[DONE] OD Windows binaries

Re: [DONE] OD Windows binaries

Postby eugeneloza » 14 Jul 2015, 08:41

[Windows 7 64 bit]
Couldn't turn off fullscreen. Even by modifying ogre.cfg.
The first time I ran the exe, my Avast raised a quesiton as usual... but I couldn't go away from the fullscreen mode by Alt-tab, only by ctrl-alt-del and starting the taskmanager to allow.
Then the skrimish didn't start: "cannot connect to the server". Closing and restarting the game did fine.
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 14 Jul 2015, 13:29

eugeneloza {l Wrote}:Couldn't turn off fullscreen. Even by modifying ogre.cfg.
ogre.cfg is not used anymore. All the config is in config.cfg. Moreover, it is normal for the game to start in fullscreen mode because we changed cfg file and, thus, settings are reset to default. Note that in the top right of the main menu, there is an icon for changing settings that allows to change video mode or even the renderer.

eugeneloza {l Wrote}:but I couldn't go away from the fullscreen mode by Alt-tab, only by ctrl-alt-del and starting the taskmanager to allow.
Then the skrimish didn't start: "cannot connect to the server".
Strange. Are you sure your antivirus or something was not blocking OD ?
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Re: [DONE] OD Windows binaries

Postby Danimal » 14 Jul 2015, 14:26

i experienced something similar, first time i started the game, it threw an error "cant create server..." i coulndt play it until i inserted the new resolution values.
The new spell is kinda nice as well
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Re: [DONE] OD Windows binaries

Postby eugeneloza » 15 Jul 2015, 08:09

Are you sure your antivirus or something was not blocking OD ?

Avast was. But to 'allow' I had to go away to the desktop, and I could only by ctrl-alt-del.
The second time (as the exception was added) it ran fine.
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 31 Jul 2015, 19:44

I've released the 0.6.0 RC1. It is available here:
ftp://download.tuxfamily.org/opendungeo ... VS2013.zip

It is not really the 0.6.0 since I've already seen that changing the renderer do not work. Moreover, we need to update the changelogs/readme and stuff. But from now on, we should not merge new features, only bugfixes if we find bugs.

- Added smooth cooldown when casting a spell
- Added smooth cooldown for research (refreshed each time the research tree is open)
- New multiplayer map: Ruins of the confluent
- Display a message when research queue is empty if the player owns a library
- Made Portal wave more configurable (so that it can attack when a player comes too close)
- Fixed Water/Lava tiles animation
- Support to play sounds on some events (creature fights, picking, drop, building room/traps, ...)
- The research tree can be changed by the player
- Tweaked research dependencies
- Tweaked spell cooldowns and research prices

Enjoy ^^

@Akien The release is based on my current repo which will be the same as the main repo when my PR gets merged
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Re: [DONE] OD Windows binaries

Postby Akien » 31 Jul 2015, 21:42

And here is the corresponding Linux 64bit binary: http://download.tuxfamily.org/opendunge ... 64.tar.bz2

BTW, I think I'll create a new thread for dev snapshots, as the "OD Windows binaries" title is not really fitting anymore ;)
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 05 Aug 2015, 21:21

Here is the RC2 that fixes the bugs we have seen in RC1:
http://download.tuxfamily.org/opendunge ... VS2013.zip

Note that we have found a workaround for the crash when some entities were removed. If we catch @Lowerthanred on IRC, when the linux binaries will be there, it could be nice to ask him to try it to see if he gets a crash again.

The bug list is here:
https://github.com/OpenDungeons/OpenDungeons/issues/905

@Akien @Bertram Could you please build the linux binaries ?
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Re: [DONE] OD Windows binaries

Postby Akien » 05 Sep 2015, 14:52

Here is the 0.6.0 RC3 for Linux 64bit, I skipped RC2 due to low connectivity, but now you can play the latest on Linux too. hwoarangmy will soon upload Windows binaries too.
We expect this one to be the final 0.6.0, so please give it a try and make sure that there are no blocking bugs.
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 05 Sep 2015, 19:17

I've also uploaded the 0.6.0 RC3 windows binary:
http://download.tuxfamily.org/opendunge ... VS2013.zip

The linux 0.6.0 RC3 uploaded by Akien can be found:
http://download.tuxfamily.org/opendunge ... 64.tar.bz2

@Danimal, I've uploaded a dev snapshot with the prison if you want to have a look and test some wall models:
http://download.tuxfamily.org/opendunge ... VS2013.zip
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Re: [DONE] OD Windows binaries

Postby eugeneloza » 06 Sep 2015, 13:05

Tried 0.6.0 RC3 windows binary - works flawlessly for me.
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Re: [DONE] OD Windows binaries

Postby Danimal » 06 Sep 2015, 21:56

tried it as well, not bad at all for a first implementation, my suggestions:

- Dropped creature needs an icon different to KO creatures
- Time to get up needs to be fine-tuned, the heavier and powerful the creature the longer, kobolds should only have 0.5 seconds or so time
- So far enemy creatures die into prison and no skeleton (the one looking like a gnome ;) ) comes out, its that rigth? only a corpse is produced
- healing spell should work into imprisioned creatures
- it would be nice if they ate chickens dropped on prison
- Imprison option could have its own button just like research/objective and setting does, it could change colour or icon when activated
- we should be able to slap imprisioned creatures
- Is there a harcoded creature limit?
- A few rats to make the prison more confortable :D
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 07 Sep 2015, 11:14

Danimal {l Wrote}:- Dropped creature needs an icon different to KO creatures
ok. Let's find something

Danimal {l Wrote}:- Time to get up needs to be fine-tuned, the heavier and powerful the creature the longer, kobolds should only have 0.5 seconds or so time
Then, we need to add that to creature definitions

Danimal {l Wrote}:- So far enemy creatures die into prison and no skeleton (the one looking like a gnome ;) ) comes out, its that rigth? only a corpse is produced
Yes, it is expected as we don't have the skeleton. Spawning the horrible creature in the crypt was just a try to make sure it worked. Now, we know it does so we only need the model in prison. Note that if we release a skeleton in prison, we should not get a corpse. It will be destroyed when the skeleton rises.

Danimal {l Wrote}:- healing spell should work into imprisioned creatures
ok

Danimal {l Wrote}:- it would be nice if they ate chickens dropped on prison
As you can expect, when in jail, creatures do not have a normal upkeep turn. Doing that is not that easy (even if doable).

Danimal {l Wrote}:- Imprison option could have its own button just like research/objective and setting does, it could change colour or icon when activated
Yes it could but we might need some more options later so I guess a menu is better to display all the "game configurable" options.

Danimal {l Wrote}:- we should be able to slap imprisioned creatures
ok

Danimal {l Wrote}:- Is there a harcoded creature limit?
Yes. It depends on portals (but we might want skeletons to not be counted). There is also a limit in the config for global creatures (including skeletons and everything else) to avoid performance problems.

Danimal {l Wrote}:- A few rats to make the prison more confortable :D
Do we have a model ?

I will open an issue for the stuff about prison improvements
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 12 Sep 2015, 15:59

I've uploaded new dev binaries:
http://download.tuxfamily.org/opendunge ... VS2013.zip

In addition to the prison room, there are bridges (wood and stone). Wooden bridges are for water only. Stone bridges are for water and lava. Bridges cannot be destroyed by creatures. They have to be claimed. However, they can be sold.
For the remind, creatures with a speed = 0 over water/lava cannot cross it. Note that if you sell a bridge while a creature that cannot cross the tile is on, it won't move anymore (but will not loose HP).
HP loss will have to be in the creature definition and will come later ^^

@Danimal: Note that the stone bridge do not have the star and the wooden bridge is entirely coloured which looks weird (you can have a quick look by launching Skirmish 2v2 small test map)
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Re: [DONE] OD Windows binaries

Postby Danimal » 12 Sep 2015, 21:48

i will take a look, nice update ;)

Whoa, i was utterly raped by crack-fueled dragons on small 2vs2; anyways, the problems comes from materials, they should be like the tiles one, one is leaking mask color (wooden ) and the stone its not using its alpha mask, tomorrow ill have a proper look.
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 26 Sep 2015, 10:34

I've uploaded new dev binaries:
http://download.tuxfamily.org/opendunge ... VS2013.zip

- Fixed bridge materials
- Bridges can be built on water/lava in editor mode without having to be connected to a claimed tile
- Number of turns a creature is stunned is configurable
- When a creature is in jail, the jail owner sees it KO when he drops it
- When a creature is in jail, the jail owner only can slap the creature
- Creatures in jail show an icon to every player with vision
- When a creature is in jail, the jail owner can heal it
- Fixed worker blinking when it gets picked up while carrying something or having a spell on it
- Fixed creature misplacement for sleeping and made it configurable
- Used the new icons for prison stuff
- Fixed server player being renamed "You" when loading a multiplayer savegame
- Moved OD to verion 0.7.0
- Improved ranged fighting behaviour
- Implemented creature skills
- added creature skills "heal" and "explosion" (the bigdragon in 2v2 small test map can cast both)
- Use skills for melee + ranged fighting behaviour (allowing to use warmup and cooldown) - warmup is the number of turns the creature will not move after using a skill and cooldown is the time during which the skill cannot be used again but the creature can move and use another skill
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Re: [DONE] OD Windows binaries

Postby Vandar » 30 Sep 2015, 15:12

hwoarangmy {l Wrote}:- When a creature is in jail, the jail owner only can slap the creature


Sounds kind of logical, but what is it good for?
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Re: [DONE] OD Windows binaries

Postby Danimal » 01 Oct 2015, 00:28

To euthanize it or to lower its HP if its high because you healed it or it auto-heals
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Re: [DONE] OD Windows binaries

Postby Akien » 01 Oct 2015, 06:47

Vandar {l Wrote}:
hwoarangmy {l Wrote}:- When a creature is in jail, the jail owner only can slap the creature


Sounds kind of logical, but what is it good for?

/me grins evilly.

Because that's fun of course! :lol:
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 03 Oct 2015, 12:22

I've uploaded new dev binaries:
http://download.tuxfamily.org/opendunge ... VS2013.zip

- Fixed a bug avoiding creatures to attack rooms (bug in creature skill implementation)
- Added support for gem tiles (infinite gold but longer to dig - can be configured in the config files)
- Fixed a bug that made some tiles have wrong rotation when claimed (happened when sharing the same mesh for both states)
- Improved a bit more fighting behaviour
- Added a new damage type

Enjoy ^^
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 11 Oct 2015, 21:56

I've uploaded new dev binaries:
http://download.tuxfamily.org/opendunge ... VS2013.zip

- Settings button on main menu more visible
- Fixed in editor gem button over claimed button
- Allowed to have missiles with no mesh, only particle effect (and use it for wizard)
- Fixed creatures stuck when over a wall
- Notify the player if he doesn't own any worker
- Added an offset to chickens and spiders when they move
- Added support in creature definition to tune creature behaviour
- Fixed creature size not being bigger when the creature levels up
- Allowed missiles to have a specific target (allowing ranged units to damage natural enemies)
- Fixed a bug in mood parameters resulting in some mood modifiers not being applyed
- Added a new creature type skeleton from sommoning wars
- Added a new creature type lych from sommoning wars
- Renamed awakeness to wakefulness
- Many code cleaning (could cause regressions)
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Re: [DONE] OD Windows binaries

Postby charlie » 11 Oct 2015, 22:58

Great work hwoarangmy. Looking forward to trying out the next version. I'll give it a go if I can build it or there are Linux binaries available. :)
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Re: [DONE] OD Windows binaries

Postby Akien » 12 Oct 2015, 17:15

charlie {l Wrote}:Great work hwoarangmy. Looking forward to trying out the next version. I'll give it a go if I can build it or there are Linux binaries available. :)

Guess I'll make some binaries then :D
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 12 Oct 2015, 18:06

Akien {l Wrote}:Guess I'll make some binaries then :D
Note that if you want to have the same changelog, you will need to wait for my next PR (which will come when the current one is merged).
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Re: [DONE] OD Windows binaries

Postby Akien » 15 Oct 2015, 22:54

charlie {l Wrote}:Great work hwoarangmy. Looking forward to trying out the next version. I'll give it a go if I can build it or there are Linux binaries available. :)

Here's a Linux 64-bit portable binary based on the latest developments in OD (hwoarangmy's current huge pull request): http://download.tuxfamily.org/opendunge ... x64.tar.xz
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 24 Oct 2015, 20:25

I've uploaded new dev binaries:
http://download.tuxfamily.org/opendunge ... VS2013.zip

- Better logic for logs thanks to knight666
- In the editor, created traps are activated by default
- Display max gold (depending on owned treasuries)
- Higher priority for carrying (treasuries, corpses or KO creatures, ...)
- Mouse wheel do not zoom anymore when used over chat or event windows ingame
- Huge creature balancing
- Changed some creatures to hero team to have 3 creatures per tier for each faction
- Added 3 new spells (Slow, Weak, Strength) with corresponding creature skills

Note that for balancing, I've set 1 specialized attack type per tier (Physical, Magical and Elemental). Each creature only deal damage of 1 type. For each tier, there is a triangle (Each creature is better than another one of its tier). For example, Troll is better than PitDemon, PitDemon is better than Dragon and Dragon is better than Troll.
Moreover, I've balanced so that at level 7 (more or less) a creature can handle its stronger level 1 tier (Dragon level 7 will start to win versus a Troll level 1).
At level 10 a creature can handle its tier + 1 equivalent (same specialized attack).

ATM, The only creature to use skills is the big dragon in the skirmish 2v2 small test map. Other creatures only use Melee and Ranged attacks.

@Akien If you want to make Linux binaries, I built from my current repo
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