NPPAngband/NPPMoria QT port

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  • Raajaton
    replied
    For what it's worth, I am super excited about this. I've been holding off on my *banding recently in preparation for doing some hard-core beta testing on this when it is released.

    Keep up the good work! I can't wait to play it.

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  • nppangband
    replied
    Originally posted by Nick
    I was playing it cool and planning to steal it all when it's finished.
    Good luck stealing it. That's like stealing a 10 ton cement block. It is just the trivial matter of taking every Angband line of code that looks like this:

    strnfmt(prompt, sizeof(prompt), "Spend %d gold to purchase a %s of %s? ",
    price, object_type, (k_name + k_ptr->name));

    and replacing it with this:

    prompt = (QString("Spend %1 gold to purchase a %3 of %2? ") .arg(price) .arg(k_ptr->k_name) .arg(obj_type));

    Now picture doing this to every single message in the game. Thousands of them. I wrote some find/replace macros to automate a lot of it for me, but every single line had to be changed manually in one way or another. After that, it is fun and easy.

    Originally posted by Nick
    ...and now I see we already have a spy in the opposition camp. Just don't let anyone suspect.

    *walks away whistling*
    Resistance is futile. You will be assimilated.

    Leave a comment:


  • nppangband
    replied
    Originally posted by Magnate
    Well Jeff I don't know why there hasn't been more shouting from the rooftops but I for one am severely impressed - well done!
    Many thanks, Mangate! The fun part has been ripping out all those awkward parts of the Angband code we have all been working around for years (util.c, and z-term for starters), and replacing them with just a couple functions that do so much more.

    I have thoroughly enjoyed the switch to object oriented programming. With just a couple small functions, the same code that made that dialog in the pictures I just posted could be used to put a toolbar on the bottom of the screen with all the objects from the backpack, and with a click a menu of all possible commands can be brought up. It took me a while to understand the full powers of polymorphism, but now that I am starting to get it the remaining UI items are going to quickly come online.

    Originally posted by Magnate
    I'm now about to hand my notice into Nick and come to join the winning devteam ;-)
    Any time! You can be Saruman to my Sauron. Only this time we will win! One port to rule them all*.....one port to find them**....one port to modernize ***....and in a UI bind them.

    *all operating systems, MAC, IOS, Linux, Andriod, and even old, outdated OSs like windows.
    **new players for the game
    ***Angband and the variants

    The beta will be the standard fully functional game and UI for computers. The way QT works, we can probably come up with a full tablet UI with just a couple functions. But deciding on the best tablet ui and set of swipes and menus will take lots of testing.
    Last edited by nppangband; November 4, 2014, 04:04.

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  • Nick
    replied
    Originally posted by Magnate
    Well Jeff I don't know why there hasn't been more shouting from the rooftops but I for one am severely impressed - well done!
    I was playing it cool and planning to steal it all when it's finished.

    I'm now about to hand my notice into Nick and come to join the winning devteam ;-)
    ...and now I see we already have a spy in the opposition camp. Just don't let anyone suspect.

    *walks away whistling*

    Leave a comment:


  • Magnate
    replied
    Well Jeff I don't know why there hasn't been more shouting from the rooftops but I for one am severely impressed - well done!

    I'm now about to hand my notice into Nick and come to join the winning devteam ;-)

    Leave a comment:


  • nppangband
    replied
    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, 02:42.

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  • getter77
    replied
    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.

    Leave a comment:


  • nppangband
    replied
    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.



    Leave a comment:


  • nppangband
    replied
    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.

    Leave a comment:


  • Zireael
    replied
    What's the progress on the port?

    Leave a comment:


  • getter77
    replied
    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." (?)

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  • Zireael
    replied
    Great news! Waiting anxiously!

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  • nppangband
    replied
    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.

    Leave a comment:


  • nppangband
    replied
    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.

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  • AnonymousHero
    replied
    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.)

    Leave a comment:

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