2010-02-24 - added option menu, it kind of works :)
- implemented VBO renedering of 3d map floor
- implemented rather slow frustum culling for 3d tiles
- fixed dumb memleak in model class
- writing some unit tests; added model test
- Some refactoring, moved shadow map routine into new header
- added deleteshaderprogram function
- updated visual studio project file
- fixed some bad-ass memory corruptions
- Added option in config to disable use of shaders
- Added party camera configuration into map header, maps still unchanged
- redirected shader messages to gamelog.txt
- now really fixed(screwed) opponent selection :)
- added basic mini-map in 3d maps
- fixed glitch in texture loader
- Switched to Mercurial
- changed headers in several maps, to put new music
- Better support for dynamic npc placing using scripts
- fixed several speech dialogs
- added use/cast frames in guard model etc.
- added some new script commands to control camera in 3d mode, to set up, dir, right, etc. vectors
- added another tune from jamendo as world map music
- finally finished throne room map and improved throne room event script
- From now on, you can specify default frames for npcs, also they're saved in savegames
- added king model + texture + some animation
- npcs now are visible in map editor
- finished throne room map
- replaced chip-tune music with some tunes from Jamendo.com
- made a 3d throne room map tile-set
- added credit files
- credits dialog draws something
- now you can put mod in your home directory
- started to make credits dialog
- finished mod menu
- added more stuff into main menu
- started to write mod menu generator
- mapped variuos items to chests in last dungeon
- added skeleton warrior race + model + texture + animation
- combat arena names now loaded from monster group files
- combat music changes after quiting combat, wining etc.
- some experiments with timer
- finished converting dungeon map to 3d
- added special fields in arena files, to specify light parameters for shadow mapping
- added option in config to use shadow maps or not
- improved shadow-map shader
- built a 3d map for final dungeon
- upgraded font to blended one
- implemented FBO's for shadowmap
- implemented TGA writing
- added some routines for drawing debug props
- implemented soft pcf shadows (still something wrong with shadows (maybe I'm doing wrong shadow projection, maybe I should use orth instead of perspective :S)
- arena meshes converted to new model format, so does the selection arrow. RMD format not used anymore.
- Fixed rendering in fixed function only
- improved color struct, no more four separate variables
- fixed model outline drawing
- finally implemented GLSL shadowmapping + toon shading
- added visual studio solution
- Now, in 3d maps, after combat camera is refocused
- Fighter stats optimised to display high mp and hp scores
- each map now can have different npcs with different models and textures
- Treasure chests can be animated in 3d mode too
- added 3d dungeon tileset
- added use/cast frames in Jay&Korn models
- Now each map can have different 3d tilesets
- hunter now got sharp teeth !
- almost finished enemystrategy.
- when buying/selling/giving item counts can be increased or decreased using up/down keyboard or game-pad keys
- updated barbarian model/animation/texture
Map editor
- Prev/Next 3D tile buttons replaced with scroll bar
- added filter to open only wrd files
- not-walkable spots now shown on tiled plain
- finished lonely_dungeon map TODO: add shadows
- fixed map fading when moving from 3d mode to 2D
- Now drawing with mouse is the same in both (3D&2D) modes
- Additional tile not shown anymore
- 3D tiles with set collision are now visible
- while opening maps 3d tileset and texture is loaded automatically
- now mapeditor loads separate texture for tool window meshes
2009-12-22 - Fixed attack subroutine
- now equipped armor can wear out until it totally destroyed
- merged ArmoryInfo into ItemData
- added uniform support for GLSL
- Added ShaderProgram class
- Now using glsl shaders for real
- added some toon shading
- changed wasteland.arn "materials"
- added item shop in Imboz
- now sell item menu can be canceled in shops
- hero name in party status now is darker and smaller
- fixed directory creation for mod savegames bug.
- improved throneroom_event.gsc and imboz_bythe_castle.gsc scripts
- Added worm-man model + animation
- Fixed throne room event a bit
- added Korn npc int the blacksmith shop
- added second dungeon (unfinished)
- changed spawning position in new dungeon
- improved lonely_dungeon
- changed gman_advice script in base
- Finished(almost) gman_advice.gsc English script
- Added Lithuanian translation for the same script
- added damsel in distress event to lonely_dungeon
- added spell-book acquisition event
- added some evil minded npc
- To get new party member you must fight evil zombie Nightvisio
- fixed some other scripts
- added blender2rmd exporter
- added zombie face
- entries can be visible if you press f2 in game (2D mode)
- Created new model format(RM2) based on blender armature animation
- added optional yz fliping in new exporter
- moved loadOGG from utils to soundsystem
- fixed rmdviewer, for now it supports both formats rmd and rm2
- converted old charecter models to rm2
- added experimental 3D adventuring mode
- done 3d tiles drawing
- added simple 3d tileset for testing purposes
- Added 3D map drawing capabilities in Map editor
- added better 3d navigation
- added 3D grid drawing
- finally added picking in map editor
- Added second gtkglext control in map editor to display 3D tiles.
- Added some buttons with images
- Upgraded menu from GtkItemFactory to GtkActionEntry
- changed map header, now it contains 'is map 3d?' flag
- added world 3d tileset and modified world map
- 'save' now just saves in map editor
- now map editor can edit collision data manually
- added camera roll in 3d mode when enemy is encountered
- added 3d camera scroll in script scenes
- Now all party 3d models drawn right in 3D mode
- updated world map 3d tileset (added mountains)
- applied linear filter to 3d tiles
- now it's possible to specify fighter's model radius and fighters are aranged using this attribute.
- improved female texture and model, added idle frames
- fixed step 'till next enemy generation
- centered fighters in arena using their radius's
- fixed bug which apears when you try to exit during script scenes
- little bit improved default hero/human model and texture
- fixed bug related with game over and music change
- added 2d battle selector which navigates through fighter huds
- added filter to battle select to filter out unvanted fighters. This filter have been applied to attack oponent selection, now you can't select yourself nor dead enemy.
- some improvements in female rig and animation
- fixed broken tag in Dara data files
- Started to merge enemy strategy to creature
- replaced 'dead' and 'poisoned' creature attributes with single attribute - state state can be HEALTHY, POISONED or DEAD
- Now creature can have unlimited spell count
- removed some hardcoded stuff
- removed ai folder
- fixed zombie king model
- finished HPItems and MPItems in enemy strategy
- fixed cast/use animations
- fixed casting/healing/defending etc. sensors in EnemyAI()
- fixed warnings in toon shader
- added hp/mp ups to shops
- some tweaks
2009-09-17 - some code refactoring
- If opponent is dead attack action is no longer created
- Now instead of save1...save10 SaveState menu shows date and time when game was saved
- fixed dodge animation bug
- added idle frames to ldaemon, zombie and zombie king models
- Added l-daemon model+texture+animation.
- fixed spell casting in adventure mode.
- Added GLSL detection
- Implemented simple GLSL shaders loader-compiler class.
- fixed some mem corruptions in UTF file loading and conversion to wchar
- Escaped members no longer get experience
- If party member died or escaped his exp and level will be shown in StatGain dialog
- Added boss flag in monster group, you can specify boss enemy.
- If monster group is boss then 'Escape' action will be disabled
- Fighters rotated acording their moving direction
- added light position and ambient/diffuse colors in the arena file, also diffuse/ambient colors for each subset
- converted forgotten throneroom.mgr to xml
- While buying items, shop keeper asks how many of each item you want
- Can't sell 0 items any more
- onscreen keyboard finally works! You can enter text with gamepad
- Wiped memory leaks
- Now you can specify equiped items in monster groups
- Improved combat statuses
- lil'bit changed structure of monster groups
- Now posible enemy items loaded from monster group file
- Premade heroes can have items. Items defines in the chr file.
- If something happens to fighter model, dummy model is now used
- Added default main character, so you don't need to create one anymore
- Character files converted to xml
- Added remastered title screen
- Made model outlining optional, can change in conf.xml
- conf xml and gamelog.log now moved to .godrpg directory
- moved log subroutines to external Log class
- added minimal xml writing capabilities
- if there's no conf.xml in .godrpg dir, from now on it will be generated and written with default values
- fixed mem leak in Xml parser
2009-08-17 - fixed some quirks and memory corruptions
- improved combat reseting
- Added substitute for gluPerspective
- removed GLU dependency
- replaced gluLookAt function with my own
- finished to convert ent files to xml
- fixed idle animation, updated some more models
- removed FreadLine routine and addional.cpp
- Map events now loaded from Xml
- Added idle animation support
- Added idle frames in Korn, Jay and guard models
- Improved skybox drawing
- Improved wasteland arena (not finished yet)
- Added alpha test and backface culling attributes to arena subsets (usefull for plantlife)
- Added "hunter" (some angry predator) model + texture + crappy animation
- Translated item names to Lithuanian
- Converted monster group files to xml
- moved exp value koef. to mgr files
- Removed some hardcoded item names from main.cpp, improved makefile
- Fixed some stupid memory corruption in Xml parser
- New hero face no longer depends on hero race name
- Added new hero face field into PlayerGfx list
- Added translations to races and classes
- Changed races.xml structure, now startpoints uses attributes for max and min
- fixed text wraping problem in TextScreen
- Translated scripts to Lithuanian
- now script is loaded as utf8 file
- Finished to convert all npcs to xml
- Translated npcs to Lithuanian
- Now npcs loaded from xml
- xml parser now parses attributes from all tags
- Added multiple save state support
- added zombie king animation
- some gui fixes to support higher resolutions than 640x480
- added callback functions to the select menu
- Now game saved in single binary file
- composite models can be used in combat arenas (more than one subset + more than one texture)
- more dynamic TextureLoader tha ever
- inn party menu can be canceled
- textures now loaded when party member added
- some changes in texture loader module
- fixed script-face variable generator
- after leaving first party member at in, party can move
- Now inn party is saved
- fixed a stupid bug in DArray
- menu widht now relies on longest menu option
- saved party size is not limited to only four members
- fixed vanishing npcs, when returning hero from inn
- when member removed from party, model also removed and loaded when member added.
- Both blacksmith and merchant items+markups can be loaded from file.
- Added balcksmith in Imboz
- Fixed blacksmith menu.
- Fixed buying bug.
2009-07-17 - Found some memory corruptions in xml parser. I hope they are fixed now.
- Busted some seriuos memory leaks
- Added second state to statgain dialog. It displays current EXP and level.
- Added GPL license headers to all source files.
- Started to write routine for item usage animation. It's similar to cast animation.
- Now text particles are displayed when heroes use items.
- Improved dodge animation.
- Added popup dialog with looted items.
- Fixed scripts.
- Updated human and party faces.
- if model does not exists in mod directory it will be searched in base/.
- fixed model viewer (textureloader class).
- Improved Dara model and texture.
- Creature has new attribute: faceTileSet, to specify a picture with faces. No more need to rely only on race faces picture.
- Added party faces to StatGain dialog.
- Added warning about new spells to StatGain.
- Fixed interpreter, added missing NoJoy function.
- Improved interpret() function. Now it uses function array.
- Now Xml parser supports attributes for singleton tags.
- Combat arena info now loaded from xml.
- Added outro or victory camera animation.
- Fixed osmos and drain spells.
- added panel window wich will pop-up on victory, showing gained experience and bonuses
- fixed item looting bug which multiplied enemy item count.
- Added blacksmith shop (tileset + map + script command).
- Combat: now character mp is checked before spell cast action, not after.
- if npc, wrd, ent, or mgr files are not found in mod directory, engine tries to load them from base
- Refining Combat classes; Refactoring
- Added some dodging animation.
- Fixed text particle deletion bug.
- Text particles now displayed when casting spells.
- Spell is casted when right animation frame reached.
- If spell not requires opponent, combat selector no longer activated.
- DODGE action transmited to opponent
- Converted spells.dat to spells.xml
- Added some particle animation when casting spells
- Finished text particles
- Now damage done by attacks displayed using text particles.
- Fixed fucked up spell list in classes.
- Started to write text particles for hp/mp messages.
- Added Lithuanian mod directory with some translations.
- If picture or tune does not exist in mod folder, game tries to load it from base/ folder
- Some refactoring
- Removed ini file loading
- .Ini file replaced with xml
- Item data file loaded from xml.
- Add more characters to charset picture.
- Menu titles now loaded from file.
- Added some unicode support in xml parser.
- Menus now loaded from xml.
- Improved makefile. Now .o files will be compiled then linked.
- made gamepad usage optional (controled in ini file).
2009-06-17 - Class information now loaded from xml.
- Added attribute to class 'isPlayable'.
- PlayerGfxData now loaded from xml too.
- Fixed new charecter menu bug.
- Added animated zombie model and texture.
- Added zombies in dungeon.
- started wrote small xml parser.
- Race data now loaded from xml file.
- Escaped members no longer drawn.
- When all mebers escape game no longer hangs.
- After combat, text console will be restored in previuos position.
- Added hp/mp maximums to statuses in combat.
- Remastered old world tileset.
- Totally changed map structure to support animated tiles Now you can use up to 10 frames per tile.
- Added animated tile support in map editor.
- Now some spells can be used in combat only or in adventure mode only.
- some items cannot be used in combat and some of them in adventure mode.
- New weapons & arrmor usage in combat: if you choose 'use' and pick some weapon, it will be equiped on right hand. If right hand is allready occupied, weapon will be equiped on left, but if both hands are occupied, weapon which is on the right will be put in left hand, and weapon which was in left hand will go back to inventory. So the new weapon will be equiped on right. If you use some armor it will be equiped instead of old arrmor.
- Added camera animation in the begining of the combat, using path specified in arena file.
- Changed map file structure, no more arena mesh and texture names, just one arena filename which is loaded separately.
- Added camera positions to arena files, they are picked randomly when shifting heroes in combat.
- Monster names now loaded from monster group file
- Added some optional frame limiter
- added monster group for dungeon
- Added shity dungeon/cave arena.
- Fixed some issues with npc saving.
- removed npc count number from all *.npc files.
- Some tinkering; Cleaned up most of warnings.
2009-05-17 - fixed model viewer; added abilities to rotate and move model; animation preview
- Added crappy blood fx
- Made fast enough particle system based on VBO with VA fallback
- Break/Pause now pauses the game
- Modified OpenBox script routine, now it allows you to change tile.
- Map changes via OpenBox now can be saved.
- Added female sprite
- Added last party member Dara, she can be met in dungeon
- When game is saved, all npcs in current map are saved to npc.sav
- Added some treasure chest in dungeon, modified dungeon tileset
- Added sprites of king and Korn/Horn/Gorn whoever he is an.
- Now speech dialog won't be visible in title screen
- Improved throne room event script
- Added coordinates to the script command Say(), so you could arrange dialogs in the screen better.
- Added evill npc scripts in the richtown map, who advices party to go in to the dungeon up north.
- Fixed dialog drawing, when they has negative coordinates
- Fixed stairs tile in throneroom
- When you enter new level and instantly hit at the wall, your party members won't go in random directions.
- Added new script procedure NpcFrame which changes basic npc frame
- Fixed poison effect in adventuring mode
- Added new script, where Spit the H-daemon joins the party
- Fixed several maps
- Added new 'richtown' map and tileset.
- Improved script variable parsing, so if variable doesn't exist no more segfaults.
- Fixed special event, you won't exit map anymore if the last row or column will be obstacle.
- Fixed map editor. Now you can fully modify monster groups.
- Added 'new map' function in map editor (must improve it in future)
- All game data collected in to one directory. The name of directory by default is 'base/', but you can set it's name in conf.ini assigning some value to 'basedir' parameter. So you can store several directories with different games.
- Savegames now stored in user home directory e.g. ~/.godrpg/uberrpg/
2009-04-17 - Fixed item selling bug
- Moved item count input to Renderscreen
- Now you can leave heroes at inn if you have more than one in the party
- Basic Inn menu canceling
- Text window buffer now is dinamic, so it doesn't overflow
- Added small arrow to text window corner, it's drawn when you need to press a key
- Fixed menu scrolling
- Added item shop in the Traders town
- New tilset shop.tga
- New script function 'Shop', it launches shop menu
- fixed face selector control
- Treasure chest now works again, now they use script command OpenBox(keyID,itemID,count) (must change tile pic in the future)
- fixed final battle script
- fixed 'drain' spell
- now you can cancel almost everything in 'new game' menus
- decreased memleak to ~300 bytes :D
- fixed (i think :) ) issue 53 and issue 52
- some tinkering
- fixed word 'fmale' to 'female'
- serious changes in menu struct, now it can store unlimited amount of items.
- Fixed bug in character creation (when game reseted, sugests create hero No. 2)
- new hero now starts from level 2
- added an inn in Traders Town
- increased evolution speed of all races
- Changed experience gaining formula
- Fixed enemy encouter, steps no more incremented when party hits a wall or smth
- Added fade out animation and alarm sound before combat
- Aded menu navigation sound
- Added guardian model + textuture + animation
- Some changes in race loading and usage
- Added small criter model with animation + texture + new criter race
2009-03-16 - Added the Zombie King model(unanimated yet) + texture - Now models will be rendered with cartoony outline
- Added crappy throne room arena model+texture Added face of the Zombie King
- Fixed misunderstanding with elemental spells; fixed party controll disabling while talking.
- Now you will be instantly redirected to main menu when you lose battle
- fixed strange input behavior when fps drops below 60
- Global sript variable Victory only changed to true when combat output ends
- Now fighter finaly dies from deadly spell damage :)
- Fixed game over popup
- Improved text dialog shutdown using a key, now it works when the key is released and only responds to space, enter and escape keys.
- Made sync with attack animation and attack action, fixed 'use item' bug, improved combat selector
- Added Spit the hdeemon model and texture
- Updated animations on barbarian and female models
- Dead fighters now should look dead
- Combat view: walking and atacking animation finally works
- Made simple movement when fighter atacks
- Added better skybox
- Added new party character - Spit, added some scripts, fixed dungeon map, defined EndGame variable in scripts, so you can beat the game :)
- Added inn map in the burglar town, inn tileset appended with new tiles
- Misterious memory corruption fixed
- Added custom party sprite support, hero sprite no more relies on hero race
- Code cleanup and refactoring
2009-02-16 - added burglar town map and new tileset
- added traders town map
- added small room in the inn
- new script command - inn, activates inn menu;
- Small fix in conversation drawing.
- Now map events has two types, one activates, when hero steps on it, other - when hero tries talk to it.
- fixed savegame bug.
- No more crappy map scrolling
- remastered map drawing/scrooling; all NPC stuff (drawing, movement, AI etc.).
- Implemented OpenGL extensions and VBO support
- Added barbarian model.
- Canceling in menus now also works in combat; oponent selector can be canceled too.
- Improvements in hero creation menu.
- Party integer attributes: 'alive' and 'present' replaced by methods
- Fixed negative exp gain.
- Misteriuos game over bug gone.
- Added *.ini file handling in SystemConfig class.
- Added spell caster identification.
- Canceling works in whole walking menu (space menu).
- Fixed spell menu generation.
- Fixed Scan spell.
- Fixed console shrink bug.
- Fixed poisoned pointer bug.
- Added background music in combat arena.
- Having game reseted old party no longer stays.
- Added temporary fix for empty inventory bug.
- Fixed poison damage calculation.
- reated model viewer with gtk + gtkglext
Map Editor: - added layer selector; you can edit both (1st and 2nd) layers.
- added grid.
- monster group number editing.
- added 'resize map' function.
- added tile picker.
- tile tool now displays whole tileset.
2009-01-15 - Now hero fighters can have different models and textures;
- Fixed issue with face selector while creating new hero, also fixed party face selector
- Updated fighter models. now they have weapons. added female fighter model
- Less compiler warnings
- Great DArray speed improvement with preload; Almost finished Vertex Arrays based sprite batch (rotation doesn't work)
- Now enemy fighters can have individual models and textures
- Implemented script stack, even recursion might work. Changed line numbering used by script function 'GoTo'
- Simplified map drawing
- Updated headers in maps
- Added wildernes combat arena
- Maps can have different arena models and textures
- Reloads arena mesh and texture while loading new map
- Combat arena has texture
- Fixed segfault while exiting
- Updated make file
- Map editor: Map scrollbars now works, editing + scrooling works too
- Map editor: file selector dialogs replaced with file choosers; Save as now works and is able to save map; added Map Header dialog
- Map editor: you can draw tiles with mouse, you can select tile from tile dialog (using scrollbar)
- Map editor: is able to load different maps and different tilesets
- Map editor: now draws map corectly, added two scrollbars. New method draw() in map class
- Map editor: added GL init, update callback functions, texture loading
- Map editor: added icon, makefile, dependencies:gtk+2.0 and gtkglext
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