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1  Development / Graphics / Re: (Request) Correct way to put and test new graphics in-game. on: December 08, 2009, 03:20:37 PM
Careful with the FIFE object file. The parser is very sensitive and extra lines or blank spaces can cause the parsing to fail. Just try to make sure the spacing is exactly the same as files that already exist.
2  Development / Programming / Saving and Loading Take 2 on: December 06, 2009, 03:43:23 PM
I discovered the root cause of the Saving/Loading problems we are having, which isn't any different then the original problem but I think it's getting out of hand and we might want to design ourselves around it.

The problem is FIFE objects, Pychan objects, and dictionaries of callbacks. None of these things can be pickled. However with the introduction of inventories to the PC and NPC classes the Gamestate has become riddled with these types of objects. The Inventory Class is made up of Container Classes that represent each slot. This means that every slot will have a containergui (this is the Pychan gui) as well as an events dictionary (callbacks for the Pychan gui). In order to save we must iterate through the entire inventory of every PC/NPC and null out these values (which gets more complex if any of other characters is holding a bag, which is another Container Class). And then of course we would need a method of restoring all of these things after loading the game. I'm not sure if that would be straight forward.

So the short version is that I think this is getting too complex and we need a better design to handle this. My first thought is that we should make sure the GameState never contains unpicklable objects. For the Inventory this means we need to better separate the GUI and logical parts. And for the NPCs we would need to remove the layer and Instance pointers that we save (which we could probably do by just saving the ID and doing lookups when we need the pointer).

Please let me know if you have any thoughts on the problem, especially if you have a more elegant solution.
3  Development / Programming / Re: Organizing a weekly meeting on: December 05, 2009, 04:02:12 PM
Hey I'l finally be around again to host a programmers meeting today (12/05/09).
Be there or be square.
4  General Category / Introduce yourself / Re: Join the project on: December 02, 2009, 02:08:09 PM
Hey itziki. Welcome to the forums. It's best to start reading on the wiki. If programming is your interest then the programming department is a good start. http://wiki.parpg.net/Department:Programming. The Getting Started links are, of course, where you should start.

Let us know if you need help setting up or running the game.
5  Development / Programming / Re: Inventory system on: December 02, 2009, 12:31:44 AM
We could use the console commands to display the Inventory in text format until we can get a GUI up a running. But that still requires someone to put the Inventory plumbing together in the gamestate class as well as the dialouge engine.
6  Development / Mechanics / Re: Negative Attributes and "random" effects of them on: December 02, 2009, 12:27:26 AM
I assume you mean that these traits would apply to the Player Characters?

How would these traits be applied? A character creation system?

I think there needs to be some sort of benefit for picking negative traits as well. For instance in a game called Avernum (a remake of Exile) picking negative attributes for your players would let them level up faster.
7  Development / Project management / Re: Workflow coining on: December 01, 2009, 02:23:34 PM
Why do you feel that we need to change the current workflow? What advantages would your system bring?

Synchronizing tasks in two different systems (wiki and trac) is a much much much more difficult concept then you might think. For that reason I think we should stick with Trac and only Trac for production tasks.
8  Development / Programming / Re: Packaging for techdemo 1 on: November 29, 2009, 09:10:51 PM
Does log_parpg.bat work on your system Barra? I assume you are on windows XP?
9  Development / Programming / Re: Packaging for techdemo 1 on: November 29, 2009, 12:26:30 AM
EDIT: More suggestions from my side. The UH installer asks the user if he wants to install ActivePython as well. If so, it either downloads ActivePython or simply starts the ActivePython installer that ships with the UH package (they offer two flavours). Would be great if we could ask the user if he wants to install ActivePython and PyYaml as well. I guess 95-98% of the users who'll test the techdemo won't have (the right) Python version (2.6) installed to run PARPG.

Yeah that's the next step. Can we steal that part of the script from UH?
10  Development / Programming / Re: Packaging for techdemo 1 on: November 28, 2009, 02:29:46 AM
Here's a "beta" for the windows installer. Attached to ticket:
http://parpg-trac.cvsdude.com/parpg/ticket/113

Features Include:
Start Menu shortcuts for "run.py", "uninstaller", and a website link.
Writes registry keys that add the uninstaller to the add/remove programs list in the control panel.
PARPG icon is used for the installer as well as the uninstaller.


Known problems:
log_parpg.bat will not run (on vista at least) because python doesn't have write permission to the PARPG install directory.
saving probably won't work (on vista) because of the reasons above. Can't be tested at the moment.

Considerations:
Do we want to run the script from it's SVN location in a checkout when we package? Or do we want something more sophisticated?
Our README looks like crap in Notepad. Do we want to rename it as a .rtf on windows so it's opened by a different program like wordpad or microsoft word? Or do we want to make sure our README is readable in Notepad (not sure how this effects other OS).

Hopefully folks can give it a try and let me know if I'm missing anything.


EDIT:
forgot two things. For Barracuda mostly:
Do you want to include a publisher name?
Do you want to include a version number?
11  Development / Programming / Re: Large map performance bottleneck on: November 24, 2009, 11:21:05 PM
could you post the map file (and mabye some instructions on how to swap it into the game?) so that we can see how this effects other hardware setups?
12  Development / Programming / Re: Organizing a weekly meeting on: November 21, 2009, 04:33:48 PM
Sorry again but I won't be able to host the meeting today (11/21). Have a birthday party to go to.
13  General Category / General Discussion / Re: Using Trac as task tracker for other development departments as well? on: November 20, 2009, 02:22:18 PM
I've added a link to the Programming Wiki for a Trac Report that will filter out non-programming tasks. You can find it here:

http://wiki.parpg.net/Customize_Trac_Reports


This could also be modified for other departements. The key line is:

Quote
WHERE component NOT IN ('graphics','writing') AND status <> 'closed'
14  General Category / General Discussion / Re: Updated map editor tutorial: request for additional topics on: November 19, 2009, 07:24:53 PM
Quote
Three layers (ground, object, air) should usually be enough, although more creative usage of layers will surely occur. We'll start with ground layer. Just enter the layer id, you can ignore the other layer attributes for now:
Seems a little silly to tell the user to ignore the parameters and then go on to describe each one. Perhaps reword it as something like "for now you can leave the other attributes at there defaults but here is a short description of their effects".

The Camera creation section seems very sparse compared to the in depth desciptions in the layers section. Could there be option descriptions for the Camera creation screen?

Quote
Excursus: finding the center point of large objects
What is Excursus?
In this section you describe finding the offset of the center of the base of the object compared to the default center FIFE chooses. How can you actually find that offset? Do you just have to guess the pixel count? How can you verify that you have picked appropriate offset values?
Also in this section you describe editing the objects XML file. You should probably point out that this will require you to import that object again (at least i think it will).

The last screenshot where you add snow tiles is a little out of place. Why don't you just continue with your snow tiles example and add the shanty image to that?
15  Development / Graphics / Re: [Discussion] PARPG rendering scale on: November 18, 2009, 02:08:51 PM
Can we get a clear sense of how this will effect the games hardware requirements?

You have 3 zoom sizes there, 640, 800, and 1024.

Would the 800 and 1024 zoom sizes be completely unplayable on certain monitor sizes and/or resolution settings?
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