DSB Version 0.70

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Sophia
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DSB Version 0.70

Post by Sophia » 5-Dec-18 03:25

What's new:

- Added prestartup.lua to allow custom code to run before the majority of system scripts run
- Added graphics_paths and sound_paths tables stored in graphics.cfg and sound.cfg to allow different paths for base graphics and sounds
- Kept internal condition bitmaps from being accidentally trashed by the Lua garbage collector
- Added support for a secondary image for wall windows that can be larger than the wall that contains them
- Added ability to specify static images for wallitems at different ranges
- Added dynamic_shade arch property to control whether floor/wallitems are dynamically shaded
- Added door_draw_info table to give more control over how doors are drawn
- Added extra properties to gui_info.guy_icons to control the size of the icons
- Added multidraw arch property to circumvent DM-style wallitem drawing
- Added LeaderVision ini option to rotate the view when the party leader rotates
- Modified most functions that play sounds to optionally take a table of sounds and choose from it randomly
- Passing a sound handle of -1 to dsb_stopsound will now stop all playing sounds
- An icon specified for inventory_info.exitbox is now actually drawn
- Changed clickable flooritems to never be restricted to one clickable item per tile
- Moved the list of ammo storing locations out of local variables in attack methods
- Added additional renderer hooks to make changes to graphics in custom dungeons easier
- Fixed a bug in the throwtrolin importable archetype
- Fixed some internal message queue stuff that should hopefully make tracking down future bugs easier

Download it here

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Gambit37
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Re: DSB Version 0.70

Post by Gambit37 » 5-Dec-18 08:14

OMG wow! This is amazing! What a wonderful early Christmas present. :o :shock: :o :shock:

Thank you so much for all your hard work on this. It's fantastic that you're still supporting us crazies! I take my hat off to you. (I actually don't wear hats, but if I had one, I would certainly doff it furiously in your direction.) :D :D

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Gambit37
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Re: DSB Version 0.70

Post by Gambit37 » 6-Dec-18 13:51

Couple of questions:

What's a use case for putting scripts in prestartup.lua vs startup.lua (and the startup manifest) ?
For the new multidraw property, should I set it for ALL items that I want on the same tile? And presumably it's a boolean?

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Sophia
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Re: DSB Version 0.70

Post by Sophia » 6-Dec-18 15:06

Code that is in prestartup.lua runs before all of the scripts in base/ including before loading custom graphics. This can be useful if you need to redefine functions that run at startup but isn't ordinarily needed.

Yes, multidraw is a boolean. DSB will draw a wallitem if any of the following conditions are true:
:arrow: Multiple wallitems per wall are allowed
:arrow: The multidraw property is true for that arch
:arrow: It is the last wallitem on the wall

This means that in your use case you only need to set it for your 'background' item.

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Gambit37
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Re: DSB Version 0.70

Post by Gambit37 » 6-Dec-18 17:05

Great, thank you. I have some questions about the subrenderer changes, but I'll start a new thread for that.

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Re: DSB Version 0.70

Post by meadwarrior » 7-Dec-18 20:52

Awesome! Thanks for the update, some very interesting new features in there!
I especially like the possibility to have custom perspective graphics for wallitems.

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Re: DSB Version 0.70

Post by Stingm » 8-Dec-18 06:43

Thanks again for all your work Sophie.

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Re: DSB Version 0.70

Post by Sophia » 8-Dec-18 22:55

Don't thank me yet. This version is kinda broken. Time to upgrade!

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