[DONE] OD Windows binaries

Re: [DONE] OD Windows binaries

Postby hwoarangmy » 03 May 2015, 00:07

Thanks for the feedback. I will remove the old one then.

EDIT: Done. I've removed the old and renamed the working one.
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Re: [DONE] OD Windows binaries

Postby Danimal » 03 May 2015, 13:37

Finally tested the latest one, the creature offset gives it a whole new impression, particles work, they are simple but for a first time they are nice: i can see the researched book and portal having them always on for more shine.

The things i didnt like too much:

Spell counter: not continuous, it jump on 0.3 sec intervals
Spell countdown: i guess they should be different for each spell, 10 sec for everything is not rigth

I would also add:
Wave portal creature limit, to avoid forming a horde roaming around(unless we want)
Particles for Researched book
Particles for Portal
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Re: [DONE] OD Windows binaries

Postby eugeneloza » 03 May 2015, 14:01

Wave portal creature limit, to avoid forming a horde roaming around(unless we want)

Now I get why they are always so many! :cool:
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 03 May 2015, 20:51

Danimal {l Wrote}:Finally tested the latest one, the creature offset gives it a whole new impression, particles work, they are simple but for a first time they are nice: i can see the researched book and portal having them always on for more shine.
Good idea. And the good thing is that it is pretty easy to do by changing only the particle scripts. If you want, for tests, in the 2v2 test skirmish map, I can add particle effects on the bigknight for a long time so you can play with the script without having to cast any spell.

Danimal {l Wrote}:Spell counter: not continuous, it jump on 0.3 sec intervals
That's because it is updated every turn. If it hurts you so much, we can simulate a countdown to have something smoother. However, the idea would be to have a progressbar in the spell tab showing the cooldown for every spell. @Bertram is working on that with CEGUI guys.

Danimal {l Wrote}:Spell countdown: i guess they should be different for each spell, 10 sec for everything is not rigth
It is configurable in config/spells.cfg. I've added default values to test but feel free to change if you want. See more the spells as a test than a real ingame feature. If you don't like the way they work (by selecting tiles), the particle effects or even the icons, that can be changed later. I just wanted to implement the logic and have something to see if it works.

eugeneloza {l Wrote}:Now I get why they are always so many! :cool:
They spawn from the portal at the defined rate (defined in the level). But if you don't kill them, they will spawn until the current max creatures per seat is reached (30 ATM). Note that spawning rate and spawn begin.end turn can be changed in the level file.
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Re: [DONE] OD Windows binaries

Postby Danimal » 04 May 2015, 10:53

so i see mostly everything is shorted out, thanks for the answer Hwoa
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 10 May 2015, 09:46

The new release is available:
http://sourceforge.net/projects/opendun ... p/download

It includes:
- Many code cleaning
- Fixed heal spell particle effect (on linux)
- decreased spell cooldowns
- Tweaked the way spell/room/trap price is displayed when selecting tiles
- Call to war mesh is now correctly displayed when the spell is cast
- Spells are not cast anymore if there is no available target
- When they attack, wizards now launch a magic missile
- Redid the flare texture (and a new one for heal spell)
- Added the mystery box (not used ingame yet)
- Health now has 8 states in the creature overlay
- Creature overlay is now refreshed when a creature becomes rogue
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Re: [DONE] OD Windows binaries

Postby Danimal » 11 May 2015, 15:03

Except for going rogue (didnt try) i confirm the rest work
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 17 May 2015, 14:57

The new dev release is uploaded:
http://sourceforge.net/projects/opendun ... p/download

It includes:
- Improved wizard missiles allowing them to hit rooms/traps
- Code cleaning by using managers for rooms and traps
- Added animations fallbacks when an animation is missing in a mesh (for example, if missing "sleep", a creature will use "die" when trying to sleep)
- Replaced ingame main tab texts by icons
- Renamed gui files to make them more understandable
- Tooltips for tabs
- Added support to optionally select lan levels from the skirmish menu
- Added creature overlays when in bad mood (hungry, tired, angry, ...)
- Implemented wooden doors trap (can be open/closed by slapping)
- Fixed crash when AI repaired rooms
- Fixed crash when empty action list creatures was read
- Many code cleaning
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Re: [DONE] OD Windows binaries

Postby Akien » 17 May 2015, 16:31

You Windows players are so privileged, you get new features even before the developers! :P
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 17 May 2015, 16:51

Akien {l Wrote}:You Windows players are so privileged, you get new features even before the developers! :P
No worries, the PR is released. You can play with doors as you want ^^
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Re: [DONE] OD Windows binaries

Postby Bertram » 18 May 2015, 23:03

Hmm, I'd rather think hwoarangmy is using the win binaries for his own evil experiments on windows users. Wait? Did I write that publicly?
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Re: [DONE] OD Windows binaries

Postby Akien » 19 May 2015, 07:56

Bertram {l Wrote}:Hmm, I'd rather think hwoarangmy is using the win binaries for his own evil experiments on windows users. Wait? Did I write that publicly?

Hehe, closed source Windows binaries? How evil :D
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 19 May 2015, 09:03

Bertram {l Wrote}:Hmm, I'd rather think hwoarangmy is using the win binaries for his own evil experiments on windows users. Wait? Did I write that publicly?
And that's only a first step for conquering the world ^^
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 24 May 2015, 01:21

The new dev release is uploaded:
http://sourceforge.net/projects/opendun ... p/download

It includes:
- Fixed icons being a bit off edge
- Disabled double/triple clicking on titlebars
- Fixed crash when opening twice the console in consecutive games
- Fixed rooms/traps/spells events messages
- Added an event message for wooden door trap
- Added a new mesh for wooden door
- Fixed scarab noze size
- Improved creatures AI
- Allowed to launch OD in standalone server mode

@Akien If you want to do a linux tarball, it is based on my current repo (same as yours but with a commit for the bugs you have seen)
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Re: [DONE] OD Windows binaries

Postby Akien » 24 May 2015, 16:32

hwoarangmy {l Wrote}:The new dev release is uploaded:
http://sourceforge.net/projects/opendun ... p/download

And the corresponding Linux 64bit binary is online too: http://sourceforge.net/projects/opendun ... z/download
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 07 Jun 2015, 14:27

I've released another dev build:
http://sourceforge.net/projects/opendun ... p/download

It adds:
- Improved workers behaviour
- Allows appData (the path where logs/replays/saves/... are stored) to be forced by launching OpenDungeons --appData=c:/temp/od/
- Changed pickup logic. Now, you have to hover the tile where you want to pickup something and clic. Note that it will choose the closest entity allowing you to choose which creature to target
- Added more logs to have more context to understand what happens when there is a bug
- Many bugfixes / code refactoring

@Akien If you want to do a linux binary, this one is based on my current repo

EDIT: removed what was not included since I didn't rebase after creating my PR
Last edited by hwoarangmy on 07 Jun 2015, 18:14, edited 2 times in total.
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Re: [DONE] OD Windows binaries

Postby Akien » 07 Jun 2015, 17:42

I've made a Linux dev build, but SF is down so I can't upload it :p I'll post it later tonight.

Edit: It is now online: http://sourceforge.net/projects/opendun ... z/download
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Re: [DONE] OD Windows binaries

Postby eugeneloza » 09 Jun 2015, 07:25

Found 3 bugs today morning:
1. Gold tiles upper textures are not seamless for corner tiles.
2. The worker select is seen through the research window.
3. The workers don't claim walls near gold.
Attachments
WorkerSeenThroughResearch.jpg
KoboldsDontClaimTilesNearGold.jpg
GoldTileMismatch.jpg
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Re: [DONE] OD Windows binaries

Postby Akien » 09 Jun 2015, 10:30

eugeneloza {l Wrote}:2. The worker select is seen through the research window.

That would be related to this bug: https://github.com/OpenDungeons/OpenDungeons/issues/784
eugeneloza {l Wrote}:3. The workers don't claim walls near gold.

I haven't seen that yet, but if you can reproduce, please open a ticket :)
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 09 Jun 2015, 10:38

eugeneloza {l Wrote}:1. Gold tiles upper textures are not seamless for corner tiles.
That's how it was done previously to tilesets. If we want, we can link full tiles together just by playing with the tileset config file.

eugeneloza {l Wrote}:2. The worker select is seen through the research window.
That's related to overlays being displayed in front of the GUI. That will be fixed in my next PR.

eugeneloza {l Wrote}:3. The workers don't claim walls near gold.
That's not related to gold. That's because there must be some not accessible claimable ground tile. That will also be fixed in my next PR.

Thanks for your feedback.
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 14 Jun 2015, 12:52

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

It includes:
- Fixed autocompletion in the console
- Display picked up creatures with size independant from zoom
- Display CEGUI UI on top of overlays (except keeper hand)
- Added console command to unlock all researches ("unlockresearches")
- Fixed creatures not being picked up in the editor
- Improved logs in Tile class + avoid refreshing floodfill in the editor
- Display a message when a player builds a trap but do not own a workshop
- Fixed worker being stuck when near an unaccessible claimable tile
- Used a camera to display the minimap
- Added a setting menu ingame to allow changing video settings (replaces the Ogre startup window)
- Added the D3D renderer for windows + HLSL scripts
- Fixed door size
- Do not send "Payday" message to players not owning any fighter creature

@Danimal @eugeneloza Could you please try to change the renderer and check if it works well for you ? Note that when you change the renderer, the game will quit.
Last edited by hwoarangmy on 14 Jun 2015, 18:15, edited 1 time in total.
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Re: [DONE] OD Windows binaries

Postby Danimal » 14 Jun 2015, 14:49

@Danimal @eugeneloza Could you please try to change the renderer and check if it works well for you ? Note that when you change the renderer, the game will quit.

Yes, its working :) , i was a bit surprised when i didnt see the ogre startup windows
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 14 Jun 2015, 18:14

Danimal {l Wrote}:
@Danimal @eugeneloza Could you please try to change the renderer and check if it works well for you ? Note that when you change the renderer, the game will quit.

Yes, its working :) , i was a bit surprised when i didnt see the ogre startup windows
Yes, I should have added in the change log that the settings window replaces the Ogre startup window. I will edit that
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Re: [DONE] OD Windows binaries

Postby hwoarangmy » 12 Jul 2015, 20:53

Here is another dev snapshot:
http://download.tuxfamily.org/opendunge ... VS2013.zip

Includes:
- Displays a popup when the render is changed in the settings menu
- Upgraded tileset
- Improved fighter behaviour so that they directly go to sleep when sleepy or eating when hungry
- Full custom settings, we don't use Ogre window at startup anymore
- New mesh for "call to war" spell
- Avoided slapping creatures when dropping them by adding a 1s cooldown before allowing slapping
- Added a "haste" creature spell
- Display a progressbar on the research menu
- Fixed traps that could not be destroyed in the editor
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Re: [DONE] OD Windows binaries

Postby Akien » 13 Jul 2015, 08:09

And here is the corresponding Linux 64bit snapshot, see the changelog above: ftp://download.tuxfamily.org/opendungeo ... 64.tar.bz2
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