CSBuild Version 0.786

Discuss Chaos Strikes Back for Windows and Linux, an unofficial port of Chaos Strikes Back to PC by Paul Stevens, as well as CSBuild, an associated dungeon editor.

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Paul Stevens
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CSBuild Version 0.786

Post by Paul Stevens »

Version 0.786 of CSBuild is at
dianneandpaul.net/CSBwin

This fixes all reported bugs. I still have bugs in CSBwin
and piles of feature requests. But if you find a bug in
0.786 please report it.

===================================================
Version 0.786
---Provide methods for locating, analyzing, and repairing
Cloned Objects.....This is a BIGGIE and very likely to
cause some problems in the short term. Lots of things that
have nothing to do with Clones had to be changed.
--Ask user if we should delete database entries when still
being referenced by cloned object.
--Limit Shooter energy to the range (0 - 255).
--Limit number of Floor Decorations per level to 15.
--Limit number of Wall Decorations per level to 15.
--Limit number of Door Decorations per level to 15.
--Limit number of Monsters per level to 15.
--Hide 'Browse' button in Pushbutton editor when any Local
Action is selected.
--Proved a 'Toggle Target Lines' Toolbar button.
--Show text for Scrolls without having to edit the Scroll.
--Repair 'Browse' causes 'Special Object' selector to be hidden in the
Actuator editor.
--Enforce default action of 'Remove From Hand' when a pushbutton is
changed to 'Activated by Special Object'.
--Make Trick Walls Blocking by default.
--Identify Teleporter ID and location on edit dialogs.
--Provide a warning and a repair option when a Scroll contains
something other than text.
--Limit Portrait character selector to provided list.
--Distinguish between Fine Robe(top) and Fine Robe(bottom).
--Fix spelling of Samurai Sword.
--Fix spelling of Fountain.
--Provide consistent defaults for Pit replacing Wall and Pit
replacing Open Cell.
--Inhibit automatic placement of Random Decorations on Doorframes.
--Inhibit automatic placement of Random Decorations in Stairwells.
--Double-click in Clone list performs automatic 'Repair'.
--Provide graphic name for disabled Actuators in Clone list.
--Removed 'Visible' check-box in actuator editor.
--Change illegal characters to spaces in floor text editor.
--Repair crash when deleting a Pressure Pad from Monster Possessions.
--Allow Firestaff+ selection in Pressure Pad 'Special Object' selector.
--Provide a simple encryption that will work with all future CSBwin.
--Properly measure Scroll text to be sure it will work at runtime.
--Revise method or editing Monster Possessions so that delete does
not cause a "Cloned" error message.
--Remove Ra Bomb, Kath Bomb, and Pew Bomb from special object lists.
===================================================
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Re: CSBuild Version 0.786

Post by Zyx »

Wow! Many big fixes! Thank you.

1) Floor decorations like square pads don't show in CSBwin if they're in a doorframe. Is it normal?
2) It seems that if I put a pushbutton on the same wall than a swapobject, it says: "not implemented". I have then several problems when editing the pushbutton, but maybe they are all linked to this first one.
3) A pushbutton activated by special object, only if last activator: not implemented (wether "force rotate" or "delete if activated" options)
4) I still can't edit texts on pits. I don't know if it was still carded or if you forgot :-) Or is it a feature?
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Re: CSBuild Version 0.786

Post by Zyx »

5) If I put a pushbutton with no graphic, operated by "alcove - anything" and then close the dialog with the OK button, it won't accept the configuration but without warning. It should warn that there is no alcove graphic selected.
6) Also, if I put an alcove to rotate, it becomes replaced by "alcove-anything" and no action without warning. What's more, if there were other pushbuttons, they all become configured the same way. This causes a crash in CSBwin.
7) If I put a champion portrait without a champion text, CSBwin will crash.
8) A question about DSA and the &TYPE command. Does an apple has the same type than a screamer slice? Or only other apples are of the same type?
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Re: CSBuild Version 0.786

Post by Paul Stevens »

I posted CSBuild Version 0.787.

===================================================
Version 0.787
--Allow local actions for Alcove actuators.
--Warn user when he attempts to edit an Alcove Actuator
and there is no Alcove graphic.
--Warn user when he tries to edit a pushbutton when an
Alcove graphic is present.

==================================================
There is no way to differentiate between a pushbutton and
an alcove actuator. They can be identical. The runtime
decides which it is by looking to see if an Alcove is being
displayed. This is not nice. By rotating yhe actuators you
could change the type! At any rate, CSBuild has to guess
what it is and it does this by seeing if any actuator in that
position has an Alcove as a graphic.
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Re: CSBuild Version 0.786

Post by sucinum »

i just wanted to throw in that i appreciate your efforts very much :)
i'm sorry i can't help (next to providing buggy dungeons ;)) but i see you two are working together pretty fine :)
keep it up! :)
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CSBuild Version 0.787

Post by PicturesInTheDark »

Hello Paul (, Zyx):

1) If you check a dungeon with "all of the above" you're likely to get some errors in nearly all dungeons made so far, probably even in each of the five different categories of checks. I suggest

a) to use the name of the currently tested category ("Decorations", "Monsters"...) in the header instead of "Warning" or at least as a header line in the window so as not to get confused if there are many warnings.

b) to de-activate the "repair" button visibly as long as there is no functionality is implemented, it's a bit disappointing otherwise.

2) Champion portraits are shown on the text (right) side as "Portrait (Champion portrait)". I suggest changing that to "Portrait (Graphic)", for example "Portrait(Chani)" - no idea if CSBuild can distinguish between DM and CSB dungeons, otherwise you could even use "Portrait(Chani/Algor)".

3) The character descriptions (like "Alex Ander AADCACDKAAAN CPCMDHCNCICDCI AAAADCDCAAAACCBC") are not useful in that way, for me at least. I'd suggest displaying the Character name and the major three attributes instead (Health, Stamina, Mana) - "Alex Ander H50 S57 M13"

4) A while ago you enhanced the attribute points for characters to go all the way to Archmaster if so chosen - maybe it would be easier if the level names would be displayed additionally to the points for each attribute, for example "Journeyman Fighter" if you are looking at the (selected)
"strength" attributes of 1000 each of the 4 associated skills. I don't know if you do, but I do not know the different values by heart - so that would help.

5) More on the skill points: Since 500 is Neophyte and 8.192.000, what are the values of "250" and "16.384.000" good for ?

6) Am I right that if I do not check "DM rules" in CSBwin my character will get less points at the start and during the game when advancing his attributes and skills ? If so, I'd think about making "DM rules" the default, because even if this IS CSBwin, most dungeons are built for DM.

7) On the left upper side of the character "editor" you can still see the name and letters displaying the coded attributes - grayed... no editing possibility, no use. You could use that space better - for example displaying posessions or the fighter/ninja/priest/mage levels.

8) Missiles (fireballs, lightning bolts etc...) are displayed as "???" in the text area - could you change that if possible ?

9) You told me to ask in a few months about "automatic window resizing" when displying a level so that all of the level can be displayed if it is bigger than usual. I do now.

10) Long texts simply go on until they end in one row on the right (text) side. A line break according to the current window size would be helpful.

11) You have already found different descriptions for pits (real obvious, real obscure), is it reasonable to ask the same for teleporters (stating: in/visible, in/active, in/audible, party/monster/objects/anything as text ?

12) Probably nobody else bugged you about the graphics but I'll still ask again for icons on the right hand side along with the text - if I'm the only one who has approached you so far, no need to answer.

13) Editing characters during the game. So far I can only edit characters in the dungeon file, not when I'm playing already. Any particular reason ? One, when experimenting with own dungeons this comes in very handy. Two, I like to play dungeons my way and even if I don't edit characters normally, I see no reason why I should not be able to change some details if I don't like them; if I can do so with walls/items/monsters, why not with the characters ?

14) Names displayed. If this is not too much work, a toggle for the names used in DM/CSB would be useful. This goes for the characters as well as for items and weapons (examples: Fang, Sar coin etc...).

Hmm. Guess that's enough. Probably not high priority but you asked us to ask for changes. Thank you,

regards PitD

7)
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Re: CSBuild Version 0.786

Post by Paul Stevens »

1a) Better heading.....Carded.
1b) Hide "Repair" if not possible. We are going to make it
possible! So I don't want to do work that will become unused.
2) Champion name - If the associated text exists I can show
that name. ..Carded
3) In what context?
4) Postponed. I don't know how to do this right now. It
will require research. Ask again in a few months.
5) I don't know.
6) Postponed. I built this for CSB. Perhaps an overwhelming
argument will change my mind.
7) Postponed. We can make that dialog bigger if we want more
information.
8) Carded.
9) Oh dear.....I don't understand the words "So all the level
can be displayed". Under what circumstances is all of the level
not displayed?????
10) Break long text in right side text area.....Carded.
11) Better descriptions for teleporters in right side text area.....
Carded.
12) No. No pictures.
13) Character editor. That is not too unreasonable. I wrote it
down. But among the cards in my fast growing pile (they hardly
fit in my shirt pocket any more) this is going to be ultra-low
priority. I could much more easily 'Export' and 'Import' these
things and you could write an editor or attack it in hexadecimal.
14) DM/CSB toggle for names....Carded. But I will rely on your
sending me the names you want used in DM mode.

And thanks for the suggestions. I have a lot of work to do to
make things possible. So suggestions for things that are simply
'nice' generally get low priority unless they look like fun
to implement. And I am the final arbitrator when it comes to
defining the word 'fun'.
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Re: CSBuild Version 0.786

Post by PicturesInTheDark »

3) The context would be the text appearing on the right side in the "normal" dungeon view - just like any other teleporter, monster or object.

9) If you open CSBuild it has a default window size. Now load a dungeon and move to a level that is bigger than the window size. In that case I'd suggest to automatically widen the window - probably best already when loading a dungeon and checking it's size. You have to resize with nearly every dungeon anyway. Other possibility: Just maximizing the window by default ;)

13) I cannot write code, I am no programmer. But I am glad you put it on the list.

14) Right. Here goes. But please let someone else verify that list as well (Zyx, maybe you can have a look).

DM weapons CSB weapons
Bow Claw Bow
Snake Staff Cross Of Neta
Staff Of Manar Staff Of Irra
Bolt Blade Storm
Delta Side Splitter
Fury Ra Blade
Sabre Biter
Helm Of Darc Dragon Helm
Helm Of Lyte Helm Of Ra
Plate Of Darc Dragon Plate
Plate Of Lyte Plate Of Ra
Robe (Body) Tattered Shirt
Poleyn Of Darc Dragon Poleyn
Poleyn Of Lyte Poleyn Of Ra
Greave Of Darc Dragon Greave
Greave Of Lyte Greave Of Ra
Buckler Neta Shield
Hide Shield Crystal Shield
Large Shield Sar Shield
Shield Of Darc Dragon Shield
Shield Of Lyte Shield Of Ra
Drumstick Shank
Bro Potion Antivenin
Ma Potion Mon Potion
Copper Coin Sar Coin
Gold Coin Gor Coin
The Conduit Serpent Staff
Corbamite Corbum

Ad arbiter: Yes, I understand and fully agree. It is your work and your fun, so definitely your choice. If I can help you test, let me know. BTW, did that save game including the records I sent you a while ago help for your research ?

Regards, PitD
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Re: CSBuild Version 0.786

Post by PicturesInTheDark »

Damn. Tabs don't seem to come across well here. I'll post it again with a minus separator in between.

DM weapons - CSB weapons
Bow - Claw Bow
Snake Staff - Cross Of Neta
Staff Of Manar - Staff Of Irra
Bolt Blade - Storm
Delta - Side Splitter
Fury - Ra Blade
Sabre - Biter
Helm Of Darc - Dragon Helm
Helm Of Lyte - Helm Of Ra
Plate Of Darc - Dragon Plate
Plate Of Lyte - Plate Of Ra
Robe (Body) - Tattered Shirt
Poleyn Of Darc - Dragon Poleyn
Poleyn Of Lyte - Poleyn Of Ra
Greave Of Darc - Dragon Greave
Greave Of Lyte - Greave Of Ra
Buckler - Neta Shield
Hide Shield - Crystal Shield
Large Shield - Sar Shield
Shield Of Darc - Dragon Shield
Shield Of Lyte - Shield Of Ra
Drumstick - Shank
Bro Potion - Antivenin
Ma Potion - Mon Potion
Copper Coin - Sar Coin
Gold Coin - Gor Coin
The Conduit - Serpent Staff
Corbamite - Corbum

Regards, PitD
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Re: CSBuild Version 0.786

Post by Paul Stevens »

3) I guess I still don't understand. When the cursor is over
the cell with the text.....you want me to display something
other than the text? How would I know when you want
to see the text and when you want to see something else?

9) I have never had to resize the window. It always starts
just large enough to contain a 32x32 level. And the first level
that I view is commonly a small level in the upper left corner
of a large window. So I am confused
again. What is happening here? What operating system
are you using? Are you saying that part of the dungeon
map is hidden? I have been using CSBuild with Win95,
Win98, and Win2k. All work identically. Anybody else have
the problem described by PitD? Any ideas what is going
wrong? When I create the window I set its size to 800 by 580
and put it in the far upper left corner at (0,0).

Thanks for the list. I will incorporate those names along with
an editing option to select DM names.
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Re: CSBuild Version 0.786

Post by ChristopheF »

PitD, as a workaround, you can create a shortcut to csbuild.exe, and then in the properties of that shortcut you can specify that you want the program to start "Maximized" (full screen).
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Re: CSBuild Version 0.786

Post by Zyx »

Here are some other differences I know, by comparing GRAPHICS.DAT DM Atari ST vXX with GRAPHICS.DAT CSB Atari ST v2.0, according to Christophe's map file nomenclature:
THE INQUISITOR - DRAGON FANG
HARDCLEAVE - EXECUTIONER
BARBARIAN HIDE - TATTERED PANTS
ANTIVEN POTION (instead of BRO POTION) - ANTIVENIN
Mon Potion (Instead of Ma potion) - Mon Potion

6) About this subject (DM rules vs CSB rules) I think the default should be saved into the dungeon.dat by the designer. You should still be able to switch the rules manually in CSBwin, but if you do nothing, you'll play the dungeon as intended by the designer.

7) "We can make that dialog bigger if we want more information.". Now that you mention it, it would be very practical to see all the stats in one glance (even if you still have to edit them one by one), so you can check quickly how you designed the champions.

15) Random wall decorations shouldn't be on the same tile than a champion portrait because any decoration will show the portrait.
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Re: CSBuild Version 0.786

Post by Zyx »

Here are some other differences I know, by comparing GRAPHICS.DAT DM Atari ST vXX with GRAPHICS.DAT CSB Atari ST v2.0, according to Christophe's map file nomenclature:
THE INQUISITOR - DRAGON FANG
HARDCLEAVE - EXECUTIONER
BARBARIAN HIDE - TATTERED PANTS
ANTIVEN POTION (instead of BRO POTION) - ANTIVENIN
Mon Potion (Instead of Ma potion) - Mon Potion

6) About this subject (DM rules vs CSB rules) I think the default should be saved into the dungeon.dat by the designer. You should still be able to switch the rules manually in CSBwin, but if you do nothing, you'll play the dungeon as intended by the designer.

7) "We can make that dialog bigger if we want more information.". Now that you mention it, it would be very practical to see all the stats in one glance (even if you still have to edit them one by one), so you can check quickly how you designed the champions.

15) Random wall decorations shouldn't be on the same tile than a champion portrait because any decoration will show the portrait.
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Re: CSBuild Version 0.786

Post by PicturesInTheDark »

3) My point was that if you display the "Text" containing the character information, it is completely useless if you cannot decipher it - and I doubt anybody can do that automatically from a text like "Alex Ander AADCACDKAAAN CPCMDHCNCICDCI AAAADCDCAAAACCBC").

So I suggested you'd replace what is shown by the three major attributes instead (Health, Stamina, Mana) - "Alex Ander H50 S57 M13", which is just another text in the end - I don't understand the reasoning why you do not want to change this. For me, clear information makes more sense to display that a garbled string that is of no use at all as far as I can see for a dungeon designer.

Regards, PitD
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Re: CSBuild Version 0.786

Post by Zyx »

Hi PitD! It's good to be three on this forum!

3) About showing the champions' text: I think the problem is that texts, wether be they messages or champions' stats, are only this: texts. There is no obvious way to differentiate a text meant to be read as a message from a text storing a champion's data. And Paul probably doesn't want CSBuild to start playing guesses. If you can find a definitive criterium to distinguish both cases, then there is a way. Correct me if I'm wrong, Paul.

16) I suspect CSBwin to leave some undeleted timers when you die. If you reload, and changed the dungeon with CSBuild in the meanwhile, it crashes. Once, my character was about to gain a fighter level but he died. I reload and gained the level as soon as I started, without any editing!
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Re: CSBuild Version 0.786

Post by Paul Stevens »

3) Zyx is quite correct. A MUCH better way to provide
the information you want is to display the Health, Stamina,
and Mana when you put the cursor over the Portrait itself
(I can find the associated text, if it exists, in the same way
that the runtime finds it) and continue to display the text
as it is.

16)
Are you discussing two problems? The crash and the
unexpected gain in level?

Firstly....unexpected gain in level that you attribute to
timers having been left undeleted:

This is hard to believe because when a game is loaded all
the timers are reloaded from the savegame as one large
record.....not individually. In other words, the entire timer
array and the entire timer index (not just the number of
timers in use but the entire array including empty entries)
is read as one large, binary record. If you are convinced
that the gain in level was not proper, can it be duplicated
so that I can make it happen to me?

Secondly....crash. I don't understand the circumstances
exactly. Here is what I think you said:

Play a game.
Save the game as csbgame.dat
Die....Do not exit CSBwin.
Edit csbgame.dat with CSBuild.
Restart play from csbgame.dat
CSBwin crashes.

Is that correct? I can reproduce this problem. I will
investigate. If your problem is something different,
let me know.
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Re: CSBuild Version 0.786

Post by Zyx »

16) A) About the unproper gain of level: I'll try to reproduce it but I am pessimistic.
B) You understood me correctly. Note that the crash doesn't happen all the time.

17) I seems that a toggle message on a door only affects the door, and not the other objects on that tile like texts. Is it the way it should be?
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Re: CSBuild Version 0.786

Post by PicturesInTheDark »

All right. My main point is still that the information displayed is useless, so I'd vote to at least display it as deciphered text (and all of it, there's enough space). If you want to show the main stats on the champion mirror, fine with me.

Regards, PitD
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Re: CSBuild Version 0.786

Post by Paul Stevens »

17) The runtime engine sends a type 10 message if the target
is a doorway. A type 10 message does not affect any of the
objects at the target cell. It only fiddles with the bits in the
CELLFLAG itself that indicate whether the door is open or
closed.

I have no idea why the type of cell at the target affects the
message type that is sent. But there is a table in the graphics
file (I think that is where it came from) that lists the message
type to be sent to each of the seven cell types. (Actually the
table has eight entries but I think the last is never used.)
I suspect this is a left-over from some plan that was changed
or simply abandoned.
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Re: CSBuild Version 0.786

Post by Paul Stevens »

17) P.S. I forgot to say that we could override this target
cell-type business with a DSA repeater.
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