Re: Bt Builder
Posted: Sun Jan 10, 2016 10:03 pm
![Image](http://img.photobucket.com/albums/v327/arikel_tolifen/Doors_zpssf4yibrh.jpg)
Doors for the Dungeon Kit.
The Ultimate Bard's Tale Resource
https://bardstale.brotherhood.de/talefiles/forum/
https://bardstale.brotherhood.de/talefiles/forum/viewtopic.php?t=1155
There is no limitation built into btbuilder. If you modify the display.xml to have an expanded section for 960x600 or 1280x800 or 3200x2000, it should work. SDL2 has functions to scale down images. I can't switch to it yet due to lack of cross-compiled library for Windows. I've wondered if I could reduce the size of the btbuilder package by storing only 640x400 images and scaling them down as needed. (Don't expect this in the near future, I was just thinking about it.)Methuselas wrote:I know 1280x800 isn't supported, but we can still brute force 960x600, using the display settings, correct?
Do it, if you want. Leave the Windows files as a separate download - we can always link them to my google drive, to save on your bandwidth. I have a rig built for humanoids, so we'll be getting full IK animations now and judging from my test renders, each animation at 640 is going to be 2-4 megs a piece, so you're looking at, minimum, a 200-300 mb file increase for both 320 and 640 resolution animations. Aren't you using a Github repository or something similar? If you are, I can just update the animations there, instead of putting them on my google drive and have you download them.dulsi wrote: There is no limitation built into btbuilder. If you modify the display.xml to have an expanded section for 960x600 or 1280x800 or 3200x2000, it should work. SDL2 has functions to scale down images. I can't switch to it yet due to lack of cross-compiled library for Windows. I've wondered if I could reduce the size of the btbuilder package by storing only 640x400 images and scaling them down as needed. (Don't expect this in the near future, I was just thinking about it.)
Okay. I'll take a look at writing the default scrips to change the names, so it won't have to be done manually (it's a bit of a PITA, which is why I wrote the bat files in the first place.) We'll need one for each wall/door set, plus the horizon (which is set to do 4 renders for your eventual changes to light range.)dulsi wrote:About .bat files, no they can't be used in linux. Linux uses .sh for shell scripts.
This makes me happy. All of my old maps were bungled. I found a back up I had of them, but I still had the issues with tileset types not showing in the editor and I could never figure out why.dulsi wrote:About a blank map, how about I just add the ability to make a new map to the editor. Go to the edit screen and <New map> will be the last thing on the list. It defaults to dungeon, 0 light, and 22x22 grid. Just remember to either name it .xml or .MAP as it doesn't add those automatically yet.
Doh! I do have some new animations. Most of the ones you probably released, I scrapped, since I spent the first two days of this week building a rig off the Genesis Model, so I could build bvh files. I'll probably reuse animations, obviously, but at least we'll have some good animations. BTW, we'll be having animated Wyverns and Gryphons. I know how to rig wings properly now. I'm also currently learning a new way to rig quads, so I should be able to have some animated animals.......With that I'll announce the release of btbuilder 0.5.7. It includes the fix to monster frequency, some new animations, and new map creation. Not a very big release but I wanted to get it out.
Yes I am using Github. If you want to put things there directly, that would be great.Methuselas wrote:Aren't you using a Github repository or something similar? If you are, I can just update the animations there, instead of putting them on my google drive and have you download them.
Fedora has a gcc cross-compiler for windows. So I compile everything on my linux box and the resulting executable runs on windows. Right now they only package SDL for the windows cross-compiler. I suspect they will make SDL2 available at some point.Methuselas wrote:Oh, what compiler are you using to compile the Windows version? Maybe I could fumble my way through a VS build. Obviously you'll have to bug fix and maintain the code, to keep it clean, since I'd make a mess of things, I'm sure, but I know VS supports SDL2. We used SDL quite a bit at my old job.
https://github.com/dulsi/btbuilderdulsi wrote: Yes I am using Github. If you want to put things there directly, that would be great.
Ah, I gotcha. That's good, then.Dulsi wrote: Fedora has a gcc cross-compiler for windows. So I compile everything on my linux box and the resulting executable runs on windows. Right now they only package SDL for the windows cross-compiler. I suspect they will make SDL2 available at some point.
dulsi wrote:Nice cat.
I'm inclined to leave the list as is and add new ones later in the numbering. It may mean we have a bunch of images that are perhaps never replaced. Yes it means finding an image is annoying right now but frankly even if we had images for everything finding one is annoying. Each image should have tags on it. That way the user can search. The user doesn't care if the image is 1 or 77 or 10000. He just wants the picture of an elf. Blank slots would be skipped unless the user chose otherwise.
Do any people using Bt Builder have an opinion?
I understand what you want. The problem is people started developing games with the previous numbering. Some may continue to use the non-GPL images. I don't want to force people to redo there image numbers even it if is a small number of people using it right now. When I introduced the multiple effects for spells, I could have said the file format changed and everyone has to redo their spell.xml files. Instead I added in code to detect the old format and convert them.Methuselas wrote:Oh, I think you misunderstood. I want to leave all the slots from 0-48 the same, leave the blank "user defined" ones, blank so they conform with BTCS, but with all the ones I've added, throughout the years, I wish to completely reset and start over. I'd like to organize them a little better.
You could do that if you are granted permission to a project. What I'd prefer is for you to fork the project. Then you can update files in your fork by drag and drop. After you do that you can create a pull request. If you have any problems with that let me know.Methuselas wrote:BTW, Slot0 is updated with an Animated Orc on my google drive. I tried to add it to your GitHub, but I forgot how to do a pull request.When I was using Github, it was set up so I could basically drag and drop art files.
Okay, I see what you're doing and what you meant. Are there modules I don't know about? So, there might be animations beyond the 44 range, then.dulsi wrote: I understand what you want. The problem is people started developing games with the previous numbering. Some may continue to use the non-GPL images. I don't want to force people to redo there image numbers even it if is a small number of people using it right now. When I introduced the multiple effects for spells, I could have said the file format changed and everyone has to redo their spell.xml files. Instead I added in code to detect the old format and convert them.
I'll see if I can make a new UI with a tag and searching capability. I think that is a better solution.
Okay, so I installed GH. Made the Fork (I think - it shows, but there's nothing there.) I synced your master code to my fork. Now what do I do? I apologize about this. Before, all of this was set up for the art team, so we'd just log in and drag and drop our art dumps.Dulsi wrote: You could do that if you are granted permission to a project. What I'd prefer is for you to fork the project. Then you can update files in your fork by drag and drop. After you do that you can create a pull request. If you have any problems with that let me know.
I don't know what modules have been created. But I don't sombunall or some else to decide not make a module because they think the next release might break it. Granted losing the images we had was a blow but at least people can still load those files if they want. If we reorder the images then anyone using the old files will have really odd images with the new files.Methuselas wrote:Okay, I see what you're doing and what you meant. Are there modules I don't know about? So, there might be animations beyond the 44 range, then.
On your github fork go to the directory where the image should go and click on the upload file button. I haven't actually used that functionality as I need to grab the whole tree to make changes. You will probably need to have all lowercase file names or you might end up with Slot0.ng and slot0.ng in the directory.Give it try with your animated orc.Methuselas wrote:Okay, so I installed GH. Made the Fork (I think - it shows, but there's nothing there.) I synced your master code to my fork. Now what do I do? I apologize about this. Before, all of this was set up for the art team, so we'd just log in and drag and drop our art dumps.
Yeah they are not my servers. I'm not sure what the best way to do that is. I'm not sure if you would want a separate branch or separate fork so that I don't pull in those files. I'll take a look when I get a chance to see if there is any documentation on the best way to do that. I've never pulled from another fork before and only requested a pull once.Methuselas wrote:Oh, Dulsi, Git Hub uses it's own servers for code storage, right? I'm not taking space on your servers, am I? I ask, 'cos I'm in the process of setting up BTBuilder to support 960 and 1280 again. I figure if they want the higher resolution files, they can grab them off the Git Hub.