DSB Version 0.50

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Sophia
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DSB Version 0.50

Post by Sophia »

What's new:

- Fixed glowing objects' alpha channels being broken
- Fixed monsters not being properly shaded for distance
- Fixed a crash when resurrecting/reincarnating
- Fixed an issue with zo spells working on doors they shouldn't
- Fixed PTRARROW and other system bitmaps not respecting alpha channels
- Added support for RTC-style player color bitmaps
- Added DoubleWindow option to dsb.ini to allow playing in a 1280x960 window
- Fixed a crash when bitmaps being used in wallsets got garbage collected
- Added additional parameter to dsb_level_tint to control level of tint applied (default is 64)
- Added lua_manifest.source_only containing files to disregard when using compiled Lua
- Added "global" exvar to ambient sounds to make them non-positional
- Added ability to cut, copy and paste to ESB
- Fixed an ESB glitch when using importable archetypes

Download it here
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Bit
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Re: DSB Version 0.50

Post by Bit »

a lot of work as it seems - applause!
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Gambit37
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Re: DSB Version 0.50

Post by Gambit37 »

Wooty! You made it past the dreaded 0.49 "DM clones stop here" version, congrats! :D

I've been away for the weekend so this is a lovely thing to come home to. Thank you so much for these additions and fixes, it's really appreciated :-)
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Gambit37
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Re: DSB Version 0.50

Post by Gambit37 »

A few things:

1) What's the max value for the new 4th parameter in dsb_level_tint?
2) The double window size is very cool -- but very much slower. I see what you mean now about larger resolutions being a problem!
3) There's an issue with the character's stat bars vanishing from time to time (I also noticed it in 0.49) -- seems to happen when a custom monster moves from one tile to another.
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Sophia
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Re: DSB Version 0.50

Post by Sophia »

1) Theoretically, none. Practically speaking, a value of over 200 or so will make everything so dark you can't see anything.

2) Yes. This is because DSB is based on software rendering. The only real way around this would be a switch to OpenGL or the like, which would be a pretty huge change.

3) I have never had this issue, so it's going to be rather difficult for me to fix. I might have more chance if you could tell me a little about the circumstances. Do all stat bars vanish, or just one character's, or one particular stat? In 0.50, do RTC-style bitmap-based stat bars vanish as well as the old ones drawn by DSB? Do the character's stats themselves seem affected when they disappear (i.e., memory corruption) or is it just a graphical anomaly?
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Gambit37
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Re: DSB Version 0.50

Post by Gambit37 »

For #3, would it be easier for me to send you a test dungeon for you to see for yourself? Happy to remotely test stuff here and report findings if you prefer.

For #2, speak to Rasmus ;-) (Am kidding, I know this is beyond scope!) :-) -- although, his OpneGL engine from CSBWin3d would be awesome in DSB! :shock: -- think of the possibilities!
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Sophia
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Re: DSB Version 0.50

Post by Sophia »

Does it not happen in the standard dungeons?
If there's some specific case where it happens, then, please, send me a test dungeon. :)
I was under the impression that it was something that was happening for you but not for me so I would not be able to reproduce it.
If I can reproduce it, I can fix it. :mrgreen:
However, if it's one of these sorts of glitches that I can't reproduce (like that weird bug with DM2 tables) then I guess we'll have to rely on remote testing.
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Re: DSB Version 0.50

Post by Mon Ful Ir »

Thanks, Amber. :) I haven't been able to find anything that was broken by the new version.

Editing is certainly a great deal easier for me now.
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Re: DSB Version 0.50

Post by ian_scho »

Congrats on reaching 50, Sofia.... The version I mean, and not your age!
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linflas
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Re: DSB Version 0.50

Post by linflas »

congrats, you've beaten RTC in terms of release version !
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Re: DSB Version 0.50

Post by Joramun »

Congrats ! Only 50 more versions to go before the final release :wink:
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Re: DSB Version 0.50

Post by Skellimancer »

This is great. Thanks for sharing this with us!
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