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Re: [DONE] OD Windows binaries

PostPosted: 24 Mar 2015, 23:41
by Vandar
Got it. Now I need some time to test :p

Re: [DONE] OD Windows binaries

PostPosted: 27 Mar 2015, 11:33
by Vandar
I've played for a while, and I discovered no real problems. Saving and loading works for me, gameplay was solid, didn't find any bugs or such.

The only problem that I had was the research tree, I didn't understand the icons. Tooltips will be great :) But eventually research seemed to work and I got the training hall, workshop and crypt rooms. I didn't engange the enemies on the map yet, first I want to manufacture some traps and fortify my dungeon further. The 20/20 creatures display is good, now I know if I have maxed my troops.

Re: [DONE] OD Windows binaries

PostPosted: 27 Mar 2015, 11:35
by Bertram
Hey, :)

Thanks for the feedback, I'll add tooltips asap. :)

Best regards,

Re: [DONE] OD Windows binaries

PostPosted: 29 Mar 2015, 14:00
by hwoarangmy
Here is today's snapshot. It is based on the current repository + my PR about wave portal.
http://sourceforge.net/projects/opendun ... p/download

Changelog:
- Added the keeper hand in every menu
- Rotated workshop tables
- Fixed marked tiles visual bug
- Added icon on windows
- Portals cannot be destroyed anymore. They have to be claimed
- Many code cleaning and removed many unused stuff (meshes, images, ...)

@Akien If you want to do a similar Linux tarball, my release is based on my exact current repository.

Re: [DONE] OD Windows binaries

PostPosted: 29 Mar 2015, 17:47
by Akien
hwoarangmy {l Wrote}:@Akien If you want to do a similar Linux tarball, my release is based on my exact current repository.

Done: http://sourceforge.net/projects/opendun ... z/download

It's nice to see that we gained 15 MB with the materials and meshes spring cleanup :)

Re: [DONE] OD Windows binaries

PostPosted: 07 Apr 2015, 21:20
by hwoarangmy
I'm currently doing a win32 release based on the main repository. @Akien could you please do the linux version ?

Re: [DONE] OD Windows binaries

PostPosted: 07 Apr 2015, 22:01
by Akien
hwoarangmy {l Wrote}:I'm currently doing a win32 release based on the main repository. @Akien could you please do the linux version ?

I'm on it :)

Edit: It's online: https://sourceforge.net/projects/opendu ... Snapshots/

The repo has grown a bit again due to the addition of normal maps, I see that many normal maps are twice as big as the original textures, I guess Danimal used a too high quality setting for the PNG it looks like blueish normal maps are actually harder to optimise than varied motifs :)
I'll have a look at optimising it all.

Re: [DONE] OD Windows binaries

PostPosted: 07 Apr 2015, 22:56
by hwoarangmy
The new release is here:
http://sourceforge.net/projects/opendun ... p/download

The changes are:
- Added wave portals that spawn groups of creatures and that tries to dig to enemy dungeon
- Added a new level using a wave portal
- New room object for workshop (work bench)
- New chat logic system that allows using non ascii chars and that can use icons and colors to make messages more appealing
- Improved portal vertex
- Portals now stop spawning when the owner dungeon heart is destroyed
- Added tooltips in the research tree
- Bug fixes and code/materials cleaning

Now, we just have to set up some lan games. It has been a while and OD has changed much since the last ^^

Re: [DONE] OD Windows binaries

PostPosted: 07 Apr 2015, 23:01
by Vandar
Aha. I see Zerg rush portals coming as extension of the wave portals :P

Why are the hearts called temples in the game itself?

Re: [DONE] OD Windows binaries

PostPosted: 08 Apr 2015, 00:54
by Danimal
Aha. I see Zerg rush portals coming as extension of the wave portals :P

You have no idea yet of how true that will become :cool:
Why are the hearts called temples in the game itself?

The initial developers tried to make everything different sounding than Dungeon keeper, so they renamed all, but its easier for someone who has played DK to know whats the dungeon heart instead of dungeon temple, and they were so overzealous with that matter to the point of naming Dojo to the training hall and many others that sounded really bad. For better understanding we are calling it the same as DK, and it sounds far bettter than dungeon temple, even if we rename it in the future to void IP issues

Re: [DONE] OD Windows binaries

PostPosted: 08 Apr 2015, 06:40
by Akien
Danimal {l Wrote}:
Why are the hearts called temples in the game itself?

The initial developers tried to make everything different sounding than Dungeon keeper, so they renamed all, but its easier for someone who has played DK to know whats the dungeon heart instead of dungeon temple, and they were so overzealous with that matter to the point of naming Dojo to the training hall and many others that sounded really bad. For better understanding we are calling it the same as DK, and it sounds far bettter than dungeon temple, even if we rename it in the future to void IP issues

I agree that "Dojo" is not really fitting, at least to our models for the training hall :) As to Dungeon Temple, I don't think it sounds bad. I haven't really played DK, so I'm not as biased as DK fans, and I think the players won't really care whether it's a heart or a temple; it's just massive and important :) Now if we stick to the "temple" thing, we might want to make that part of the gameplay, with worshippers and such ;)

Re: [DONE] OD Windows binaries

PostPosted: 08 Apr 2015, 08:16
by hwoarangmy
Akien {l Wrote}:As to Dungeon Temple, I don't think it sounds bad. I haven't really played DK, so I'm not as biased as DK fans, and I think the players won't really care whether it's a heart or a temple; it's just massive and important :) Now if we stick to the "temple" thing, we might want to make that part of the gameplay, with worshippers and such ;)
I agree dungeon temple doesn't sound that bad. Actually, it is my mistake to call it dungeon heart because it was called like that in the original DK. But in the original game, temple was a special room with worshippers...

Re: [DONE] OD Windows binaries

PostPosted: 08 Apr 2015, 10:30
by Vandar
First I was confused by the name "temple", it took a while till I understood that it is the "dungeon heart". Short reasoning in favor of heart: A heart keeps the being alive. A heart can't be repalced easily. Loss of the heart means death. Most being have onbly one heart. Temples are numerous, loss of one doesn't end life, not even a religion. Temples can be replaced.

-> To me a heart is much more important to the whole than a temple. If you need another name "core", "nexus" or maybe "nucleus" sound better than temple to me. I'd go for core.

Re: [DONE] OD Windows binaries

PostPosted: 08 Apr 2015, 13:03
by Danimal
I just played the new release and its pretty good! :D

The good:
The new workshop model looks awesome in action! i need to do more animated models :lol:
The new message system look awesome
Researching is almost there and looking good as well
Portal claiming!
Normals! models look better now


The bad: Save for a few things i exposed in Github and are resumed into getting a slower pace.
I discovered clicking on empty ground plays the dig sound.
Got raped by Lv15 Bigknigths in new level :( , im starting to understand certain person fears...
Known graphical issues
Music scores, i located an awesome resource, we will get to there soon

The ugly:
Bigknigths player raping habits, they are not the ultimate hero unit for nothing... :cry:

Re: [DONE] OD Windows binaries

PostPosted: 08 Apr 2015, 20:38
by hwoarangmy
Danimal {l Wrote}:I discovered clicking on empty ground plays the dig sound.
That's fixed in my new PR.

Danimal {l Wrote}:Got raped by Lv15 Bigknigths in new level :(
I've never really tried to win the level. So far, I've always just let it play alone letting a gold tile to make sure my dungeon is not too well walled or walling the dungeon to see how the portal wave behaves. However, I've set the waves to make sure the keeper couldn't win. I'm not really sure if a player can really win...

Re: [DONE] OD Windows binaries

PostPosted: 09 Apr 2015, 19:13
by hwoarangmy
As requested by Akien, I've uploaded a new release based on the current repository:
http://sourceforge.net/projects/opendun ... p/download

Re: [DONE] OD Windows binaries

PostPosted: 09 Apr 2015, 23:16
by Danimal
How did the lan party go? did any of you cry? :D

Re: [DONE] OD Windows binaries

PostPosted: 10 Apr 2015, 09:24
by hwoarangmy
Danimal {l Wrote}:How did the lan party go? did any of you cry? :D
Well, the game is pretty playable and fun. But not already ready for the release candidate as we have seem some bugs and opened many tickets ^^

Re: [DONE] OD Windows binaries

PostPosted: 10 Apr 2015, 12:07
by Bertram
Well, I almost cried when both Akien and Hwo hurled toward my dungeon at the same time. ;)

But I'm sure Infrared had fear in his heart when clicking on the join game button. :>

Re: [DONE] OD Windows binaries

PostPosted: 13 Apr 2015, 22:20
by hwoarangmy
A new version is here. This time, it is the 0.5.0 RC1 ^^
http://sourceforge.net/projects/opendun ... p/download

Re: [DONE] OD Windows binaries

PostPosted: 02 May 2015, 14:23
by hwoarangmy
Here is a new win32 dev snapshot. Even more experimental than what we were used to ^^
Note that there are things that I will upload when my actual PR is merged (to avoid too big PR)

In addition to the 0.5.0, there is:
- Creation of a crash.log file if a crash occurs (I don't remember if it was integrated in 0.5.0 or not)
- Many code refactoring to allow unit tests and code cleaning
- Workers are fighters icons are more responsive when clicked multiple times
- Research button color can be configured in code
- In the editor, the flag icon displays the selected seat color
- Implemented spell logic (cooldown, if not enough mana for all selected targets, some of them will be randomly choosen until there is no mana left)
- Added an heal spell
- Added an explosion spell
- Creatures carry all the gold they have received, not the last month only (allowing to retrieve everything when they die)
- Training room max level is now configurable in room config file
- Added a random offset when creatures are moving to avoid them being in the exact same position
- F9 can be pressed to show/hide tile selector + keeper hand
- Changed tileset meshes to reflect better the logic used (based on the 4 neighbors, not the 8)
- Some bug fixes


To download it:
http://sourceforge.net/projects/opendun ... p/download

@Danimal @eugeneloza Could you please try this release ? I've added Particle effects and I would like to make sure I didn't forgot to include some dll.

Re: [DONE] OD Windows binaries

PostPosted: 02 May 2015, 20:26
by Danimal
zlib1.dll is missing

Re: [DONE] OD Windows binaries

PostPosted: 02 May 2015, 20:51
by eugeneloza
and also missing:

libintl-8.dll
libgcc_s_sjlj-1.dll

moreover, when I added 'mine' libintl it raised 'Entry Point Not Found': The procedure entry point___printf___ could not be located in the dynamic link library libintl-8.dll.

Re: [DONE] OD Windows binaries

PostPosted: 02 May 2015, 22:59
by hwoarangmy
I've uploaded a new version with libintl-8.dll and zlib1.dll.

I couldn't find libgcc_s_sjlj-1.dll. From what I've read, it is a library needed with programs compiled with a different MinGW version than mine. I can only guess it comes from the library you said you added yourself. Could you please try this new version ?

Thanks to both

EDIT: Link: http://sourceforge.net/projects/opendun ... p/download

Re: [DONE] OD Windows binaries

PostPosted: 02 May 2015, 23:36
by eugeneloza
Started fine!!!

(UPD) Looks like 'close' cross on research works only if clicked at its lower edge.

He-he... You lost the game :cool:
Confirmed playability from the beginning to the defeat :)