Egoboo 2.9.0 RC1

The development of the game itself or new resources for it. Any new stuff you're working on would go here, as well as the discussion of in-development stuff.

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Zefz
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Egoboo 2.9.0 RC1

Post by Zefz »

Egoboo 2.9.0 Release Candidate 1
Because development has been so slowly last few months and the fact that we encountered a few more obstacles lately, we've taken a few steps back and dug out a version that seemed stable enough. Codenamed Egoboo 2.9.0 this version contains the new pathfinding, inventory system along with everything from 2.8.2 (Beta) but with more bugs fixed. What is not included with this release is the splitscreen for multiplayer. There seemed some minor performance issues with some modules but nothing serious preventing it from being played.

Hopefully this version will run properly for you, but we need input before we can make it official on the website.
- Game does not run at all? We want to know!
- What works?
- What does not work?
- Unlocking modules?
- Save games?
- Sneaking?
- Modules that are broken?

Download Link Egoboo 2.9.0 RC1 Windows
http://sourceforge.net/projects/egoboo/ ... p/download
http://www.2shared.com/file/OuinmS7c/Egoboo_290.html

Download Link Egoboo 2.9.0 RC1 Macintosh
(not reuploaded yet)
http://www.2shared.com/file/BFe2y-1L/Egoboo.html

Download Link Egoboo 2.9.0 RC1 Source
(not reuploaded yet)

I have only the Windows version uploaded, but the source code is included with the binary below. The file is a self-extracting compressed 7-zip file. Just unzip and play!
Note: This is a raw release out of development (Release Candidate). You might need to edit settings and controls. All modules are most probably unlocked from start for debug purposes (to enable the module unlocking system simply disable [DEV_MODE] in setup.txt)
Spoiler: Full Changelog
Version 2.9.0 (24.12.2011)
- New Feature: New sidequest called 'Lair of the Spider Queen'! Unlock the quest in Zippy Town.
- New Feature: Implemented A* pathfinding for much smarter AI movements. This means monsters and helpers
can now move around corners, navigate mazes, etc.
- New Feature: Added a new more user friendly inventory system.
- Update: Improved the Darkshine Knight AI.
- Update: Various improvements to the EgoScript AI compiler.
- Update: Removed the limit for the number of messages each object can have.
- Update: Increased the amount the camera can zoom out for a better view.
- Update: Major improvements to Hotseat play. You can now assign players to any input device instead
of player each player being hard-coded to a specific device.
- Update: You can now set the new sneak button in the input controller menu.
- Update: Damage resistance now reduces the duration of enchantments. So that a high EVIL resistance
reduces the duration of poision for example.
- Update: Damage resistance can now be expressed in percentage instead of damage shifts.
- Update: Improved the Warlock AI.
- Update: The boss fight in the Shadow Palace is now tougher.
- Update: Rebalance tweaks to the attack speed system.
- Update: The Valkyrie can now enter Divine Order of Aaron shops.
- Update: Some minor GUI improvements.
- Bugfix: Zombis in Zombi Starter no longer get stuck.
- Bugfix: Fixed some input controller issues on Linux systems.
- Bugfix: Fixed secret in Shadow Palace not working properly.
- Bugfix: Particles no longer get stuck in walls.
- Bugfix: Fixed objects dissappearing into the ground.
- Bugfix: Fixed mouse controller not working properly.
- Bugfix: Fixed problems with shooting crossbows or longbows.
- Bugfix: Kills made by held items or mounts are now properly awarded to the holder or rider.
- Bugfix: Scorpion boss in Sand Palace will no longer hurt itself when using claw attacks.
- Bugfix: Fixed issue where Ghouls would spawn and die instantly.
- Bugfix: Hot Dog mounts no longer damage their riders while using fire breath.
- Bugfix: Fixed arrow trap no longer working.
- Bugfix: Issues with the Frost Orbs in the Ice Palace has been resolved.
- Bugfix: Player no longer gets lava damage while standing on the platforms in the Wizard Starter.
- Bugfix: Fixed a spawn problem when shooting the Gonne weapon.
- Bugfix: Fixed a problem with dynamic slot loading where data got loaded more than one time.
- Bugfix: Fixed Forgotten Fortress missing half of its objects and monsters.
- Bugfix: Antialiasing wasn't working properly for some solid objects.
- Bugfix: Fixed duplicate item exploit with the thunder spear.
- Bugfix: Removed various glitches in character animations.
- Bugfix: Fixed listen skill not always working.
- Bugfix: Confusion rays of the brain scrambler monsters work again.
- Bugfix: Portal to the next level now correctly spawns in Imprisoned One level 1.
- Bugfix: Any new unlocked modules are now properly scanned for when a module was just beaten.
- Bugfix: Armor suits did not spawn properly due to a script typo.
- Bugfix: Fixed the Imprisoned One and Archmage Trials questlines not properly progressing.
- Bugfix: Removed a crash bug that was caused by specific animations.
- Bugfix: Fixed some typos.
- Bugfix: The usual list of minor bugfixing.
- Bugfix: Fixed some choppy animations.
- Bugfix: The Warlock in Zippy town now has a normal skin again.
- Bugfix: Fixed strange issues with Book of Fireball in the Zippy town shop.
- Bugfix: Fixed lamps not working.
- Bugfix: Fixed some tiles not always rendering on the bottom of the camera view.
- Bugfix: Various other issues resolved.
- Bugfix: Improved game stability.
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Re: Egoboo 2.9.0

Post by Agent of Dread »

I'll give it a whirl when I hop on my laptop next. :)
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Re: Egoboo 2.9.0 RC1

Post by penguinflyer5234 »

Mac OS X 10.6 x86:
http://www.2shared.com/file/BFe2y-1L/Egoboo.html

Source Code and Data: (changed from the windows version)
http://www.2shared.com/file/Dt_Pd5Iq/eg ... rctar.html
...
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Re: Egoboo 2.9.0 RC1

Post by Maxaxle »

Trying it out...
"Failing to plan is planning to fail."
Bug me if you want to play a game.
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Re: Egoboo 2.9.0 RC1

Post by penguinflyer5234 »

Some bugs:
- GUI issues when scaling, namely the character select screen and the character info screen
- Cannot load modules that are not starter modules
- One can go outside the map (or at least the valkyrie one)
- Loading another module loads all the objects in the new one but the old map
- The video screen gives out some odd screen resolutions (1064x798? isn't it supposed to be 1024x768?)
- The camera doesn't allow me to zoom in and out using the buttons defined in controls.txt
- Rotating the camera glitched the graphics, showing no objects but only the map and particles :?
- After changing modules, the music also doesn't change.
...
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Re: Egoboo 2.9.0 RC1

Post by Zefz »

Excellent pf5234!
penguinflyer5234 wrote: - GUI issues when scaling, namely the character select screen and the character info screen
While irritating, GUI bugs aren't critical in my opinion. If it's an easy fix, it's worth looking into.
- Cannot load modules that are not starter modules
This one is bad. Need to take a look at this.
- One can go outside the map (or at least the valkyrie one)
I think adding some code that prevent any movement outside the level bounds is impossible. I also discovered this bug in the latest SVN revision, but I thought it was introduced lately instead of being there all the time.
- Loading another module loads all the objects in the new one but the old map
So if I understand you correctly: If you load a new module after loading one, Egoboo will load everything correctly except the module mesh?
- The video screen gives out some odd screen resolutions (1064x798? isn't it supposed to be 1024x768?)
Possibly a mac specific bug? I think the resolution dimensions are retrieved through SDL, so it might be a SDL bug on mac.
- The camera doesn't allow me to zoom in and out using the buttons defined in controls.txt
I need to confirm this. I think this worked for me.
- Rotating the camera glitched the graphics, showing no objects but only the map and particles :?
This one sounds bad. This did not happen for me. Mac specific bug?
- After changing modules, the music also doesn't change.
OK. Will look into this.
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Re: Egoboo 2.9.0 RC1

Post by penguinflyer5234 »

Zefz wrote:
- Loading another module loads all the objects in the new one but the old map
So if I understand you correctly: If you load a new module after loading one, Egoboo will load everything correctly except the module mesh?
Correct.
Zefz wrote:
- The video screen gives out some odd screen resolutions (1064x798? isn't it supposed to be 1024x768?)
Possibly a mac specific bug? I think the resolution dimensions are retrieved through SDL, so it might be a SDL bug on mac.
I'm using not fullscreen, and the code scales by 1.1 (800x600, 880x660, etc.)

I could probably upload a video if needed :)
...
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Re: Egoboo 2.9.0 RC1

Post by bitnapper »

- The video scales correctly here, opens a window 800x600.
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Re: Egoboo 2.9.0 RC1

Post by penguinflyer5234 »

Well, it starts with 800x600, but I was dissatisfied with it, so I went into the options and changed it :?
...
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Re: Egoboo 2.9.0 RC1

Post by penguinflyer5234 »

some output in stdout (part of it is mine since the "correct" way isn't working)

Code: Select all

Got Error: /Users/neptunium/Downloads/Egoboo 2.9.0/src/osx/../game/graphic.c:5402 func renderlist_make id 0 divx < 1
****
Encountered graphics errors in frame 13

****vvvv
	file     == (null)
	line     == 0
	function == (null)
	code     == 0
	string   == (null)
^^^^
This happens when I attempt to rotate the camera to the right. :|
...
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Re: Egoboo 2.9.0 RC1

Post by penguinflyer5234 »

...
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Re: Egoboo 2.9.0 RC1

Post by Gibbo »

I just tried it out, i got the game to run. Everything seemed okay, but when i tried some of the starters none of the chests seemed to work right. I first discovered this in the wizard module, where you are supposed to get the unlock spell from the chest behind the boxes, but when i looted the chest it didn't give me anything. i tried several other modules and had the same results with the chests.
:/

On another note, i think something changed with the way the game handles combat or something, with melee its really hard to hit anything and the same for them. I was trying to kill a zombie and we just kinda sat there failing around occasionally hitting eachother. so thats also kinda wierd. :(

To look at the bright side, its nice to have a version of egoboo that actually works half the time :D
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Re: Egoboo 2.9.0 RC1

Post by octagon »

The download link seems to have expired...
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Re: Egoboo 2.9.0 RC1

Post by penguinflyer5234 »

I have a copy of the source, both Mac and Windows binaries.
I should probably upload that, huh?

(It'll take an hour to upload one of those, stupid internet :|)
...
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Re: Egoboo 2.9.0 RC1

Post by octagon »

pf5, please upload them... I'd love to play an actually playable version.
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