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Re: Bt Builder

Posted: Tue Jul 19, 2016 7:36 pm
by caars
dulsi wrote:The render quality seems fine to me.

I've released 0.5.9. I didn't get a chance to include many of caars requests. I did allow you to specify 0.1% but not like that. The default die roll for encounters is 1d100. You can now modify that to a different die roll. So if you specify it as 1d1000 and you set the chance of an encounter to 1, that is the equivalent of 0.1%.

The reason for this release is mainly my PocketCHIP. I showed it to my coworkers running btbuilder. The first comment was "isn't it hard to read". They are right. The screen is 480 x 272 and btbuilder was running 320 x 200 with black all around it. I plan on showing it off again on Thursday to a linux user group so I needed to fix that complaint. While I could try scaling things myself, SDL2 has this built in. Windows versions of all the SDL2 libraries I need are now available for my crosscompiler. Bt Builder is now compiled with SDL2.

Street names can be added but are not visible in the editor. 'b' clears a street name from the current square. 'n' allows you to select the street name or create a new one. 'm' sets the current square to the last used street name. When the game finds street names it prints "You are on >streetname< facing >direction<." when you press '?'.

Methuselas's updated images are included.
Frankly, I was kind of hoping the actual implementation would be more like what you actually did than what I suggested anyway. (I think possibly percentages are a tad bit easier to understand for the average user - or at least they *think* it's easier to understand; in my experience people are actually pretty stunningly awful at understanding what percentages mean, but I tend to think in terms of "weighting" more anyway, so the set the die roll approach and keep the individual chances as integer values works great to me ... that's closer to how I actually think anyway.)

Re: Bt Builder

Posted: Sun Jul 31, 2016 6:08 pm
by Methuselas
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Getting the hang of using soft body physics in iClone. I may have to let the cloth settle first, before I render. Don't know why I keep getting that "pop" in the beginning. Could be my weight maps.


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Troll, using Ogre Walk Cycle and soft body dynamic loincloth.

Re: Bt Builder

Posted: Tue Aug 02, 2016 9:04 pm
by Methuselas
Hey Dulsi,

I got around to downloading the new 0.59 version and well, it crashes. When I load it up, the mainscreen doesn't show up, it's just black. I can see the text, though. However, when I press E to edit a map, it crashes back to the desktop. If I just try and open either Builder City 1 or 2, it crashes back to the desktop.

Just a head's up.

Re: Bt Builder

Posted: Wed Aug 03, 2016 12:12 am
by Methuselas
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In the meantime, Lizardmen have spring-loaded tails. ;)


Note, they have weapons. I just haven't converted them into accessories. There's an issue with my Lizardman King, though. He's giving me a memory error on export. Probably something to do with the morphs I'm using.

Re: Bt Builder

Posted: Thu Aug 04, 2016 4:42 am
by dulsi
Methuselas wrote:I got around to downloading the new 0.59 version and well, it crashes. When I load it up, the mainscreen doesn't show up, it's just black. I can see the text, though. However, when I press E to edit a map, it crashes back to the desktop. If I just try and open either Builder City 1 or 2, it crashes back to the desktop.
I tried it on one windows box I have access to. It loads the mainscreen and edits alright but loading the games just hang. I'll see what I can do. I wonder if it needs the same fix that PocketCHIP needed.

Re: Bt Builder

Posted: Thu Aug 04, 2016 6:14 pm
by Methuselas
dulsi wrote: I tried it on one windows box I have access to. It loads the mainscreen and edits alright but loading the games just hang. I'll see what I can do. I wonder if it needs the same fix that PocketCHIP needed.

I'm running Win 10. The previous version, .58 worked fine. Whatever you changed in the new version is what broke for me.

If you need me too, I'll take some screenshots.

Re: Bt Builder

Posted: Fri Aug 05, 2016 7:19 am
by Methuselas
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https://drive.google.com/open?id=0BwpB_ ... C1fMHNGQXM


Monster Expansion Pack! Drag and drop into your BTBuilder directory and enjoy! :mrgreen:

Re: Bt Builder

Posted: Sun Aug 07, 2016 5:25 am
by dulsi
I played around with Windows. I haven't been able to figure out what is wrong. A simple test of every library suggests it should work but something is incorrect in Bt Builder. As a temporary measure, I'm putting in support for SDL1.2. Linux will still compile with SDL2 but Windows will be compiled with SDL1.2. I'll probably make a new release with just this for the most part once I'm confident it works.

Re: Bt Builder

Posted: Mon Aug 08, 2016 8:34 pm
by Methuselas
dulsi wrote:I played around with Windows. I haven't been able to figure out what is wrong. A simple test of every library suggests it should work but something is incorrect in Bt Builder. As a temporary measure, I'm putting in support for SDL1.2. Linux will still compile with SDL2 but Windows will be compiled with SDL1.2. I'll probably make a new release with just this for the most part once I'm confident it works.


So, the Windows version doesn't have the scaling capabilities, I take it? :(


Also, I have a request. Is there any way you can change the code to allow changing of character classes by class level and change spell levels based on the skill? I'm still having problems, as I can't change classes such as Fighter > Samurai and when you go to the review board to get spell levels, I end up with a blank line where the spell level should go, as the xml code is based off class and not skill.

Basically, I need the ability to change classes, based on class level (I would prefer stats, though) and the ability to purchase spell levels based on the skill and not the class.

Oh, any chance you're going to code a generic temple xml file, that works like the previous bard's tale series?

Re: Bt Builder

Posted: Tue Aug 09, 2016 3:50 am
by dulsi
Methuselas wrote:So, the Windows version doesn't have the scaling capabilities, I take it? :(
Correct. I played around with it for a while but didn't make any progress. This is intended as a short term fix to get you back to operating.

(Skipping change class/buying skill comments. Not because I won't do them. I just don't have any thoughts on it at the moment.)
Methuselas wrote:Oh, any chance you're going to code a generic temple xml file, that works like the previous bard's tale series?
I plan to do that. Right now I've been considering caars requests for expressions with counters. I'd rather just jump to variables than do something only for counters.If that is added it should be possible to implement the cost of healing based on the hit points to be healed. (Might be easier to start with Roscoe's than the temple since I wouldn't have to deal with dead, poison and other conditions.

Re: Bt Builder

Posted: Tue Aug 09, 2016 7:45 am
by Methuselas
dulsi wrote: I plan to do that. Right now I've been considering caars requests for expressions with counters. I'd rather just jump to variables than do something only for counters.If that is added it should be possible to implement the cost of healing based on the hit points to be healed. (Might be easier to start with Roscoe's than the temple since I wouldn't have to deal with dead, poison and other conditions.

Oh, I would kill for variables. I like the tag setting, but variables would be a lot more efficient for module building.

Re: Bt Builder

Posted: Sat Aug 13, 2016 6:03 pm
by Methuselas
Another request I hope would be easy to implement:

Removal of hard coding for items. Any way we could have items listed in an xml file?

Re: Bt Builder

Posted: Wed Aug 17, 2016 10:27 pm
by caars
Methuselas wrote:Another request I hope would be easy to implement:

Removal of hard coding for items. Any way we could have items listed in an xml file?
Wait, what? Aren't items already listed as an xml file?

Re: Bt Builder

Posted: Fri Aug 19, 2016 7:01 pm
by Methuselas
caars wrote:
Wait, what? Aren't items already listed as an xml file?

Not the item list. The 13 item TYPES. Basically it would be like this:

Code: Select all

<itemType>
<Type>Boots</Type>
<hitBonus>1</hitBonus>
<ACBonus>0</ACBonus>
</itemType>

The Bonus Elements are just booleans that activate set bonuses. (Only weapons get hit bonuses, which I don't like.) If you want boots or an amulet item or scrolls or books, they all fall under miscellaneous, which limits what you can do. All the engine is doing is instead of reading the types of items from hard code, it reads it from an external xml file.

I'm hitting roadblocks with my module and I know Dulsi is looking to add variables for you (which I am happy about, too!) in the next release, so I'm trying to find something small that I could get added in. I thought this would be easier than asking for changing item code to display number of charges left in the inventory screen on a per item basis. (I hate that I don't know how many arrows a character has left and what not.)


For example, in my module, at the beginning, you have the potential to get blessed by a "forgotten" god. In doing so, if blessed, you have the chance of getting Gloves of Martial Puissance, which would add a continuous Hit Bonus.

Only, I can't do that, unless it's a spell, which is what I don't want to do.

Re: Bt Builder

Posted: Fri Aug 19, 2016 10:20 pm
by caars
Oh! Gotcha!
I do agree - that would definitely add some interesting capabilities (Ray guns!!).