saved. But knowing its an early attempt at saving games its pretty good already, kudos to you guys! :)

I feel like creating new content these days rather than adapting other people works, so this next week ill release the grimoire and a simplified worshop room (just table model + tile) start getting that code ready :lol:
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 08 Mar 2015, 09:24

Danimal {l Wrote}:im aliviated someone took the pain of fixing all materials, i was getting demotivated just thinking about copy-cut-pasting 20+ files :eew: .
If you feel like doing something else, just do so. That's the good point with free time projects: you can do what you want :)

Danimal {l Wrote}:The only regressions i can see and are problably posted into Github are the full water tiles that now have corners
I've changed it at oln request. Now, the correct tiles are on github. But I had already uploaded the binary release. It will be for the next one :)


Danimal {l Wrote}:its water current is not sincronized (i know its from reusing less tiles)
Yes. That's because of making rotations. Honestly, I don't think the effect on lava is that bad. But if you prefer, it is possible to use a different model for each direction. It is just a matter of changing config/tilesets.cfg as needed.

Danimal {l Wrote}:"to dig" tiles not being saved
That's not that easy because to dig tiles are displayed on client side. That's because of FOW, you may mark tiles that you cannot dig. But anyway, I guess that saving tiles you have vision on may change that. We will see.

Danimal {l Wrote}:But knowing its an early attempt at saving games its pretty good already, kudos to you guys! :)
Thanks :cool:

Danimal {l Wrote}:this next week ill release the grimoire and a simplified worshop room (just table model + tile) start getting that code ready :lol:
cool :) Concerning the new worker, is the model you have found suitable ?
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Re: [DONE] OD Windows binaries

Postby Bertram » 09 Mar 2015, 15:27

Workshop incoming. Cool! :)

Btw, nice work on the tileset support!! I'm slowly catching up with the latest updates. :)
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 14 Mar 2015, 17:04

The new snapshot is there:
http://sourceforge.net/projects/opendun ... p/download

Additions:
- Lighting improvements
- New gold ground tiles for default tileset
- FPS limiter
- Marked files are saved in savegames
- Keeper hand moves more smoothly
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 24 Mar 2015, 20:39

Here is the new dev snapshot:
http://sourceforge.net/projects/opendun ... p/download

Changelog:
- Added a new mesh for researches + animation
- Added a research GUI for reseraches that allow to see what is already done, pending and currently researched
- Turned the forge into Workshop (to craft traps) and added a new room object (table)
- Display how many creatures the player controls in the main GUI (workers are not included anymore)
- Finalized game saving (now traps, rooms are also saved)
- Improved game help
- Many bug fixes and code cleaning
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Re: [DONE] OD Windows binaries

Postby Danimal » 24 Mar 2015, 21:04

Lets try the new beast ;)
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 24 Mar 2015, 21:06

Do not hesitate to play with savegames to check if it works
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