DecoyOctopus
TIGBaby
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« Reply #3320 on: April 07, 2014, 09:12:41 AM » |
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I was checking the thinks to do list on the first page and combat revamp was on it. Wouldn't it be cool if combat was like the first 2 elderscroll games were you used the mouse and dragging the cursor across the screen to attack.
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7Soul
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« Reply #3321 on: April 07, 2014, 09:35:43 AM » |
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What's going on with these crazy lines? http://puu.sh/7ZFYa.png http://puu.sh/7ZG2h.pngAlso, how can I add the skybox to my map? I wanted a room where you can see the sky, but using the "sky" texture only results in blackness, making a level and making the settings identical to the "Camp" level doesn't do it either It looks like the grid mesh has gone crazy. Maybe due to loading multiple levels? The skybox is controlled via the data/dungeons.dat file, there's an entry in there like this: skybox: { meshFile: "meshes/sky.obj", textureFile: "sky.png" } Yeah, I copied everything the "Camp" part of dungeons.dat and just replaced the map name, and still the sky shows up just black: http://puu.sh/7ZJbN.jpgThe code: { class:com.interrupt.dungeoneer.game.Level, dungeonLevel:0, levelName:"CAMP", darkness:1, fogStart:4, fogEnd:40, fogColor: { r:0.2,g:0.2,b:0.6}, skyLightColor: { r:0.15,g:0.15,b:0.3}, viewDistance: 40.0, theme:"OUTDOOR", generated:false, wallPainter: { "0": [0, 0, 0, 0, 0, 0, 0, 7, 11], "11": [11, 11, 0] }, floorPainter: { "2": [2, 2, 2, 2, 2, 2, 12, 33] }, ceilPainter: { "1": [1, 1, 1, 1, 1, 1, 1, 32] }, levelFileName:"levels/outdoors.dat", spawnMonsters: false, skybox: { meshFile: "meshes/sky.obj", textureFile: "sky.png" }, music:"start_03.ogg", actionMusic:"chase_ruins.ogg", loopMusic:false, ambientSound:"env_outdoor.ogg", ambientSoundVolume:"0.5" },
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Joshua
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« Reply #3322 on: April 07, 2014, 09:37:58 AM » |
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You could also fake it using the sky mesh, if you only need just a little bit of sky (say through a window or sky light.
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7Soul
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« Reply #3323 on: April 07, 2014, 09:55:41 AM » |
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You could also fake it using the sky mesh, if you only need just a little bit of sky (say through a window or sky light.
Hmm, that came close: http://puu.sh/7ZKxu.jpg But the fog makes the sky darker, even if I set it to "fullbrite"
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Interrupt
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« Reply #3324 on: April 07, 2014, 11:09:00 AM » |
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You could also fake it using the sky mesh, if you only need just a little bit of sky (say through a window or sky light.
Hmm, that came close: http://puu.sh/7ZKxu.jpg But the fog makes the sky darker, even if I set it to "fullbrite" Can you share that level and your dungeons.dat file? I could take a look into what's causing your sky not to show.
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7Soul
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« Reply #3325 on: April 07, 2014, 11:39:38 AM » |
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You could also fake it using the sky mesh, if you only need just a little bit of sky (say through a window or sky light.
Hmm, that came close: http://puu.sh/7ZKxu.jpg But the fog makes the sky darker, even if I set it to "fullbrite" Can you share that level and your dungeons.dat file? I could take a look into what's causing your sky not to show. Sure: https://dl.dropboxusercontent.com/u/3954039/Temp/assets_7soul.rar
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Reise92
Guest
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« Reply #3326 on: April 07, 2014, 01:28:23 PM » |
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Try opening up your level.dat in a text editor and adding this line: skybox:{meshFile:meshes/sky.obj,textureFile:sky.png}, Sorry, I have no idea how to do it through the editor and I've been messing around trying to figure this out for a while and found no other way... Edit: Make sure you don't have any hand placed sky meshes by any other means, or adding that line will cause a crash! It's also possible you need to paste it right before isLoaded:true, You should probably make a backup before trying this.
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« Last Edit: April 07, 2014, 02:05:03 PM by Reise92 »
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7Soul
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« Reply #3327 on: April 07, 2014, 02:09:22 PM » |
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^ that did it
Now we just need a debug option, with noclip, invulnerability, console, etc
Edit: Just found out about debug mode ^^
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« Last Edit: April 07, 2014, 03:34:27 PM by 7Soul »
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7Soul
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« Reply #3328 on: April 07, 2014, 10:08:20 PM » |
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I found a problem with modding. For the files entities.png, items.png, particles.png and sprites.png, if I increase the size of the image it causes my game to crash. Debugging it gave me this error message: DelverLifeCycle: LibGdx Create DelverLifeCycle: Created GL1.0 Renderer Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.ArithmeticException: / by zero at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: java.lang.ArithmeticException: / by zero at com.interrupt.dungeoneer.gfx.TextureAtlas.generateAtlas(TextureAtlas.java:66) at com.interrupt.dungeoneer.gfx.TextureAtlas.load(TextureAtlas.java:61) at com.interrupt.dungeoneer.gfx.GlRenderer.initTextures(GlRenderer.java:247) at com.interrupt.dungeoneer.gfx.GLRenderer10.init(GLRenderer10.java:58) at com.interrupt.dungeoneer.GameManager.init(GameManager.java:84) at com.interrupt.dungeoneer.GameApplication.create(GameApplication.java:32) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:127) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:110) Resizing textures.png only causes a problem if the size isn't power of 2 I was having problems running the mod DMC because of this, and I talked to Reise92 and he said no one ever mentioned a problem like this Already tried re-installing the game, going in and out of the beta and checked my java version (is up to date) Edit: Tested that ultra-high texture pack mod, and it runs! (although my crappy gpu causes most of it to show up as pink, some of the textures show up) So... no idea what's up with that
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« Last Edit: April 07, 2014, 10:17:45 PM by 7Soul »
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Skizomeuh
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« Reply #3329 on: April 08, 2014, 03:21:54 AM » |
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Random questions: - how many rooms the procedural level builder is playing with, currently? - If I read well, it seems one can add rooms to the pool through the level editor, am I right? - Is it planned to integrate Steam Workshop so players could subscribe easily to mods and such?
- From all the skills only two are still quite vague for me: between "speed" and "agility" which one is manipulating weapon movement, and which one is manipulating the character movement?
Thanx.
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« Reply #3330 on: April 08, 2014, 07:10:38 AM » |
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I found a problem with modding. For the files entities.png, items.png, particles.png and sprites.png, if I increase the size of the image it causes my game to crash.
You can resize those images, but they will at least need to stay at the same aspect ratio if you're not touching anything else. If you want to change how many images fit on a row, then there's a 'data/spritesheets.dat' file that tells the game how many columns of images each sprite sheet should have. Your probably resizing them in such a way that the math to split them apart doesn't work anymore right now. Example: { "filename": "particles.png", "columns": 8, "scale": 1, "name": "particle" } Random questions: - how many rooms the procedural level builder is playing with, currently? - If I read well, it seems one can add rooms to the pool through the level editor, am I right? - Is it planned to integrate Steam Workshop so players could subscribe easily to mods and such?
- From all the skills only two are still quite vague for me: between "speed" and "agility" which one is manipulating weapon movement, and which one is manipulating the character movement?
Thanx.
Speed is for normal player movement, agility is for weapon swings and how long charging attacks takes.
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7Soul
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« Reply #3331 on: April 08, 2014, 12:51:07 PM » |
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I found a problem with modding. For the files entities.png, items.png, particles.png and sprites.png, if I increase the size of the image it causes my game to crash.
You can resize those images, but they will at least need to stay at the same aspect ratio if you're not touching anything else. If you want to change how many images fit on a row, then there's a 'data/spritesheets.dat' file that tells the game how many columns of images each sprite sheet should have. Your probably resizing them in such a way that the math to split them apart doesn't work anymore right now. That's the thing. One of my tests was taking particles.png and increasing the height by 32 and that caused the error. Random questions: - how many rooms the procedural level builder is playing with, currently?
The Dungeon has 89 rooms The Cave has 42 rooms The Sewers has 43 rooms - If I read well, it seems one can add rooms to the pool through the level editor, am I right?
Yes
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« Reply #3332 on: April 09, 2014, 06:50:56 AM » |
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That's the thing. One of my tests was taking particles.png and increasing the height by 32 and that caused the error.
I think the issue here really is the power of two thing, some graphics cards don't support non power of two textures and are returning 0 for the width and height when I try to inspect the image that was just loaded.
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7Soul
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« Reply #3333 on: April 09, 2014, 09:58:37 AM » |
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That's the thing. One of my tests was taking particles.png and increasing the height by 32 and that caused the error.
I think the issue here really is the power of two thing, some graphics cards don't support non power of two textures and are returning 0 for the width and height when I try to inspect the image that was just loaded. That would make sense. My GPU is integrated and is pretty much sucks. But yeah, I make games using Construct 2, and in there if I use non power of 2 texture on some stuff it shows up distorted. So that might be a thing
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7Soul
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« Reply #3334 on: April 09, 2014, 11:33:06 AM » |
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Found a bug I ran into this slope at this angle while under the effect of a scroll of haste and I got stuck: Managed to reproduce a few other times, and I get unstuck after a while (time varied from a second to over 10 seconds) It's from a room I made EDIT: this actually seems to happen a lot around the sewers when using the scroll of haste.
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« Last Edit: April 09, 2014, 06:27:09 PM by 7Soul »
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gnarz
Level 0
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« Reply #3335 on: April 11, 2014, 01:25:05 AM » |
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@Interrupt so basically you're saying, the current beta will be on humble, right? What about the future? I bought the game because there was a DRM free version (and it looked interesting, of course...). I would not have bought it had it been steam only, or steam-mucho-preferred-drm-free-version-sits-on-the-backburner...
Yeah, when the current beta goes live it will get pushed to Humble, Android, and Kindle. Right now Steam is the best way to distribute the stuff that's potentially game breaking to a small subset of people, there's not really a way to do that via Humble. So I take it that announcing a new update in the steam announcement forums and making it available outside of the beta subscription does not count as "going live"? What does, then?
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CDLegasse
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« Reply #3336 on: April 12, 2014, 11:45:21 AM » |
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I decided to buy this game after the big graphics overhaul. It's simply gorgeous.
I do have an issue however, with the game stuttering in various locations. It didnt do this on the first day that I had it, but it has every other time i've played. It's not like the fps drops or anything, it stays smooth, but when i'm moving about the dungeon i'll repeatedly jump forward a few "inches" every couple of seconds, it's quite a distraction. Has anyone else experienced this issue?
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retrostark
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« Reply #3337 on: April 12, 2014, 12:03:30 PM » |
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Finally after about a year since discovering Delver I decided to give it a try and throw some money at it
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retrostark
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« Reply #3338 on: April 12, 2014, 12:09:23 PM » |
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Alrighty, well now I have got it downloaded it and attempted to launch it, every time I come up with this error. I went to the link and tried what they recommended doing and still every time came up with the error, also I am running on a Mac.
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Whiteclaws
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« Reply #3339 on: April 13, 2014, 08:19:53 AM » |
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Alrighty, well now I have got it downloaded it and attempted to launch it, every time I come up with this error. I went to the link and tried what they recommended doing and still every time came up with the error, also I am running on a Mac. Yay new experiences Try downloading Java...
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