DMJ Hack-in-progress
Posted: Wed Oct 15, 2008 4:31 pm
I've made some minor hacks to DMJ related to this thread: http://www.dungeon-master.com/forum/vie ... hp?t=27859
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If anyone has any desired modifications, let me know.
====
At the moment, they are not very interesting for players.
* editor uses sub-menuing for quick level changing.
* compressed dungeon & save game files
* graphics files specified without extensions, so designer may override default graphics with any file type. Likewise for images specified in the editor, since neither editor nor game any longer care about the extension. As a side-bonus this would make adding a virtual filesystem and/or caching pretty easy.
* All actions can have an assigned sound-effect on triggering. The game takes the action name, removes spaces and dashes, lowercases and appends ".wav" to the end. If a file with that name exists, it is used as the sound when an action is performed. Otherwise the game uses the old default behavior.
* Added support for Ogg/Vorbis audio
* The action item icon is grayed-out while an action is in-progress.
* Minor eye-candy to equipment screen and when heroes take damage.
* Corrected bug in loading of (level specific) back-drop image.
* Modified maxload & stamina drain damage.
* Modified poison damage
* Add a logfile which reports missing assets.
* Fullscreen/Windowed mode (in-game) toggling.
* explicit vars logically grouped into arrays to open up generalization of routines,
* Dungeon specific scripting supported (partially added).
* virtual filesystem (partially added)
Java specific stuff:
* Generic types have been added to all objects. Little of the old-style casting have been removed nor loops converted into for-each.
* Image loading via ImageIO instead of Toolkit. (Toolkit spawns threads), with the exception of GIFs that contain animation.
* Some refactoring to pave-the-way for more generic routines and allow adding in support for hidden skills.
The modified version reads 1.04 & 2.0 files, but those written by both the modified editor and game are not non-backward compat. Now requires JRE 1.5.
====
If anyone has any desired modifications, let me know.
====
At the moment, they are not very interesting for players.
* editor uses sub-menuing for quick level changing.
* compressed dungeon & save game files
* graphics files specified without extensions, so designer may override default graphics with any file type. Likewise for images specified in the editor, since neither editor nor game any longer care about the extension. As a side-bonus this would make adding a virtual filesystem and/or caching pretty easy.
* All actions can have an assigned sound-effect on triggering. The game takes the action name, removes spaces and dashes, lowercases and appends ".wav" to the end. If a file with that name exists, it is used as the sound when an action is performed. Otherwise the game uses the old default behavior.
* Added support for Ogg/Vorbis audio
* The action item icon is grayed-out while an action is in-progress.
* Minor eye-candy to equipment screen and when heroes take damage.
* Corrected bug in loading of (level specific) back-drop image.
* Modified maxload & stamina drain damage.
* Modified poison damage
* Add a logfile which reports missing assets.
* Fullscreen/Windowed mode (in-game) toggling.
* explicit vars logically grouped into arrays to open up generalization of routines,
* Dungeon specific scripting supported (partially added).
* virtual filesystem (partially added)
Java specific stuff:
* Generic types have been added to all objects. Little of the old-style casting have been removed nor loops converted into for-each.
* Image loading via ImageIO instead of Toolkit. (Toolkit spawns threads), with the exception of GIFs that contain animation.
* Some refactoring to pave-the-way for more generic routines and allow adding in support for hidden skills.
The modified version reads 1.04 & 2.0 files, but those written by both the modified editor and game are not non-backward compat. Now requires JRE 1.5.