Additions to DMJ.

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Kelly
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Additions to DMJ.

Post by Kelly »

As most already know, we can only use the "default" levers/switches from the main maps dir - as a result these new modifications will allow the user access to all the levers(and buttons) for all the new mapsets available from one pulldown menu within the editor. (No more cursing when trying to do a more complex dungeon!).

Also added is a new way of combining two wallsets into one level of your dungeon. This will require documentation for the beginner, but the overall effect looks promising - I'll update with piccies later.


UPDATE:-

All switches for Germannys and Cowsmanauts wall sets have now been added. These are for both the single and mulitple wall switch mechanisms.
In total thats 36 usuable switches to use with various wallsets - (default was 10).
New doors added to the "door list" in the editor are all now breakable with broken graphics. All views now corrected as well.
Last edited by Kelly on Wed Jun 13, 2007 9:41 pm, edited 1 time in total.
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ian_scho
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Post by ian_scho »

As most already know, we can only use the "default" ones from the main maps dir - as a result these new modifications will allow the user access to all the levers(and buttons) for all the new mapsets available from one pulldown menu within the editor.
Ohh, now this sounds interesting. For those that dont know, DMJava doesnt 'inherit' all of the new wallset when adding a new set of graphics. I think stuff like wall decorations and VI altars dont change from the original. With this addition, it makes a more complete 'secondary' wall set. Nice one.
Also added is a new way of combining two wallsets into one level of your dungeon.
Beowuuf pointed out to me in flashchat once, that the outside level of DMII is in fact many different levels interlinked with teleporters between each one. The transition is made up of wall decorations, so as to not to abruptly and awkwardly change the wallset. You've shown me an example of this already in DMJava, Kelly?

Keep up the good work!
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Kelly
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Post by Kelly »

All the wallswitch and door code is now complete, and the "two" wallset method has been included into DMJ.

Here'a a few piccies of what I mean - the wallset itself is just an example and a bit of a rush job. So it's nothing fantastic as of yet, but you'll get the idea.

http://img368.imageshack.us/img368/5994/piccie4rn2.jpg
http://img178.imageshack.us/img178/4346/piccie1aa5.jpg
http://img472.imageshack.us/img472/8499/piccie3qe1.jpg
http://img120.imageshack.us/img120/2298 ... osedd5.jpg
http://img65.imageshack.us/img65/2148/dooropenka9.jpg

Another update:-

All wall decoration for each wallset (Germanny's and Cowsmanauts) has now been implemented into the code. Also modified the stairs - there was a glitch when using the two wallset method, but it has now been corrected. Two versions for the stairs are now available (for each wallset used). I'll update with piccies and documentation soon.

And another update:-

The rebirth ( VI Altars ) can now be used from any maps directory!

Due to the animation sequence being hardcoded, just be sure that the initial anim matches the size of the custom VI altar.
Another words the initial anim will always be the same, not matter which altar you use.

And again, another update:-

All rebirth altars have now been modified for each mapset and a new anim sequence has been created.
A new "you died" piccie. Original graphics done by Germanny - I've just resized it and added the text.
http://img225.imageshack.us/img225/371/deadne3.jpg
Last edited by Kelly on Wed Jun 13, 2007 9:42 pm, edited 1 time in total.
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Kelly
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Post by Kelly »

After extensive checking of all these modifications, there is one glitch that you should be made aware of.
When creating a saved game, using a custom wallset, not all of the wallset is updated on loading the save game back in. This happens only on custom wallsets using alcoves and rebirth altars.
By quiting the game and using the "resume" option on the initial menu screen, it puts everything back in order and continues loading in the wallsets as it should.

If you don't the graphics will revert back to the default mapset within the "Maps" folder.
Although this doesn't affect the "gameplay" of the custom dungeon it will, of course, look a little odd.

Just be sure to quit the game before loading in any saved games made with custom wallsets. (This will be included in future documentation).

Everything else works a charm. All wall switches (now hardcoded) are working perfectly, as are the new doors and wall deco...etc.
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Post by ian_scho »

I think I've seen this one, too Kelly.
I dont know if starting a custom dungeon in a custom 'Maps' directory has a bug as well? Maybe I'm wrong there, though. My memory is somewhat jaded.
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Kelly
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Post by Kelly »

If you start a custom dungeon, it doesn't matter what mapset is in the Maps dir, as this will always be the default one.
If you start a custom made dungeon, and you use the first level (level 0) as a custom mapset (say maps1) and enter the dungeon via the "enter" tab on the main menu, the game will crash.

This is something hardcoded into the game, but to avoid this from happening, just be sure that all custom dungeons start each level from the main "maps" folder. Alternatively, be sure to click on the "custom" tab if starting from an alternative maps folder.

As for the saving glitch, I believe you mentioned this before when beta-testing the last addon pack. Since we have now customized an entirely new wallset method, this glitch at the moment is unavoidable.

Either way, I'm sure the DMJ user won't be bothered to much by using the quit function then the resume button?
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Post by Kelly »

Here's a glimpse of the underwater level mentioned a while ago.
There is actually "wave effect" anim (using teleporters) but you can't make it out very well from the piccies.

Original shark graphics done by Crimson Ghost - and maybe this will give him a little inspiration to show off some of his other work he's done. Pretty cool stuff. :wink:

http://img160.imageshack.us/img160/5808/piccie1yl0.png
http://img140.imageshack.us/img140/5521/piccie2cv3.png
http://img140.imageshack.us/img140/1277/piccie3fv6.png
http://img113.imageshack.us/img113/1379/piccie4os6.png

Edit more pics:-

Two wallset method pics:-

http://img384.imageshack.us/img384/769/piccie5lo9.png
http://img384.imageshack.us/img384/341/piccie6cx4.png
http://img384.imageshack.us/img384/8242/piccie7ra5.png

Wallswitch pics:-

http://img381.imageshack.us/img381/9464/piccie8rc7.png
http://img384.imageshack.us/img384/293/piccie9yh8.png

Rest of the pics will be updated via the DMJ modifications website.
Last edited by Kelly on Fri Mar 23, 2007 11:15 pm, edited 3 times in total.
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Post by Joramun »

Waw impressive ! Though a shark is probably not the first creature I'd expect in a dungeon :P
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ian_scho
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Post by ian_scho »

Yeah, these look really, really good Kelly.

Even though the underwater level is a novel idea, I also like the way that you're adding to the existing wall set you've done, adding a richness to it.

I'm waiting to see piranhas, now :D
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Kelly
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Post by Kelly »

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Post by ian_scho »

Smart! º º
º
Scary! º
º
Cool! º
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Post by syrphid001 »

Curiosity question about the graphic format of pictures/maps/heroes etc.
Why is the format gif or png and why is it limited to about 255 colors?
Why is the jpg format not used instead?
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Post by Gambit37 »

JPG is a horrible format to use for game resources as it's lossy and looks ghastly if too heavily compressed, especially at lower resolutions.

I suspect there are also engine dependencies on working with images that use indexed palettes. However, you can use 32-bit PNGs -- I think that's enough colours! (but yes,I'm sure you'll say that 32-bit PNG = large files). Nevertheless, it's a better option than JPG.
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Kelly
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Post by Kelly »

As Gambit has said, JPG is a horrible format.
Regrading DMJ, the original format is/was GIF, but this can be modified for virtually any format. PNG was chosen for it allows for transparencies, blending, and still offers a "smaller" filesize. It allows the DMJ user, with a lower end spec pc, to use the new mods without hammering too much on the cpu or other hardware issues. It also offers these users the ability to use the "animation" triggers without any problems.

To "upgrade" to a higher spec, like TIFF or TGA, will obviously hinder the games performance for those not "equipped" with a higher spec machine.
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Post by Kelly »

New Updates:-

The door code as, again, been modified. It now includes all EOB doors and 5 custom slots to design your own breakable variations.
(That's a total of 50 breakable doors).

A self-exe installer as now been created. This will allow the user to automatically run the installation of Addon-Pack v0.1 which will contain all the necessary files. This will also include Germanny's GFX packs and Cow's wallset. (Only with their consent, of course).

Included for now are the following:-

1) Default wallset.
2) Town interior wallset.
3) Two outside wallsets. (Including weather animation).
4) 3 Additional Fountains. (Can be used on various dungeon levels).
5) New Alcoves. (Can be used on various dungeon levels).
6) Two-wallset method.
7) Additional Wall deco (including all GFX packs).
8) New Door Modifications.
9) Underwater level. (Including water animation).
10) Town/shop mechanisms.
11) Additional levels/switches (including all GFX packs).
12) New Monsters.

____________________________________________________________


Addon Pack v0.2 to do list:-

Still to add wall deco for addon pack v0.2
Alternate door views for shop mechanism (shop assistant).
Event system interaction with shop keeper.

Things changed:-

The shop keepers no longer use the alcove graphics. These have been linked to the custom doors instead. (Standard door - unbreakable).
The potions shop is now linked to wall deco.
New graphics have been added to the town interior.
Updated the underwater level, (water can now been seen from the level above if pits and/or stairs are used).
Pirhanas' can now swim up the stairs to the level above or below (watch them toes!).
Last edited by Kelly on Wed Jun 13, 2007 9:59 pm, edited 4 times in total.
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Post by Milna »

Kelly,

Is the .exe file up you mentioned up, or are you still working out the kinks? I can't seem to find it.
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Kelly
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Post by Kelly »

Offical Addon Pack v0.1 download is now available.
For documentation please read the "Help installing addon pack explained" thread.
To download, please go to the "DMJ modification website" (DMJ sticky thread).

Due to keeping down the filesize of these modifications, the addon packs have now been split.
Addon pack v0.1 contains all the new code modifications, Cow's wallset and misc files belonging to Germanny's GFX packs which have now been hardcoded.
Please examine the documentation as stated above.

The download available on Germanny's website is now out dated. Please use the download link for the new modifications either via the DMJ modifications website or from the DMJ sticky thread.
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