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cboe's Issues

Fix display of special spots

Original author: [email protected] (May 23, 2009 02:49:13)

There are two problems currently with the display of white special spots.
The first, and most obvious, is that for some reason they are not drawn
transparent, meaning that they are on a white background that obscures the
underlying terrain. The other problem is that sometimes a special spot will
show up where there is no special. In the most extreme case, several rows
of special spots will appear over the entire visible terrain area.

Original issue: http://code.google.com/p/openexile/issues/detail?id=14

'Blocked: South' messages are annoying

Original author: sylaecorell (March 20, 2010 03:37:23)

I navigate by holding down the arrow keys, so I tend
to bump into a lot of walls. There should be a feature
to disable repeat 'Blocked' messages, so the event
box isn't filled with hundreds of "Blocked: South"
messages.

An option should be made, that if enabled, does one
of the following:

  1. Prevents additional 'Blocked:' messages from
    appearing (flip a bool when message is printed, flip
    back when party moves in a different direction?).
  2. Prevent any 'Blocked:' messages from displaying.
  3. Place a '(x[number])' suffix on the first message to
    show tge number of duplicates.

Original issue: http://code.google.com/p/openexile/issues/detail?id=22

Modals/Dialogs are not always-on-top

Win10
Build from source
Commit cb9f0ed

Specifically, in Valley scenario, poison in auxiliary storeroom.
When I pick it up, the game interface no longer responds although the menus still work. Almost as if the ui-lock from the modal is still in effect.
When I save, the game updates that I picked up the poison, but otherwise still unresponsive.

Lockpicking and town difficulty

Original author: [email protected] (October 09, 2009 22:21:33)

According to ADoS:

"I tested the original BoE and it behaves in the same way. A level 1
character with 6 HP, 1 each of STR/DEX/INT and no other stats, equipped
with a strength 1 lockpick, will successfully pick strength 4 locks in a
difficulty 10 town about 90% of the time. With a strength 10 pick it seems
to be 100% of the time. Why bother investing in lockpicking then?"

So, the chance of successfully picking a lock seems to be independent of
both lockpicking skill and town difficulty; it should depend on both.

Might be a Windows-only bug; unsure at this point.

Original issue: http://code.google.com/p/openexile/issues/detail?id=19

Legacy Win32 code

As far as I am aware the Win32/ folder does nothing with New BoE. Why are we keeping it around in the current master branch? It might be in our interest to remove this code from master -- Perhaps branch it off to a legacy-Win32 branch or something.

Store custom item graphics along with a savegame

Original author: [email protected] (April 26, 2009 02:39:37)

Currently when leaving a scenario, any items with custom graphics are
removed. I think it would be far better to, when leaving the scenario, copy
these graphics to a new graphics sheet which is saved along with the party,
most likely as a PNG file with the same name as the savefile. To support
this, the party record would need to keep track of which graphics in its
sheet are used and which are not, so that it can copy graphics into an
unused (not necessarily empty) slot as necessary.

Original issue: http://code.google.com/p/openexile/issues/detail?id=6

wxWidgets port fails to buid against unicode wx

Original author: [email protected] (July 14, 2010 18:47:12)

Using Debian's built-in version of libwx (2.8.7.1-1.1+lenny1), the experimental wxWidgets ports of the game and the character editor fail to build. GCC instead throws numerous errors about failing to convert between wxString and char*.

I have tried to pass "--unicode=no" to wx-config, but it complains about having no matching library.

I have a patch that repairs the errors for the Character Editor, which I could either attach here or (with appropriate permissions) check in directly. It uses the standard wxT macro where appropriate, and switches the rest on the wxUSE_UNICODE flag, so it should still build against non-unicode libraries.

I am willing to apply the same treatment to the game directory, too.

Original issue: http://code.google.com/p/openexile/issues/detail?id=26

Buttons Not Working

Buttons at the bottom of the screen no longer work, clicking has no effect.

Tested in both Windows and Linux.

Update scons script to allow partial builds

At the moment, the scons script is all-or-nothing. It compiles all three programs and the test suite, copies all assets over to an install directory (within the build directory), runs the tests, and possibly even builds an install package (I was planning for that, can't remember if it was committed). There's no option to skip the tests, for example. There's no option to build just the scenario editor. There's also no option in the Linux branch to build with GCC instead of clang; I don't think there's an option for GCC or clang when building on Windows.

All of this should be fixed. You should be able to type things like scons scened and get just the scenario editor (and, obviously, anything it depends on, which includes the base scenario and all assets).

Scenario Browser

Original author: sylaecorell (October 11, 2009 00:14:40)

(reposting here, I think I picked a bad time to post this at SW)

OK, here's an idea that might be a little out there, but what if we could
add a 'scenario browser' to the custom scenario dialog? My idea is that,
when the user clicks the 'custom scenarios' button, there'll be a link at
the bottom of the dialog box that says 'Get more scenarios...' or some such.

When the user clicks on this, then are presented with a window containing a
table/listing of scenarios. This data would come from an XML file pulled
from a url (this url would be configurable in the ini file, so a user could
switch between 'The sub-official Community-updated database of scenarios'
or, for example, 'Celtic Minstrel's uber-awesome list of utility scenarios'
(or perhaps we could have an array of them stored, and users could pick the
used file from a drop-down in the dialog box)). My idea of the XML
structure is shown below. Anyway, the user could click a scenario to see
more info about it (author, version, a link to CSR, etc.) or be able to
sort and filter the choices. Then they pick one to download, and BoE gets
the archive of the scenario from the URL given by the XML file, unzips it
into the scenarios folder (you'd have to have a way to prevent overwrites
and the like), and (if there is a readme) gives a prompt to open the readme
file and/or start the scenario, or keep downloading scenarios.

Original issue: http://code.google.com/p/openexile/issues/detail?id=20

Add pushable stone block and forcecage

Original author: [email protected] (May 23, 2009 02:54:29)

Enter a description of the new feature you would like to see.
I'd like to see a pushable stone block "field" and a forcecage "field". I
have graphics for these already.

The stone block would be almost the same as the crate, but when move off of
a conveyor and land on it the block would not be smashed. (Possibly you
could be damaged.) Also it would not be a container.

The forcecage would simply prevent anything occupying the same space from
moving off of that space. This includes items, creatures, and party members
moving along a conveyor belt. If occupied by a creature or party member,
there should be a chance each turn for the forcecage to break, possibly
using similar criteria as that used for breaking barriers. It could also be
removed by Dispel Barrier spells and items.

Original issue: http://code.google.com/p/openexile/issues/detail?id=15

Linux support

Hi there,

Just wanted to drop a line to ask if there are any plans to add Linux support in the future? I'm not proposing to help with it myself (at least not as a coder, but I can of course do some testing) as I'm involved in many open source projects already, but I guess it's worth asking anyway what is the current status on this topic, if any.

I see there were attempts at a Linux port years ago: http://spiderwebforums.ipbhost.com/index.php?/topic/11210-blades-of-exile-for-linux-d/

Have animations be 'animated' in the scenario editor

Original author: sylaecorell (May 02, 2009 13:59:14)

What steps will reproduce the problem?

  1. Using the scenario editor.

What is the expected output? What do you see instead?

  • Well, It might be better if animations were actually animated when editing
    them (in the map view, but it'd probably be good if they were shwn in the
    terrain editing window too). Currently, I just see the first frame of the
    image.

What version of the product are you using? On what operating system?

  • Ormus' last working release on Windows, but I'm pretty sure all the other
    versions do it too.

Original issue: http://code.google.com/p/openexile/issues/detail?id=9

Giant strength and other abilities don't work properly

Original author: [email protected] (May 25, 2009 20:49:27)

  1. Create an item with Giant Strength, Strength, Intelligence, or Dexterity
    at ability level 10.
  2. Create a party and have a PC equip the item.
  3. Enter melee with a monster or cast a spell; the efficacy of melee and
    spellcasting will not be properly affected

With Giant Strength, enhancement of melee damage should depend on ability
level, but instead depends on item level. This makes impossible to create
e.g. Gloves of Giant Strength without giving said gloves ridiculous damage
protection.

With Strength, Dexterity, and Intelligence, no effect can be seen on
characters' damage, accuracy, or spellcasting power respectively, no matter
what the characters' stats or the ability level of the equipped items; i.e.
those three abilities don't actually do anything.

So far I've observed this in Classic BoE Beta 1 on Windows 2000, and in
Ormus' OBoE and the original BoE on both Windows 2000 and Linux (using Wine).

Original issue: http://code.google.com/p/openexile/issues/detail?id=16

Crashes on exit

Whenever you quit the program, it crashes. This happens both on Mac OSX and on Windows, and happens in the test suite as well.

Image copy/pasting is unreliable

This affects the Edit Sheets dialog in the scenario editor. Although copy/paste works, images copied from the scenario editor cannot be pasted into some image programs (such as MS Paint), and images pasted into the scenario editor seem to lose their alpha channel.

"Poisoned Weapon" ability doesn't work with missiles

Original author: [email protected] (October 11, 2011 02:45:43)

To reproduce:

  1. Create a missile (thrown, arrow/bolt, or sling) with the "Poisoned Weapon" attribute.
  2. Give it to a PC and test it on some poison-susceptible creature.

The creature in question should be poisoned, but this doesn't happen; the only damage is the physical damage from the missile.

(This is with Classic BoE 20110205, Windows version, running under Linux with Wine 1.2.3.)

Original issue: http://code.google.com/p/openexile/issues/detail?id=29

Targeting reticle doesn't always draw properly

Win10, commit cb9f0ed

Sometimes it works, sometimes i get this
badreticle

I suspect this has to do with the hidden-from-view behavior or bad masking with certain tiles. Need to confirm.

Did further testing. This is a bug with the new UI scaling feature. The targeting mask/boundary looks like its dimensions are not being resized as well.

Text edit boxes are laggy

I think this is related to text rendering, but not quite sure. It seems to be worse on Windows, but does affect OSX as well.

Custom Scenarios button does not work

Original author: [email protected] (April 13, 2009 21:12:20)

What steps will reproduce the problem?

  1. Make a new party.
  2. Click on "Custom Scenario".

What is the expected output? What do you see instead?
It should display a list of available scenarios (currently three). Instead
it displays an error message saying that no scenarios were found.

As far as I can tell it's a problem with either the FSGetCatalogInfoBulk
call or the FSIterator passed to that call.

Original issue: http://code.google.com/p/openexile/issues/detail?id=1

Terrain changes are not reflected in the lighting array

Terrain changes (such as through a Change Terrain node) do not update the t_d.lighting array.

It's been pointed out that this aspect of the bug could be useful, and as such I'm going to modify the Change Town Lighting node to allow this feature (so that you can "purge" the lighting array by setting it to the same light level it already was).

Graphics corruption on entering/leaving towns

Original author: [email protected] (May 29, 2009 09:55:46)

Every once in a while, on entering or leaving a town, random graphics
(everything from monsters to objects to terrain) are shown on the screen
instead of town or outdoor terrain. This one's going to be difficult to
reproduce... Closing and reopening the game fixes it, and it really does
appear to be random - a saved game that produced the graphics corruption
once will not necessarily produce it again.

(Using Classic BoE Beta 1 for Windows.)

Original issue: http://code.google.com/p/openexile/issues/detail?id=17

Items bought from shops may be unidentified

This is an item logged from the To-Do. If you are familiar with or can recreate this bug, please provide details here.

Can at least confirm as I have encountered this in my debug build on the latest commit.

Saving During Scenario Not Working

After creating a party, saving and entering a scenario, saving (with Ctrl+S) and reloading that save takes me back to the main menu with my party loaded instead of in the scenario. The save file appears not to have been written to since the first save after party creation.

If I select the 'save as' option it seems to save correctly (first file is only 2kb but the second is now 26kb), but reloading the larger save causes the game to crash.

Tested on Windows, V2.0.0 [eedd4cd].

Damaging terrain damages you when in a boat

Original author: [email protected] (May 23, 2009 02:44:33)

What steps will reproduce the problem?
1.Make a scenario with damaging terrain (eg lava, swamp) that you can boat
over.
2.Play the game, and pilot the boat over it.

What is the expected output? What do you see instead?
You should pass unharmed. Instead, you are damaged as if you were not even
in the boat.

Please use labels and text to provide additional information.

Original issue: http://code.google.com/p/openexile/issues/detail?id=12

macOS builds of Blades and ScenEd hang, CharEd doesn't

I compiled the code from source as of commit 20ff735. It compiles A-OK, but the main game and scenario editor both hang immediately when I try to run. I'm using macOS Sierra 10.12.3, with Xcode 8.2.1 providing the compilers, and Boost 1.63.0 / SFML 2.4.1 / ICU 58.2 versions of direct and indirect dependent libraries. The way it hangs is rather interesting: the app opens, it tries to switch to full-screen mode, and gets hung up at this point, never successfully switching over. The application is listed as Not Responding, also. The only way out is to kill it.

Status Effects don't fade over time

Original author: [email protected] (May 24, 2010 14:06:45)

What steps will reproduce the problem?

  1. Start a game
  2. Become affected by a status effect. (Poison, webbed, bless, haste,
    probably all of 'em that are supposed to fade with time.)
    3.

What is the expected output? What do you see instead?
The effects of Bless don't diminish and disappear, as with poison and
haste. Only after being completely webbed (Player must clean webs message
in combat) will the webs get cleaned, and it's only on that turn. The Stand
Ready action doesn't clean them like it should.

What version of the product are you using? On what operating system?
Classic BoE build 30.04.2010
Win XP
Please provide any additional information below.

Original issue: http://code.google.com/p/openexile/issues/detail?id=24

Text box in talking mode doesn't go away when changing preferences while in talking mode

Original author: [email protected] (July 14, 2011 12:03:31)

What steps will reproduce the problem?

  1. In Windows go to preferences, then select "Ask about text box in talking mode", then, in the game, walk up to someone and talk to them. Then, while still in talking mode, go back to preferences, deselect the option and exit talking mode.

What is the expected output? What do you see instead?
The text box is supposed to disappear. Instead it stubbornly remains on the screen, even when you aren't in talking mode, until you exit the game. Going back to preferences and selecting/deselecting the option does not help.

What version of the product are you using? On what operating system?
Win32_CBoE_build_05.02.2011 on Windows XP Home Edition SP 3

Please provide any additional information below.
I'm sure it's a very small issue that I'm surprised I even came upon (I know, I do weird stuff when I'm checking out new features), but still, I think it couldn't hurt to fix it.

BTW, great job with all the work you guys did on improving the game. Glad to see my favorite game didn't disappear into long lost history. :)

Original issue: http://code.google.com/p/openexile/issues/detail?id=28

Expand SDF array

Original author: [email protected] (April 26, 2009 02:04:02)

I think it would be a good idea to expand the Stuff Done Flags array.
Currently, it's 10 wide by 310 high. Expanding it vertically isn't an
option since the last 10 rows are reserved for in-game use, so naturally it
makes sense to expand it horizontally instead. I think that making its
width anywhere from 30 to 100 slots would be good.

Many people use a system whereby stuff done flags related to towns have a
first coordinate which is the number of the town (0 through 199); by adding
more flags like this, we can reduce instances where a town using more than
10 SDFs requires some that would normally be allotted to another town. This
could reduce confusion on the part of the developer (though keeping a
careful record of SDFs used is usually good practice anyway).

Original issue: http://code.google.com/p/openexile/issues/detail?id=5

Dialog updating issue

Sometimes, dialogs do not properly update until they have lost focus and then gained it again. This issue has been around for awhile, and there are some fixes committed, but the bug still shows itself in some contexts. Though passing a parent dialog pointer usually helps in specific cases, I believe there is some deeper issue here that I don't know how to solve.

For the record, some places that I think I recall seeing the issue recently:

  • Preferences dialog
  • Choose string dialogs invoked from the edit terrain dialog

Add formatting flags for text strings.

Original author: [email protected] (April 26, 2009 01:46:24)

One thing I've been thinking about is string lengths. Currently, the game
can't handle strings longer than 255 characters, because the str_len arrays
holding the string lengths are of type unsigned char. If we changed it to
unsigned short, it could handle strings of up to 65535 characters; however,
I think that's a bit much. So, I though we could restrict it a little more,
but make up for that by including format flags. For example, if we were
fine with restricting the string length to 1023 characters, we would have 6
unused bits available for formatting.

The most significant bit, then, could indicate that the string should be
drawn framed. That would be simple to implement – you'd just have to set
the item flag to 1 in cd_create_custom_dialog. The next three bits could
specify that the text be drawn in colour – one bit for red, one for green,
one for blue. And the next 2 bits could specify that the text be indented.

Such a change would not have to wait for the format rewrite – adding it
would not actually affect legacy compatibility. However, it would be
impossible to use until the scenario file format supports it. I'm just
putting it forth as an idea. Actually, I think I'll also add it to the
Google Code issues page so that it's not forgotten.

If the change is implemented, and size represents the string length, then:

  • whether it is framed would be "size & 32768",
  • the colour would be "(size & 28672) >> 12",
  • the indent would be "(size & 3072) >> 10", and
  • the actual length would be "size & 1023",
    if my calculations are correct.

Colours would be:
0 – grey (because black would be invisible against the background,
1 – blue,
2 – green,
3 – cyan,
4 – red,
]5 – magenta,
6 – yellow,
7 – white.

Indents would be something like:
0 – none,
1 – 10 pixels,
2 – 15 pixels,
3 – 20 pixels.
That could vary depending on which values work well.[/spoiler]

Original issue: http://code.google.com/p/openexile/issues/detail?id=4

Mixed case prevents cross-compiling on Linux

Original author: [email protected] (July 06, 2010 16:18:48)

Filenames are not standardized to upper or lower case, which prevents cross-compiling. To reproduce:

  1. Install MinGW32 on any Linux distro. Edit OBoE's makefile to use mingw32-gcc, etc.
  2. Run make.

It would be reasonable to expect the program to either compile, or exit with an error related to something in the actual code. Instead it exits because it can't find global.h. global.h is of course there, but the filename is in ALLCAPS, whereas the makefile refers to it as lower case. Other files may be referred to in ALLCAPS or CamelCase in the makefile. There seems to be no standardization of case at all in the current SVN.

I honestly do not care how this is solved, as long as the cases of stuff in the makefile and the cases of the actual filenames are made to match!

Original issue: http://code.google.com/p/openexile/issues/detail?id=25

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