Theo
Designer
Posts: 131
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Post by Theo on Jun 11, 2013 13:43:33 GMT -8
Hey, this is really great news - kudos for your dedication and effort on this project!
This is the first time I'm hearing about Dizgruntled, and I have to say I'm genuinely excited. It might be just the thing that would motivate me to create another map or two. Part of the reason I haven't was precisely because of numerous issues I'd have with the normal map maker.
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Post by hugheth2 on Jun 12, 2013 3:03:19 GMT -8
Well do let me know what features you want added to the new level editor. I'm not making any promises, but there's not much point developing something that isn't useful to people
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Theo
Designer
Posts: 131
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Post by Theo on Jun 12, 2013 3:58:13 GMT -8
My main gripe with the original editor (as far as I can recall, that is) was that you pretty much had to work with it in windowed mode, otherwise the actual layout/images of the map I'm making and the entities I've placed inside of it were not congruent with each other.
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Zu
Retired Staff
Posts: 752
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Post by Zu on Jun 12, 2013 8:06:30 GMT -8
My main gripe with the original editor (as far as I can recall, that is) was that you pretty much had to work with it in windowed mode, otherwise the actual layout/images of the map I'm making and the entities I've placed inside of it were not congruent with each other. As far as I know, this is only the case if the size of the entire map is smaller than your resolution... which is pretty much why I keep my levelz in much bigger size than necessary until I think that I am finally done with the level. But yes, this does tend to be annoying. Hopefully, having this fixed in Dizgruntled can be practically taken for granted.
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Post by hugheth2 on Jun 13, 2013 3:24:00 GMT -8
So for those who don't remember the plan is to release Dizgruntled 2.6 in hopefully not too long, meaning you can all play with the stuff I've added soon rather than wait until I've sorted out networking and AI.
Features of 2.6 will include:
- All switches / triggers etc. - Rolling Balls - Pickups / Hidden pickups - Gauntletz / Giant rocks - Goobers / Grunt creation points - Shovelz / Holes
I'll then be working on AI, Network gaming, Social level sharing and more tools and hazards to release in version 3
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Post by hugheth2 on Jun 21, 2013 8:44:12 GMT -8
I've also managed to extract the original help book texts (in english) for use in Dizgruntled
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GooRoo
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Display Name: GooRoo
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Post by GooRoo on Jun 21, 2013 9:48:41 GMT -8
I've also managed to extract the original help book texts (in english) for use in Dizgruntled That is, you have them in the Gruntz-acceptable format, with codez in the 33xxx range? All of the textz are available on-line from this Forum, in printable format, if you find you have missed some.
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Post by Perfect Grunt on Jun 22, 2013 3:47:29 GMT -8
So for those who don't remember the plan is to release Dizgruntled 2.6 in hopefully not too long, meaning you can all play with the stuff I've added soon rather than wait until I've sorted out networking and AI. Features of 2.6 will include: - All switches / triggers etc. - Rolling Balls - Pickups / Hidden pickups - Gauntletz / Giant rocks - Goobers / Grunt creation points - Shovelz / Holes I'll then be working on AI, Network gaming, Social level sharing and more tools and hazards to release in version 3 Sounds really great! What is planned for the network gaming? I am attending a course of lectures concerning Managing and Mining (Massive) Multiplayer Online Games and can only say... It's a whole new world of problems to be solved and decisions to be made. How many players (with a growing number of players, we need larger worlds and trickier spatial management, Zoning? Sharding? Spatial Publish Subscribe?)? How to synchronize (Actions or States)? Time (Ticks)? What about the lag (and inconsistencies)? Do we need a persistency system? What about Dead Reckoning? TCP, UDP, UDP+Middleware? ... I've also managed to extract the original help book texts (in english) for use in Dizgruntled That is, you have them in the Gruntz-acceptable format, with codez in the 33xxx range? All of the textz are available on-line from this Forum, in printable format, if you find you have missed some. Eh, where, when, what do you know about the help boxes and those 33xxx???
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Post by hugheth2 on Jun 22, 2013 4:10:17 GMT -8
The help messages are packed in plain text in the Gruntz executable You could probably even change them / add new ones in the original game... Network gaming is fun! Zoning / Sharding / SPS are all a bit complex for a humble clone, but I'm using a symmetric transaction based style of communication with support for rollback to account for lag. Dead reckoning, UDP etc. aren't really useful for the RTS genre.
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Zu
Retired Staff
Posts: 752
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Post by Zu on Jun 22, 2013 4:53:35 GMT -8
About multiplayer, I was wondering if it would be possible to have players joining games in the middle (occupying unused fortresses), and having custom levels with more than 4 fortresses (with the kingz being reused with different colours).
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Post by Perfect Grunt on Jun 23, 2013 5:01:30 GMT -8
The help messages are packed in plain text in the Gruntz executable You could probably even change them / add new ones in the original game... What do you mean by "packed"? I'm new to reverse engineering and can only say that I do not see any helpbox texts in my hex viewer or as strings in my disassembler. I think, somewhere in the future, at least SPS could be something to think about. You know, with all these people in this thread, saying "Playing with 60 Gruntz against 50 players would be fun!" Sounds good! Why not? "Grunt X is told to go to x,y" would be a great approach for DR. I think. About multiplayer, I was wondering if it would be possible to have players joining games in the middle (occupying unused fortresses) That should be no problem. (Nota bene: "problem" is not equivalent to "work". )
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Post by hugheth2 on Jun 24, 2013 11:59:53 GMT -8
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Zu
Retired Staff
Posts: 752
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Post by Zu on Jun 24, 2013 13:00:11 GMT -8
Very promising! I'm glad to see that what you have now works pretty damn well for the most part. However, I must ask: is the sound supposed to be broken? Instead of sounds, I only get stuttering noises. Also, from things you may or may not be aware of: - There is no "swirl" appearing when I click somewhere for the grunt to go; - There seem to be some layering issues. For instance, gruntz go underneath fortresses and eyecandies (for eyecandiez, the original game's engine made it in such a way that the gruntz were layered over the eyecandiez if the were on the south of them), including the health and stamina bars, which should be layered over everything at all times; - The giant rock should have a breaking animation on all 9 tilez instead of the one where it was broken. Also, a suggestion: would it be possible to have an option to change the bars into numbers? I think it would be much clearer if a grunt had a "12/20" over his head instead of a bar that proves to be really tiny on higher resolutions.
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Post by hugheth2 on Jun 24, 2013 13:46:44 GMT -8
Thanks for feedback - keep it coming! glad to hear you get it running fine - Sound shouldn't be broken. Very odd what you're hearing, what's your setup? are you using JRE7? - Swirl animation is planned - Layering is approximate at the mo - it does use y-coordinate as you suggest, but not quite accurate yet - Sure I'll add more animations to giant rock - Numbers instead of bars is interesting, we'll see what others think! For those who haven't had a chance to look yet the new version boasts: Alpha 2.6 - Stamina and health - New front - Moddable tilesets - All switchez and triggers - Virtual Reality tileset - Gauntletz and rockz - Giant rockz - Gooberz and puddlez - Grunt creation pointz - Tweak: Timer switch stays down until done - Fix checkpoint buttons not staying down
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Zu
Retired Staff
Posts: 752
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Post by Zu on Jun 24, 2013 14:49:49 GMT -8
- Sound shouldn't be broken. Very odd what you're hearing, what's your setup? are you using JRE7? I'm on a new computer with Win7 (64bit). I had to install Java in order to run it. I tried installing also JRE7 like you suggested, but it didn't change anything. Neither did a reboot. Also another suggestion, would it possible to add a confirmation "Do you want to close the game?" when I press the X in the windowed mode? Also, there should be a timestop whenever player opens one of the instruction books, so that nothing happens in the background when the screen is black.
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GooRoo
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Post by GooRoo on Jun 24, 2013 15:08:39 GMT -8
Well, I downloaded dezGruntled 2. and unZIPped it into its own folder (where I have both GRUNT.REZ and GRUNTZ.VRZ) and clicked on the ...Windows.bat file and a DOS style window opened, and got as far as the GUI window where I could select the play option. Everything just went away. Then I tried clicking on dizgruntled.jar (as suggested in the troubleshooting document) ... nothing. I really want to see 2.6 run one of my known CLz, to see the difference. Any further suggestionz?
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Post by hugheth2 on Jun 24, 2013 15:41:02 GMT -8
GooRoo:
Try turning off fullscreen, your screen might not support it for the chosen resolution and perhaps I didn't show the error dialog properly.
If this doesn't work could you possibly try running it from a console? Open cmd (from start menu search, or C:\Windows\System32 folder) and navigate to your install directory by typing "cd C:\path\to\directory". Then type java -jar dizgruntled.jar
When the program quits the console should give a suitable error for me to diagnose. Sorry I didn't find this bug during testing!
Zu:
Weird, I'll see if other people have had the same problem. When you didn't have Java did a suitable error message appear, or was that a second guess?
- Good plan about the X - Time stop is planned
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Zu
Retired Staff
Posts: 752
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Post by Zu on Jun 24, 2013 15:52:38 GMT -8
Weird, I'll see if other people have had the same problem. When you didn't have Java did a suitable error message appear, or was that a second guess? When I didn't have Java installed, the JAR file was unopenable (as in, the system couldn't recognize it). I didn't think of using the BAT file, so I immediately went to install Java, so I could open the JAR file.
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GooRoo
Administrator
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I luv Gruntz!
Posts: 7,425
Display Name: GooRoo
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Post by GooRoo on Jun 24, 2013 18:44:00 GMT -8
Well, I was able to play "The Giant Rock" ... no sound, and no Red Warp visible.
To do: support scrolling up/down left/right ... I could scroll down with my Gauntletz Grunt, but could not scroll back up to see if the Red Warp appeared above the Warp Letter 'W'. I suppose if I had walked the grunt back up 'north', the screen may have scrolled with the Grunt ... but I am accustomed to being able to scroll with just the mouse.
I have other tasks, so will have to come back later to see about accessing a Custom Level. (I have dizgruntled in a folder of its own under Gruntz, without a custom folder. Should I be able to move all of the dizgruntled files/folders to within Grunt from the subsidiary folder?)
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Zu
Retired Staff
Posts: 752
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Post by Zu on Jun 24, 2013 19:22:00 GMT -8
To do: support scrolling up/down left/right ... I could scroll down with my Gauntletz Grunt, but could not scroll back up to see if the Red Warp appeared above the Warp Letter 'W'. I suppose if I had walked the grunt back up 'north', the screen may have scrolled with the Grunt ... but I am accustomed to being able to scroll with just the mouse. You can also use arrow keys, if that helps.
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