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Messages - Lastmerlin

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Bug Reports / Re: Empty dialogue in first scene
« on: March 08, 2012, 03:45:01 PM »
Hi there !
First of all - thanks a lot for the very concise bug desciption. Hopefully we can fix this issue now.

Concerning spanish translation: Well, if you offer help, we wont say no :D . Do you have experience with translating software ? Perhaps just try to catch me in irc (for instance this evening) or write a short PM - I will give you the required data.

General Discussion / Version 0.5.6 Released
« on: March 04, 2012, 10:56:09 PM »
Version 0.5.6 is finally complete. As usual, later than expected :D . A big thanks to all those who contributed to it. Moreover, we had significant changes in the internal structure and developement toolbox. Even though (or rather, especially because) these changes are not directly reflected in the list below, I want to thanks for all the work done there.

Here is a list of the changes that are visible for the players:

* Installation:
** Source is provided via Mercurial now
** Systemwide as well as standalone installation supported

* Gameplay:
** Improved Reliability of network gameplay
** Fixed AI to properly attack archers as mages
** Last selected player is now automatically selected on restart
** Map generation for regions is randomized now

* Graphics
** Added shadows (!) - experimental option, please report any issues
** Modified the Logo

* Story / Scripting:
** Added option to skip cutscene

Ok, now get it from the download page and have fun :)

Bug Reports / Re: 0.56 RC Bugs/Issues
« on: February 24, 2012, 11:12:47 PM »
Hehe, meanwhile I have started to work on proposals:
- town portals are now properly updates when used from belt
- item sounds should be played during trade properly
- item sound is played when exchanging two items with the same image. This seemed the easiest way to indicate that the exchange was succesful.

The sounds during trade are a bit tricky - the sound (currently) played if the content of the visible image windows changes. This always worked very well. Now sounds are lacking if you sell an item and it is placed on one of the invisible sheets of the trade window (because the visible one is full). I did not fix this so far, because its some real effort for rather little benefit right now.

the inventory screen textbox to type in a amount of gold, you want to drop, could need some improvements/could be polished:
  • preassigned with a '0 '(number).
  • locked to just digits (you could actualy type in letters).
  • The cursor should be removed if you type in something, or at least changed to a '|' instead of a ']' ( don't know, if the used toolkit offers possibilities like that ).
Sounds reasonable.

feature requests( what i would like to see  ;)):
  • The inventory category tab could automaticly change to 'small',
    if you you are interacting with a merchant who sells small items exclusifly ( potions and townportal scrolls ).
    Or a bit more fancy: automatically change the inventory category tab, accordingly to the
    merchant's sell category frame your mousepointer is actualy in :).
  • Is it possible to overlay the terrain with road/lane textures, at least partial and at least
    in cities? The bright green standard terrain texture hurts after a while ;)
Concerning the merchants: I rather dislike it. Ok, its a nice to have, but after all a tiny improvement. My problem with this is, that its more complicated (or rather: hacky) to realize than one would expect - it connects the visuals of the inventory window with an heuristic about the trade partner. Perhaps it will get done if I find an elegant way to realize it.

On the roads: Yes, our terrain system is rather horrible x(. Having a better one including roads is on the list. We mainly need some with ressources I lack currently: Time and proper graphic programming skills...

Bug Reports / Re: 0.56 RC Bugs/Issues
« on: February 24, 2012, 02:20:59 PM »
Hi turan,

yes, its the correct place for submitting any comments, and thanks for your detailed review and hints.

Some more replies from me:
a teleport animation while traveling from zone to zone (may bee you can just darken the screen a little, or you can implement a load screen if necessary)
Better region transitions and indicators are definitely planned. As this has been proposed multiple times now, we should really start working on it ^^

Improved minimap is definitely planned as well.

  • isn't it possible to change equipped items with a single right-click, instead of first left clicking to select and then right clicking it, to exchange the item?  - like i stated before, this feels very unnatural to me  :P.

This sounds strange - as I implemented it, a single right click _should_ exchange the items. If this does not work, its a bug that should be fixed.

  • I can't see that the tab switch system for spells( abilities ) is working. maybe you could explain that to me a little bit further? Do i need a 'real' secondary spell/ability from the skill-tree, or can i just swap it with the normal base attack? (I've just learned one active skill, cause I'm still only level 4).

There are three slots which can be assigned with arbitrary skills. This can be special skills, but the normal attack works as well. Tab exchanges the second and the third which are both associated with the right mouse key. For some real use of this feature, you need two active skills with are used on the right mouse button. Very common assignments are: Left: Default attack skill/ Cheap special skill (like bash). Right: Special skill (Heal, Magic, whatever). Alternate right: Utility skill, buff, special skill with other damage type. Just something you want to switch in _very_ fast occasionally.

  • the shadow option simple(high quality) don't show the equipped weapon(s).
  • the shadow from the option simple(low quality) is nearly not visible.
Well, shadows are experimental and need still a lot of work. Seems you have found some of the issues that could be expected - thanks for reporting :)

  • if you drag the town portal scrolls to the belt bar (where the healing potions are), they disappear after a right-click on it or by pressing the corresponding key (stored them on position 3 and afterwards on 5), thus the teleport gets executed. - i bought a lot of them: 17 :)
Whats wrong with that - town portal behaves like a potion here: Right click or the number consumes it.

  • you can close the opened merchant and inventory window only with the OK button in the merchant screen.Though the close button on the inventory screen is visible and leads me more than once to click it  ::), expecting both windows would be closed.
  • consuming a heal potion should play the same (or any appropriate) sound, witch you can hear when buying a potion form the merchant for example. That would be nice :).
Very good proposals - noted; will be implemented as soon as I have some time.

A final general remark: Such detailed feedback is very appreciated. I know it takes time to give it - as it also takes time to provide some detailed answer. The latter is the reason why a posting can get *lost* occasionally - you read the thread but lack the time to provide some answer immediately.

General / Re: 0.5.6 Release Date
« on: February 20, 2012, 08:59:03 PM »
Ok, accepted :)

Help / Re: Re: 0.5.6 Release Candidate
« on: February 18, 2012, 10:22:12 AM »
@ turan:
For fixing the compiler error:

Code: [Select]
#include <cstddef>

However, you might need to add it somewhere rather high up in the include tree (debug.h for instance ^^) or modify the CEGUI header directly.

General / 0.5.6 Release Candidate
« on: February 14, 2012, 11:09:46 PM »
We are almost done with the work for 0.5.6. According to the roadmap, allmost all issues are resolved and the last remaining could be postponed or attacked meanwhile. Therefore I have decided to declare changeset c5abf3f76c23 as release candidate.
The release files will be collected in the Wiki:

Wiki 0.5.6-rc Release

Currently, we only have the source package, as fusion is still struggling with the Win build. I will ask trapdoor to provide the Mac package as usual. Please help  by testing the package for some last-minute bughunt.

Changelog (WIP):

* Installation:
** Source is provided via Mercurial now
** Systemwide as well as standalone installation supported

* Gameplay:
** Improved Reliability of network gameplay
** Fixed AI to properly attack archers as mages
** Last selected player is now automatically selected on restart
** Map generation for regions is randomized now

* Graphics
** Added shadows (!) - experimental option, please report any issues
** Modified the Logo

* Story / Scripting:
** Added option to skip cutscene

Help / Re: Problem Opening the Game 2
« on: January 25, 2012, 12:19:09 AM »
This *stopped working* is just windows slang for a program crash. The logs say that the last action was to initialize CEGUI which is our GUI library. There should be a CEGUI.log, please provide this as well.

General / Re: Roadmap to 0.5.6
« on: January 14, 2012, 11:44:35 AM »
If the system is working fine, I would integrate it. Honestly, 0.6 can still take a while and you dont want to wait that long if the feature is working locally right now. Of course, this is strongly hardware dependent and therefore very different behaviour on different machines can be expected, including crashes. On the other hand - including it into a release is the easiest way to get feedback.

I propose:
- Include all available feature that are working on your machine
- do not hide the shader shadows, but select either stencil or no shadows by default
- Perform some more testing on the developer machines, perhaps we can root out some problems before the release
- Mark the shader shadows as experimental and request feedback

Concerning content integration: Its really unfortunate, that only kalimgard can do this. I believe that we really need some more contributors who can do this job. Of course, I can do it as well, but at the end this does not add flexibility to our workload distribution ;)

General / Roadmap to 0.5.6
« on: January 12, 2012, 09:52:32 PM »

I am back with some organizational stuff. I have updated the roadmap to the next release. As usual, progress is much slower than we hoped, but I am still sure we will reach it. New date is the 29 of January.

Officially, whats left to do is stored in the bugtracker:
However, these are rather small remaining bugs. Several new features that are already (almost) complete are missing there. In fact, we are much further than 50% already. My aim is, to get one tracker entry for each substantial change to the game. This way, the tracker log also serves as changelog. Additionally, its motivating to see the percentage growing.

Therefore I propose: Please create an issue for each thing you are working on and close it, as soon as its complete and integrated into the game. Yes, this requires to write one or two scentences what you are doing and why you are doing it. Opening and immediately closing an issue because its already complete is perfectly fine.

Specific additional content that seems ready to be integrated is:
New particles by hirohito:
Shadows by dezGusty: (With an option to disable them ? )
Several work by Psycho: Sorry I am always loosing track whats complete and whats ingame. Thats why I am pushing this.
Some new music by West:

This list is most probably incomplete. Its just some threads that I've read recently. One reason for creating a sort current projects list in the tracker is exactly the point, that keeping track of all that by forum only it getting difficult.

If there are some problems with:
Bug tracker access rights: Ask Protogenes
Mercurial access: Ask me or perhaps even better, Kulik
Knowledge to get your art into the game: Ask the appropriate person in IRC

Ok, I will have a look at my remaining issues now ^^

Feedback & Feature Requests / Re: "skip dialouge"-button?
« on: December 20, 2011, 10:55:16 AM »
...and sounds easy to implement :D

General / Re: Art / Asset infrastructure
« on: December 19, 2011, 05:22:43 PM »
First of all: Thanks for the work you do, I am in the state of pre-christmas exhaustion right now...

In fact, we have different issues here:
1. Which formats shall we require for compiled art? Apparently, we need a common type here and its mostly prescribed by the game code. I can collect the information here.
2. Which formats shall we support for the *source* art. I am not really convinced that we should require one type only here. For example, there is a constant war of PS vs Gimp and usually user of one program refuse strictly to switch. These are question where we need to ask the artists themselves.
3. Which quality requirements do we have for the different art types?
4. Where to store the data.

 I have prepared some subsections of the Wiki Contribute wiki page. This is the place for collecting the information.

In general, the idea is awesome. However, I doubt that we will get even close to 100% completion of the vision soon; and we shall not enforce it too strongly either. Remember, that most artists are not familiar with scripts. Moreover, getting really OS-independent scripts will be hard too. Thats why we should always allow a way to bypass the system for testing purpose.
I will share some more thoughts later on, I have to leave now ^^

Sound & Music / Re: Gameplay music
« on: December 11, 2011, 09:09:26 AM »
Seems that you are back with a rush of creativity - excellent work West !  Your reluctant hero piece will mix in nicely to the existing gameplay music. Some more diversity in this area is very important too, because our current music content is awesome, but gets repetitive after a while. Concerning the title: I agree, that its somewhat suboptimal (considering that the piece itself it rather agressive and motivating) - but does the player ever see the title somewhere ? As far as I know, that is not the case, so that it is not a big issue.

Graphics / Re: Crafting the UI (WIP)
« on: December 11, 2011, 09:02:32 AM »
Fast reply (sorry for not answering earlier):
The change to the delete hero button is simple and a good idea.
The Biography is pure story content (just a text the user may enter) - right ? This sounds easy to implement, however I somewhat doubt, that many users will really use it.
Concerning animations: Heros in creation _should_ have animations O_O I have to check this. However, they only perform animations, lvl1 players can perform (simple attack etc).

On the multiplayer part: Combining create game and join game into one screen does not sound good to me. Introducing this (most important information) by checking which window is highlighted is not a good design. As soon as we have a matchmaking server, the workflow could be:
Join Server -> (Join Game | Create Game). But the latter will be still a split step.

General / Re: Help Wanted!
« on: December 06, 2011, 11:56:00 PM »
Ok, I have started with reorganizing the Contibute page:

Apparently, there are a lot of content missing yet. I will take care of  the Programmer's guide. In fact, I have already created a first draft and some coding guidelines.

Now, we need something similar for several other departments. This is work I can not do - defining standards and rules for models or music is just not my job. Apart from that, I dont want to do it :P . So please sign up, who takes care of which section.

Moreover, I have created a starting point of the general wiki manual for Summoning Wars:
Player love such stuff. A big compendium where you can see all the scary monsters you have not killed yet and all the fantastic items you still have to acquire. Of course, its completely empty so far. This will be a lot of work to complete - I am aware of this. But we dont need to get this completed very fast - perhaps we can just chew it down piecewise if everyone contributes a bit occasionally.

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