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Subversion Commit Log

For discussion of the code running behind the game

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Bertram
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Re: Subversion Commit Log

Post by Bertram » Fri May 28, 2010 7:21 am

Committed revision #1814.
============================================================

Files Modified
M txt/fr.po

Primary Changes
First upgrade to the french translation.
(Hey. Isn't it my first commit? ;) )

I upgraded mostly the story beginning, the buy sell dialog, and status menu.

Notes
I'm sometimes stuck with fixed placed words in the menus,
(French words are sooo long), :angel:
and I wondered if it was possible to mostly place words in the same menu line
one after another base on the font metric rather than upon a fixed place.
All menus are sadly concerned. :|
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Roots
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Re: Subversion Commit Log

Post by Roots » Fri May 28, 2010 9:03 am

Nice. :approve: Yeah, I've been worried for a long time about having enough space in the menus for every different language. Its easy to make the menu space large enough when we're only using one language, but when we're using multiple languages its really hard to tell how big our menus should be. I figure this is something we'll have to learn and adapt as we go along because I don't know what the best answer is right now to be honest. I would just say that for now, lets be prepared that some of our menus will look a little funky when translated.
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rujasu
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Re: Subversion Commit Log

Post by rujasu » Sat Jul 03, 2010 10:00 pm

Committed revision #1815.
============================================================

Files Modified
M dat/maps/betrayal_room.lua
M dat/actors/map_sprites_stock.lua
A img/sprites/map/rocks.png
M txt/pt_BR.po
M txt/fr.po
M txt/es.po
M txt/allacrost.pot
M txt/en@quot.po
M txt/de.po

Primary Changes
Added some dialogue/action to the final battle scene. It doesn't look great now, but at least there's some representation of the plot sequence, and all of the dialogue is there. If someone wants to improve this, be my guest, I doubt this will be any sort of priority for me.
(By "this" I mean this particular scene. I'll be making more commits, don't worry!)
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Re: Subversion Commit Log

Post by rujasu » Mon Jul 05, 2010 5:39 pm

Committed revision #1816.
============================================================

Files Modified
M src/modes/map/map_dialogue.cpp
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
In the Training Hall map, Claudius now spawns at the entrance where he would have come in. If you come from the outskirts map, he appears at the southern entrance, et cetera. This does introduce a new event group, but it should be able to handle any save files you're using.

Secondary Changes
Commented out some code in the map_dialogue.cpp file, since it looked like code that could be removed, and it was flooding the debug console.
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marcavis
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Re: Subversion Commit Log

Post by marcavis » Mon Jul 19, 2010 6:45 pm

Committed revision #1817.
============================================================
Files Modified
M txt/pt_BR.po
M txt/fr.po
M txt/es.po
M txt/allacrost.pot
M txt/en@quot.po
M txt/de.po

Primary Changes
Updated POT file and the Brazilian Portuguese translation - the other translations are affected by the POT file update, that's the reason for their commit.
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Re: Subversion Commit Log

Post by rujasu » Sat Aug 21, 2010 6:49 pm

Committed revision #1818.
============================================================

Files Modified
M mus/Betrayal_Battle.ogg

Primary Changes
Updated the "Betrayal Battle" theme to the one Rain gave us a couple of days ago.
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Re: Subversion Commit Log

Post by rujasu » Sun Aug 22, 2010 1:13 pm

Committed revision #1819, #1820.
============================================================

Files Modified
M dat/credits.lua

Primary Changes
Added marcavis and Bertram to the credits file.
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Bertram
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Re: Subversion Commit Log

Post by Bertram » Mon Aug 23, 2010 6:39 am

Committed revision #1821.
============================================================

Files Modified
M dat/credits.lua
M txt/fr.po

Primary Changes
Reviewed the French translation completely.
Fixed a ton of little things, and update the translation to 100%.
The main things that was done are:
- Menu string simplification to fit space available.
- Reviewed the story to clear out the fuzzies left.
- Changed knighthood meaning to something more like Order,
as agreed with Marcavis.

Secondary Changes
Added my real name to the credits.

Primary notes:
Those strings are untranslatable:
Body
Tail
Miss
Victory!!!
Select target
HP, SP (in fight)
XP Gained:
XP To Next:
Skills Learned
Barracks
Training Hall
Western Cave

And of course: Every item, equipment, monster names.

I'm also very sorry to have missed the demo release from one day.
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Re: Subversion Commit Log

Post by rujasu » Sun Aug 29, 2010 10:48 pm

Committed revision #1823.
============================================================
Files Modified
A src/luabind
A ton of files in src/luabind
M configure.ac
M Makefile.am

Primary Changes
Checked all of luabind into the source tree. It's about 200 files, but only about 800 KB, less than any one of our music tracks. This is going to make it easier to keep luabind consistent across platforms and avoid build problems with Boost::Build, which as we know is a horrible POS that needs to go away already. The Linux version is now set up to use this; I'm going to try to set the Windows version to do likewise so we don't have version problems with it.
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marcavis
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Re: Subversion Commit Log

Post by marcavis » Tue Sep 07, 2010 7:47 pm

Committed revision #1824.
============================================================
Files Modified
M txt/pt_BR.po

Primary Changes
Reviewed some messages in the Portuguese (Brazil) translation.
rujasu
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Re: Subversion Commit Log

Post by rujasu » Sat Sep 25, 2010 3:57 pm

Committed revision #1825.
============================================================
Files Modified
A src/modes/battle/battle.cpp

Primary Changes

(EXHALE)

Battles don't crash on Win32.

Not for me, anyway. We'll have to see what happens after further testing.

(More specifically, I disabled scene lighting in battle mode, so that's not working right now, but that's a pretty insignificant issue compared to things like having the game crash. I'll worry about fixing it at some later point.)
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Roots
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Re: Subversion Commit Log

Post by Roots » Tue Apr 26, 2011 3:49 pm

Committed revision #1826.
============================================================
Files Modified
A trunk/game

Primary Changes
trunk/game is a copy of trunk/demo (a branch basically). From this moment forward, all development for Allacrost will happen in trunk/game and trunk/demo will be left alone. So don't modify or commit anything to trunk/demo anymore pelase.

Miscellaneous Notes
In the future if we care to provide an update to or new demo release, at that time we'll work in trunk/demo. It may require us to migrate our changes (mostly source code) from trunk/game to trunk/demo.
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Roots
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Re: Subversion Commit Log

Post by Roots » Tue Apr 26, 2011 7:42 pm

Committed revision #1827.
============================================================
Files Modified
M trunk/game/dat/skills/attack.lua
M trunk/game/dat/skills/defense.lua
M trunk/game/dat/skills/support.lua

Primary Changes
* Updated skill file headers to be a little more descriptive (making it easier for new people to know what they need to do to add/modify new skills)
* Reorganized reserved skill id ranges (we only had 100 IDs of each skill type reserved for characters. I changed it to 1000)
* Removed some of the skills from the demo that I don't anticipate us needing (ie Laila's crossbow attacks)
* Re-named and re-described some skills to be worded a little better than they were before
* Changed the id values of some skills

Miscellaneous Notes
This is going to make trunk/game unplayable (or at least, buggy) for the time being since I change skills around but didn't change anything about the characters (the characters/enemies will still point to now invalid skill ids, and I don't know what will happen if they try to use them). That's okay though since we're starting a whole new series of game content anyway. No reason to keep the new stuff working with the old demo.

I'll be working on character and enemy data next.
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Roots
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Re: Subversion Commit Log

Post by Roots » Tue Apr 26, 2011 11:56 pm

Committed revision #1829.
============================================================
Files Modified
M dat/global.lua
M dat/skills/attack.lua
M dat/skills/defense.lua
M dat/skills/support.lua
M dat/objects/arm_armor.lua
M dat/objects/head_armor.lua
M dat/objects/items.lua
M dat/objects/torso_armor.lua
M dat/objects/leg_armor.lua
M dat/objects/weapons.lua
M dat/actors/characters.lua
M dat/actors/enemies_set_01.lua
D img/icons/armor/karlate_greaves.png
D img/icons/armor/karlate_shield.png
A + img/icons/armor/standard_greaves.png
A img/icons/armor/tempered_greaves.png
A + img/icons/armor/wooden_shield.png
A img/icons/armor/shouldered_breastplate.png
D img/icons/armor/helmet_crested.png
A + img/icons/armor/crested_helmet.png
A img/icons/armor/metal_shield.png
D img/icons/items/health_potion_medium.png
A + img/icons/items/potion_green_huge.png
A + img/icons/items/potion_green_large.png
D img/icons/items/health_potion_huge.png
D img/icons/items/health_potion_large.png
A + img/icons/items/potion_green_small.png
D img/icons/items/health_potion_small.png
A + img/icons/items/potion_green_medium.png
A img/icons/weapons/knights_blade.png
M trunk/game/dat/skills/attack.lua
M trunk/game/dat/skills/defense.lua
M trunk/game/dat/skills/support.lua

Primary Changes
* Added all of the items, weapons, and armor data I believe we'll need for the prologue. Removed data for all others (that was used in previous demos)
* Improved the comments at the top of the items/weapons/armor files that described how to add new objects
* Removed previously defined characters: Kyle, Laila, Rafaela. Added three new characters: Mark, Dester, Lukar (soldiers for Claudius' initial party)
* Re-named and improved definitions of some weapons/armor/items.
* Re-named some inventory icon files to follow with naming changes and to make some files more consistent with the established naming scheme.
* Added a handful of new weapon/armor icon images that are placeholders. They can be identified as placeholders by a small red square in the upper left corner of the image

Miscellaneous Notes
Still not fully tested so I'm unsure about what is broken and what is not. I haven't made many changes to the character data so that will follow next (I realized I needed to have skills and equipment for the characters before I started defining their properties). Enemies are also largely unchanged for the time being and will probably undergo only minor changes.
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Roots
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Re: Subversion Commit Log

Post by Roots » Wed Apr 27, 2011 11:14 am

Committed revision #1831.
============================================================
Files Modified
M dat/skills/defense.lua
M dat/objects/leg_armor.lua
M dat/objects/weapons.lua
M dat/actors/characters.lua
A img/portraits/menu/knight_large.png
A img/portraits/menu/knight_small.png
A img/portraits/menu/knight.png
A img/portraits/battle/knight_damage.png
A img/sprites/map/knight_walk.png
A img/sprites/map/knight_run.png
A img/sprites/map/knight_attack.png
A img/sprites/map/knight_idle.png

Primary Changes
* Added placeholder sprite and portrait images for a "knight" character (to be shared among three knights in Claudius' initial party)
* Fixed some bad path names entered into data files in previous commit
* Updated character data to use new placeholder images

Miscellaneous Notes
My objective right now is to get all the debug modes working again (battle, menu, shop). Menu and shop now work again (though there's some bad data being populated in there). Battle mode however still doesn't work (seg faults immediately after starting). I'll try to get battles working again soon.

Also the place holders I added for the knight are essentially copies of Kyle's sprites and portraits. As always, I added a small red square in the top left corner to indicate that its a place holder, so you'll see red squares here and there throughout the game.
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rujasu
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Re: Subversion Commit Log

Post by rujasu » Wed Apr 27, 2011 11:47 am

After mulling it over a bit, I'm going to advise that we do away with the "red squares" on placeholder objects. We don't have an artist currently, so we're probably going to be shipping the release with placeholders. Just commit the placeholders as if they'll be the final result, because for all we know they might be.

Furthermore, I think we should do away with the face portraits completely. Safir-Kreuz is in all likelyhood not coming back, and it's not very likely that anyone is going to be able to approximate his style. There's no sense in saying that the blank images for these knights' portraits are "placeholders" because there will never be real content to fill that gap.
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Roots
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Re: Subversion Commit Log

Post by Roots » Wed Apr 27, 2011 12:03 pm

Committed revision #1832.
============================================================
Files Modified
M src/modes/shop/shop.cpp
M src/common/global/global_utils.cpp
M dat/config/boot.lua
M dat/objects/items.lua

Primary Changes
* Fixed a duplicate date entry in items
* Fixed a bug where shop mode would allow you to add an object that is invalid (that no data exists for)
* Changed the objects that are available from the shop in the boot menu

Miscellaneous Notes
Menu and shop mode should work slightly better now, but there are still bugs to be squashed. Also I think the game crashes hard if you do attempt to add an invalid object to a shop, but I'd rather have it do that than try to add an object that doesn't exist at all. I'll get around to fixing this crash.

Oh, and I'm still having trouble identifying where the seg fault is happening in battle mode. The debugger pointed to something about a handle in the Luabind code, so my guess is that one of the skill or item Lua functions has a problem. :shrug:
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Roots
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Re: Subversion Commit Log

Post by Roots » Wed Apr 27, 2011 1:03 pm

Committed revision #1833.
============================================================
Files Modified
M dat/skills/attack.lua
M dat/config/boot.lua
M dat/objects/items.lua
M dat/actors/enemies_set_01.lua
A img/icons/actors/characters/knight_bw.png
A img/icons/actors/characters/knight.png

Primary Changes
* Added battle icon placeholders for knight character
* Updated skills for basic set of enemies (slime, snake, spider, scorpion, skeleton)
* Battle mode, shop mode, and menu mode are fully functional once again.
* Changed name of early potions from "Light * Potion" to "Minor * Potion". :shrug: May change them back or to something else if we can think of a better name
* Changed the boot battle so that all four characters face a party of one of each of these five basic enemies

Miscellaneous Notes
My next step is to make sure that all skills I created yesterday work in battle as well as in the menu. I'll also begin fixing and improving things in battle mode as I've already noticed a few bugs there.
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Roots
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Re: Subversion Commit Log

Post by Roots » Wed Apr 27, 2011 2:31 pm

Committed revision #1834.
============================================================
Files Modified
M dat/actors/enemies_set_02.lua
A img/tilesets/castle_exterior_01.png
A img/tilesets/building_interior_objects_01.png
A img/tilesets/building_interior_01.png

Primary Changes
* Added three new tilesets which will help us to construct the Harrvah city castle map
* Removed skills and item drops from second enemy set, as this data was no longer valid (these enemies should not be used for the time being)

Miscellaneous Notes
All credit for the art goes to Jetryl. :bow: I simply took what I could find in his FTP space and formatted it to be used in a tileset.
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Re: Subversion Commit Log

Post by Roots » Wed Apr 27, 2011 3:27 pm

Committed revision #1835.
============================================================
Files Modified
M src/modes/battle/battle_command.cpp

Primary Changes
* Fixed a bug where support skills were being populated to attack skills list in battle
* Skill selection list was exceeding window boundaries when four or more skills were available. This has now been fixed as well
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