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Re: [DONE] OD Windows binaries

PostPosted: 27 Feb 2016, 09:52
by hwoarangmy
Could you please post your log file ? I guess it is a regression related to the main menu improvements. If the logs are not meaningfull, I will build a new release with more logs.

Re: [DONE] OD Windows binaries

PostPosted: 06 Mar 2016, 22:45
by hwoarangmy
I've uploaded new binaries
http://download.tuxfamily.org/opendunge ... VS2013.zip

It includes:
- Updated stone keep siege level
- New room objects are used in the casino
- AI level can be changed (easy and normal ATM)
- Some small fixes

@Danimal could you try this version please ? If there is a problem, please post your log file. To get it, copy/paste this in a file explorer (it is opendungeons.log):
%APPDATA%\opendungeons

Re: [DONE] OD Windows binaries

PostPosted: 08 Mar 2016, 14:54
by Danimal
Still the same, no new log is created in any of the OD carpets (nor inside the one at roaming or the unziped carpet). The only thing is what i show on the capture, a few ghost process...

Re: [DONE] OD Windows binaries

PostPosted: 08 Mar 2016, 15:48
by hwoarangmy
That's strange. Could you please try to find a release that works and replace OpenDungeons.exe and the folders (but let the dll that work) in the working path ? IIRC, we have changed one dll that caused eugeneloza to freeze so it might be the reason why you have a problem.

Re: [DONE] OD Windows binaries

PostPosted: 08 Mar 2016, 16:58
by Danimal
I tried doing as you told me on my last working version (OpenDungeons-git20160124-Win32-MSVS2013), no success; what dll did you change?

Re: [DONE] OD Windows binaries

PostPosted: 08 Mar 2016, 21:33
by hwoarangmy
OK. Then, can you confirm the last release that works for you ? I'm talking about the releases I've uploaded in this thread. Then, I will have a look

Re: [DONE] OD Windows binaries

PostPosted: 08 Mar 2016, 23:51
by Danimal
OpenDungeons-git20160124-Win32-MSVS2013

Re: [DONE] OD Windows binaries

PostPosted: 09 Mar 2016, 09:54
by hwoarangmy
ok. Then it probably comes from scripting the main menu screen. You haven't seen the new one (with animated meshes) scripted, have you ?

I will have a look ASAP. But in any case, you should have logs. If you don't have any, it's strange and will be hard to debug.

Re: [DONE] OD Windows binaries

PostPosted: 09 Mar 2016, 16:39
by Danimal
Theres is the elf dancing, a rat attacking and an idle golem. I dont know if they were scripted yet. Sadly they dont create any kind of log; couldnt i just erase the script? which one is it?

Re: [DONE] OD Windows binaries

PostPosted: 09 Mar 2016, 19:33
by Akien

Re: [DONE] OD Windows binaries

PostPosted: 10 Mar 2016, 00:15
by hwoarangmy
As I said, the problem you have corresponds to the release when I changed a dll causing the game not to launch for eugeneloza.

@Danimal could you try this release:
http://download.tuxfamily.org/opendunge ... VS2013.zip

It is the same with the old openal32.dll (the one from my system instead of the one shipped with SFML). If you have no log at all, it is likely to be the reason why (more than scripts or whatever new feature).

Re: [DONE] OD Windows binaries

PostPosted: 10 Mar 2016, 01:35
by Danimal
No luck yet, i tried again rewriting as you posted earlier, not result at all. No new log is generated either.
Am im missing some new system library?

Re: [DONE] OD Windows binaries

PostPosted: 10 Mar 2016, 09:49
by hwoarangmy
You have the same bug with the snapshot I posted yesterday ? If yes, that's strange since all dlls are the same as the working one. Even if there is something with the new code, you should at least have logs.

Could you please try to rename your folder "%APPDATA%/opendungeons" to "%APPDATA%/opendungeons_old" ? That will force the game to recreate parameter files and needed stuff. Then, after launching yesterday's snapshot (or the original last dev snapshot), could you please confirm if it works ? And, if not, is the folder "%APPDATA%/opendungeons" created again ?

Re: [DONE] OD Windows binaries

PostPosted: 10 Mar 2016, 13:29
by Danimal
Finally! that also failed to me, but suddenly i got divine enlightement, Avast was blocking the game from starting. Something that never happened before, what was changed to make it look as a treath to the system?

Re: [DONE] OD Windows binaries

PostPosted: 10 Mar 2016, 13:39
by charlie
Danimal {l Wrote}:Finally! that also failed to me, but suddenly i got divine enlightement, Avast was blocking the game from starting. Something that never happened before, what was changed to make it look as a treath to the system?

Well the game does claim to be dangerous...

...I'll show myself out.

Re: [DONE] OD Windows binaries

PostPosted: 10 Mar 2016, 15:05
by hwoarangmy
Danimal {l Wrote}:Finally! that also failed to me, but suddenly i got divine enlightement, Avast was blocking the game from starting. Something that never happened before, what was changed to make it look as a treath to the system?
Well, it opens a socket and listens it. But that's the case since 0.4.9.I guess avast somehow was up to date and lost its settings of letting OD launch. Or maybe you used to unzip the game somewhere in your computer and you unzipped the last versions somewhere else (where avast was not told to let the game run).

BTW, could you confirm if you can open both versions (I mean, not only the last one I posted yesterday but the previous too).

Re: [DONE] OD Windows binaries

PostPosted: 10 Mar 2016, 22:56
by Danimal
All of them confirmed to work :)

Re: [DONE] OD Windows binaries

PostPosted: 11 Mar 2016, 08:52
by eugeneloza
Testing for 1.5 hours OpenDungeons-git20160306-Win32-MSVS2013...
Works flawlessly. Logs generated, all ok.
FINALLY AN EASY AI!!! (I still, couldn't beat it...)

Problems/bugs/ideas:
1. "Stonekeep siege" map is ... strange...
1.1. No portal to spawn my creatures?! Well... it's there in the map editor, but invisible.
1.1.1. If I dig to it (knowing from the map editor where it is), it becomes active and starts spawning creatures as usual after claiming tiles near (under?) it)
1.1.2. I made claimed tiles under it in the editor (for red player), saved the map, but still it's invisible. And tiles are just unclaimed 0% filled dirt.
1.2. The map is huge... I got lost and couldn't find my temple for ~30 seconds... Maybe some kind of 'home' key would help? Or an overall area map? Or... just not make maps so large :)
1.2.1. When I tilt the screen 'too much' FPS falls down to a few frames per second making it “hard” to revert.
1.2.2. The hand cursor significantly lags behind OS cursor in windowed mode...
2. It seems that if a gold pile lays on the claimed floor tile, I make a 'dormitory' room there and a creature makes a bed nearby, the gold pile disappears.
3. (Critical) After rotating the view by mouse middle button at angle ~0 deg (i.e. top-down view) the controls WASD become inverted. (maybe the angle becomes “-0.000001” or something?).
3.1. A little confusing that middle click both gives info about the creatures and rotates the camera. I.e. when I try to rotate the camera, I often bring up creature info.
4. After digging up the 'player possessed' wall the floor tile is automatically possessed. It's good, just a note, because it wasn't so earlier.
5. A little bit confusing is the fact, that there are different buttons for 'demolish room' and 'demolish trap' which look exactly the same, but are in different menu tabs.
5.1. (Critical) Accidentally eliminated my own temple by 'demolish room' - I just wanted to move treasury elsewhere. Instantly lost the game. That was fun! :) But still... portal and temple shouldn't be eliminatable that way.
6. I still slap my creatures after placing them (if they are many, the first one becomes “fine” and can be slapped);
7. In training hall (and Library, plus maybe, all others central active spots) creatures stand too close to targets that they clip into them. As far as I remember, it was better in previous versions.
8. Looks like anisotropic smoothing is off... Not good for floor tiles at high zoom.
9. It'd be a good idea to be possible to switch off the box-cursor for video recording, looks ugly at close. Or automatically switch it off in case zoom is high.
10. No pause even for single-player...

P.S. I always wanted to ask... what do those green flashy thingy with running man mean? :) Something like level-up? And pink hearts I saw once in a training hall? Health up? How different it than level-up then?

Re: [DONE] OD Windows binaries

PostPosted: 11 Mar 2016, 10:01
by hwoarangmy
1.1 Well @Danimal asked to play the level without looking in the editor. You just cheated ;-) BTW, for my part, I only tried the level once so far but found the portal after a group of rogue creatures that destroyed my temple ^^
1.1.1 That's how portal works. If you don't own a portal (be it rogue or enemy claimed), you have to claim it with a worker. Once claimed, it will spawn creatures for you and increase your maximum creature number. It will grant vision if claimed for you only (for obvious reasons). The problem here is that the portal is not claimed.
1.1.2 That's not how you do that. If you want a claimed portal in the editor, you have to erase the old one and create a new portal after choosing the seat you want to associate it with. Rooms cannot change seat so far in the editor.
1.2 To go to your temple, you can press 'T'
1.2.1 What do you mean by "tilt screen" ?
1.2.2 Not on my computer (even the old one). However, it may indicate that we should have a look at optimizing a bit.
2 AFAIK, gold do not disappear. Are you sure it was not simply hidden by the bed ?
3 I have already seen this but couldn't really reproduce. I will have a look.
3.1 Yes but mouse do not have enough buttons for our purposes ^^
4 When you dig a claimed wall, the tile is claimed. It was already the case since 0.4.9. I don't think it is a bad thing
5.1 It is a choice we made to allow players to destroy their owned temple. Note that you cannot destroy your portal. We can easily do the same with the temple but if you want to suicide, why not ?
6 We have already added a cooldown. We can increase it but we should take care to not set it too high or it will become annoying.
7 I don't remember if it comes from the random position offset or something else. However, since our creatures have different sizes, we always end up with some being well placed and others "fusing" with the room object. I don't think it is something we really can avoid.
9 I don't think you can ATM.
10 You can press escape to pause the game

Concerning the green running man, it is a particle effect showing that your creature has casted a speed spell on itself. It increases its move speed. There are many more similar ones. The pink heart corresponds to heal spell, the red snail to "slow"... You have similar spells for increasing/decreasing defense.
Note that at some levels, creatures can start to cast the spell themselves (be it support or attack spell)

Re: [DONE] OD Windows binaries

PostPosted: 11 Mar 2016, 11:02
by eugeneloza
Well @Danimal asked to play the level without looking in the editor.

I've missed that point somewhere :p I've started gathering material for the trailer, and I needed some kind of a map I can play :) Failing keeper's heroes kill everybody in a glance, so this was the only another non-testing map...
1.2.1 What do you mean by "tilt screen" ?

I.e. change the top-down angle from ~0 to ~90
Are you sure it was not simply hidden by the bed ?

Maybe... Not sure. The pile of gold was at the tile adjacent to the bed. And when the creature placed its bed then the gold pile became invisible. I didn't see if any kobolds might have picked it up later (my treasury was overfull).
It is a choice we made to allow players to destroy their owned temple.

Well... maybe a menu option, not accidentally? Or and additional button in the tabs (like for traps and rooms)... I.e. I always forget to turn off the last option and try to dig with Dromitory :)

Re: [DONE] OD Windows binaries

PostPosted: 11 Mar 2016, 11:54
by hwoarangmy
Concerning the gold, note that now, creatures can steal gold on the ground. That might also be the reason why it disappeared.

Re: [DONE] OD Windows binaries

PostPosted: 11 Mar 2016, 12:08
by eugeneloza
Oooh... that might have been it then :) Looks really plausible as far as I remember.

Re: [DONE] OD Windows binaries

PostPosted: 11 Mar 2016, 13:23
by Akien
hwoarangmy {l Wrote}:9 I don't think you can ATM.

Press F9 :) https://github.com/OpenDungeons/OpenDungeons/issues/684

Re: [DONE] OD Windows binaries

PostPosted: 11 Mar 2016, 13:24
by Akien
eugeneloza {l Wrote}:
Well @Danimal asked to play the level without looking in the editor.

I've missed that point somewhere :p I've started gathering material for the trailer, and I needed some kind of a map I can play :) Failing keeper's heroes kill everybody in a glance, so this was the only another non-testing map...

Don't forget that you can play multiplayer maps in single player too, there's a drop down menu for that.

Re: [DONE] OD Windows binaries

PostPosted: 11 Mar 2016, 14:00
by eugeneloza
Thanks! I'll try this one! :)