DSB Version 0.53

This forum is for the Lua scriptable clone of DM/CSB called Dungeon Strikes Back by Sophia. Use DSB to build your own highly customised games.

Moderator: Sophia

Forum rules
Please read the Forum rules and policies before posting.
Post Reply
User avatar
Sophia
Concise and Honest
Posts: 4240
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

DSB Version 0.53

Post by Sophia »

What's new:

- Added gui_info.lua allowing the location and size of GUI renderers to be reconfigured
- Moved most magic information into magic_info, defined in base/magic.lua
- Moved the rendering of inventory text to sys_render_inventory_text
- Added sys_render_attack_result to handle successful hits (and "NO AMMO" etc. popups)
- Minor modifications to sys_render_attack_* functions to support the new one
- Added option for iterated alternate ceiling drawing
- Added ability to specify source and size for dsb_bitmap_draw (like dsb_bitmap_blit)
- Added optional destination width and height parameters to dsb_bitmap_blit for bitmap scaling
- Added dsb_text_size(font, text) = length, height
- Added dsb_set_lastmethod and renamed dsb_lastmethod to dsb_get_lastmethod
- Added pounce_eagerness property to monster archetypes to control move/attack speed
- Added dsb_get_animtimer/dsb_set_animtimer to modify an inst's animation timer
- Added abilty to edit the animation timer within ESB
- Importable archetypes will attempt to execute ARCHETYPE_IMPORTED() when loaded
- Added loop_step_sound, loop_attack_sound, etc. arch properties
- Added top_offset and mid_offset properties to wallwriting to control how it is displayed
- Fixed FLOORFLAT objects not properly displaying alpha channels
- Fixed "untriggered nil" when adding a party member while standing on a trigger
- Fixed newly launched flying objects causing trigger events when they shouldn't
- Fixed rotating 180 degrees using up a monster's entire turn
- Fixed a bug causing monsters to think that bashed doors were still intact
- Fixed an ugly rendering glitch when opening a magic door with alpha channels
- Made monster action time delays more consistent

Download it here
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Re: DSB Version 0.53

Post by Gambit37 »

Oh. My. Goodness! Wow! Thank you very much, this is a motherload of additions that pretty much sorts out all the stuff I've been looking at. I really wasn't expecting it anytime soon. You must have been working really hard on it; amazing stuff, thank you :-)
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Re: DSB Version 0.53

Post by Gambit37 »

Just had a quick play and spotted a couple of issues:
* "Untriggered Nil" still happens if you start the dungeon with the party standing on a trigger
* Weapon Hit graphics no longer respect alpha channels (though I now know how to get around that with the 'new bitmap > blit > draw' trick ;-) )


"Added option for iterated alternate ceiling drawing"
Any tips on how to use this? The existing rendering problems still remain when I use multiple wallsets, so do I need to change something in the definition code for a wallset?
User avatar
Jan
Mighty Pirate
Posts: 2760
Joined: Tue Sep 23, 2008 4:55 pm
Location: Scumm Bar, Czech Republic

Re: DSB Version 0.53

Post by Jan »

Sophia really is absolutely ingenious! I wish I was smart enough to understand at least a half of this - but I hope it'll help smarter people than me to create more DSB-based custom dungeons. :P
Finally playing and immensely enjoying the awesome Thimbleweed Park-a-reno!
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Re: DSB Version 0.53

Post by Gambit37 »

Indeed she is -- DSB is pretty darn awesome! :-)

I'm trying to create a DSB based dungeon -- does this mean I'm smarter than you? ;-)
User avatar
Jan
Mighty Pirate
Posts: 2760
Joined: Tue Sep 23, 2008 4:55 pm
Location: Scumm Bar, Czech Republic

Re: DSB Version 0.53

Post by Jan »

Spoiler
Yes.
:oops:
Finally playing and immensely enjoying the awesome Thimbleweed Park-a-reno!
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Re: DSB Version 0.53

Post by Gambit37 »

Trust me, it really doesn't! :-)
User avatar
Qwerty
Apprentice
Posts: 55
Joined: Sun Aug 30, 2009 6:21 am

Re: DSB Version 0.53

Post by Qwerty »

Congratulation for DSB0.53!
I've played briefly and it has a small issue :
Mummy's step-sound is very noisy because of adding line of "loop_step_sound = true" in obj.mummy.

Mummy : *rustle* *rustle* *rustle* *rustle* *rustle*...
Me : "Oh...Be Quiet!!" :x
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Re: DSB Version 0.53

Post by Gambit37 »

I think that's just in there as an example of how to use it. The effect is better applied to creatures such as flying monsters: bats, bees, etc, where you want the sound to continue even though the critter may not be moving from tile to tile.
User avatar
Sophia
Concise and Honest
Posts: 4240
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Re: DSB Version 0.53

Post by Sophia »

Gambit37 wrote:"Untriggered Nil" still happens if you start the dungeon with the party standing on a trigger
I can't reproduce that.
Gambit37 wrote:Weapon Hit graphics no longer respect alpha channels (though I now know how to get around that with the 'new bitmap > blit > draw' trick ;-) )
Yes, since the code is exposed now I didn't bother to do anything fancy other than what normal DM needs.
Gambit37 wrote:"Added option for iterated alternate ceiling drawing"
Any tips on how to use this?
Just go into the level options and check the box.
Qwerty wrote:Mummy's step-sound is very noisy because of adding line of "loop_step_sound = true" in obj.mummy.
Oops, I put that in for testing and I forgot to remove it. :oops:
I quickly fixed the current release.
User avatar
Gambit37
Should eat more pies
Posts: 13714
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Re: DSB Version 0.53

Post by Gambit37 »

Looks like the default font has crept back into the save dialogs? The font I'm using as sys_font still works in all other places, but save screens aren't respecting it and they are using the original FTL sys font.

Also, I did a test dungeon to test the untriggered nil thing and I can't re-create it in a fresh dungeon either...
User avatar
Qwerty
Apprentice
Posts: 55
Joined: Sun Aug 30, 2009 6:21 am

Re: DSB Version 0.53

Post by Qwerty »

function stop_sound_handle in base/util.lua might has a fatal error.

Code: Select all

function stop_sound_handle(id, sound_name)
	local loophandle = "loop_" .. sound_name .. "_hand"
	if (exvar[id][loophandle]) then
		dsb_stopsound(exvar[id][loophandle])
		exvar[id][loophandle] = nil
	end
end
"exvar[id][loophandle]" at conditional causes crash error if there is no variable in exvar[id].

Code: Select all

FATAL LUA ERROR: Lua Function sys_kill_monster: base/util.lua:289: attempt to index field '?' (a nil value)
@@@ LUA STACK @@@
[N:134][N:0][S:base/util.lua:289: attempt to index field '?' (a nil value)]
@@@@@@
Therefore I think it should be added use_exvar(id) before conditional, shouldn’t it?
User avatar
Sophia
Concise and Honest
Posts: 4240
Joined: Thu Sep 12, 2002 9:50 pm
Location: Nowhere in particular
Contact:

Re: DSB Version 0.53

Post by Sophia »

Gambit37 wrote:Looks like the default font has crept back into the save dialogs? The font I'm using as sys_font still works in all other places, but save screens aren't respecting it and they are using the original FTL sys font.
At least for now that was an easier fix than making everything work with arbitrary fonts. :mrgreen:
Qwerty wrote:function stop_sound_handle in base/util.lua might has a fatal error.
Good catch. I've quickly fixed this one, too!
User avatar
unskilledkite
Novice
Posts: 11
Joined: Sun Dec 12, 2010 4:32 pm
Location: Japan

Re: DSB Version 0.53

Post by unskilledkite »

Great works! :shock:

The display of "load" can be rewritten.

Update "render.lua" was hard work, I think...
Post Reply