NPPAngband/NPPMoria QT port

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  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    #46
    Originally posted by nppangband
    It looks like you following the project at github (Ziraeal07)?
    I certainly am, although I failed to read all of today's 200-odd commits
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • nppangband
      NPPAngband Maintainer
      • Dec 2008
      • 926

      #47
      Originally posted by Nick
      I certainly am, although I failed to read all of today's 200-odd commits
      What can I say? We are having fun. It feels good to rip out 3 000 lines of 25 year old code and replace it with a single function with 10 times the capability.

      Edit: Maybe, just maybe, I might have become a c++, QT and OOP snob in the past few months.
      NPPAngband current home page: http://nppangband.bitshepherd.net/
      Source code repository:
      https://github.com/nppangband/NPPAngband_QT
      Downloads:
      https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

      Comment

      • nppangband
        NPPAngband Maintainer
        • Dec 2008
        • 926

        #48
        Originally posted by Derakon
        Suggestion: highlight the tiles that the projectile will pass through. Drawing a line is nice, but it doesn't always provide unambiguous tactical information.
        Good idea. Diego either did this or will soon.
        NPPAngband current home page: http://nppangband.bitshepherd.net/
        Source code repository:
        https://github.com/nppangband/NPPAngband_QT
        Downloads:
        https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

        Comment

        • Zireael
          Adept
          • Jul 2011
          • 204

          #49
          It looks like you following the project at github (Ziraeal07)?
          I certainly am and can't wait to see a playable compiled beta to take for a spin!

          Comment

          • AnonymousHero
            Veteran
            • Jun 2007
            • 1393

            #50
            Originally posted by nppangband
            targeting

            I don't know what the NPP rules are, but this one should definitely show squares around the actual tiles that will be hit!

            Comment

            • AnonymousHero
              Veteran
              • Jun 2007
              • 1393

              #51
              Originally posted by nppangband
              It feels good to rip out 3 000 lines of 25 year old code and replace it with a single function with 10 times the capability.
              Indeed, it's such a good feeling. Unfortunately, I don't have the free time to try to compete from the "other direction". (That is, I intend to do the ToME 2.x conversion inside-out, starting with some of the low-level code and going "outward", always having a playable game in every commit. Maybe this is a guaranteed-to-fail strategy, but I want to see if it can work.)

              Comment

              • nppangband
                NPPAngband Maintainer
                • Dec 2008
                • 926

                #52
                We now have spellcasting working, and item use (quaffing potions, aiming wands, etc). Also lots of advances in displaying projections and targeting.

                It is still not quite a playable game, since only about half of the commands have been added, and a sidebar and store interface needs to be added. But we are getting closer.
                NPPAngband current home page: http://nppangband.bitshepherd.net/
                Source code repository:
                https://github.com/nppangband/NPPAngband_QT
                Downloads:
                https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                Comment

                • nppangband
                  NPPAngband Maintainer
                  • Dec 2008
                  • 926

                  #53
                  Getting closer. Targeting is done. The store interface is now done. All of the monster/object/feature description windows are complete. For developers, wizard mode is mostly done. And it now works on the apple computers.

                  Also, we have completely re-done how tilesets are stored. All of the tiles have been separated into individual 8x8 and 32x32 png files, and are called up by name, instead of a big tileset. So to add a new tile we just have to draw it up, give it an appropriate name so the game can find it, and add it to a zip file. Nevertheless, thank you again to Buzzkill for his universal tileset project, and for drawing many tiles for NPP. That has been a great help to Angband and the variants.

                  I think the game is pretty close to a playable beta. Now we have a short list of things we still need to do, instead of a list of what we have done:

                  sidebar
                  knowledge screens
                  html help files
                  multiple windows
                  player/inventory/equipment screen
                  character dumps
                  note-taking

                  There might be a couple small things here and there, but those are the only major items left for the game to be completely playable on a computer. Then we can turn our attention to getting the game to work on tablets and phones.
                  NPPAngband current home page: http://nppangband.bitshepherd.net/
                  Source code repository:
                  https://github.com/nppangband/NPPAngband_QT
                  Downloads:
                  https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                  Comment

                  • Zireael
                    Adept
                    • Jul 2011
                    • 204

                    #54
                    Great news! Waiting anxiously!

                    Comment

                    • getter77
                      Adept
                      • Dec 2009
                      • 242

                      #55
                      A bit tangential perhaps, but a wayward soul elsewhere having some trouble registering over here has hopes for a different/better/etc scoring system as per speedruns and such in terms of how things are calculated and understood:

                      "I recently kinged a high-elf rogue in about 540,000 game turns (I think this is the same as ticks, so this number is far more than the number of player turns). From what I understand, expert players often king in about 800,000 game turns (without making any conscious effort to go fast, I imagine). Unfortunately, angband's scoring system kind of sucks in that the number of game turns doesn't seem to have much impact. My other wins, which took over twice as many game turns, have much higher scores, since they got way more xp spending a considerable part of the endgame at xp level 50, vs. the rogue who kinged at level 48 (first speed ring, +11, at xp level 31 on dungeon level 76).

                      Roughly, the answer wrt speed is divide by the number of turns." (?)

                      Comment

                      • Zireael
                        Adept
                        • Jul 2011
                        • 204

                        #56
                        What's the progress on the port?

                        Comment

                        • nppangband
                          NPPAngband Maintainer
                          • Dec 2008
                          • 926

                          #57
                          It is coming along, with some slightly slower progress than before. RL has slowed me down a little bit, and causing Diego stop for a little bit.

                          When we finished wizard mode, we started testing a lot of things that just weren't practical with level 1 characters, and trapped a lot of bugs.

                          We finished the sidebar. Another completed milestone is that almost all of the keyboard commands now work. Something that required a lot of effort but won't be visible to players is that repeated commands now work (such as easy_open or tunneling) . It involved a lot of testing of the game loop to where player/monster energy is processed.

                          The other big milestone is that practically all of the old base code has been brought in and converted. Nothing to work on but the rest of the front-end code now.
                          NPPAngband current home page: http://nppangband.bitshepherd.net/
                          Source code repository:
                          https://github.com/nppangband/NPPAngband_QT
                          Downloads:
                          https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                          Comment

                          • nppangband
                            NPPAngband Maintainer
                            • Dec 2008
                            • 926

                            #58
                            Originally posted by nppangband
                            It is coming along, with some slightly slower progress than before. RL has slowed me down a little bit, and causing Diego stop for a little bit.
                            Looks like I SEVERELY underestimated RL in that last post. It actually took me away for about 5 months. I am back to coding regularly. While the store interface was completed before our forced stop, quests and services had not been integrated into the stores. That is all fully functional now. On to equipment/inventory/player screens.



                            NPPAngband current home page: http://nppangband.bitshepherd.net/
                            Source code repository:
                            https://github.com/nppangband/NPPAngband_QT
                            Downloads:
                            https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                            Comment

                            • getter77
                              Adept
                              • Dec 2009
                              • 242

                              #59
                              Keep at it, some unforeseen delays tend to be common in the land of Rephial and things tend to turn out the better for it in the eventual results. It would be awesome if this and the likes of Halls of Mists happen to "get there" at about the same time.

                              Comment

                              • nppangband
                                NPPAngband Maintainer
                                • Dec 2008
                                • 926

                                #60
                                One step closer!

                                The beta is fully playable now, however there are just some vital information screens missing:

                                object/monster/artifact/ knowledge screens
                                object management screen (set squelch settings, and all the things that are currently handled with inscriptions, such as command verification, swap weapon, throwing weapon in the quiver)
                                player knowledge screen

                                After that, just a couple more features before the beta is DONE:
                                implement macro-hotkey commands
                                character dump
                                html help files
                                multiple windows


                                Here is a menu that can handle all object commands for items within the players reach. This will be useful on the computer when the player needs to do some heavy inventory management. Once we get the tablet version working, this menu will be the main interface for inventory management.



                                Last edited by nppangband; November 2, 2014, 03:42.
                                NPPAngband current home page: http://nppangband.bitshepherd.net/
                                Source code repository:
                                https://github.com/nppangband/NPPAngband_QT
                                Downloads:
                                https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                                Comment

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