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1057033 Posts in 42934 Topics- by 34883 Members - Latest Member: PTlGhOsT

October 24, 2014, 04:35:35 PM
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MikeRatzlaff
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« Reply #2200 on: March 13, 2013, 01:00:31 PM »

As Chad mentioned, he has been generous enough to grant me access to his source code repository, so that I can fork his code and throw my own hacks in, and if he likes what he sees these features will be merged into the Delver base code.

Here are some of the things I am working on, and remember these may or may not make it back into the main code:
  • Font scaling - In stock Delver you can change the resolution of any graphics files (textures, sprites, etc) except for the font file which was locked at 8x8 per tile.  This was not an engine limitation, just a bug in the font-loading code.  For my UW mod I've added a 16x16 per tile font.
  • Standardizing graphics files to all be 16 tiles wide.
  • Textures per wall face - in Delver base, you place a wall and give it a texture number and that texture will be used on all 4 faces of that wall.  I've added texture slots for the North, South, East, and West faces so that they can each be textured independently.
  • Item textures, per location and per condition.  Right now all items are each represented by a single texture.  Actually, there is a second texture for a weapon that is wielded, and I take advantage of that in my UW mod.
    But image you have a separate texture for each possible location of an item: one for it being on the floor, one for it being in an inventory slot, one for it being in an equipment slot (if it's an equippable item), and one for it being wielded.  Take a pair of pants for example - when on the floor, there could be an image of the pants laying crumpled on the floor.  When you pick them up and put them in inventory, there would be an image of pants folded neatly into the inventory square.  When you equip them, there will be an image of pants being worn.  And if you wield them, you'll see your hand clutching a pair of pants and ready to lay the smack down.
    Once you have those 4 possible item locations, remember that items also have conditions like broken, worn, normal, fine, and excellent.  Image being able to provide a separate texture for each condition, for each location.  So a single item can theoretically have up to 20 textures specified, and that's not counting the 5 base textures.
    See for example my armor in my UW mod:

    the first column is what it looks like when on the ground, and the rest of the columns are what it looks like when equipped at various damage levels.
  • Diagonal walls - you've seen the screen shots, not much else to say.  Just like square walls, diagonal walls can have a different texture on each of the 3 faces.  Unlike UW and SS, diagonal walls may also have slopes in their open space.
  • The map has been increased in resolution to accurately display the diagonal walls.  Also an optional graphical background can be used for the map - you can see I used a UW map in the screen shot of my UW mod.
  • context-sensitive action button - besides just the generic use button, I've added a get, look, talk, and attack buttons, depending on what entity your character is pointed at.  Look and Talk are not used by the stock delver engine, but they're in there for future expansion.
  • Doors - lots of options for doors.  They can slide or rotate.  They can stand up straight or lie on the floor (think trap-doors and draw-bridges).  They can start out locked or unlocked.  They can be unlocked by a key or a scriptable item (like a wall switch).  They can stick open or they can be re-closable.  Lots of options in placing doors.  I've even added a special doors.png files to keep them separate from wall textures.  Right now all my door code uses sprites for doors because at first I didn't think my understanding was solid enough to deal with 3d models, but I have confidence I will be switching to models soon.
  • Scripts within maps - No coding knowledge required, all editable within the level editor.  Scripting is very simple.  You start with on object that can pull a trigger, for example a wall switch.  Then on this trigger you place triggerable script nodes.  For example if you want to open a door when that switch is pulled, you just attach a DoorOpen trigger to that trigger line and then attach that to the door that you want to open.  You can attach multiple script nodes to a single trigger, and you can even place delays between them so that they fire off in sequence instead of all at once.  A trigger line can even pull another trigger line, so essentially you have routines and sub-routines.  And a trigger can pull another trigger based on a condition, so you have script branching capabilities.  All this without having to write code, just attaching objects together in the editor.
  • a few other minor things, I can't remember them all right now.
Remember those are my suggested changes, Chad may or may not accept any or all of them into the official Delver base.

I could post some screenshots but some of these things don't convey well in stills.  If someone can point me to a tutorial for recording an app and uploading it to YouTube (or whatever is easy/modern) and I'll do that and post a link here.
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Dementor561
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« Reply #2201 on: March 13, 2013, 02:41:38 PM »

Best. Day. Ever.
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Gimym JIMBERT
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« Reply #2202 on: March 13, 2013, 04:18:47 PM »

er ... it's looking more and more like delver maker, the rpg maker 3D that should have been!
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ILLOGICAL, random guy on internet, do not trust (lelebĉcülo dum borobürükiss)
MikeRatzlaff
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« Reply #2203 on: March 13, 2013, 08:37:19 PM »

er ... it's looking more and more like delver maker, the rpg maker 3D that should have been!
Well, yeah.  The game inspired me to do my UW mod, especially after seeing how easy it was to change the content with how open the JSON files are.  I want to add features to the engine, admittedly selfishly, that are required by my ideas for my UW mod.  But the features I suggest are broad enough to be useful to base Delver and other mods so I want to continue to keep the features open and easy to mod for the next person that might be so inspired to do so.
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MikeRatzlaff
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« Reply #2204 on: March 13, 2013, 08:39:12 PM »

It seems that like my UW mod project has been noticed over on the Ultima Codex:
http://ultimacodex.com/2013/02/someone-is-re-making-ultima-underworld-using-delver/
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« Reply #2205 on: March 14, 2013, 03:08:33 AM »

It seems that like my UW mod project has been noticed over on the Ultima Codex:
http://ultimacodex.com/2013/02/someone-is-re-making-ultima-underworld-using-delver/

nice - congratulations!
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MikeRatzlaff
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« Reply #2206 on: March 14, 2013, 03:36:28 PM »

DelvEdit 3-12-13

Here's the next version of DelvEdit for those that want to start messing around with it. Major features:

  • Entity selection and placement
    • x, y and z keys will lock movement to that axis
    • shift will lock movement to the x & y plane
    • alt will duplicate an entity
  •    Entity editor
    • right click on a selected entity and use 'edit properties' to bring up a properties pane for that entity
    • choose textures, lighting modes, collision sizes, etc
  • Static mesh support
    • Add a model entity, choose the model and texture, set to 'isDynamic = false' to have the model use the static mesh batching pipeline
    • Static meshes will render faster, have better lighting, and will receive decals
  • Projected decal entities
    • Projects the chosen texture onto surfaces
    • Choose either projected or orthogonal mode
  • C key displays / hides collision boxes for entities
Oh I like seeing the collision boxes.  But it doesn't seem to work for me?  I press C with out without lighting and with or without having an entity selected and it still shows me nothing.
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Dementor561
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« Reply #2207 on: March 17, 2013, 06:28:09 AM »

Bows are still gonna be useless though Tongue
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ninja
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« Reply #2208 on: March 17, 2013, 07:55:44 AM »

Bows are still gonna be useless though Tongue

Why?
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Delver is awsome!!!!!!!!!!!!!!!!!!!!!!!
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Dementor561
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« Reply #2209 on: March 17, 2013, 11:18:35 AM »

They are half the time broken, wands do waaaay more damage than them, its hard to find arrows. Wands are just like arrows except higher damage, and they come with free arrows.
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« Reply #2210 on: March 17, 2013, 04:45:14 PM »

Bows are more reliable once you get arrows. You never have to shuffle them. You can use them to quickly check traps. You can stack all the arrows into one slot with patience.
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DustyDrake
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« Reply #2211 on: March 17, 2013, 05:53:59 PM »

I usually have a harder time finding Bows than arrows, rarely have I run out of arrows once my supply is going
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kensupen
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« Reply #2212 on: March 19, 2013, 02:39:28 AM »

Quote
You can stack all the arrows into one slot with patience.

I can't figure out how to stack all the arrows. Can you explain how?
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Dementor561
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« Reply #2213 on: March 19, 2013, 02:45:35 AM »

Personally, I think that if wands were waaay less easy then bows and arrows, and bows and arrows spawned more, the balance would be a lot better. It would make it so the player has to use the wands shots wisely, as to conserve his power.
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« Reply #2214 on: March 19, 2013, 02:56:26 AM »

Quote
You can stack all the arrows into one slot with patience.

I can't figure out how to stack all the arrows. Can you explain how?

Fire them all on the ground and then pick them up. They'll add to a single slot. The floating packs don't count as "arrows" until they're in the inventory, so you unload your arrows onto the ground first, then pick up the stack, and mash E on your other arrows.
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Dementor561
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« Reply #2215 on: March 20, 2013, 11:56:40 AM »

Sounds like that would take a loooooooong time.
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« Reply #2216 on: March 20, 2013, 11:57:48 AM »

It takes about 5 seconds if you have a stack you can depend on.
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Dementor561
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« Reply #2217 on: March 24, 2013, 10:07:57 AM »

That's still too much button pressing for me.
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Odkin
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« Reply #2218 on: March 28, 2013, 08:10:31 PM »

Hmmm.... too long with no updates makes the ADD kick in - people start looking for the next new shiny plaything...
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Dementor561
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« Reply #2219 on: March 29, 2013, 05:44:19 AM »

5 months of tears man.
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