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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Tue Jan 11, 2005 1:30 pm    Post subject: H-World 0.4.2 [quote]

A new version is out. This one seems to have some issues. I've been thinking a while if I should announce it or not, but overall I think it's good enough to be announed.

Original announcement:

http://www.simugraph.com/forum/viewtopic.php?id=11&t_id=34

Project homepage:

http://h-world.simugraph.com

----

Release notes for H-World 0.4.2.0

This release focuses on graphical improvements.

New features

- static light sources
- optional blending of floor textures (see config.txt)
- support for random dungeon features
- random feature images: rock, grass patch, flower patch, moss, crack
- added mouse usage help page
- global configuration file "config.txt", option to turn floor tile border dithering/blending on and off
- feature config now includes blocking and opaque flags


Improvements

- "jitter" flag for randomly placed features
- improved marketplace room template
- tooltips of activateable features are now displayed in orange


Fixed problems

- fixed a bug in restoring feature flags from saved games
- "clear" flag for room templates now actually works
- fixed a bug in image handling of user defined doors
- floors in dark areas of the level are drawn again (I don't know how or why this had been disabled)
- fixed a potential access to an unitialized buffer in reading character mappings of room/level templates

Known (serious) bugs

- (10-Jan-05) Sometimes the starting village has no teleport gate to the jungle area (because the players house was placed on it and crushed the gate). In this case, just start a new game. The problem occurs fairly rare.

Downloads

Base package (~850KB):
http://h-world.simugraph.com/data/h_world_base-0_4_2_0.zip

Windows executable (~500KB):
http://h-world.simugraph.com/data/h_world_win32-0_4_2_1.zip

Linux binary (~420KB):
http://h-world.simugraph.com/data/h_world_linux-0_4_2_1.tar.gz

Marketplace wall patch (~0.5KB):
http://h-world.simugraph.com/data/patch-0_4_2_1.tar.gz


Arxigle Xentrophore 0.0.4 (~390KB):
http://h-world.simugraph.com/data/h_world_space-0_0_4_0.zip

To get the default demo module running, you need to install the base package and the matching executable for your system.


Chronological list of changes since the last release

09-Jan-05:
FIX: fixed a bug in restoring feature flags from saved games

08-Jan-05:
NEW: "jitter" flag for randomly placed features
FIX: "clear" flag for room templates now actually works
CHANGE: improved marketplace room template
CHANGE: finetuned random feature definitions for most levels

07-Jan-05:
NEW: static light sources -> saved games became incompatible
FIX: fixed a bug in image handling of user defined doors

06-Jan-05:
CHANGE/FIX: floors in dark areas of the level are drawn again
(I don't know how or why this had been disabled)
NEW: random feature images: rock, grass patch, flower patch,
moss, crack
CHANGE: added random features to most level templates
CHANGE: tooltips of activateable features are now displayed
in orange
NEW: added mouse usage help page
NEW: global configuration file "config.txt", option to turn
floor tile border dithering/blending on and off

05-Jan-05:
NEW: support for random dungeon features
NEW: feature config now includes blocking and opaque flags

29-Dec-04:
FIX: fixed a potential access to an unitialized buffer in
reading character mappings of room/level templates
CHANGE: floor textures are now dithered into each other
along texture borders
CHANGE: improved some images
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Wed Jan 12, 2005 1:19 pm    Post subject: [quote]

I think you made some nice improvements there. What appealed to me the most was the new GUI background and the border around the viewport (not sure when you added that), the static light sources and the random features. I played it briefly and got myself some shiny armour from the garden, after having slain some jackals I was looking for a way to rest though, is that possible? I will note a few details that I came upon:

- When I walked into the well it seemed the player was locked, pressing ESC resolved this. Only when I did this a second time I noticed a tiny pop-up appears in the corner of the screen. You may want to center this one.

- There is a redrawing issue with the map window when it is outside of the viewport. Pop-up object descriptions still seem to be shown with mouse on the map window instead of in the viewport, and are not removed correctly. It also sometimes happens without the map window.

- When I start dragging the mouse from outside a window and enter a window's titlebar region, it behaves as if I had been dragging the window from where I started clicking the mouse button. This way you can drag windows outside the screen.
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Wed Jan 12, 2005 2:25 pm    Post subject: [quote]

Yay! A reply :)

Bjørn wrote:

I was looking for a way to rest though, is that possible?


Not yet. I think I'll give beds an activation to "sleep", which will restore health (and later on mind powers). Until then, healing potions are the only source of healing.

A "wait" command to let a time pass on purpose will be handy, too.

Quote:

- When I walked into the well it seemed the player was locked, pressing ESC resolved this. Only when I did this a second time I noticed a tiny pop-up appears in the corner of the screen. You may want to center this one.


Right. Actually if you don't have empty bottles, instead of the empty window a mesage should be shown, telling that you don't have any containers to fill with water.

But you're right, the window should be centered if shown.

Quote:

- There is a redrawing issue with the map window when it is outside of the viewport. Pop-up object descriptions still seem to be shown with mouse on the map window instead of in the viewport, and are not removed correctly. It also sometimes happens without the map window.


I see. I haven't noticed this yet. Thank you for telling me, I'm going to fix this.

Quote:

- When I start dragging the mouse from outside a window and enter a window's titlebar region, it behaves as if I had been dragging the window from where I started clicking the mouse button. This way you can drag windows outside the screen.


You have a talent for finding UI bugs :)
Thanks, again. I'l see how this can be fixed.

Thanks a lot for testing this release and reporting your experiences!
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Fri Jan 14, 2005 8:05 am    Post subject: [quote]

Hajo wrote:
A "wait" command to let a time pass on purpose will be handy, too.

I was expecting something to rest (until disturbed or healed) as your games feels very roguelike-ish. I thought you already had a button to have the time pass, at least 5 seems to do that.

Hajo wrote:
Right. Actually if you don't have empty bottles, instead of the empty window a mesage should be shown, telling that you don't have any containers to fill with water.

I had a bottle, but it wasn't empty. Could this have caused an empty (and very small) dialog to be spawned?

Hajo wrote:
Thanks a lot for testing this release and reporting your experiences!

You're welcome. :-)
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Fri Jan 14, 2005 8:55 am    Post subject: [quote]

Yes, 5 rests for 10 ticks. This is useful if you want to see if a monster follows you or just wanders by ignoring you. A real wait command is missing, although needed.

The idea of H-World was born in rec.games.roguelike.development
I had worked on a graphical view for Angband before. Iso-Angabnd has been a project with very mixed experiences, finally I stopped for personal reasons. A while later I started H-World from scratch. Although with each versions it seems to become less roguelike, it surely is heavily influenced by the genre. Lately on rec.games.roguelike.development, there was a small discussion if H-World is roguelike enough to be announced and discussed, and to my surpise many people voted pro H-World. I'm still not sure if I shoudl announce 0.4.2 there, becuase it only contains graphical improvement which are fairly irrelevant to traditional roguelikes.

Back to topic: The bottles. If you don't have an empty bottle, the dialog "Fill which bottle?" opens very small and empty. If you have bottles it lists them and you can choose one of them to fill. The next version will open the dialog centered, and in case of being empty it will display a explanation of the facts.

You can mix potions by yourself - first you need a bottle of water, and then some ingredients. The potion traderess can help with recipes, she also sells some of the ingredients. You can empty bottles, if you are in need of bottles. Be careful, emptying a bottle of poison can be dangerous. The potion mixing system is very simple currently, I think only 5 recipes are implemented (see recipes.lua for details).
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