10-01-15, 22:16 | #1121 | |
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Joined: Nov 2013
Posts: 40
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Quote:
With Github the distributed workflow (fork -> code -> push -> merge request) works really well. SF isn't well suited for Mercurial or Git hosting, their web interface is a disaster, forking is a pain, and I could never push over ssh (always had to use https). The only good thing about SF is that it tolerates large binaries for releases. Another nice thing about Github is that it integrates with all of the fancy new development services which are free for open source projects, e.g. TravisCI, Drone.io, Cloud9, gitter, Coverity, Bountysource and many more. Some of those might be useful. If sticking with Mercurial is important, there is also Bitbucket which imho works almost as well as Github does and is supported by most external services. However, it is not as popular as Github and might attract fewer developers. Also, as far as I understand, the tools for converting repos from Mercurial -> Git (keeping history, authors, etc.) work well. So that's my opinion on the matter. Maybe some more discussion is needed, but of course the decision is for the owner to make. PS: Really excited about the inventory prototype |
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11-01-15, 01:58 | #1122 |
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Joined: May 2010
Posts: 256
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Updated! Ring inventory is now 99% faithful to the original.
The only exceptions are:
I've also tried to build a new object for the GUI-only item, hopefully I didn't just create an unholy mess! XD N.B.: I only had the chance to try it in TR2, but hopefully it will work flawlessly in other levels as well. Last edited by Nickotte; 11-01-15 at 02:31. |
11-01-15, 02:52 | #1123 |
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Joined: Aug 2010
Posts: 1,810
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Oh goodness, I've been waiting for this... Can you please upload a video of it? I can't merge your repo right now, only tomorrow... But I really want to see it working!
Also I see in source code that you're using case switch with a lot of cases for each item, also it uses "magic" numbers (e.g. case 50, case 51 etc.), which could be quite confusing when source code gets complicated; also we will need to edit this case switch every time we add new items... So I think you should use type instead of refering to item ID directly; there is a routine to get item type from base item entry - although I don't remember exactly... I'll check tomorrow, as it's already 6 AM here... Anyway, when I'll merge your changes, I'll make some corrections to streamline the code! By the way, I have completed base string list for various menu items and dialogs - check out latest commit in main fork! I haven't written any functions to get these strings inside engine itself yet, but you may want to take a look at this string list and tell me if I missed something! But basically it's the same set of generic strings you'll find in any of ENGLISH.TXT etc. string files for TRLE. Last edited by Lwmte; 11-01-15 at 02:56. |
11-01-15, 08:28 | #1124 |
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Joined: Apr 2013
Posts: 343
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OMG wau, it works almost like an original engine
But there are some bugs which I have discovered: 1. load game bug: when i save current game position and load it then it will frozen whole game 2. some quest items aren't rendered in inventory 3. when i play new level and open the inventory then every items are duplicated But anyway it is great progress in this engine, great job Here is a video: https://www.youtube.com/watch?v=JjFQ...ature=youtu.be |
11-01-15, 08:45 | #1125 |
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Joined: Dec 2010
Posts: 2,773
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This looks perfect! I just tested this too! There are some bugs and crashes, amazing work Nickotte! I hope soon original fonts can be rendered in the menu.
Regards. |
11-01-15, 08:51 | #1126 | |
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Joined: May 2007
Posts: 473
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Quote:
Download: OpenTomb Spanish (January 11th, 2015) Regards |
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11-01-15, 09:36 | #1127 |
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Joined: Aug 2010
Posts: 1,810
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Ado Croft: Thanks for the video! Surely, it looks absolutely stunning, even ring unfolding animation looks SO authentic! Nickotte surely done a super great job in almost no time... That's what we all waited for! Only difference I've noticed is that there were no folding/unfolding animations when changing between keys/supplies/options in original engines - instead, they kinda spin one unit back. As for missing entries, it could be because base items are not registered, or registered improperly... I have to check item script when I finish my job with trigger parser... Also it's interesting how we're gonna overcome TR4-5 problems with lack of option items - in the end, possibly we'll need to load them externally.
Suikaze Raider: Wow, thanks for the translation! I have added it to SF repo! Now we only need a way to render all these menu entries in actual engine! Ok, I guess I'll return to my job with triggers, or I'm afraid I will never finish it because constantly waiting and looking for inventory progress! Last edited by Lwmte; 11-01-15 at 09:45. |
11-01-15, 12:18 | #1128 | ||
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Joined: May 2010
Posts: 256
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Thanks everyone! I'm really glad you like it
Quote:
Quest items not rendering is weird, I guess it was my bad for not trying many different levels XD Quote:
Folding/unfolding anim while switching ring was in the originals, but it was slightly different then what I did; I thought it was done in a completely different way but looking again maybe I can make it even more faithful without changing stuff... Cuz you know, I'm too finicky when it comes to these things Can't wait to see the string parser integrated! Pullin'! |
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11-01-15, 20:20 | #1129 |
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Joined: Mar 2012
Posts: 3,741
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Can't wait to test every new features... Especially this inventory.
Eventually I've found something that let me contribute a little bit on the project... Here's the French translation! https://www.dropbox.com/s/yd8qoyziu4...rench.lua?dl=0 |
11-01-15, 20:48 | #1130 |
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Joined: Jan 2010
Posts: 4,185
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Brilliant progress guys
The ring inventory looks amazing Will this also be an available feature in 4/5 projects? |
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