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Topics - Trilby

Pages: [1]
1
General Discussion / SumWars in LXF
« on: March 04, 2011, 12:11:05 AM »
I picked up a copy of the latest Linux Format magazine earlier on, and was surprised to find that Summoning Wars 0.5.4 is included on the April issue cover-disc. So I recommend trying the game out, if you haven't yet. :P

In the magazine it says (very little, no review as yet, but a favourable comment):

Quote
Our big hit this month is Summoning Wars, a polished action-RPG...


On the disc, the synopsis:

Quote
Summoning Wars is an action RPG with point-and-click fight system. Choose from 4 Classes with 24 unique abilities each and jump into a campaign playable in both single and multiplayer mode. Multiplayer mode is usable by up to 8 players. There are hundreds of items to collect and dozens of monster types to fight. Meet citizens and sinister puppet-masters with secrets of their own and trade with well-equiped traders - or search for the blackmarket and stock enchanted items.

2
Off-Topic / 0 AD
« on: January 22, 2011, 08:44:08 PM »
I caught mention of this game the other day, not looked into it much, but the graphics work looks astounding. An attractive looking project that's gone open source.

http://wildfiregames.com/0ad/

Also a quick link to a decent project outline.

http://os.wildfiregames.com/

3
Graphics / Buttress walls - Trilby's scenic projects
« on: January 18, 2011, 11:10:27 PM »
So, I've returned to Blender after a long hiatus, finally getting round to trying my hand at some models for Sumwars.

I thought I'd try working on a model for some spiral stairs, the missing level transition between lvl 1 and 2 of Mylon's grave. I'm not sure what will prove feasible at the moment, nor am I too sure of the limitations of the environment graphics, for example if an object graphic can replace or cut away a floor tile?

Here's a rough idea, at the moment the upper stairs, i.e what you see approaching the way to lvl 2. In this design a floor tile would be replaced with the stair mesh, with the cave walls meant to surround all but the front. Like I say, I think this might not work, but this is the thread for me to find out what is possible.

An alternative would be to provide a stair mesh, that is seen through an archway, that could be made from a modified cave wall mesh.




4
Bug Reports / Fazhir, enchantment seg fault
« on: December 30, 2010, 05:32:10 PM »
I've encountered a reproducible seg fault with Fazhir, the enchanter in Dwarfenwall. Both times, "ok" on purchase of extra willpower with armour, has resulted in the game crashing. I've not tried to enchant armour before now, however the bow has had approx three enchantments placed on it without problem.

Hope the following can help.

Compiled 0.5.3 on Slackware 13.1 i486

Display from terminal and retrieved stack, and relevant character save.

Code: [Select]
bash-4.1$ gdb ./sumwars
GNU gdb (GDB) 7.1
Copyright (C) 2010 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.  Type "show copying"
and "show warranty" for details.
This GDB was configured as "i486-slackware-linux".
For bug reporting instructions, please see:
...
Reading symbols from /home/simeon/sumwars_0-5-3_src/sumwars...done.
(gdb) run
Starting program: /home/simeon/sumwars_0-5-3_src/sumwars
[Thread debugging using libthread_db enabled]
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
SceneManagerFactory for type 'DefaultSceneManager' registered.
Registering ResourceManager for type Material
Registering ResourceManager for type Mesh
Registering ResourceManager for type Skeleton
MovableObjectFactory for type 'ParticleSystem' registered.
OverlayElementFactory for type Panel registered.
OverlayElementFactory for type BorderPanel registered.
OverlayElementFactory for type TextArea registered.
Registering ResourceManager for type Font
ArchiveFactory for archive type FileSystem registered.
DDS codec registering
FreeImage version: 3.12.0
This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm
Registering ResourceManager for type HighLevelGpuProgram
Registering ResourceManager for type Compositor
MovableObjectFactory for type 'Entity' registered.
MovableObjectFactory for type 'Light' registered.
MovableObjectFactory for type 'BillboardSet' registered.
MovableObjectFactory for type 'ManualObject' registered.
MovableObjectFactory for type 'BillboardChain' registered.
MovableObjectFactory for type 'RibbonTrail' registered.
Loading library /usr/lib/OGRE/RenderSystem_GL.so
Installing plugin: GL RenderSystem
OpenGL Rendering Subsystem created.
Plugin successfully installed
Loading library /usr/lib/OGRE/Plugin_ParticleFX.so
Installing plugin: ParticleFX
Particle Emitter Type 'Point' registered
Particle Emitter Type 'Box' registered
Particle Emitter Type 'Ellipsoid' registered
Particle Emitter Type 'Cylinder' registered
Particle Emitter Type 'Ring' registered
Particle Emitter Type 'HollowEllipsoid' registered
Particle Affector Type 'LinearForce' registered
Particle Affector Type 'ColourFader' registered
Particle Affector Type 'ColourFader2' registered
Particle Affector Type 'ColourImage' registered
Particle Affector Type 'ColourInterpolator' registered
Particle Affector Type 'Scaler' registered
Particle Affector Type 'Rotator' registered
Particle Affector Type 'DirectionRandomiser' registered
Particle Affector Type 'DeflectorPlane' registered
Plugin successfully installed
Loading library /usr/lib/OGRE/Plugin_BSPSceneManager.so
Installing plugin: BSP Scene Manager
Plugin successfully installed
Loading library /usr/lib/OGRE/Plugin_OctreeSceneManager.so
Installing plugin: Octree & Terrain Scene Manager
Plugin successfully installed
*-*-* OGRE Initialising
*-*-* Version 1.7.1 (Cthugha)
[D] /home/simeon/sumwars_0-5-3_src/src/gui/application.cpp:377 configureOgre > configure ogre
[D] /home/simeon/sumwars_0-5-3_src/src/gui/application.cpp:356 initOgre > init ogre
[New Thread 0xb418fb70 (LWP 5555)]
[New Thread 0xb378fb70 (LWP 5556)]
[D] /home/simeon/sumwars_0-5-3_src/src/gui/application.cpp:393 setupResources > initalizing resources
[D] /home/simeon/sumwars_0-5-3_src/src/gui/application.cpp:462 initGettext > initializing internationalisation
[D] /home/simeon/sumwars_0-5-3_src/src/gui/application.cpp:470 initCEGUI > init CEGUI

[D] /home/simeon/sumwars_0-5-3_src/src/gui/application.cpp:534 createDocument > create document

[D] /home/simeon/sumwars_0-5-3_src/src/gui/application.cpp:587 createView > create view

[D] /home/simeon/sumwars_0-5-3_src/src/gui/optionswindow.cpp:217 OptionsWindow > #default#
CEGUI::UnknownObjectException in file ../../cegui/include/CEGUINamedXMLResourceManager.h(279) : NamedXMLResourceManager::get: No object of type 'Font' named 'FairChar-30' is present in the collection.
CEGUI::UnknownObjectException in file ../../cegui/include/CEGUINamedXMLResourceManager.h(279) : NamedXMLResourceManager::get: No object of type 'Font' named 'FairChar-30' is present in the collection.
[New Thread 0xb18aeb70 (LWP 5557)]
[D] /home/simeon/sumwars_0-5-3_src/src/gui/application.cpp:161 init > time to start 1380.000000
[D] /home/simeon/sumwars_0-5-3_src/src/gui/application.cpp:169 init > application initialized


[D] /home/simeon/sumwars_0-5-3_src/src/gui/savegamelist.cpp:208 onSavegameSelected > savegame accepted ./save/Maelegar.sav
[D] /home/simeon/sumwars_0-5-3_src/src/core/document.cpp:211 loadSavegame > sending savegame
0.3 + 0.3 + 0.3
0.3 + 0.3 + 0.3
[D] /home/simeon/sumwars_0-5-3_src/src/core/eventsystem.cpp:227 executeCodeReference > instr
local pl = getSpeaker("main_player");
local pgold = get(pl,"gold");
set(pl,"gold",pgold - enchanter_price);

-- enchant strength is set here
local mods = addItemMagicMods(enchanter_mod_dwarfenwall.allowed_mods[enchanter_modtype_dwarfenwall] ,160);
if (mods == nil) then
mods = 0;
end;
if (mods == 0) then
speak("Enchanter Fazhir",_("It seems that this item already has such an enchantment."));
set(pl,"gold",pgold);
else
--set enchant animation
setObjectAnimation(joringsbridge.council, "enchant", 1500)
-- removing the item from inventory and reinserting
-- ensures, that the item is unequiped if level requirement is not met
removePlayerItem(pl,enchanter_mod_dwarfenwall.itempos);
insertPlayerItem(pl,true);
end;
set(pl,"gold",pgold);
else
--set enchant animation
setObjectAnimation(joringsbridge.council, "enchant", 1500)
-- removing the item from inventory and reinserting
-- ensures, that the item is unequiped if level requirement is not met
removePlayerItem(pl,enchanter_mod_dwarfenwall.itempos);
insertPlayerItem(pl,true);
end;

[E] /home/simeon/sumwars_0-5-3_src/src/core/eventsystem.cpp:261 reportErrors > lua error [string "..."]:16: attempt to index global 'joringsbridge' (a nil value)

  1
  2 local pl = getSpeaker("main_player");
  3 local pgold = get(pl,"gold");
  4 set(pl,"gold",pgold - enchanter_price);
  5
  6 -- enchant strength is set here
  7 local mods = addItemMagicMods(enchanter_mod_dwarfenwall.allowed_mods[enchanter_modtype_dwarfenwall] ,160);
  8 if (mods == nil) then
  9 mods = 0;
 10 end;
 11 if (mods == 0) then
 12 speak("Enchanter Fazhir",_("It seems that this item already has such an enchantment."));
 13 set(pl,"gold",pgold);
 14 else
 15 --set enchant animation
 16 setObjectAnimation(joringsbridge.council, "enchant", 1500)
 17 -- removing the item from inventory and reinserting
 18 -- ensures, that the item is unequiped if level requirement is not met
 19 removePlayerItem(pl,enchanter_mod_dwarfenwall.itempos);
 20 insertPlayerItem(pl,true);
 21 end;
 22

Program received signal SIGSEGV, Segmentation fault.
0x646e6120 in ?? ()
(gdb) bt
#0  0x646e6120 in ?? ()
#1  0x69657220 in ?? ()
#2  0x7265736e in ?? ()
#3  0x676e6974 in ?? ()
#4  0x0909090a in ?? ()
Backtrace stopped: previous frame inner to this frame (corrupt stack?)

5
Bug Reports / Issue with CMakecache.txt?
« on: December 23, 2010, 11:00:14 PM »
Well I believe I'm making progress in general, touch wood. Hopefully the dependencies are sorted.

However this surprised me, when trying to compile the source code in Slackware.

Code: [Select]
bash-4.1$ cmake .
CMake Error: The current CMakeCache.txt directory /home/simeon/sumwars_0-5-3_src/CMakeCache.txt is different than the directory /home/hans/sumwars/export/sumwars_0-5-3_src where CMackeCache.txt was created. This may result in binaries being created in the wrong place. If you are not sure, reedit the CMakeCache.txt

6
Bug Reports / 0.5.3 Binary In Slackware
« on: December 16, 2010, 10:42:57 PM »
Hmm, I've yet to get Sumwars beyond the 3rd (i.e last) line of "run_sumwars" when starting the lin32 binary in Slackware. I've mentioned this before with the previous releases, it runs fine under Debian Squeeze, but I have no idea what is so different that it will run in one but not the other.

OS = Slackware 13.1 i486
Sumwars version = 0-5-3_lin32

Code: [Select]
bash-4.1$ run_sumwars
./run_sumwars: line 3: 16014 Segmentation fault      LD_LIBRARY_PATH="./libs":LD_LIBRARY_PATH ./sumwars

7
Off-Topic / Gigalomania
« on: December 16, 2010, 12:09:55 AM »
Spreading that OSS love about, so to speak. :cool:

Discovered this project with a little help from the latest Linux format cover disc. Perhaps I'm sly; in that Sumwars may get it's chance to be so prominently displayed one day.

While none of the linux distros that I've currently got installed have immediate access to all of the required dependencies via repository; FMod being the rather dubious troublemaker --I've been running the windows binary through Wine, successfully enough for gameplay. Just lacking sound (FMod not firing up). I should think those of you users with Ubuntu should find it easier to set up in the proper manner.

Anyway, good game but I'm awful at it. But I was the same way with Megalomania when I played it back in the day.

Gigalomania

8
Story / Plots that could change the game world
« on: November 27, 2010, 07:48:39 PM »
It's perhaps one of those key features of roleplay games that perhaps lacks in most story/adventure games. Where the choices you make, or opportunities you miss, have a changing effect on the game world, not just as an epilogue but with changes that can be seen throughout play --so you can actually get a sense of a game that has become unique to the character you play.

Fair enough, all the plots in Sumwars run along a scripted route, but for most subplots you have a choice to accept or decline a quest. What if these choices effect the game world in some way?

This idea came to me a while back, based on snippets of dialogue written by Kalimgard, for a side-quest, where you can stumble across the plans for a goblin raid on Joringsbridge. I began thinking, what if I never ventured into that part of the forest to discover these plans? Surely the raid happens whilst my Branded-one is busy fighting through waves of the Liche's army in defense of Dwarfenwall.

I thought it would be interesting in this situation, to return to Joringsbridge after defeating the Liche, to discover the village ransacked, with the remnants of the villagers trying to patch things together. This in turn could lead down a separate path of quests opened up, because the village was attacked. Or if Joringsbridge was warned successfully, you would have different opportunities again. Working like this, the game world could change marginally, based on choices made, and not be quite so similar each play through.

Not all events would be so world changing, some would have no effect. Rescuing Willard, for example, may not mean anything, but saving the farmstead or not saving it, could have a cosmetic effect when you return to the region.

At the moment a certain key event in the game would trigger the changes, such as a journal entry marking the defeat of the Liche, would be the trigger to change the Joringsbridge region to an an alternative, based on the outcome of finding the raid plans. These changes should not be put in just to punish the player, but to introduce dynamism into the setting, separate from the main plot.

Definitely a lot of work, but something I think Sumwars could benefit from eventually.

9
Translation & Internationalization / Translation help with /data/quests
« on: September 15, 2010, 07:28:54 PM »
I thought I'd try to be of some practical help around here.

After playing through the story so far, I've got some familiarity with the quests and dialogue, so I've been able to navigate through the /data/quests xml files and know roughly where to find the odd translation bugs that appeared throughout.

Perhaps most of the English translations activity takes place off-forum so I've no idea if these are being worked on. However I've made a start trying help with what's left. I've tried to make a thorough list, most of them are quite minor. Most of the translations were pretty good to start with, but some lines required restructuring. Hopefully I've kept the meaning intact.

So far I've gone through the tutorial, as the the latter dialogue with Windclaw is in the Reinforce of Dwarfenwall xml, I'll probably go through that next.  --Although, as a note, quite a bit of that dialogue with Soren should be expanded further to account for solo play as well.

The original text is preceded by the line number. The line underneath is a proposed change. If you would prefer I could upload an altered xml file with the changes. But this way others can review them first.

Code: [Select]
Tutorial Errata: Sumwars 0-5-2

221 speak("warrior",_("I almost had that damn ogre and suddenly someones ripping out my guts who's not even near me!"),"offended");

speak("warrior",_("I almost had that damn ogre, then suddenly something was ripping my guts out. No one was even near me!"),"offended");


231 speak("Derred",_("No, you have to say that much more authoritative."),"angry");

speak("Derred",_("No, you have to speak with much more authority than that."),"angry");


241 speak("archer",_("Whoever is the head honcho here: He had better known what he's gotten himself into."),"threaten");

speak("archer",_("Whoever is the head honcho here, he had better know what he's gotten himself into."),"threaten");


242 speak("archer",_("Lot's of money could appease me again."),"grin");

speak("archer",_("Although lots of money could appease me."),"grin");


264 speak("waropt",_("Are you kidding us? Who the hell is this windpaw?"),"warcry");

speak("waropt",_("Are you kidding us? Who the hell is this Windpaw?"),"warcry");


266 speak("PL",_("Are you kidding me? Who the hell is this windpaw?"),"warcry");

speak("PL",_("Are you kidding me? Who the hell is this Windpaw?"),"warcry");


292 speak("Derred",_("Further more your arrival was... somewhat exhausting. ##solo"),"amused");

speak("Derred",_("Further more your arrival must have been... somewhat exhausting. ##solo"),"amused");


296 speak("Derred",_("Further more your arrival was... somewhat exhausting."),"amused");

speak("Derred",_("Further more your arrival must have been... somewhat exhausting."),"amused");


301 speak("Tolec",_("Don't worry. We have strict orders not to kill you. ##solo"),"sneer");

speak("Tolec",_("Don't worry. We have strict orders not to harm you. ##solo"),"sneer");


303 speak("Tolec",_("Don't worry. We have strict orders not to kill you."),"sneer");

speak("Tolec",_("Don't worry. We have strict orders not to harm you."),"sneer");


318 speak("Derred",_("We cannot take any risks and inside the council you are safe. ##solo"),"normal");

speak("Derred",_("We cannot take any risks, you will be safe inside the council. ##solo"),"normal");


320 speak("Derred",_("We cannot take any risks and inside the council you are safe."),"normal");

speak("Derred",_("We cannot take any risks, you will be safe inside the council."),"normal");


327 speak("Tolec",_("I'm very sorry, but before that we cannot release you of the safety area."),"aloof");

speak("Tolec",_("I'm very sorry, but unless you do, we cannot release you from the safety area."),"aloof");


330 speak("Tolec",_("I'm very sorry, but before that we cannot release you of the safety area. ##solo"),"aloof");

speak("Tolec",_("I'm very sorry, but unless you do, we cannot release you from the safety area. ##solo"),"aloof");


335 speak("Derred",_("the choice is your's."),"bored");

speak("Derred",_("The choice is your's."),"bored");


664 speak("arcopt",_("Looks like a departure ticket to me. It can't be more painful than the arrival."),"happy");

speak("arcopt",_("Looks like a departure ticket to me. It can't be more painful than the arrival here."),"happy");


667 speak("Tolec",_("The Lord Master Windclaw feared, you would disembody yourselves after your arrival to disappear, so he took... measures."),"aloof");

speak("Tolec",_("The Lord Master Windclaw feared you would disembody yourselves after your arrival, in an attempt to disappear, so he took... measures."),"aloof");


672 speak("Derred",_("Instead you can resurrect where you want after your body was destroyed."),"thoughtful");

speak("Derred",_("Instead you can resurrect where you want after your body is destroyed."),"thoughtful");


675 speak("priopt",_("So? None of us was wishing for this ability."),"threaten");

speak("priopt",_("So? None of us wished for this ability."),"threaten");


680 speak("Derred",_("Well, as you are now you can do that only at places of great magical concentrations. In other words..."),"amused");

speak("Derred",_("Well, as you are now, you can only re-emerge at places of great magical concentration. In other words..."),"amused");


688 speak("PL",_("It is time we talk with this Windclaw. He seems to be a smart toad."),"unhappy");

speak("PL",_("It is time we talked with this Windclaw. He seems to be a smart toad."),"unhappy");


690 speak("PL",_("It is time I talk with this Windclaw. He seems to be a smart toad."),"unhappy");

speak("PL",_("It is time I talked with this Windclaw. He seems to be a smart toad."),"unhappy");


692 speak("arcopt",_("It can't be all too healthy to be this smart."),"sneer");

speak("arcopt",_("It can't be all too healthy to be that smart."),"sneer");


695 speak("Tolec",_("... that the old Firewhirl has a secret door for a direct connection to the kitchen. That could work! But the beast are not exactly without danger."),"surprised");

speak("Tolec",_("... that the old Firewhirl has a secret door for a direct connection to the kitchen. That could work! But these beasts are not exactly without danger."),"surprised");


700 speak("priopt", _("To Harad! That's impossible to put up with. Give us our weapons and we take care of that."),"unhappy");

speak("priopt", _("To Harad! We'll not put up with this. Give us our weapons and we will take care of it."),"unhappy");


702 speak("priopt", _("To Harad! That's impossible to put up with. Give me my weapon and I take care of that."),"thoughtful");

speak("priopt", _("To Harad! I'll not put up with this. Give me my weapon and I will take care of it."),"thoughtful");


712 speak("Tolec",_("Er... Lord Master Windclaw feared, there could be a situation in which you had to fall back to, er, force of arms."),"aloof");

speak("Tolec",_("Er... Lord Master Windclaw feared there could be a situation in which you had to fall back to, er, force of arms."),"aloof");


716 speak("waropt",_("Slowly you're getting to me."),"threaten");

speak("waropt",_("You are beginning to get on my nerves."),"threaten");


755 speak("Derred",_("At first you have to open your inventory. By default you do so with the 'i'-key."),"normal");

speak("Derred",_("First, open your inventory. By default you do so with the 'i'-key."),"normal");


756 speak("Derred",_("Alternative you can click on the inventory button down in the status bar."));

speak("Derred",_("Alternatively, you can click on the inventory button down in the status bar."));


828 speak("PL",_("Go in, click on it, kill it. A Branded One wouldn't forget about that."),"bored");

speak("PL",_("Go in, click on it, kill it. A Branded One wouldn't forget that."),"bored");


840 speak("waropt",_("Than I shall put the fear of Harad into these experiments!"),"excited");

speak("waropt",_("Then I shall put the fear of Harad into these experiments!"),"excited");


925 speak("Tolec",_("Hm, right, the Lord Master said, something like this could happen. Do you know how to convert this power into proper abilities?"),"thoughtful");

speak("Tolec",_("Hm, right, the Lord Master said something like this could happen. Do you know how to convert this power into proper abilities?"),"thoughtful");


932 addQuestion("Levelup erklären?");

addQuestion("Explain levelup?");


966 speak("priopt",_("I wonder why this Soren knows so much about the Branded Ones..."),"thoughtful");

speak("priopt",_("I wonder how this Soren knows so much about the Branded Ones..."),"thoughtful");


969 speak("mage",_("Better strange then..."),"sneer");

speak("mage",_("Better strange than..."),"sneer");


1141 speak("Tolec",_("Urk! They seem to broken out somehow. I hope they don't breed in the crevices."),"disgust");

speak("Tolec",_("Urk! They seem to have broken out somehow. I hope they don't breed in the crevices."),"disgust");


1143 speak("Derred",_("Somewhere back there has to be the secret door."),"thoughtful");

speak("Derred",_("The secret door has to be back there, somewhere."),"thoughtful");


1146 speak("Tolec",_("I don' waste my time crawling through kitchen corridors, Cursed One."),"threaten");

speak("Tolec",_("I don't waste my time crawling through kitchen corridors, Cursed One."),"threaten");


1147 speak("priopt",_("That's correctly Branded One. You wouldn't want to be called harvest now, would you?"),"angry");

speak("priopt",_("That's Branded One. You wouldn't want to be called 'harvest' now, would you?"),"angry");


1149 speak("Tolec",_("All right allready!"),"fear");

speak("Tolec",_("Alright already!"),"fear");


1224 speak("Tolec",_("The Lord Master thought, you could do considerably more than dully beat your enemies."));

speak("Tolec",_("The Lord Master thought you could do considerably more than just dully beat your enemies."));


1243 speak("Derred",_("With the 't'-key you open the skill window. Here you can choose a skill."));

speak("Derred",_("Open the skill window with the 't'-key. Here you can assign your skills."));


1244 speak("Derred",_("Just click with the mouse button, you would like to use the skill with, on the skill icon."));

speak("Derred",_("Just left or right click on a skill icon to assign that skill to the same mouse button."));


1247 speak("Derred",_("Look at the picture in the status bar to learn, if a skill is ready for use."));

speak("Derred",_("Look at the picture in the status bar to learn if a skill is ready for use."));


1266 speak("Tolec",_("Very well. Die Geheimtür ist hier hinten."),"happy");

speak("Tolec",_("Very well. The secret door is back here."),"happy");


1364 speak("leader",_("With all the damn beasts roaming around here freely, I almost think they just want me as an exterminator."),"unhappy");

speak("leader",_("With all the damn beasts roaming around here freely, I think they just want me here as an exterminator."),"unhappy");


1366 speak("leader",_("With all the damn beasts roaming around here freely, I almost think they just want us as exterminators."),"unhappy");

speak("leader",_("With all the damn beasts roaming around here freely, I think they just want us here as exterminators."),"unhappy");


1510 speak("Tolec",_("The Lord Master didn't say something about that..."),"thoughtful");

speak("Tolec",_("The Lord Master didn't say anything about that..."),"thoughtful");


1511 speak("magopt",_("Somthing unwritten in the book of the omniscient airpaw?"),"sneer");

speak("magopt",_("Somthing unwritten in the book of the omniscient Airpaw?"),"sneer");


1514 speak("Derred",_("A Cursed One has to be happy, if he's got something to kill all along, right?"),"disgust");

speak("Derred",_("A Cursed One is only happy if they've got something to kill, right?"),"disgust");


1520 speak("Derred",_("Cursed Ones have to be happy, if they got something to kill all along, right?"),"disgust");

speak("Derred",_("Cursed Ones are only happy if they've got something to kill, right?"),"disgust");


1611 unitSpeak(trigger.player,_("If they hadn't all those needless balustrades into the void, they wouldn't have to mop escaped sluglings from the floor."),"sneer");

unitSpeak(trigger.player,_("If they hadn't got all those needless balustrades lining the void, they wouldn't have to mop escaped sluglings from the floor."),"sneer");

10
Bug Reports / The fissure - cutscene + misc
« on: September 12, 2010, 11:39:08 PM »
During the Fissure quest, upon reaching the necromancer, the cutscene begins. The Necromancer and skeleton workers are active, but there is no dialogue. The camera then stays watching the necromancer after panning back from a stone pillar. There is no further progress of the scene. After reading through the quest xml file, it appears as though a Lich is meant to make an appearance at this point. Because the fissure region is set to the be the next partyloc, the character save always starts on the scene and the game is effectively stuck.

I get this text in the terminal.

Code: [Select]
[D] src/core/region.cpp:1050 createObject > no base type for subtype lich
I've played through using the same character save in both the Windows binary and my compiled version in Fedora --with the same result. So I'm assuming there is missing command in the xml quest file, that would sort this quite easily.
__ __ __

I've also been keeping a few rough notes, whilst playing, on some minor bugs I've found within the english translation. Still some German phrases and awkward translations left in a few of the /data/quest xml files. Would you prefer me to try report the few I find on the forum? Otherwise I would be quite happy helping make corrections to the xml file myself, and upload the updated file here.

11
General / Compiling 0.5.2 Fedora 13
« on: September 08, 2010, 08:56:17 PM »
Hello again. I'd switched my focus towards Fedora hoping to take advantage of the Nouveau experimental drivers to play Sumwars with. Unfortunately I'm having trouble getting the 0.5.2 release to start once compiled. So I'm wondering if any kind or experienced person could help.

The OS more specifically is Fedora 13 x86_64

I've used both ./configure and cmake to compile the source, both lead to the same result. Upon starting the executable through the terminal.

Ogre log:
Code: [Select]
20:19:27: Creating resource group General
20:19:27: Creating resource group Internal
20:19:27: Creating resource group Autodetect
20:19:27: SceneManagerFactory for type 'DefaultSceneManager' registered.
20:19:27: Registering ResourceManager for type Material
20:19:27: Registering ResourceManager for type Mesh
20:19:27: Registering ResourceManager for type Skeleton
20:19:27: MovableObjectFactory for type 'ParticleSystem' registered.
20:19:27: OverlayElementFactory for type Panel registered.
20:19:27: OverlayElementFactory for type BorderPanel registered.
20:19:27: OverlayElementFactory for type TextArea registered.
20:19:27: Registering ResourceManager for type Font
20:19:27: ArchiveFactory for archive type FileSystem registered.
20:19:27: ArchiveFactory for archive type Zip registered.
20:19:27: FreeImage version: 3.10.0
20:19:27: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
20:19:27: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,sgi,exr,j2k,j2c,jp2
20:19:27: DDS codec registering
20:19:27: Registering ResourceManager for type HighLevelGpuProgram
20:19:27: Registering ResourceManager for type Compositor
20:19:27: MovableObjectFactory for type 'Entity' registered.
20:19:27: MovableObjectFactory for type 'Light' registered.
20:19:27: MovableObjectFactory for type 'BillboardSet' registered.
20:19:27: MovableObjectFactory for type 'ManualObject' registered.
20:19:27: MovableObjectFactory for type 'BillboardChain' registered.
20:19:27: MovableObjectFactory for type 'RibbonTrail' registered.
20:19:27: Loading library /usr/lib/OGRE/RenderSystem_GL.so
20:19:27: OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library /usr/lib/OGRE/RenderSystem_GL.so.  System Error: /usr/lib/OGRE/RenderSystem_GL.so: cannot open shared object file: No such file or directory in DynLib::load at OgreDynLib.cpp (line 81)

I've placed symlinks of all listed OGRE plugins amongst the other libs i.e /usr/lib64. this includes the RenderSystem_GL.so. I suppose these could be in the wrong place, as it does seem to want to look in /usr/lib/OGRE and not /usr/lib64/OGRE -- the latter is where the plugin lib is.

Being a general idiot at these matters, I wasn't sure if specifying the path between /usr/lib and usr/lib64 mattered?

Of course it could be something else entirely. Thanks in advance.

12
Feedback & Feature Requests / Trilby plays SumWars
« on: August 07, 2010, 10:58:24 PM »
Some general feedback, as promised.

So far, though, I've only played using the Windows binary, while I encountered no problem there, I'd prefer to get SumWars on to one of my Debian systems. Ideally I would like to use my 64bit installation, where I have Blender set up and have access to greater graphics power --I'm not sure if the Raknet issue is a total block for this or not - I know this issue is being resolved.

Anyway, here are some of my thoughts after playing.
 
The game-play and controls are intuitive and had no trouble getting into this game. You can tell a lot of work has been put into this, and it is an exciting thought to be able to watch this project grow. At this stage I've spent a few hours killing Goblins, systematically destroying all who oppose me, and walking the left-hand edges of the world maps like some homicidal Woodlouse. That's right, a woodlouse with a twist --I thought I'd go it heavy as a warrior type. After a few sessions I've reached lvl 9. I was able to clear out the Grave/Crypt through resourcefulness and cunning. Though I didn't think I was going to survive entering the door, I was in combat as soon as the area loaded and thoroughly outnumbered. At that stage I was actually having to use a secondary skill attack for every swing to get through those undead, so there was plenty of retreating. Very often I've found that you will suffer melee damage from a strike after you've moved away, which can be a little annoying as it is hard to tell if you are actually going to be able to get away unscathed. The gap between player and monster can be quite large and this will still happen.

Overall I like that different tactics are needed for different enemies, even though it is early days for SumWars, this comes across particularly well, even now. Shamans are particularly pesky, and I've only just found the fruit throwing Goblin Younglings, these are even worse, perhaps I'll take another go at them, but they are deadly.

Combat although intuitive, does seem plodding. You get a feel for what distance you need to get to lure an enemy away one at a time. Although the further you get in the game the more crowded the wildernesses get, so this huntsman's tactic gets harder/slower to achieve. But it depends how you play. I'm not sure what to suggest to liven up the action, certainly it is the main game-play feature. The only thing I can think of that may break up the walk/combat pace would be to add a Diablo2 style run system.

It took me a long time to track down the first town after travelling into the wilderness, indeed I got lost and stumbled onto a coven of Goblin shamans at a cairn, before I found civilisation. To a degree I like the idea you can get lost, however when it takes so much time to traverse populated regions, perhaps over several sessions --all monsters respawn. All these villages appear inescapably surrounded by danger. Perhaps in time and to balance game-play, after adding more side quests, maybe consider reducing the danger found close to the paths you need to take between towns, but add more deeper wildernesses off the path that can be filled with more monsters and quest locations.

The main problem I had starting SumWars, is the system for displaying dialogue. I wasn't used to this display with the two facing dialogue boxes, with the text being displayed at varying speeds. It can be hard to follow. I think I missed some key plot points, so I felt I didn't quite have the time to understand the context of the conversation before it moved onto the next line. However the dialogue I did catch was incredibly entertaining, and I like our Branded-One's irreverent attitude, and I'm sure there is enough going on to pique my interest as the story grows. Suffice it to say, I've not reached the siege yet.

For this I would suggest letting the player have full control of the text and make it clear there is a "Continue" to click on, to show there is more. Perhaps with only one text box shared for the speakers, with the image of the speaker shown like it is now. The closest I can think of -to compare what I mean, is Wesnoth's campaign/story slide-show.

Obviously the player interface needs beautifying, but I cannot think of anything extra to add per se. It is also nice to know sound and music will make it's way in to the project soon.

Good work. I look forward to more.

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