New Release [2010/08/31]

Discussion in 'ToEE Engine Recreation Project' started by DarkStorm, Aug 30, 2010.

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  1. DarkStorm

    DarkStorm Established Member

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    Hello everyone,

    after quite a while, here's a new release of the engine recreation project:

    Download here:
    http://www.hartte.de/eviltemple-2010-08-31.rar (8,955 kb)

    *Edit on 2010/08/31: Fixed the build and uploaded a new one*

    Extract to a location of your liking (don't overwrite an old version please), run converter.exe once, then run eviltemple.exe as often as you'd like.

    New stuff:
    - Savegames and characters are now stored in My Documents\EvilTemple, pregenerated characters in data\characters (two are included)
    - Character creation is now possible
    - Party alignment selection (-> multiple vignettes)
    - Party vault at the start of the game
    - Fixes all around
    - Fog of war is disabled for now, since it's incomplete (If the technically inclined want to enable it, uncomment lines 223-226 in data\scripts\map.js)

    Most of the changes (Except for the new dialogs) is behind the scenes and relates to implementing the D20 rules. The technically inclined may look at the data\scripts\d20-*.js files, which contain the definitions for most of the feats/etc. No actual combat implementation is given yet, but having all the feats registered is necessary for that anyway.

    More advanced users may also be interested in the format used to store characters, you can open the character files (*.js in data\characters and My Documents\EvilTemple\characters) using a normal text editor and have a look. To make the files more readable, drag them onto the JSONFormat.exe found in the data folder of your EvilTemple installation. (They will still be readable by the game)

    Known issues:
    - View/Rename in the Party Vault are not implemented
    - (Char Creation) Hair/Spells are not implemented
    - (Char Creation) Class Features other than Cleric Domains are not implemented
    - Several feats have incorrect descriptors
    - The converter seems to stop at 97%, although it's complete (When the finish button is enabled, it's done)
    - Game crashes when the window is closed (Will investigate this)
    - If it complains about OpenAL32.dll, run oalinst.exe.
    - It's impossible to get through several of the vignettes if they require combat. The True Neutral and Lawful Neutral vignettes have been tested and work fine though (They only use dialog).

    I'd really like to hear your feedback though!

    The next version will probably include a rudimentary form of combat.

    Regards,
    Storm

    ---- screenshots follow ----

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    (The mouse is not visible here, dragging the score from box to box)
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    Last edited: Aug 31, 2010
  2. ManosFate

    ManosFate Rot Grub Host

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    Re: New Release [2010/08/30]

    Exciting stuff! I will download tonight.
     
  3. ManosFate

    ManosFate Rot Grub Host

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    Re: New Release [2010/08/30]

    I'm getting the following error when I try to run the new build.

    Is this some sort of runtime DLL I'm missing? Any particularly safe site I can DL from?
     
  4. DarkStorm

    DarkStorm Established Member

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    Re: New Release [2010/08/30]

    Hmmm. I actually wanted to move away from that particular runtime DLL back to the older one (msvcr90.dll), since some of the precompiled libraries I use, also rely on the older version.

    I'll investigate where that dependency comes from and fix it.

    Regards,
    Storm
     
  5. DarkStorm

    DarkStorm Established Member

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    I uploaded a new build (the first post in this thread now points to the new version), that should fix your problem.
     
  6. Sitra Achara

    Sitra Achara Senior Member

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    1. This release seems to run quite a bit slower than the last. Any idea why?
    2. The feat selection dialogue displays too few feats on the screen and requires much scrolling. Will this be changed?
    3. If you change Race, you have to change all the following selections in order to proceed.
    4. I would like Deity, Race, Class selections to feature two columns instead of having to scroll.
    5. I like the portraits setup with the toggles, good idea.
    6. Ambient sounds seem to "accumulate" and create a noisy din after a while.
    7. You chose a bad time to release this - we're all playing 5.9 :) but other than that, good job, can't wait to see combat in the game :thumbsup:
     
  7. DarkStorm

    DarkStorm Established Member

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    1. Hm, that depends :)
      I may have too good a computer to actually notice this (Radeon 5850), but I plan to do some performance optimization rounds before this thing goes into alpha. In general, watch the RAM usage in the window title. If it jumps around erratically by a few hundred megabytes, it's the sound engine going crazy again. (I really have to rewrite that soon).

      Absolutly. I think I have to rework the entire char creation dialog, since it doesn't use the space very well. For now, I put the feat selection dialog in there so one can create a character.

      *edit*: I'll also have to modify the char creation dialog for hair/skin selection. My engine now allows freely choosable hair colors, and will allow the same for skin colors. This means that skincolor selection will have to be added to the character creation UI, making the current design useless anyway.

      Yes, I haven't decided how to handle changing previous selections yet. In the original game, it resets everything, but I would rather keep all the choices that are "compatible" with the new race.

      Yes. I'd like to make them more like the feat selection though (except for the second column ofcourse). The current format doesn't really allow for more information to be presented "in-line" with the class. This becomes especially important when I add prestige classes that have requirements (Although normal classes also have requirements that could be stated below the class-name). I think I'll present a prototype of this in a later version.

      Yes, I figured some people might want to choose from *all* portraits.

      I suppose I'll tackle this along with the sound engine. I just haven't figured out how the ambient sound works in ToEE yet. They give a "frequency" for ambient sounds, but no reference time unit.

      Heh, I thought as much :)
      Right now I have click-to-kill working, so I can test out the script triggers for various battles (i.e. in the Lawful Good vignette, the dialog-triggerer spawns when all bandits have been killed).

      Regards,
      Storm
     
    Last edited: Sep 4, 2010
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