Hello, we apologize but forum registrations are non-functional at this time. This issue should be fixed around mid-December. Until then, please stop by our Discord channel if you'd like to get in touch with the team. Thanks!

Subversion Commit Log

For discussion of the code running behind the game

Moderator: Staff

Locked
User avatar
Roots
Dictator
Posts: 8669
Joined: Wed Jun 16, 2004 12:07 pm
Location: Austin TX
Contact:

Re: Subversion Commit Log

Post by Roots » Wed Mar 10, 2010 2:37 pm

Committed revision #1783.
============================================================
Files Modified
M src/modes/defs_modes.cpp
M src/modes/battle/battle.cpp
M src/modes/battle/battle_actors.cpp
M src/modes/battle/battle_indicators.cpp
M src/modes/battle/battle_actors.h


Primary Changes
Fixed draw position of indicator text and graphics. The actual position may be tweaked later (its very easy to do), but the draw code itself is now correct. There were problems with draw orientation and sprite alignment that were causing the issue.

Adjusted draw position/orientation of sprites as there were some issues there.
Image
rujasu
Developer
Posts: 758
Joined: Sat Feb 24, 2007 10:40 pm
Location: Maryland, USA

Re: Subversion Commit Log

Post by rujasu » Wed Mar 10, 2010 8:48 pm

Committed revision #1784.
============================================================
Files Modified
M dat/maps/betrayal_room.lua
M dat/maps/desert_training.lua
M dat/maps/new_cave.lua
M dat/maps/desert_outskirts.lua
M dat/maps/desert_barracks.lua

Primary Changes
Just some changes to the map and corresponding dialogue, nothing major though. Some cosmetic improvements, but really nothing interesting.
User avatar
prophile
Senior Member
Posts: 324
Joined: Fri Jan 27, 2006 12:18 pm
Location: Chaldon, Surrey, UK
Contact:

Re: Subversion Commit Log

Post by prophile » Wed Mar 10, 2010 10:04 pm

Committed revision #1784.
============================================================
Files Modified
M src/engine/video/text.cpp
M src/engine/video/video.cpp
M src/engine/video/video.h
M src/modes/boot/boot.cpp

Primary Changes
  • Fixed a minor bug where FBOs would not be properly detected.
  • Implemented point lights.
  • Removed fog - it can be done using fullscreen overlays.
Alastair Lynn / Resident Whinger / Allacrost
rujasu
Developer
Posts: 758
Joined: Sat Feb 24, 2007 10:40 pm
Location: Maryland, USA

Re: Subversion Commit Log

Post by rujasu » Sat Mar 13, 2010 11:31 pm

Revision 1786 was an update to the Code::Blocks project. You can now use Code::Blocks to build Allacrost on Linux, even if you don't have autotools. Not really a remarkable change, but it helps make it easier for me to maintain the project file without going into Windows. The Map Editor still doesn't build in C::B on any operating system, I haven't figured out how to get things working with the moc files yet.

Revision 1788 is a reversion of 1787, so just ignore those two.
User avatar
marcavis
Junior Member
Posts: 32
Joined: Tue Jun 09, 2009 6:28 pm
Location: Santa Catarina, Brazil

Re: Subversion Commit Log

Post by marcavis » Sun Mar 14, 2010 2:54 pm

Committed revision #1789.
============================================================
Files Added
A txt/pt_BR.po

Files Modified
M dat/config/languages.lua

M txt/fr.po
M txt/es.po
M txt/allacrost.pot
M txt/en@quot.po
M txt/POTFILES.in
M txt/LINGUAS

Primary Changes
Added the Portuguese (Brazil) translation, about 50% complete;
Updated the POT file, removing from it files that did not need translation (desert_village.lua, languages.lua) or were removed (battle_windows.cpp); as a result, had to update all the translation files.

Secondary Changes
Updated LINGUAS file
Changed the languages.lua entries so that language names are not translated,
User avatar
gorzuate
Developer
Posts: 2575
Joined: Wed Jun 16, 2004 9:03 pm
Location: Hermosa Beach, CA
Contact:

Re: Subversion Commit Log

Post by gorzuate » Sun Mar 14, 2010 6:20 pm

Committed revision #1791.
============================================================
Files Modified
M new_cave.lua
M battle_indicators.cpp

Primary Changes
  • Readded music to the cave.
  • Changed colors of battle damage text.
Image
User avatar
gorzuate
Developer
Posts: 2575
Joined: Wed Jun 16, 2004 9:03 pm
Location: Hermosa Beach, CA
Contact:

Re: Subversion Commit Log

Post by gorzuate » Sun Mar 14, 2010 9:03 pm

Committed revision #1791.
============================================================
Files Modified
M editor/grid.cpp

Primary Changes
  • Commented out sprite loading code, which seems to be broken now, and it was affecting the rest of the map loading correctly.
Image
rujasu
Developer
Posts: 758
Joined: Sat Feb 24, 2007 10:40 pm
Location: Maryland, USA

Re: Subversion Commit Log

Post by rujasu » Sun Mar 14, 2010 9:40 pm

[20:58:59] <CIA-18> allacrost: rujasu * r1792 /trunk/demo/dat/maps/desert_barracks.lua: Rolled back barracks map due to context bug.

Gorzuate's revision, posted above, is 1793.

Committed revisions #1794 and 1795.
============================================================
Files Modified
M src/modes/menu/menu_views.cpp
M src/modes/menu/menu.cpp
M src/modes/menu/menu_views.h
M src/modes/menu/menu.h
M dat/maps/desert_outskirts.lua
M dat/maps/desert_barracks.lua
A txt/build_mo_linux.sh
M txt/pt_BR.po
M txt/fr.po
M txt/es.po
M txt/allacrost.pot
M txt/en@quot.po

Primary Changes
  • Removed the unused confirmation window from MenuMode. It had been used for the save function when we could only save one file, but there's no point in having it around now. I should have gutted that earlier.
  • Minor, and I mean minor updates to a couple of maps. Seriously, one of them was to add a closing parenthesis to one line of dialogue. That's minor.
  • Updated the PO files to match current codebase and scripts.
  • Did some work on the Spanish translation, it's around 15-20% now.
  • Added a simple script to update the MO files on Linux.
User avatar
Roots
Dictator
Posts: 8669
Joined: Wed Jun 16, 2004 12:07 pm
Location: Austin TX
Contact:

Re: Subversion Commit Log

Post by Roots » Tue Mar 16, 2010 9:31 pm

Committed revision #1796.
============================================================
Files Modified
M src/modes/battle/battle_utils.h
M src/modes/battle/battle.cpp
M src/modes/battle/battle_finish.cpp
M src/modes/battle/battle_finish.h
M src/modes/battle/battle_actions.cpp
M src/common/global/global_objects.cpp
M dat/config/boot.lua
M dat/objects/items.lua

Primary Changes
Battles now operate in 'wait mode' instead of 'active mode'. All action pauses when player is selecting a command. Right now everything, and I mean everything pauses. Sprites, indicator graphics/text, etc. We may choose to un-pause some of this, or only activate command mode (where the action is paused) when there's a character waiting to select an action -and- there's no actor carrying out their action. This will be easy to adjust to our liking, but for now it is as it is.

Items are now usable in battles again. One thing I did notice though is that the count doesn't seem to be decreasing when a character uses an item. I'll fix this later.

Miscellaneous Notes
Important C++ note I realized today. When you have a base class and a derived class and the derived class has its own copy constructor and copy assignment operator, you have to manually call the copy constructor and copy assignment operator on the base class object instantiated within the derived class. If you don't, then no copy will take place or, in the case of the copy constructor, the base class will use the no-arg constructor instead. This was a bug in the GlobalObject/GlobalItem class. Adding the following fixed this previously undetected bug.

Code: Select all

GlobalItem::GlobalItem(const GlobalItem& copy) :
	GlobalObject(copy) /// <<<< this
{

GlobalItem& GlobalItem::operator=(const GlobalItem& copy) {
	if (this == &copy) // Handle self-assignment case
		return *this;

	GlobalObject::operator=(copy); /// <<<< this
Image
rujasu
Developer
Posts: 758
Joined: Sat Feb 24, 2007 10:40 pm
Location: Maryland, USA

Re: Subversion Commit Log

Post by rujasu » Wed Mar 17, 2010 8:05 pm

Committed revision #1797.[/b]
============================================================
Files Modified
M dat/maps/new_cave.lua

Primary Changes
  • Some alterations to EnemyZones in the cave map. Still plenty of work needed, of course. Tried making the snakes faster, but I might change this back. Think I may also try increasing time between respawns, it's pretty short right now.
  • Updated the script at the beginning of the cave to make it a bit less awkward.
User avatar
marcavis
Junior Member
Posts: 32
Joined: Tue Jun 09, 2009 6:28 pm
Location: Santa Catarina, Brazil

Re: Subversion Commit Log

Post by marcavis » Wed Mar 17, 2010 11:03 pm

Committed revision #1798.
============================================================
Files Modified
M src/modes/boot/boot.cpp
M src/modes/menu/menu_views.cpp
M src/modes/shop/shop_confirm.cpp
M txt/pt_BR.po
M txt/fr.po
M txt/es.po
M txt/allacrost.pot
M txt/en@quot.po

Primary Changes
Portuguese (Brazil) translation is 100% done at this time, but certainly will see some changes in the future.

Secondary Changes
Little stuff:
added a Translate(" unique") call in shop_confirm.cpp
merged two strings ("XP To/to Next") in menu_views.cpp; now both have "to" in lowercase, if this looks wrong, please change both ;)
removed an extra space in boot.cpp
As before, updated the POT file.
rujasu
Developer
Posts: 758
Joined: Sat Feb 24, 2007 10:40 pm
Location: Maryland, USA

Re: Subversion Commit Log

Post by rujasu » Sat Mar 27, 2010 8:46 pm

jetryl * r1799 /trunk/demo/img/icons/armor/cobalt_helm.png: New version of cobalt helm image.
Jetrel: I like the new helmet
jetryl * r1800 /trunk/demo/img/icons/armor/ (helmet_bascinet.png helmet_crested.png karlate_helmet.png): Two new helmet images, and changed the appearance of the karlate helmet.
jetryl * r1801 /trunk/demo/img/icons/items/ (13 files): Added some more item icons.
jetryl * r1802 /trunk/demo/img/icons/armor/ (6 files): Added some additional armor/accessory icons.
rujasu * r1803 /trunk/demo/img/icons/armor/ (trident-shield.png trident_shield.png): Revised filename to fit naming standard better.

We share a lot of our icons with Wesnoth; Jetrel brought over some updated versions of the icons and they look awesome. My commit here didn't actually do anything useful, just changed trident-shield to trident_shield to keep out filenames standardized.
User avatar
Roots
Dictator
Posts: 8669
Joined: Wed Jun 16, 2004 12:07 pm
Location: Austin TX
Contact:

Re: Subversion Commit Log

Post by Roots » Sat Mar 27, 2010 10:12 pm

Committed revision #1805.
============================================================
Files Modified
M src/modes/defs_modes.cpp
M src/modes/battle/battle_finish.cpp
M src/modes/battle/battle_finish.h
M src/modes/battle/battle_actors.h

Primary Changes
It was reported that Kyle could not attack during the final battle in the demo. This should not be fixed (but I didn't test it, so please confirm).

Updates to the battle finish code which I am beginning to work on. There are no visible or functional changes yet though.

Miscellaneous Notes
The problem with Kyle not being able to attack in the final battle was because he was using the same skills he uses when he's playing as a character instead of an enemy. Character skill functions often have a call at the top like: "ChangeSpriteAnimation(attack)". Well, enemy battle actors don't have this function defined since they don't have any animation frames. So Lua was seeing that we were calling a function that did not exist, which printed an error and terminated the function prematurely before the actual damage calculations for the attack could be done.

The way I fixed this problem was to make ChangeSpriteAnimation a pure virtual method on the BattleActor class, implement it in the BattleEnemy class with an empty function, and bind this to Lua. This will allow enemies to re-use character skills without a problem. I'm not sure if this is going to be the permanent solution to the problem or not so I added some comments to the code explaining all of this, but for now I think it will do.
Image
rujasu
Developer
Posts: 758
Joined: Sat Feb 24, 2007 10:40 pm
Location: Maryland, USA

Re: Subversion Commit Log

Post by rujasu » Sat Apr 10, 2010 10:30 pm

Committed revision #1807.
============================================================
Files Modified
M demo/dat/maps/new_cave.lua
M demo/dat/maps/desert_village.lua

Primary Changes
Revisions to the cave map, particularly to the enemy zones.
rujasu
Developer
Posts: 758
Joined: Sat Feb 24, 2007 10:40 pm
Location: Maryland, USA

Re: Subversion Commit Log

Post by rujasu » Sun Apr 11, 2010 6:59 pm

Committed revision #1808.
============================================================
Files Modified
M src/modes/map/map.cpp
M src/modes/map/map.h

Primary Changes
Claudius doesn't keep walking endlessly if he's moving while getting treasure or engaging in dialogue. This doesn't freeze enemies, and in general there is room for improvement, but that's just polish. This is "good enough," we can worry about "better" at our convenience.
User avatar
marcavis
Junior Member
Posts: 32
Joined: Tue Jun 09, 2009 6:28 pm
Location: Santa Catarina, Brazil

Re: Subversion Commit Log

Post by marcavis » Mon Apr 26, 2010 11:31 pm

Committed revision #1808.
============================================================
Files Modified
M txt/fr.po

Primary Changes
Updated the French translation with Bertram's work, which was posted here. Pretty much complete so far, with only a few messages requiring review.
rujasu
Developer
Posts: 758
Joined: Sat Feb 24, 2007 10:40 pm
Location: Maryland, USA

Re: Subversion Commit Log

Post by rujasu » Wed May 12, 2010 10:08 pm

rujasu wrote:Committed revision #1808.
============================================================
Files Modified
M src/modes/map/map.cpp
M src/modes/map/map.h

Primary Changes
Claudius doesn't keep walking endlessly if he's moving while getting treasure or engaging in dialogue. This doesn't freeze enemies, and in general there is room for improvement, but that's just polish. This is "good enough," we can worry about "better" at our convenience.
Apparently, something I did here screwed up map transitions. I'll look into it.

(Sorry, this isn't me saying I have a commit yet. I hope to have one in the pipeline soon.)
rujasu
Developer
Posts: 758
Joined: Sat Feb 24, 2007 10:40 pm
Location: Maryland, USA

Re: Subversion Commit Log

Post by rujasu » Sat May 15, 2010 10:53 pm

Committed revision #1811.
============================================================
Files Modified
M src/modes/map/map.cpp

Primary Changes
Fixed map transitions by removing one line of code. Claudius was freezing whenever he walked to the exit of a map, now he's back to walking along while it fades.




Yeah, I made a real majestic commit here. :heh:
User avatar
marcavis
Junior Member
Posts: 32
Joined: Tue Jun 09, 2009 6:28 pm
Location: Santa Catarina, Brazil

Re: Subversion Commit Log

Post by marcavis » Sat May 15, 2010 11:27 pm

Committed revision #1812.
============================================================

Files Added
A txt/de.po

Files Modified
M dat/maps/betrayal_room.lua
M dat/config/languages.lua
M txt/build_mo_linux.sh
M txt/pt_BR.po
M txt/fr.po
M txt/es.po
M txt/allacrost.pot
M txt/en@quot.po
M txt/LINGUAS

Primary Changes
Corrected a grammar error at betrayal_room, updated pt_BR translation, updated files needed for the upcoming german translation to run; the de.po file added is just the empty translation generated by msginit.
rujasu
Developer
Posts: 758
Joined: Sat Feb 24, 2007 10:40 pm
Location: Maryland, USA

Re: Subversion Commit Log

Post by rujasu » Mon May 17, 2010 7:09 pm

Committed revision #1813.
============================================================

Files Modified
M src/main.cpp
M src/modes/boot/boot.cpp
M dat/config/settings.lua

Primary Changes
Translations now save and load from the settings file. The code was halfway-there for this, I just fixed it up so it actually works.

Secondary Changes
Changed "en" in default settings.lua to "en@quot" for consistency, though I'm wondering if we shouldn't just make that translation "en" or "en_US" to make life easier.

Notes
Now, about that refresh thing... :shrug:
Locked