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SPX:Dungeon Crawler System for DM
Posted: Thu Mar 21, 2019 8:21 pm
by Sphenx
Hello,
I would like to share with you my ongoing project :
Here is SPX:DCS/DM > Dungeon Crawler System for Dungeon Master
This is a basic OpenGL semi-3D engine compatible with native DM dungeon format.
Work is still in progress but I can show you a first playable version (alpha 1):
-> download
spx-DCSAlpha1.zip (9,6 MB / Windows 32+) [107 MB once decompressed]
Just decompress the zip into a new folder and run "DungeonCrawler.Master.bat"
Current status:
- you can navigate through the dungeon, interact with items, actuators and creatures
- the game is real-time and tries to be compatible with DM timing
- character interface not fully implemented
- internal DM mechanisms not fully implemented
- there are still graphical glitches
- the aesthetic lacks of consistency -- the main objective here is to have upscaled gfx that looks like original DM.
- no menu yet; you start directly into the game
Controls:
- mouse & keyboard
- numeric pad for movements or direction arrows
- I added an experimental "jump" (space key)
Note: the assets loading method is asynchronous, enabling a fast start even if all gfx are not yet loaded.
Unfortunately, it will randomly crash ! you're warned -- just reload if it happens. I still have some nasty bugs to hunt down.
It is not completed yet but the core engine is here.
I want to make good progress on this engine this year, so let me know what you think of it and if you have any ideas for improvement.
I hope you'll enjoy it !
Re: SPX:Dungeon Crawler System for DM
Posted: Thu Mar 21, 2019 9:53 pm
by ChristopheF
It's nice to see new ongoing projects around DM!
Very quick feedback:
Why play a sound when each time an object is placed in inventory? I find this irritating.
The view feels strange: it seems the player is looking slightly downward in the dungeon instead of straight ahead.
I must say I stopped retrying very quickly because the engine crashes frequently after only a few seconds of gameplay.
But overall it looks promising for an alpha version! Being compatible with the original dungeon format means this new engine will benefit from many existing custom dungeons.
Re: SPX:Dungeon Crawler System for DM
Posted: Fri Mar 22, 2019 10:43 pm
by Sphenx
I updated the exe. I hope this crashes less and not at the very beginning. Let me know.
Re: SPX:Dungeon Crawler System for DM
Posted: Sat Mar 23, 2019 10:36 am
by ChristopheF
The new exe crashed while loading the first time I ran it. It loaded fine the second time and no more crashes during a few minutes gameplay.
Re: SPX:Dungeon Crawler System for DM
Posted: Sat Mar 23, 2019 11:51 am
by Gambit37
I had the same experience as Christophe with the new version. I like what you've done so far, lots of potential here. I agree that the angled camera feels strange, I'd prefer it centered more to produce straight vertical walls.
Re: SPX:Dungeon Crawler System for DM
Posted: Sat Mar 30, 2019 12:16 am
by Sphenx
Little update. More to come next week.
I understand the point about the view but ... I've done it for 3 reasons.
1) the centered "straight" view is no better IMHO.
2) I then played with angle to be close to the DM perspective, see below. Actually, the viewpoint is 10° down from an horizontal line. The drawback is that vertical lines are not straight anymore.
I've added a switch ingame : press "v" to switch the camera angle to centered.
3) I maybe lack some 3D knowledge to setup correctly a better viewpoint.
Re: SPX:Dungeon Crawler System for DM
Posted: Sat Mar 30, 2019 4:10 pm
by terkio
I think there is something wrong in the calculation of the 2D from 3D.
Vertical lines should stay vertical wether the point of view is centered or not.
Among the 3 pictures, the middle one has an offset point of view, the vertical lines are rendered vertical as it should.
I think there is a confusion between angled point of view and vertical offset point of view, two ways for a not centered POW.
Re: SPX:Dungeon Crawler System for DM
Posted: Sat Apr 06, 2019 4:17 pm
by Sphenx
Thanks, but I've not found yet the proper way to correct the view and was rather working on features.
I've updated the 4th iteration of the alpha.
Mainly setting the basics for the spell menu, only missile spells can be cast.
For testing purpose, you now start in the Trolins' level.
Re: SPX:Dungeon Crawler System for DM
Posted: Sun Apr 07, 2019 11:05 am
by terkio
To keep the walls vertical, you must consider the heads of the party are closer to the ceiling.
Consider they do not turn their eyes to look at a higher point. Consider their eyes are higher and they look straight ahead.
Re: SPX:Dungeon Crawler System for DM
Posted: Sun Apr 14, 2019 9:42 pm
by Sphenx
Updated 5th iteration of alpha.
Items can be put everywhere on inventory.
Still in progress to resolve the bugs.
In parallel, the core engine compiles on Linux, that may be of interest for later.
Re: SPX:Dungeon Crawler System for DM
Posted: Sun Apr 21, 2019 10:46 am
by Sphenx
Updated 6th iteration.
Added fonts for displaying texts, currently item names.

Re: SPX:Dungeon Crawler System for DM
Posted: Sun May 19, 2019 3:54 pm
by Sphenx
I've updated with an 8th iteration.
Items and weapons actions are generally usable.
Lights are now adjusted by the player's current light level. You need to cast light as you start in the dark.
Re: SPX:Dungeon Crawler System for DM
Posted: Sat Jul 13, 2019 5:53 pm
by Sphenx
Re: SPX:Dungeon Crawler System for DM
Posted: Mon Oct 21, 2019 8:07 am
by Sphenx
Game digression serving internal technical improvements of the engine : Bloodwych

Re: SPX:Dungeon Crawler System for DM
Posted: Sat Nov 09, 2019 3:22 pm
by Sphenx
And here is the link for this special package
dmbuilder.sphenxmusics.fr/external/dcs/spx-DCS-BW.zip (~ 10 MB, ~ 200 MB uncompressed)
The first level is playable, the other are accessible though. There are still some glitches but the main part is here - except specific communication system and spell cast. I tried to update and upscale the graphics to match the original but some gfx are quickly done and not that pretty.
Let me know what you think.
Re: SPX:Dungeon Crawler System for DM
Posted: Sat Nov 09, 2019 8:47 pm
by terkio
I see the walls keep being tilted.
3D vertical lines should be rendered as 2D vertical lines.
Have you tried to understand the points I made long ago about this ?
Re: SPX:Dungeon Crawler System for DM
Posted: Sun Nov 10, 2019 12:58 pm
by Sphenx
Yes I did.
Here is a result of fixed view (there is more of side wall)
I also made a special version where you can adjust head position / rotation and Y FOV, if you want to play with it.
http://dmbuilder.sphenxmusics.fr/extern ... a10FOV.zip
The major reason it is not yet the default view is because I need to have the 2D clickable/displayable zones corresponding to this perspective and this still requires some adaptations notably to make them dynamically adjustable from view and screen size. I have not finished that work yet.
Re: SPX:Dungeon Crawler System for DM
Posted: Sun Nov 10, 2019 1:36 pm
by terkio
Hey, this looks very good.
Re: SPX:Dungeon Crawler System for DM
Posted: Sun Dec 08, 2019 7:47 pm
by Sphenx
I'm carrying on tests with another game: Eye of the Beholder.
Playable version for first level here :
http://dmbuilder.sphenxmusics.fr/extern ... CS-EOB.zip ( ~ 13 MB , 66 MB uncompressed).
I am not able (yet) to decipher the real script instructions from EOB data, so I replaced it by external lua script which is partially doing the job.
Re: SPX:Dungeon Crawler System for DM
Posted: Fri Feb 14, 2020 8:40 am
by Sphenx
Hi, here is a new alpha release. (
DCS-Alpha.zip 28 MB)
I worked on a basic save / load function, which is rather essential to have but this took me quite a long time, as it actually required many internal changes, and I broke much code while doing this ... Not everything is yet in the savegame file but the main part is in it.

Re: SPX:Dungeon Crawler System for DM
Posted: Sun Mar 01, 2020 5:25 pm
by Sphenx
A small
updateto have the inventory at a better place.
Still working on next features.

Re: SPX:Dungeon Crawler System for DM
Posted: Tue Mar 17, 2020 7:29 pm
by Sphenx
Version
updated (alpha 14) with items weights taken into account.

Re: SPX:Dungeon Crawler System for DM
Posted: Wed Apr 01, 2020 11:45 pm
by Sphenx
Other champions are roaming the Arena.

Re: SPX:Dungeon Crawler System for DM
Posted: Thu Apr 02, 2020 1:24 am
by Gambit37
You're making some great progress here, very nice!

I hadn't checked this for a while: congrats on getting the true vertical walls, this is a great improvement.
Re: SPX:Dungeon Crawler System for DM
Posted: Thu Apr 02, 2020 9:33 am
by Sphenx
Version
updated (alpha 15)
Damage done and received is now shown.

There is a specific executable to start in the Arena.
Besides, any idea of other 3D crawlers I could play with ?
Re: SPX:Dungeon Crawler System for DM
Posted: Thu Apr 16, 2020 12:38 am
by Sphenx
Updated version to
alpha 16
Fixed global position of all zones to allow proper window resizing + fullscreen mode.
There is a new settings file to enable/disable this fullscreen mode.
That version also contains the EOB and BW test levels.

Re: SPX:Dungeon Crawler System for DM
Posted: Thu Apr 16, 2020 8:05 am
by ChristopheF
Nice progress!
Re: SPX:Dungeon Crawler System for DM
Posted: Fri May 01, 2020 8:14 pm
by Sphenx
I digressed again. Maybe some will recognize that :
This is a special
alpha 17 version to download.
This map is about 12 times a standard map of DM.
Re: SPX:Dungeon Crawler System for DM
Posted: Sat May 02, 2020 2:31 pm
by terkio
Did not work ok for me. Notebook Samsung NC10 WinXp.
Errors at loading, missing files or access.
Got a view with missing pics. Could move along clicking on locations of missing stuff.
Jerky "hand" moves, hand missing is a white square.
Re: SPX:Dungeon Crawler System for DM
Posted: Sun May 03, 2020 5:18 pm
by Sphenx
Yes this is really not optimized for old notebooks -- nor optimized at all
I have tried myself on a HP mini which is the same class as the NC10 and I also get bad results and "white squares".
I suppose it is related to OpenGL and graphics memory, as these notebooks might not have enough memory to load all textures, hence the blank zones. Also performance is not good.
But unfortunately I am not going to spend time now for solving such issue ...
Regarding the errors messages, they are intended, and no file is currently missing -- there are about other files (net yet in place) that can overload default data.
I just hope you have a better computer to test it.