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Re: [DONE] OD Windows binaries

PostPosted: 22 Aug 2014, 09:49
by Bertram
Me gain,

I've updated the download links on the website and removed a few obsolete stuff from the download page, in favor of links to the wiki instead.

@oln:
I know I'm demanding but when you have the time to, could you in there:
http://sourceforge.net/projects/opendun ... 20Release/

- Move the linux tar.gz file to the old release folder ? Github should be our download reference anyway for source until we have a proper release.
- Let only the first sentence in the README file. All the rest is rather obsolete, or worse wrong, IMHO and everything is on the website.

Thanks a lot!

Re: [DONE] OD Windows binaries

PostPosted: 24 Aug 2014, 13:36
by oln
I've update the README.

the linux tar.gz is a linux binary package, not the source. Though it is of course very outdated now. Should I still move it?

Re: [DONE] OD Windows binaries

PostPosted: 24 Aug 2014, 13:50
by Akien
I guess it would make sense to move the binary package if it's outdated. This way Linux users can still find it, but are aware that it's not representative of the current state of the game.

Re: [DONE] OD Windows binaries

PostPosted: 26 Aug 2014, 09:41
by Bertram
Hi @oln, :)

I guess it would make sense to move the binary package if it's outdated. This way Linux users can still find it, but are aware that it's not representative of the current state of the game.

Yeah, Akien is definitely right, IMO.

Could you move it to oldies as well? We should push linux users to compile themselves until (hopefully) distributions start packaging it. Linux binary packages aren't that reliable anyway between different systems, unfortunately.

Regards,

Re: [DONE] OD Windows binaries

PostPosted: 27 Sep 2014, 13:40
by Bertram
WIP post to prepare the some sandy next stable version changelog and Win32 binary: (2014/09/28 or 29)

So, what's new?

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)

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)

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. ;)

Maybe yes, maybe no, not sure yet:
- The game is following the user data dir standards on Linux and Windows...

Feel free to complete, fix stuff said here.

Re: [DONE] OD Windows binaries

PostPosted: 27 Sep 2014, 14:34
by Danimal
Whoa :D

Re: [DONE] OD Windows binaries

PostPosted: 27 Sep 2014, 18:11
by hwoarangmy
If you don't mind waiting a bit, I'm nearly done on allowing creatures to kill a trap :)
I'm saying that because currently, even if the canon is not as deadly as it used to be (thanks to Bertram), it is still invincible...
And you might end up with claimable spike trap as a bonus for patience ;)

Re: [DONE] OD Windows binaries

PostPosted: 27 Sep 2014, 21:10
by Bertram
If you don't mind waiting a bit, I'm nearly done on allowing creatures to kill a trap :)
I'm saying that because currently, even if the canon is not as deadly as it used to be (thanks to Bertram), it is still invincible...
And you might end up with claimable spike trap as a bonus for patience ;)

Curious, now I've read this text, I'm not motivated anymore for a release. ;) I think I'll wait a bit for motivation to return. ;)

Re: [DONE] OD Windows binaries

PostPosted: 27 Sep 2014, 23:54
by oln
Bertram {l Wrote}:- Normalized sounds to avoid saturation glitches on linux where SFML is using libsnd for 32-bit floating point audio. (Bertram)

Why in the world would it use 32-bit floating point audio? Are we using 32-bit floating point audio?

Re: [DONE] OD Windows binaries

PostPosted: 28 Sep 2014, 00:16
by Bertram
Why in the world would it use 32-bit floating point audio? Are we using 32-bit floating point audio?

Yep, aka ogg/vorbis files.

Re: [DONE] OD Windows binaries

PostPosted: 01 Oct 2014, 00:18
by hwoarangmy
I've posted my PR. If there is no problem, you can go for the release with working traps ^^
Canons can be attacked or claimed
Spike cannot be attacked but they can be claimed
Spike is triggered when an ennemy goes on the tile but it damages every creature there including allied.
If you build several traps in a row, they will trigger independently (if you build 2 spike traps, only the triggered one will do damage)

Re: [DONE] OD Windows binaries

PostPosted: 01 Oct 2014, 10:26
by Danimal
Nice, that PR puts the traps into working order :D

Re: [DONE] OD Windows binaries

PostPosted: 01 Oct 2014, 18:50
by Bertram
Excellent :D

I'll test in more or less two hours and merge if everything goes well.
Then, I propoose to merge back to stable and do a win32 rolling release. ;)

Best regards,

Re: [DONE] OD Windows binaries

PostPosted: 01 Oct 2014, 21:01
by Akien
Bertram {l Wrote}:Then, I propoose to merge back to stable and do a win32 rolling release. ;)

+1 \o/

Re: [DONE] OD Windows binaries

PostPosted: 01 Oct 2014, 22:39
by Bertram
Merged latest hwoarangmy's work, andmerged dev to stable. I'm on the rolling release... ;)

Re: [DONE] OD Windows binaries

PostPosted: 01 Oct 2014, 23:35
by Danimal
gimmie gimmie! testing all the models has turned my version onto something surrealistic :?

Re: [DONE] OD Windows binaries

PostPosted: 01 Oct 2014, 23:55
by oln
If any of you have a working OgreMeshUpgrader, please upgrade the meshes before the release. The one on my system doesn't work for some reason.

Re: [DONE] OD Windows binaries

PostPosted: 02 Oct 2014, 08:49
by hwoarangmy
What is OgreMeshUpgrader for ?

Re: [DONE] OD Windows binaries

PostPosted: 02 Oct 2014, 08:50
by Bertram
Hey, :)

gimmie gimmie! testing all the models has turned my version onto something surrealistic :?

The binary will be uploaded tonight. :)
Last night, I couldn't afford doing it for several reason, but I'll report the interesting ones here:

- The MSVC build cannot locate std::round() even with c++11 feature enabled (always are in MSVC 2012) and with the inclusion of <cmath>.
I already had the problem that's why I've created the Helper::round() function for that.
Maybe we can change the code so that if round is defined, Helper::round() uses it and if not provide a fallback implementation,
but anyway, use Helper::round() in the code?

- The second thing is that for unknown reason, the cmake flag OD_VERSION wasn't created when reconfiguring the cmake build, so I had to create
the variable myself. Does someone know why?

oln {l Wrote}:If any of you have a working OgreMeshUpgrader, please upgrade the meshes before the release. The one on my system doesn't work for some reason.

Same here, tried on both MSVC and linux build of the upgraders... ?
The linux ones did even worse in fact, as they seemingly upgraded the mesh but only produced broken files as reported by Ogre when running the game.
I have no solution so far and i must say I didn't take the time to report, yet.

Best regards,

Re: [DONE] OD Windows binaries

PostPosted: 02 Oct 2014, 09:15
by oln
hwoarangmy {l Wrote}:What is OgreMeshUpgrader for ?

It's to update the meshes to the latest format so ogre doesn't complain when loading.

I've only tried OgreMeshUpgrader from the repository in ubuntu, but it crashes after failing to load the file. I've looked at the source code for it, but I can't find out why it crashes.

Re: [DONE] OD Windows binaries

PostPosted: 02 Oct 2014, 11:07
by Akien
Bertram {l Wrote}:- The second thing is that for unknown reason, the cmake flag OD_VERSION wasn't created when reconfiguring the cmake build, so I had to create
the variable myself. Does someone know why?

Wasn't it created at all, or is it just that it's not cached, so it doesn't appear in cmake-gui or the CMakeCachte.txt?
OD_VERSION is defined here and I don't see anything wrong: https://github.com/OpenDungeons/OpenDun ... xt#L16-L22

Re: [DONE] OD Windows binaries

PostPosted: 02 Oct 2014, 16:32
by Bertram
Akien {l Wrote}:
Bertram {l Wrote}:- The second thing is that for unknown reason, the cmake flag OD_VERSION wasn't created when reconfiguring the cmake build, so I had to create
the variable myself. Does someone know why?

Wasn't it created at all, or is it just that it's not cached, so it doesn't appear in cmake-gui or the CMakeCachte.txt?
OD_VERSION is defined here and I don't see anything wrong: https://github.com/OpenDungeons/OpenDun ... xt#L16-L22

It wasn't created at all, as when I started the game the version displayed was "undefined".

Best regards,

Re: [DONE] OD Windows binaries

PostPosted: 02 Oct 2014, 21:34
by Bertram
Uploading. :)

After some more fiddling, the flag defined with the -D parameters aren't taken in account by MSVC. I had to define those by hand in the preprocessor.

Stay tuned!

Re: [DONE] OD Windows binaries

PostPosted: 02 Oct 2014, 21:56
by Bertram
New Win32 rolling release! :)

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

Changelog:

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. ;)

Enjoy! :D

Re: [DONE] OD Windows binaries

PostPosted: 02 Oct 2014, 22:32
by Danimal
lets see :cool: