DSB Version 0.53
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- Sophia
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DSB Version 0.53
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
- 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
- Gambit37
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Re: DSB Version 0.53
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 ![Smile :-)](./images/smilies/icon_e_smile.gif)
![Smile :-)](./images/smilies/icon_e_smile.gif)
- Gambit37
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Re: DSB Version 0.53
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?
* "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
![Wink ;-)](./images/smilies/icon_e_wink.gif)
"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?
Re: DSB Version 0.53
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. ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
Finally playing and immensely enjoying the awesome Thimbleweed Park-a-reno!
- Gambit37
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Re: DSB Version 0.53
Indeed she is -- DSB is pretty darn awesome! ![Smile :-)](./images/smilies/icon_e_smile.gif)
I'm trying to create a DSB based dungeon -- does this mean I'm smarter than you?![Wink ;-)](./images/smilies/icon_e_wink.gif)
![Smile :-)](./images/smilies/icon_e_smile.gif)
I'm trying to create a DSB based dungeon -- does this mean I'm smarter than you?
![Wink ;-)](./images/smilies/icon_e_wink.gif)
Re: DSB Version 0.53
Spoiler
Yes.
![Embarassed :oops:](./images/smilies/icon_redface.gif)
Finally playing and immensely enjoying the awesome Thimbleweed Park-a-reno!
Re: DSB Version 0.53
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!!"![Mad :x](./images/smilies/icon_mad.gif)
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!!"
![Mad :x](./images/smilies/icon_mad.gif)
- Gambit37
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Re: DSB Version 0.53
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.
- Sophia
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Re: DSB Version 0.53
I can't reproduce that.Gambit37 wrote:"Untriggered Nil" still happens if you start the dungeon with the party standing on a trigger
Yes, since the code is exposed now I didn't bother to do anything fancy other than what normal DM needs.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)
Just go into the level options and check the box.Gambit37 wrote:"Added option for iterated alternate ceiling drawing"
Any tips on how to use this?
Oops, I put that in for testing and I forgot to remove it.Qwerty wrote:Mummy's step-sound is very noisy because of adding line of "loop_step_sound = true" in obj.mummy.
![Embarassed :oops:](./images/smilies/icon_redface.gif)
I quickly fixed the current release.
- Gambit37
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Re: DSB Version 0.53
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...
Also, I did a test dungeon to test the untriggered nil thing and I can't re-create it in a fresh dungeon either...
Re: DSB Version 0.53
function stop_sound_handle in base/util.lua might has a fatal error.
"exvar[id][loophandle]" at conditional causes crash error if there is no variable in exvar[id].
Therefore I think it should be added use_exvar(id) before conditional, shouldn’t it?
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
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)]
@@@@@@
- Sophia
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Re: DSB Version 0.53
At least for now that was an easier fix than making everything work with arbitrary fonts.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.
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Good catch. I've quickly fixed this one, too!Qwerty wrote:function stop_sound_handle in base/util.lua might has a fatal error.
- unskilledkite
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Re: DSB Version 0.53
Great works!
The display of "load" can be rewritten.
Update "render.lua" was hard work, I think...
![Shocked :shock:](./images/smilies/icon_eek.gif)
The display of "load" can be rewritten.
Update "render.lua" was hard work, I think...