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Posted: Sun Jul 04, 2010 6:07 pm
by Shade
???
Why is this?
Wouldn't it be a lot more intuitive if files like setup.txt in the executable's folder would still be recognized, and files in that specific path would simply take priority over the "global" setup.txt if they exist? Not everyone really "shares" their computer with someone else (as in having multiple user accounts), after all.

Posted: Sun Jul 04, 2010 6:24 pm
by Zefz
Yes, as far as I know the files in the application data folder should just override anything in the executable folder. But it seems that the file system has a couple of issues at the moment, which is a possible source of your problem.

Posted: Sun Jul 04, 2010 6:30 pm
by bgbirdsey
Clonkinator wrote:Wouldn't it be a lot more intuitive if files like setup.txt in the executable's folder would still be recognized
Intuitive is not in it.

The way that this done in windows is that the global file would be kept in "C:\Documents and Settings\All Users\Application Data\egoboo" and there would either be no setup.txt file (or any of the other default customizable files) in the root folder, or they would be inert (as they are now).

The reason that they exist there now is because egoboo is intended to be multi-platform.

The program should not crash, though. What is supposed to happen is that if you the customizable file does not exist in "%AppData%\egoboo" then the one in the root folder should be copied over. But only one time.

Explicit instructions should exist for this in README.Windows

Posted: Sun Jul 04, 2010 7:18 pm
by Shade
bgbirdsey wrote:Explicit instructions should exist for this in README.Windows
I checked it, but its contents seem to be related to building the executable by oneself. I don't see anything related to that path problem in there.

Posted: Sun Jul 04, 2010 7:29 pm
by bgbirdsey
Thanks for the info. That means that that README.Windows needs to be updated. All system-dependent developer info needs to be placed in this file.

Posted: Sun Jul 04, 2010 8:46 pm
by Zefz
I wonder if we can make the executable create the proper setup file and copy the scancode data to the global Application Data folder, rather than depend on the user or an installer to handle the creation of the folder.

I think it should be possible to do it with the installer with some extra work, but people who use the SVN would have to do it manually otherwise.

Posted: Mon Jul 05, 2010 8:25 am
by bgbirdsey
I think we do not want to do as little as possible with the code, since the directory structures are quite different between win32, linux, and mac. Same problem with the installer, I guess, if you have to handle all the platforms differently, it is possible to forget to add the correct things to the installer... as may have happened in past... ahem... ;)

Posted: Mon Jul 05, 2010 10:19 am
by Zefz
Anyways, I noticed that the Gonne hits somewhat better now. But there is still some sort of particle bug. Most fast moving particles get stuck into the ground or something like that.

Explosions seem to get stuck in 1 place. Confusion rays don't ends immediately when hitting the ground when spawned. Various spell effects don't appear anymore etc. etc.

Could they all be related? Maybe particles no longer "slide" on the ground? It's pretty irritating, I've put a lot of work to make all particle effects look nice and work like they should.

Posted: Mon Jul 05, 2010 12:34 pm
by octagon
More bugs:
* Coins cannot be collected (and they are invisible), but they make a sound when ?hitting the floor?, so it seems like they are still spawned. I don't know if that bug is already known but I report it for the case it isn't.
* You cannot cast a spell very often. To use most spell-books, you must drop them and pick them up again after casting the spell once. And even then, they most likely fail.
* You cannot "un-cast" spells, when you are morphed into Lumpkin shape, what effectively traps you in the Lumpkin body.
* Shields rotate weirdly after you parried with them, which causes them to be "inside" the character, which looks really awkward.
See it yourself:
Image

Posted: Thu Jul 15, 2010 10:59 am
by Shade
Okay, I can now actually run the latest binary (yay!), but actually playing it is still impossible. No text and no graphics other than the red menu boxes are shown, making it completely impossible to do anything.

Image

I'd give you the output of log.txt; the problem just is, it doesn't exist.

I'll try the unstable release shortly to see if that one is any different.

Posted: Thu Jul 15, 2010 2:17 pm
by octagon
Do you have the Negatori font? Is it in the Egoboo directory? (I think that it must be in basicdat...)

To me it looks either like some interface scripts messed up or like one of these annoying font issues.

Try to go to Regional Settings and set the language for non-unicode programs to Japanese. ;)
Actually not. Just a joke. But somehow, this helps for RPG Maker games with font issues... sometimes.
Not that I want to intend to say that Egoboo was created in RPG Maker :lol:...

Posted: Thu Jul 15, 2010 3:37 pm
by Shade
octagon wrote:Do you have the Negatori font?
I'd think I do, as the actual release works fine in that regard.
And the other graphics aren't displayed either, so I don't think it can be related to a missing font file anyway.



This is what log.txt says when I run the binary:
Starting Egoboo 2.8.0 ...
INFO: PhysFS file system version 2.0.0 has been initialized...
INFO: Initializing high-performance counter...
INFO: Frequency is 3579545 hz
INFO: Initializing clock services...
INFO: Loaded setup file "setup.txt".
INFO: Initializing SDL version 1.2.14... Success!
INFO: Intializing SDL Timing Services... Succeess!
INFO: Intializing SDL Event Threading... Succeess!
INFO: Intializing SDL Joystick... Succeess!
INFO: Intializing SDL Video... Succeess!
INFO: Opening SDL Video Mode...

==============================================================
SDL set video mode to the current parameters

SDL window parameters
width == 800, height == 600, depth == 24

SDL flags
windowed
SDL software surface
SDL single buffer
OpenGL support
OpenGL-compatible blitting

SDL_GL_Attribtes
SDL_GL_RED_SIZE == 8
SDL_GL_GREEN_SIZE == 8
SDL_GL_BLUE_SIZE == 8
SDL_GL_ALPHA_SIZE == 0
SDL_GL_BUFFER_SIZE == 32
SDL_GL_DEPTH_SIZE == 32
SDL_GL_DOUBLEBUFFER == 1
SDL_GL_STENCIL_SIZE == 8
SDL_GL_ACCUM_RED_SIZE == 0
SDL_GL_ACCUM_GREEN_SIZE == 0
SDL_GL_ACCUM_BLUE_SIZE == 0
SDL_GL_ACCUM_ALPHA_SIZE == 0
SDL_GL_STEREO == 0
SDL_GL_MULTISAMPLEBUFFERS == 0
SDL_GL_MULTISAMPLESAMPLES == 1
SDL_GL_ACCELERATED_VISUAL == 0
SDL_GL_SWAP_CONTROL == 0

SDL using video driver - windib
==============================================================

OpenGL state parameters
gl_version == 1.1.0
gl_vendor == Microsoft Corporation
gl_renderer == GDI Generic
gl_extensions == GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture
glu_version == (null)
glu_extensions == (null)

GL_MAX_MODELVIEW_STACK_DEPTH == 32
GL_MAX_PROJECTION_STACK_DEPTH == 10
GL_MAX_TEXTURE_STACK_DEPTH == 10
GL_MAX_NAME_STACK_DEPTH == 128
GL_MAX_ATTRIB_STACK_DEPTH == 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH == 16

GL_SUBPIXEL_BITS == 3
GL_POINT_SIZE_RANGE == 0.500000 - 10.000000
GL_POINT_SIZE_GRANULARITY == 0.125000
GL_LINE_WIDTH_RANGE == 0.500000 - 10.000000
GL_LINE_WIDTH_GRANULARITY == 0.125000

GL_MAX_VIEWPORT_DIMS == 16384, 16384
GL_AUX_BUFFERS == 0
GL_RGBA_MODE == FALSE
GL_INDEX_MODE == TRUE
GL_DOUBLEBUFFER == TRUE
GL_STEREO == FALSE
GL_RED_BITS == 8
GL_GREEN_BITS == 8
GL_BLUE_BITS == 8
GL_ALPHA_BITS == 0
GL_INDEX_BITS == 8
GL_DEPTH_BITS == 32
GL_STENCIL_BITS == 8
GL_ACCUM_RED_BITS == 0
GL_ACCUM_GREEN_BITS == 0
GL_ACCUM_BLUE_BITS == 0
GL_ACCUM_ALPHA_BITS == 0

GL_MAX_LIGHTS == 8
GL_MAX_CLIP_PLANES == 6
GL_MAX_TEXTURE_SIZE == 1024

GL_MAX_PIXEL_MAP_TABLE == 65536
GL_MAX_LIST_NESTING == 64
GL_MAX_EVAL_ORDER == 30

==============================================================
Success!
INFO: Initializing the SDL_ttf font handler version 2.0.9... Success!
INFO: net_initialize: Networking not enabled.
INFO: Initializing SDL_Image version 1.2.7... Success!
INFO: Intializing SDL Audio... Succeess!
INFO: Initializing SDL_mixer audio services version 1.2.11... Success!
INFO: memory_cleanUp() - Attempting to clean up loaded things in memory... Success!
INFO: Exiting Egoboo 2.8.0 the good way...
Another very notable difference is that while being impossible to play, the SVN version doesn't lag one bit (unlike the unstable release, which only runs at about 5 FPS).

Posted: Thu Jul 15, 2010 5:29 pm
by Zefz
Your SVN version, I'm guessing that you are using the binary from revision 1121?

Because that's the same binary I included with the 2.8.0 (Unstable) installer :P If this is true, then the only difference would be setup.txt

Posted: Thu Jul 15, 2010 6:15 pm
by octagon
New bugs found... :?
* If you respawn, very old character data are loaded... I died, respawned and suddenly had the equipment I had before starting to use the SVN.
* Your inventory already counts as full if you have 2 passive items in it. (I had a sword in left hand, a book in right hand, another book in inventory and the amulet in inventory too. I wanted to put the book away to take out the other book; the reaction was "Uh-oh!".)
* If you die while stack-poisoned, the creature that inflicted poison to you first is announced as the killer.
* Tranches are ridiculously overpowered now. They can jump through your character, turn around mid-air and bite you in the back. They tend to suddenly become invisible if you are too far away from them (high level form of the stealth skill?), reappear again and jump into your back. And can deal 3 damage to a DragonHide! elf with a single hit. Since they became kinda strong and have an AI that is exceptional for normal Egoboo mooks, they are mightier than other normal enemies and now, a single tranch is as much of a nuisance as tons of Ulnas at the same time or an average trog pack.

Posted: Thu Jul 15, 2010 8:01 pm
by bgbirdsey
I can definitely verify that the bullet particles are being created and are flying around.

There was a problem where the attack particles were not being attached, so the muzzle flash was not being created at the end of the gun, etc.