State of the Code

Re: State of the Code

Postby Bodsda » 10 Mar 2010, 15:07

andrewbuck {l Wrote}:Last night I got a couple more changes checked into git. The first is a series of modifications to the writeGameMapToFile() function. Now when a level file is saved the game automatically adds comments to the level file to show the file's format. The second change is several improvements to the creature AI for when they are in combat. It still isn't perfect however I have somewhat fixed the dancing issue. It turns out the idea I had for the algorithm was correct, however due to the way I coded it, the algorithm wasn't exactly carried out.

-Buck


I will be working on the load map function tonight to make it handle incorrect level files or missing level files more gracefully. I believe we are working towards getting a multiplayer game before a singleplayer game first so we dont have to worry about Keeper AI from the offset. With this is mind I plan on implementing some sanity checks on all level files when the game loads. This code will not be a noticable improvement until we have a main screen because it currently tries to load Media/levels/Test.level regardless of anything as far as I can tell. When we do have a main screen we will be able to inform the player that they have incompatible level files before they try to load a map (and get a weird blank screen).
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Re: State of the Code

Postby svenskmand » 10 Mar 2010, 16:16

Bodsda {l Wrote}:...
I will be working on the load map function tonight to make it handle incorrect level files or missing level files more gracefully. I believe we are working towards getting a multiplayer game before a singleplayer game first so we dont have to worry about Keeper AI from the offset. With this is mind I plan on implementing some sanity checks on all level files when the game loads. This code will not be a noticable improvement until we have a main screen because it currently tries to load Media/levels/Test.level regardless of anything as far as I can tell. When we do have a main screen we will be able to inform the player that they have incompatible level files before they try to load a map (and get a weird blank screen).

Nice, so you are also coding now? Maybe you should be added as a developer to the Sourceforge project page, as projects with more than one developer will most likely attract more people than projects with only one developer ;)
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Re: State of the Code

Postby andrewbuck » 10 Mar 2010, 17:04

He is already listed as a developer (as are several others). The list on the front page showing alien_wolf and myself is the list of project admins, which as far as I know only sourceforge themselves can change.

By the way, Bodsda, make sure you pull down the latest development code before you start working. If you have already started and forgot to do this that is no problem, but I added a bunch more things to the TODO file that you might want to look at.

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Re: State of the Code

Postby svenskmand » 10 Mar 2010, 21:05

Ohh, cool, where is this list by the way?
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Re: State of the Code

Postby andrewbuck » 10 Mar 2010, 21:17

I'm not really sure, the only place I have seen it is on the admin page (which of course you need to be an admin to access). Here is the list from that page:

alien_wolf
andrewbuck40
bod-soutar
deleter8
skorpio-x
xapantu

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Re: State of the Code

Postby andrewbuck » 11 Mar 2010, 04:41

I am posting the latest windows build of opendungeons to sourceforge tonight. This will be the first version to be released in the multiple zip files format we have discussed in another thread. The zip files I am posting will be the DLL and EXE files. You will need to wait to download them though until Skorpio releases the latest media zip to go with them though since the level file format has changed. If you are a windows user interested in running this version I would suggest unzipping the files to a clean directory to avoid clashes.

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Re: State of the Code

Postby andrewbuck » 11 Mar 2010, 11:21

I just committed in another change which speeds up the AI routines significantly and also makes several changes to the pickup/drop creature functionality. The speedup to the AI routines comes from an optimization performed in the GameMap::neighborTiles() function which returns the tiles which border a given tile.

The improvements to the pickup/drop creature routines now make it so that creatures form a "stack" in your hand (i.e. the last one picked up is the first one dropped). This was a bug fix which makes the hand actually work this way, before it was a queue, rather than a stack. The second, and more interesting, change is that when you scroll with the mouse wheel the creatures in your hand "rotate" to allow you drop the creatures in a different order than you picked them up in. These changes didn't make it into the windows release unfortunately, but they are available in the git repository for anyone building the code themselves.

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Re: State of the Code

Postby Skorpio » 11 Mar 2010, 19:38

I'm uploading the new media archive now, but I couldn't test it because of an error. When I try to run MapEditor.exe I get this message:

19:11:05: OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library ./dlls\RenderSystem_Direct3D9. System Error: Das angegebene Modul wurde nicht gefunden. (it couldn't find the module)

in DynLib::load at ..\src\OgreDynLib.cpp (line 81)

Also I have trouble scaling the pit demon down. Something is causing an offset when I apply scale and rotation. So if you wanna test him you've gotta scale him in the level file.
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Re: State of the Code

Postby andrewbuck » 11 Mar 2010, 20:14

Did you install the DLL's zip file to the directory where you are trying to run the newest build from? If so you need to copy RenderSystem_Direct3D9.dll into the "dlls" folder.

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Re: State of the Code

Postby Skorpio » 11 Mar 2010, 20:22

RenderSystem_Direct3D9.dll is in the dlls folder already.
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Re: State of the Code

Postby andrewbuck » 11 Mar 2010, 20:38

Try editing you plugins.cfg file in the root of the OpenDungeons directory. I think some of the slashes are the wrong way round (they should all be like this / ).

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Re: State of the Code

Postby Skorpio » 11 Mar 2010, 20:46

There's only one slash and that one is correct.
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Re: State of the Code

Postby andrewbuck » 12 Mar 2010, 00:59

Skorpio, when you set up the most recent version of the game, did you start by making a new directory somewhere and unzipping each of the three zip files to that or did you unzip them over and existing install?

On a separate note, I have submitted several commits to the git repository to day. A couple of them are mainly bug fixes, however I got some more interesting things working as well. The coolest is the improvements to the mesh optimization routines for the tiles. The game now does a much better job of "rounding" out the jagged edges on the tiles than it did before.

-Buck
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Rounded Walls.png
A screenshot of the latest build of the game showing the new mesh optimizations to round out rough corners.
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Re: State of the Code

Postby svenskmand » 12 Mar 2010, 01:08

That is pretty nice :), cannot wait to try it :)
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Re: State of the Code

Postby andrewbuck » 12 Mar 2010, 01:09

The media file (Media_2010-03-11.zip) is up on sourceforge now so you should be able to give it a go.

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Re: State of the Code

Postby svenskmand » 12 Mar 2010, 01:18

Cool :)

But when I unzipp the Exe and DLL into the same folder and Media into the folder OpenDungeons which was in the two zips for Exe and DLL, the game will not start and gives me this error:

"This application has faild to start because d3dx9_42.dll was not found. Re-installing the application may fix this problem."

Then when I close that dialog i get another one saying something similar to what Skorpio experienced :S

I do not have a "d3dx9_42.dll" file in the DLL libary, but I was not included so I assume that I do not need it?

Also changing the direction of the single "/" I have in plugins.cfg does not change anything, nor if I remove "./" entirely from "./dlls"

This is the file structure of my game
{l Code}: {l Select All Code}
OpenDungeons\CEGUIBase.dll
OpenDungeons\CEGUIExpatParser.dll
OpenDungeons\CEGUIFalagardWRBase.dll
OpenDungeons\cg.dll
OpenDungeons\MapEditor.exe
OpenDungeons\ogre.cfg
OpenDungeons\Ogre.log
OpenDungeons\OgreGUIRenderer.dll
OpenDungeons\OgreMain.dll
OpenDungeons\OIS.dll
OpenDungeons\plugins.cfg
OpenDungeons\pthreadVC1.dll
OpenDungeons\resources.cfg
OpenDungeons\dlls\Plugin_BSPSceneManager.dll
OpenDungeons\dlls\Plugin_CgProgramManager.dll
OpenDungeons\dlls\Plugin_OctreeSceneManager.dll
OpenDungeons\dlls\Plugin_OctreeZone.dll
OpenDungeons\dlls\Plugin_ParticleFX.dll
OpenDungeons\dlls\Plugin_PCZSceneManager.dll
OpenDungeons\dlls\RenderSystem_Direct3D9.dll
OpenDungeons\dlls\RenderSystem_GL.dll
OpenDungeons\Media\DeferredShadingMedia\COPYING
OpenDungeons\Media\DeferredShadingMedia\deferred.glsl.program
OpenDungeons\Media\DeferredShadingMedia\deferred.hlsl.program
OpenDungeons\Media\DeferredShadingMedia\deferred.material
OpenDungeons\Media\DeferredShadingMedia\deferreddemo.material
OpenDungeons\Media\DeferredShadingMedia\deferred_post_debug.glsl.program
OpenDungeons\Media\DeferredShadingMedia\deferred_post_debug.hlsl.program
OpenDungeons\Media\DeferredShadingMedia\deferred_post_debug.material
OpenDungeons\Media\DeferredShadingMedia\deferred_post_minilight.glsl.program
OpenDungeons\Media\DeferredShadingMedia\deferred_post_minilight.hlsl.program
OpenDungeons\Media\DeferredShadingMedia\deferred_post_minilight.material
OpenDungeons\Media\DeferredShadingMedia\deferred_post_multipass.glsl.program
OpenDungeons\Media\DeferredShadingMedia\deferred_post_multipass.hlsl.program
OpenDungeons\Media\DeferredShadingMedia\deferred_post_multipass.material
OpenDungeons\Media\DeferredShadingMedia\deferred_post_onepass.glsl.program
OpenDungeons\Media\DeferredShadingMedia\deferred_post_onepass.hlsl.program
OpenDungeons\Media\DeferredShadingMedia\deferred_post_onepass.material
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\material\glsl\nm_notex_ps.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\material\glsl\nm_ps.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\material\glsl\nm_vs.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\material\glsl\notex_ps.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\material\glsl\ps.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\material\glsl\vs.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\material\hlsl\nm_notex_ps.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\material\hlsl\nm_ps.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\material\hlsl\nm_vs.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\material\hlsl\notex_ps.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\material\hlsl\ps.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\material\hlsl\vs.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\glsl\Ambient_ps.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\glsl\GlobalLight_ps.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\glsl\LightMaterial_ps.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\glsl\LightMaterial_vs.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\glsl\ShowColour_ps.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\glsl\ShowDS_ps.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\glsl\ShowNormal_ps.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\glsl\SinglePass_ps.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\glsl\vs.glsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\hlsl\Ambient_ps.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\hlsl\GlobalLight_ps.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\hlsl\LightMaterial_ps.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\hlsl\LightMaterial_vs.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\hlsl\ShowColour_ps.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\hlsl\ShowDS_ps.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\hlsl\ShowNormal_ps.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\hlsl\SinglePass_ps.hlsl
OpenDungeons\Media\DeferredShadingMedia\DeferredShading\post\hlsl\vs.hlsl
OpenDungeons\Media\fonts\bluebold.ttf
OpenDungeons\Media\fonts\bluecond.ttf
OpenDungeons\Media\fonts\bluehigh.ttf
OpenDungeons\Media\fonts\FreeMono.ttf
OpenDungeons\Media\fonts\read_me.html
OpenDungeons\Media\fonts\sample.fontdef
OpenDungeons\Media\fonts\solo5.ttf
OpenDungeons\Media\gui\bluehighway-10.font
OpenDungeons\Media\gui\bluehighway-12.font
OpenDungeons\Media\gui\bluehighway-8.font
OpenDungeons\Media\gui\cegui8.layout
OpenDungeons\Media\gui\CompositorDemo.layout
OpenDungeons\Media\gui\CompositorDemoCegui.config
OpenDungeons\Media\gui\CrowdDemo.layout
OpenDungeons\Media\gui\facial.layout
OpenDungeons\Media\gui\Falagard.xsd
OpenDungeons\Media\gui\Font.xsd
OpenDungeons\Media\gui\GUILayout.xsd
OpenDungeons\Media\gui\GUIScheme.xsd
OpenDungeons\Media\gui\Imageset.xsd
OpenDungeons\Media\gui\InstancingDemo.layout
OpenDungeons\Media\gui\OceanDemoCegui.config
OpenDungeons\Media\gui\OceanDemoLayout.xml
OpenDungeons\Media\gui\Ogre.log
OpenDungeons\Media\gui\ogregui.layout
OpenDungeons\Media\gui\OpenDungeons.layout
OpenDungeons\Media\gui\shadows.layout
OpenDungeons\Media\gui\TaharezLook.imageset
OpenDungeons\Media\gui\TaharezLook.looknfeel
OpenDungeons\Media\gui\TaharezLook.tga
OpenDungeons\Media\gui\TaharezLookSkin.scheme
OpenDungeons\Media\gui\TaharezLookWidgetAliases.scheme
OpenDungeons\Media\levels\Level1.level
OpenDungeons\Media\levels\Level2.level
OpenDungeons\Media\levels\Level3.level
OpenDungeons\Media\levels\Test.level
OpenDungeons\Media\levels\Test.level.out
OpenDungeons\Media\materials\scripts\OpenDungeons.material
OpenDungeons\Media\materials\textures\Demon_nor.tga
OpenDungeons\Media\materials\textures\Dirt_(texture).png
OpenDungeons\Media\materials\textures\Dirt_(texture)a.png
OpenDungeons\Media\materials\textures\Dragon.png
OpenDungeons\Media\materials\textures\Dwarf1.material
OpenDungeons\Media\materials\textures\Dwarf1.png
OpenDungeons\Media\materials\textures\Dwarf2.material
OpenDungeons\Media\materials\textures\Dwarf2.png
OpenDungeons\Media\materials\textures\Goblin.material
OpenDungeons\Media\materials\textures\Goblin.tga
OpenDungeons\Media\materials\textures\Gold_(texture).png
OpenDungeons\Media\materials\textures\Knight.material
OpenDungeons\Media\materials\textures\Knight.png
OpenDungeons\Media\materials\textures\kobold_skin6.png
OpenDungeons\Media\materials\textures\Kreatur.material
OpenDungeons\Media\materials\textures\Kreatur.tga
OpenDungeons\Media\materials\textures\Longsword.material
OpenDungeons\Media\materials\textures\Longsword.png
OpenDungeons\Media\materials\textures\Orc.material
OpenDungeons\Media\materials\textures\Orc.png
OpenDungeons\Media\materials\textures\Pit_demon.material
OpenDungeons\Media\materials\textures\Pit_Demon.tga
OpenDungeons\Media\materials\textures\Quarters.png
OpenDungeons\Media\materials\textures\Wyvern.png
OpenDungeons\Media\models\Claimed0.mesh
OpenDungeons\Media\models\Claimed100.mesh
OpenDungeons\Media\models\Claimed101.mesh
OpenDungeons\Media\models\Claimed102.mesh
OpenDungeons\Media\models\Claimed103.mesh
OpenDungeons\Media\models\Claimed104.mesh
OpenDungeons\Media\models\Claimed105.mesh
OpenDungeons\Media\models\Claimed25.mesh
OpenDungeons\Media\models\Claimed50.mesh
OpenDungeons\Media\models\Claimed51.mesh
OpenDungeons\Media\models\Claimed52.mesh
OpenDungeons\Media\models\Claimed75.mesh
OpenDungeons\Media\models\Cre_vision_indicator.mesh
OpenDungeons\Media\models\DigSelector.mesh
OpenDungeons\Media\models\Dirt0.mesh
OpenDungeons\Media\models\Dirt100.mesh
OpenDungeons\Media\models\Dirt101.mesh
OpenDungeons\Media\models\Dirt102.mesh
OpenDungeons\Media\models\Dirt103.mesh
OpenDungeons\Media\models\Dirt104.mesh
OpenDungeons\Media\models\Dirt105.mesh
OpenDungeons\Media\models\Dirt25.mesh
OpenDungeons\Media\models\Dirt50.001.mesh
OpenDungeons\Media\models\Dirt50.mesh
OpenDungeons\Media\models\Dirt51.mesh
OpenDungeons\Media\models\Dirt52.mesh
OpenDungeons\Media\models\Dirt75.mesh
OpenDungeons\Media\models\Dragon.mesh
OpenDungeons\Media\models\Dragon.skeleton
OpenDungeons\Media\models\Dwarf1.mesh
OpenDungeons\Media\models\Dwarf1.skeleton
OpenDungeons\Media\models\Dwarf2.mesh
OpenDungeons\Media\models\Dwarf2.skeleton
OpenDungeons\Media\models\Field_indicator.mesh
OpenDungeons\Media\models\Goblin.mesh
OpenDungeons\Media\models\Gold0.mesh
OpenDungeons\Media\models\Gold100.mesh
OpenDungeons\Media\models\Gold101.mesh
OpenDungeons\Media\models\Gold102.mesh
OpenDungeons\Media\models\Gold103.mesh
OpenDungeons\Media\models\Gold104.mesh
OpenDungeons\Media\models\Gold105.mesh
OpenDungeons\Media\models\Gold25.mesh
OpenDungeons\Media\models\Gold50.mesh
OpenDungeons\Media\models\Gold51.mesh
OpenDungeons\Media\models\Gold52.mesh
OpenDungeons\Media\models\Gold75.mesh
OpenDungeons\Media\models\Knight.mesh
OpenDungeons\Media\models\Knight.skeleton
OpenDungeons\Media\models\Kobold.mesh
OpenDungeons\Media\models\Kobold.skeleton
OpenDungeons\Media\models\Kreatur.mesh
OpenDungeons\Media\models\Kreatur.skeleton
OpenDungeons\Media\models\Lava0.mesh
OpenDungeons\Media\models\Lava100.mesh
OpenDungeons\Media\models\Lava101.mesh
OpenDungeons\Media\models\Lava102.mesh
OpenDungeons\Media\models\Lava103.mesh
OpenDungeons\Media\models\Lava104.mesh
OpenDungeons\Media\models\Lava105.mesh
OpenDungeons\Media\models\Lava25.mesh
OpenDungeons\Media\models\Lava50.mesh
OpenDungeons\Media\models\Lava51.mesh
OpenDungeons\Media\models\Lava52.mesh
OpenDungeons\Media\models\Lava75.mesh
OpenDungeons\Media\models\Light.mesh
OpenDungeons\Media\models\Longsword.mesh
OpenDungeons\Media\models\OgreXMLConverter.log
OpenDungeons\Media\models\Orc.mesh
OpenDungeons\Media\models\Orc.skeleton
OpenDungeons\Media\models\Pit_demon.mesh
OpenDungeons\Media\models\Pit_demon.skeleton
OpenDungeons\Media\models\Quarters.mesh
OpenDungeons\Media\models\Rock0.mesh
OpenDungeons\Media\models\Rock100.mesh
OpenDungeons\Media\models\Rock101.mesh
OpenDungeons\Media\models\Rock102.mesh
OpenDungeons\Media\models\Rock103.mesh
OpenDungeons\Media\models\Rock104.mesh
OpenDungeons\Media\models\Rock105.mesh
OpenDungeons\Media\models\Rock25.mesh
OpenDungeons\Media\models\Rock50.mesh
OpenDungeons\Media\models\Rock51.mesh
OpenDungeons\Media\models\Rock52.mesh
OpenDungeons\Media\models\Rock75.mesh
OpenDungeons\Media\models\Roundshield.mesh
OpenDungeons\Media\models\Sabre.mesh
OpenDungeons\Media\models\Skeleton.mesh
OpenDungeons\Media\models\Skeleton.skeleton
OpenDungeons\Media\models\SquareSelector.mesh
OpenDungeons\Media\models\Water0.mesh
OpenDungeons\Media\models\Water100.mesh
OpenDungeons\Media\models\Water101.mesh
OpenDungeons\Media\models\Water102.mesh
OpenDungeons\Media\models\Water103.mesh
OpenDungeons\Media\models\Water104.mesh
OpenDungeons\Media\models\Water105.mesh
OpenDungeons\Media\models\Water25.mesh
OpenDungeons\Media\models\Water50.mesh
OpenDungeons\Media\models\Water51.mesh
OpenDungeons\Media\models\Water52.mesh
OpenDungeons\Media\models\Water75.mesh
OpenDungeons\Media\models\Wyvern.mesh
OpenDungeons\Media\models\Wyvern.skeleton
OpenDungeons\Media\overlays\BasicOgreGuiTemplates.inc
OpenDungeons\Media\overlays\Compositor.overlay
OpenDungeons\Media\overlays\DP3.overlay
OpenDungeons\Media\overlays\Example-CubeMapping.overlay
OpenDungeons\Media\overlays\Example-DynTex.overlay
OpenDungeons\Media\overlays\Example-Water.overlay
OpenDungeons\Media\overlays\Shadows.overlay
OpenDungeons\Media\packs\OgreCore.zip
OpenDungeons\Media\particle\emitted_emitter.particle
OpenDungeons\Media\particle\Example-Water.particle
OpenDungeons\Media\particle\Example.particle
OpenDungeons\Media\particle\smoke.particle
Last edited by svenskmand on 12 Mar 2010, 01:30, edited 1 time in total.
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Re: State of the Code

Postby andrewbuck » 12 Mar 2010, 01:26

Svenskmand, are you running the game under windows or linux, if you are under linux you don't need the DLL zip file or the executable zip file since you are building the game yourself. The zip file containing the executable also has some cfg files in it which are windows specific, if you unzip the executable zip file over a linux install you will overwrite you cfg files with the windows versions.

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Re: State of the Code

Postby svenskmand » 12 Mar 2010, 01:29

Windows, haven't tried Linux with the media files yet.
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Re: State of the Code

Postby andrewbuck » 12 Mar 2010, 01:36

It looks like you may not have directx installed. The file you are referring to is not one that is part of the open dungeons install, I think it is part of the direct x runtime. I would suggest installing the directx runtime from here here (go to "Latest DirectX Downloads for Gamers").

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Re: State of the Code

Postby svenskmand » 12 Mar 2010, 01:44

Ok downloaded and install, and now it works :), that was wierd, I have played many directx games recently and they worked fine :S

The lighting is really really cool :), and with alot of models :), and detailed textures in the ground :)

When the game starts then camera controls work fine, but when I left-click the game crashes :S
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Re: State of the Code

Postby andrewbuck » 12 Mar 2010, 02:01

The crash on left click issue has been fixed I think, that was one of the bug fixes in my last git commit. It will be taken care of when I build the windows executable again.

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Re: State of the Code

Postby andrewbuck » 12 Mar 2010, 08:16

I got a few more commits pushed to sourceforge. The lists of unmet and completed goals are now displayed in the bottom right corner of the game window. I have also added a command called "next" to the in-game console. The second line of the level file format now contains the name of the next level to load. When all of your goals are completed you can run the next command to move to the next level in the campaign.

Unfinished.png
If you have unfinished goals they are shown in the message window.

Finished.png
Once you have completed all the goals you are declared a winner and can load the next level.


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Re: State of the Code

Postby charlie » 12 Mar 2010, 12:23

That is starting to look very promising. If you are not careful, you might actually end up making a game!
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Re: State of the Code

Postby Bodsda » 12 Mar 2010, 14:57

Wow, this is starting to look really good.

Quick question about the in game hand/square - I will probably be on skype tonight to chat about this, but do you have plans to remove the pointer and just have the square, or do what DK did and have it change depending on what you are hovering over. Or are you planning on keeping the square and pointer?

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Re: State of the Code

Postby svenskmand » 12 Mar 2010, 16:24

charlie {l Wrote}:That is starting to look very promising. If you are not careful, you might actually end up making a game!

Correct my if I am wrong, but was this not the goal? ;)

It looks very cool :), especially the shots where you have shown the simplification of the dirt which have already been cut out. [mesh simplification was the name]

Regarding the hand/box, I think we should do it as in DK1 and 2; that is when you are digging or building rooms or traps it should be a box, and in all other cases it should be a hand/pointer.
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