What's new:
- Added PNG support
- Clicking on mouth now shows food/water/poison
- Fixed wall window rendering bug
- Fixed bugs in quiver handling
- Wallset renderer now will actually use image offsets
- dsb_bitmap_textout now returns the number of lines printed
DSB Version 0.36
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Re: DSB Version 0.36
How'd this sneak by me for a week?
Tests great in emulation on the Mac.
I actually ended up with a program that supports PCX so I can doodle on your map files.
As a developer I'd like more freedom in monkeying around with DSB.
Being able to bind more keys and especially to bind a key to restarting/reloading
the dungeon quickly so I could see what horrors my script changes cause more
quickly. It takes about a minute or two to load DSB on the emulator after quitting.
I think I'd want to reload lua files without resetting the whole dungeon,
to test things without having to play an hours worth of dungeon to find
the thing I added at the end of the level.
How should I attempt to play with the PNGs and is transparency supported?
BTW is this strange garbled text in the right hand column suppose to be there?
Maybe its just an emulated thing.

It changed the dsb.ini with this:
Tests great in emulation on the Mac.
I actually ended up with a program that supports PCX so I can doodle on your map files.
As a developer I'd like more freedom in monkeying around with DSB.
Being able to bind more keys and especially to bind a key to restarting/reloading
the dungeon quickly so I could see what horrors my script changes cause more
quickly. It takes about a minute or two to load DSB on the emulator after quitting.
I think I'd want to reload lua files without resetting the whole dungeon,
to test things without having to play an hours worth of dungeon to find
the thing I added at the end of the level.
How should I attempt to play with the PNGs and is transparency supported?
BTW is this strange garbled text in the right hand column suppose to be there?
Maybe its just an emulated thing.

It changed the dsb.ini with this:
Code: Select all
Config = 0
TurnLeft = 44
TurnLeftAlt = -1
TurnRight = 46
TurnRightAlt = -1
MoveForward = 45
MoveForwardAlt = 84
MoveLeft = 41
MoveLeftAlt = 82
MoveBack = 42
MoveBackAlt = 85
MoveRight = 43
MoveRightAlt = 83
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Re: DSB Version 0.36
Hmm, some of this may be doable. It would certainly not be difficult to make DSB just re-parse a lua file. However, it'd then be your responsibility to make sure that running it twice doesn't do anything funny (it'd not "unload" the file as such, just reload it in again)-- because the dungeon.lua is compiled and then that is what is used to play the game, that's trickier.iGame3D wrote:As a developer I'd like more freedom in monkeying around with DSB.
Being able to bind more keys and especially to bind a key to restarting/reloading
the dungeon quickly so I could see what horrors my script changes cause more
quickly. It takes about a minute or two to load DSB on the emulator after quitting.
I think I'd want to reload lua files without resetting the whole dungeon,
to test things without having to play an hours worth of dungeon to find
the thing I added at the end of the level.
Yes, transparency is supported. DSB had alpha channel support before PNG support, actually; you just used to have to use TGA files. You still can, but PNG files are smaller so some people prefer them.iGame3D wrote:How should I attempt to play with the PNGs and is transparency supported?
Check out alphahaze.png in the test dungeon. It's a replacement teleporter haze with an alpha channel.
The Mac is reporting the key names with lowercase characters, which are rendered as spell symbols in DSB. For example, L<spells> is Left, because pal is e, mon is f, and so on. Windows uses all uppercase so I hadn't seen this before.iGame3D wrote:BTW is this strange garbled text in the right hand column suppose to be there?
Maybe its just an emulated thing.

Those are the settings you chose. Rather than try to come up with intuitive key names and then have to parse them, it was easier for me (and easier for users, too, I think) to just have a configurator built into the program and let you press the key you want-- the values saved are used internally by Allegro and I'd assume they're scancodes or something, but I'm actually not sure what they are, or if they're even platform-independent.iGame3D wrote:It changed the dsb.ini with this:
Re: DSB Version 0.36
If an A gives the value of 1, then it's simply Allegro's key-enumeration (see keyboard.h)
btw - I'm about to believe that there is something wrong in Allegro's CFG-file with the country-selection.
Don't trust that part. Using the key-enumeration you should be safe.
btw - I'm about to believe that there is something wrong in Allegro's CFG-file with the country-selection.
Don't trust that part. Using the key-enumeration you should be safe.
Re: DSB Version 0.36
iGame3D wrote:I think I'd want to reload lua files without resetting the whole dungeon,
to test things without having to play an hours worth of dungeon to find
the thing I added at the end of the level.
This would be orgasmically good! Seconded.Sophia wrote:Hmm, some of this may be doable. It would certainly not be difficult to make DSB just re-parse a lua file. However, it'd then be your responsibility to make sure that running it twice doesn't do anything funny (it'd not "unload" the file as such, just reload it in again)-- because the dungeon.lua is compiled and then that is what is used to play the game, that's trickier.
As it is I just currently drag a 'D' shape (gesture) with my mouse using StrokeIt to load up DSB and am seriously thinking of learning a little AutoHotKey scripting to just click the Enter button as well. I'm extremely grateful as it is that DSB doesn't take as long to load as say, TeamFortress2

Re: DSB Version 0.36
Oh, and StrokeIt intercepts my right-click, unfortunately. Can't get to the inventory screen via the short-cut route 

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Re: DSB Version 0.36
I am afraid that a program called "StrokeIt" resulting in something "orgasmically good" is pretty far into Mophus territory. 

Re: DSB Version 0.36
I just downloaded it, played with the test dungeon and took a look in all those source files.
Sophia - what a tremendous work! My deepest respect!! I will not know how much hours you spent into this all...
Sophia - what a tremendous work! My deepest respect!! I will not know how much hours you spent into this all...