DMBuild version 0.85mu is out!
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- ChristopheF
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DMBuild version 0.85mu is out!
DM Build version 0.85mu is now available: http://dmweb.free.fr/?q=node/695
Or direct link:
http://dmbuilder.sphenxmusics.fr/files/DMBuilder085.zip
New features in this version (from Sphenx):
- Fix a bug that make invalid a savegame.dat saved twice a row within the editor.
- Added a TEST SUPPORT FOR MOUSE. It is really supposed to be tested by users. Beware that this is very easily to paint a layout, and then destroy rooms you've made. But only wall or floor will be affected by large painting frenzy.
Edited links 11/4/11-b.
Or direct link:
http://dmbuilder.sphenxmusics.fr/files/DMBuilder085.zip
New features in this version (from Sphenx):
- Fix a bug that make invalid a savegame.dat saved twice a row within the editor.
- Added a TEST SUPPORT FOR MOUSE. It is really supposed to be tested by users. Beware that this is very easily to paint a layout, and then destroy rooms you've made. But only wall or floor will be affected by large painting frenzy.
Edited links 11/4/11-b.
Christophe - Dungeon Master Encyclopaedia
- PicturesInTheDark
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Re: Version 0.85mu is out!
Thank you for putting this on. First impression: the program is still incredibly slow (sorry, I have an old computer, but this is really tedious! On the mouse: I think that right-click should only show you a field and it's values, not change the floor tile (especially when there's still something on it like a monster). Left-click changes are o.k.
Anyway, thanks for implementing the mouse Sphenx, keep improving DMBuild!
Regards, PitD
Anyway, thanks for implementing the mouse Sphenx, keep improving DMBuild!
Regards, PitD
Re: Version 0.85mu is out!
Mmh .. This new version is not slower, but just as slow (...) as the others, that's right? What type of computer do you use? I could try to test it on a slow machine.
For the mouse, there should be no problem to have a different function for the right button. By the way, on mouses that have wheelers, that makes up to 5 possible actions. I may use all of them, but of course, left and right buttons will have the most important actions.
For the mouse, there should be no problem to have a different function for the right button. By the way, on mouses that have wheelers, that makes up to 5 possible actions. I may use all of them, but of course, left and right buttons will have the most important actions.
- Gambit37
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Re: Version 0.85mu is out!
Just a small point about version numbers: why use extra greek letters when you can just increment the number? It's confusing...
Re: Version 0.85mu is out!
All these additions were not real progress in my mind, then I refused to call it 0.86 each time, and I used letters for any new release. Actually, the sigma was used because of the "s" which means "this version reads *S*avegame now", and mu because "it features a *M*ouse now".
But if you prefer numbers, I can give you numbers :)
Anyway, I don't plan to stay at 0.85 for eternity...
But if you prefer numbers, I can give you numbers :)
Anyway, I don't plan to stay at 0.85 for eternity...
- PicturesInTheDark
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Re: Version 0.85mu is out!
If you want to give it a try, that would be nice ;)
I'm working on a PIII, 500 MhZ, Win2K, 128 RAM.
But I'm sure this is not no.1 priority.... maybe you can find a clue what is the main problem (graphics probably). It's not slower than before, you're right. Just mentioned it because CSBuild is pretty quick - but Paul defies graphics, of course ;)
Regards, PitD
I'm working on a PIII, 500 MhZ, Win2K, 128 RAM.
But I'm sure this is not no.1 priority.... maybe you can find a clue what is the main problem (graphics probably). It's not slower than before, you're right. Just mentioned it because CSBuild is pretty quick - but Paul defies graphics, of course ;)
Regards, PitD
- Paul Stevens
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Re: Version 0.85mu is out!
CSBuild is pretty quick because Paul has to do
the development work on a 166MHz Pentium-I
with 48 Meg memory. ;-[
I also slow the machine to about 40MHz now and
again to be sure that there are no real bottlenecks
in the common operations.
the development work on a 166MHz Pentium-I
with 48 Meg memory. ;-[
I also slow the machine to about 40MHz now and
again to be sure that there are no real bottlenecks
in the common operations.
Re: Version 0.85mu is out!
Hello Sphenx, I've been fiddling a little with Dmbuild mu, and I have some questions/bugs reports:
When I copy a door or teleporter, with CTRL-X and CTRL C:
the tile is not copied and is not erased.
The scroll making doesn't work very well. Their message is correctly shown on the editor, but when playing DM you read another message.
How can I hex edit a tile (in order to clone or affect the possessions of a monster during the game for example)?
Hitting space doesn't work on most basic tiles (teleporters, pits, etc).
When I copy a door or teleporter, with CTRL-X and CTRL C:
the tile is not copied and is not erased.
The scroll making doesn't work very well. Their message is correctly shown on the editor, but when playing DM you read another message.
How can I hex edit a tile (in order to clone or affect the possessions of a monster during the game for example)?
Hitting space doesn't work on most basic tiles (teleporters, pits, etc).
Re: Version 0.85mu is out!
Some answers:
* First, CTRL-C doesn't exist in DMBuild. There are CTRL-X and CTRL-V.
And you are wrong about their use. These affect "objects" and not the tile.
Hence it is normal that the tile is not erased. The purpose of CTRL-X and CTRL-V is to move a stack of objects onto an other tile. This is useful for "normal" objects; but objects that have a special tile - such as door and teleporter - won't be copied correctly with this method.
Then you must be careful if you want to use it with door and teleporter, you must check and change the tile by hand.
* "The scroll making doesn't work very well".
Right and I know that. But I don't remember what is wrong in the code of DMBuild. I think the text stuff works quite well for wall and floor texts, but actually, the scroll object is not correctly handled in DMBuild. Sorry.
* DMBuild doesn't allow any hex editing. Cloning is a technique that can easily make corrupted dungeons and I will not try to include this until I have a strong and secure structure for DMBuild.
* Basically, space bar is used to switch a basic state of a tile. Certainly many would say the for a pit, there are "open" and "closed" state. But you can switch these states by simply editing the value of the tile (with num pad 1 2 4 8). Hence I did not bother to code a functionnality for space bar and a pit.
It is the same for stairs and false walls.
For teleporter, you can lock the object (press enter) and hitting space will turn it on or off.
* First, CTRL-C doesn't exist in DMBuild. There are CTRL-X and CTRL-V.
And you are wrong about their use. These affect "objects" and not the tile.
Hence it is normal that the tile is not erased. The purpose of CTRL-X and CTRL-V is to move a stack of objects onto an other tile. This is useful for "normal" objects; but objects that have a special tile - such as door and teleporter - won't be copied correctly with this method.
Then you must be careful if you want to use it with door and teleporter, you must check and change the tile by hand.
* "The scroll making doesn't work very well".
Right and I know that. But I don't remember what is wrong in the code of DMBuild. I think the text stuff works quite well for wall and floor texts, but actually, the scroll object is not correctly handled in DMBuild. Sorry.
* DMBuild doesn't allow any hex editing. Cloning is a technique that can easily make corrupted dungeons and I will not try to include this until I have a strong and secure structure for DMBuild.
* Basically, space bar is used to switch a basic state of a tile. Certainly many would say the for a pit, there are "open" and "closed" state. But you can switch these states by simply editing the value of the tile (with num pad 1 2 4 8). Hence I did not bother to code a functionnality for space bar and a pit.
It is the same for stairs and false walls.
For teleporter, you can lock the object (press enter) and hitting space will turn it on or off.
- ADDF_Toxic
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- ADDF_Toxic
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- ADDF_Toxic
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- ADDF_Toxic
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- ADDF_Toxic
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- ADDF_Toxic
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Fusing chaos ends the game. Triggering the 'end game' wall object ends the game. These are the two events hard coded into the engine and have nothing to do with the editor. Simply use your imagination to creatively trigger the end game wall object to create whatever ending you want, be it killign a creature, reachign a door, or picking up an item
- ADDF_Toxic
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You could have a special item in the creature, have every tile in the creature's room with a pad that activates when the item drops.
It would be better to target triggers (the wall object between item eater and counting pad). Use these to relay the signal to set up opening a door to the exit, maybe some congratulatory texts the party has to walk over etc. Use your imagination.
Look at the riddle room in DM, the blank wall hiding the iron key alcove to see an example of a trigger being activated (it acts on any close signal, in this case just to toggle its position). You can also see the trigger at the two lever puzzle at the start of DM for how you could have two events (say monster death and the party walking to a certain area) necessary before the end game is activated
It would be better to target triggers (the wall object between item eater and counting pad). Use these to relay the signal to set up opening a door to the exit, maybe some congratulatory texts the party has to walk over etc. Use your imagination.
Look at the riddle room in DM, the blank wall hiding the iron key alcove to see an example of a trigger being activated (it acts on any close signal, in this case just to toggle its position). You can also see the trigger at the two lever puzzle at the start of DM for how you could have two events (say monster death and the party walking to a certain area) necessary before the end game is activated
- ADDF_Toxic
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- ADDF_Toxic
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- ADDF_Toxic
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Yes, that has always been the mission coded into the engine, and unless you remove the Firestaff+ that option will always be available. CSB 'cheats' and removes the firestaff+ so the only way to end the game is to be teleported, after destroying the four corbums, to a floor pad that triggers an end game pad (and also has some text)