From: Miguel A. B. L. <mig...@ho...> - 2005-12-13 15:19:43
|
Hi all, Almost 1.5 months later after the last release, I think that the 0.40 version is ready. Most features has been added and I am focusing right now on map editing. I propose to complete the dungeons and make sure they work and do then a release. Probabily around Sunday or Monday. Is there any disagree? On worst case, I would like to do the release before Christmas... Regards, Miguel |
From: Andreas T. <mt...@gm...> - 2005-12-13 19:31:04
|
Miguel Angel Blanch Lardin wrote: > Hi all, > > Almost 1.5 months later after the last release, I think that the 0.40 > version is ready. This is ok with me. All major bugs are fixed and it is stable right now. Best Christmas present ever ;) Regards Matthias |
From: Stephen I. <Ste...@br...> - 2005-12-13 22:53:17
|
Hi miguel, Can we release a maybe a few days later as Im getting back to greece on sunday and then would like to spend a few days finishing the new sites to release with 0.4... maybe Tuesday ? Regards Steve Miguel Angel Blanch Lardin wrote: > Hi all, > > Almost 1.5 months later after the last release, I think that the 0.40 > version is ready. > Most features has been added and I am focusing right now on map editing. > > I propose to complete the dungeons and make sure they work and do then > a release. > Probabily around Sunday or Monday. > > Is there any disagree? > > On worst case, I would like to do the release before Christmas... > > Regards, > Miguel > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. Do you grep through log > files > for problems? Stop! Download the new AJAX search engine that makes > searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! > http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click > _______________________________________________ > Arianne-devel mailing list > Ari...@li... > https://lists.sourceforge.net/lists/listinfo/arianne-devel |
From: Miguel A. B. L. <mig...@ho...> - 2005-12-14 13:10:57
|
>Hi miguel, > >Can we release a maybe a few days later as Im getting back to greece on >sunday >and then would like to spend a few days finishing the new sites to release >with >0.4... maybe Tuesday ? Ok, no problem. Anyway the release itself will be complete over Sunday. I will email a list of all the features we have added. Regards, Miguel |
From: Anders A. <and...@ho...> - 2005-12-17 09:38:51
|
Hi I was just checking the directory structure we have on CVS and noted that the data directories are a bit unsorted, right now we have about 4 data directories and those are data, maps, sprites and tilesets. Now all these folders are data folders for stendhal but they contain different type of data. Wold'nt it be better structured if we put maps sprites and tilesets in the data folder we have there, and also create a skin folder in the data directory for those panel[input description here].xxx files, since those are actually skins for the menubars. Moving these folders would also bring some clarety to whats data in the project and whats not. Maybe we shud consider moving those items and creature xml files to the data directory aswell, since those are data files too. And if we move them to the data directory it gets easier to find for new people, when they don't need to search through that giant src directory. Also one more thing, right now the "real src directory" in my opinion is stendhal\src\games\stendhal\ Now this directory repeats itself cause it has stendhal in it 2 times and in my opinion those aditionally games\stendhal\ subfolders is unnecesary, the directory already say it's the stendhal game we are working on, so woldnt it be better if we moved all content in: stendhal\src\games\stendhal\ to the stendhal\src\ directory? Regards Anders aka danter @ irc.freenode.net #arianne _________________________________________________________________ Don't just search. Find. Check out the new MSN Search! http://search.msn.com/ |
From: Andreas T. <mt...@gm...> - 2005-12-17 10:26:28
|
Hi, > I was just checking the directory structure we have on CVS and noted > that the data directories are a bit unsorted, right now we have about 4 > data directories and those are data, maps, sprites and tilesets. > > Now all these folders are data folders for stendhal but they contain > different type of data. Wold'nt it be better structured if we put maps > sprites and tilesets in the data folder we have there, and also create a > skin folder in the data directory for those panel[input description > here].xxx files, since those are actually skins for the menubars. Moving > these folders would also bring some clarety to whats data in the project > and whats not. > > Maybe we shud consider moving those items and creature xml files to the > data directory aswell, since those are data files too. And if we move > them to the data directory it gets easier to find for new people, when > they don't need to search through that giant src directory. Deal. Note that we have 2 different dir-structure flavors in the project. One is in CVS, the other is in the jar file. Cleaning CVS automatically leads to a cleanup in the jar file structure. So this would look like: /data/tilesets/ - Tileset graphics /data/sprites/ - item/monster sprites /data/gui/ - gui graphics (former /data/*) /data/gui/laf - (optional) panel textures (look and feel) /data/maps/ - *.xstend (still available in java-classpath) /data/conf - log4j.properties, default stendhal.ini, *.xml Priority: post 0.40 release. > Also one more thing, right now the "real src directory" in my opinion is > stendhal\src\games\stendhal\ > > Now this directory repeats itself cause it has stendhal in it 2 times > and in my opinion those aditionally games\stendhal\ subfolders is > unnecesary, the directory already say it's the stendhal game we are > working on, so woldnt it be better if we moved all content in: > stendhal\src\games\stendhal\ to the stendhal\src\ directory? No. Here is the reason: 1. [stendhal] 2.[\src] 3.[\games\stendhal\] 1. [stendhal] - The (CVS) project name. It is not really a directory. 2. [\src] - All sources are in this dir. 3. [\games\stendhal\] - The java package. Need this to keep the java code clean and structured. This kind of directory structure is not uncommon in os proejcts. Regards Matthias |
From: Anders A. <and...@ho...> - 2005-12-17 10:53:48
|
It's good that the data structure gets cleaned up, and after reading your post I also realize that it's better with the current src directory structure. The server "technology" is still the same and when having that game/stendhal/ directory extension, it's easy to add a new client for stendhal in that same directory structure. Regards Anders aka danter @ irc.freenode.net #arianne >Hi, > >>I was just checking the directory structure we have on CVS and noted that >>the data directories are a bit unsorted, right now we have about 4 data >>directories and those are data, maps, sprites and tilesets. >> >>Now all these folders are data folders for stendhal but they contain >>different type of data. Wold'nt it be better structured if we put maps >>sprites and tilesets in the data folder we have there, and also create a >>skin folder in the data directory for those panel[input description >>here].xxx files, since those are actually skins for the menubars. Moving >>these folders would also bring some clarety to whats data in the project >>and whats not. >> >>Maybe we shud consider moving those items and creature xml files to the >>data directory aswell, since those are data files too. And if we move them >>to the data directory it gets easier to find for new people, when they >>don't need to search through that giant src directory. > >Deal. >Note that we have 2 different dir-structure flavors in the project. One is >in CVS, the other is in the jar file. Cleaning CVS automatically >leads to a cleanup in the jar file structure. > >So this would look like: > >/data/tilesets/ - Tileset graphics >/data/sprites/ - item/monster sprites >/data/gui/ - gui graphics (former /data/*) >/data/gui/laf - (optional) panel textures (look and feel) >/data/maps/ - *.xstend (still available in java-classpath) >/data/conf - log4j.properties, default stendhal.ini, *.xml > >Priority: post 0.40 release. > > >>Also one more thing, right now the "real src directory" in my opinion is >>stendhal\src\games\stendhal\ >> >>Now this directory repeats itself cause it has stendhal in it 2 times and >>in my opinion those aditionally games\stendhal\ subfolders is unnecesary, >>the directory already say it's the stendhal game we are working on, so >>woldnt it be better if we moved all content in: >>stendhal\src\games\stendhal\ to the stendhal\src\ directory? > >No. Here is the reason: > >1. [stendhal] 2.[\src] 3.[\games\stendhal\] > >1. [stendhal] - The (CVS) project name. It is not really a directory. >2. [\src] - All sources are in this dir. >3. [\games\stendhal\] - The java package. Need this to keep the java code >clean and structured. > >This kind of directory structure is not uncommon in os proejcts. > >Regards >Matthias > > > >------------------------------------------------------- >This SF.net email is sponsored by: Splunk Inc. Do you grep through log >files >for problems? Stop! Download the new AJAX search engine that makes >searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! >http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click >_______________________________________________ >Arianne-devel mailing list >Ari...@li... >https://lists.sourceforge.net/lists/listinfo/arianne-devel _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |
From: Miguel A. B. L. <mig...@ho...> - 2005-12-17 11:48:19
|
>So this would look like: > >/data/tilesets/ - Tileset graphics >/data/sprites/ - item/monster sprites >/data/gui/ - gui graphics (former /data/*) >/data/gui/laf - (optional) panel textures (look and feel) >/data/maps/ - *.xstend (still available in java-classpath) >/data/conf - log4j.properties, default stendhal.ini, *.xml > >Priority: post 0.40 release. There are TWO different set of data. Server and client. Should we use the same folder for the two sets? Regards, Miguel |
From: Matthias T. <mt...@gm...> - 2005-12-17 13:18:46
|
Miguel Angel Blanch Lardin wrote: >> So this would look like: >> >> /data/tilesets/ - Tileset graphics >> /data/sprites/ - item/monster sprites >> /data/gui/ - gui graphics (former /data/*) >> /data/gui/laf - (optional) panel textures (look and feel) >> /data/maps/ - *.xstend (still available in java-classpath) >> /data/conf - log4j.properties, default stendhal.ini, *.xml >> >> Priority: post 0.40 release. > > > There are TWO different set of data. > Server and client. > > Should we use the same folder for the two sets? Client side: /data/tilesets/ - Tileset graphics /data/sprites/ - item/monster sprites /data/gui/ - gui graphics (former /data/*) /data/gui/laf - (optional) panel textures (look and feel) Server side: /data/maps/ - *.xstend (still available in java-classpath) /data/conf - log4j.properties, default stendhal.ini, *.xml It is just the base directory, there is no mixture between the actual data. So I think is is ok to use plain /data as the base dir. We can put a readme.txt in /data to tell users what each directory contains and if it is server or client. Regards Matthias |
From: Anders A. <and...@ho...> - 2005-12-17 14:51:23
|
This is a good directory structure, and my sugestion is also that this is the directory structure we use for overriding the awaileble data client side when testing new graphics. ie: if I change one of the tilesets in the directory /data/tilesets/ the jar will use that tileset instead, but if that directory, or tilset name dos'nt exists in that directory, it will use the standard tileset that comes with the jar instead. The defined tileset animations we have right now is also in TileRenderer.java, I would like a way to override this aswell so that I can test new animations ingame. Sugestion is to just use an xml file that describes the tile ID's that is in the animation. <animation name="name of animation"> <property speed="MS"> <frame id="TILE_ID"> <frame id="TILE_ID"> <frame id="TILE_ID"> <frame id="TILE_ID"> </animation> Now if any of those TILE_ID's are displayed ingame, it will make an animation with the next frame in the "frametable" and then restart from the first frame in the table when it reaches the last one. All the frames should also be displayed in the time specified at <property speed="MS"> and the MS variable is the amount of milliseconds the frames should be shown. Well, I guess this could take some time to implement, but I think it's a good way to describe new animations with, if possible I would like to see it in 0.40, but it's defently not necesary if it would take too much time to implement for 0.40 (I still want a nice christmas present this year :D ) Regards Anders aka danter @ irc.freenode.net #arianne > >Miguel Angel Blanch Lardin wrote: >>>So this would look like: >>> >>>/data/tilesets/ - Tileset graphics >>>/data/sprites/ - item/monster sprites >>>/data/gui/ - gui graphics (former /data/*) >>>/data/gui/laf - (optional) panel textures (look and feel) >>>/data/maps/ - *.xstend (still available in java-classpath) >>>/data/conf - log4j.properties, default stendhal.ini, *.xml >>> >>>Priority: post 0.40 release. >> >> >>There are TWO different set of data. >>Server and client. >> >>Should we use the same folder for the two sets? > > >Client side: >/data/tilesets/ - Tileset graphics >/data/sprites/ - item/monster sprites >/data/gui/ - gui graphics (former /data/*) >/data/gui/laf - (optional) panel textures (look and feel) > >Server side: >/data/maps/ - *.xstend (still available in java-classpath) >/data/conf - log4j.properties, default stendhal.ini, *.xml > >It is just the base directory, there is no mixture between the actual data. >So I think is is ok to use plain /data as the base dir. >We can put a readme.txt in /data to tell users what each directory contains >and if it is server or client. > >Regards >Matthias > > _________________________________________________________________ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ |
From: Matthias T. <mt...@gm...> - 2005-12-17 15:25:51
|
Anders Asplund wrote: > This is a good directory structure, and my sugestion is also that this > is the directory structure we use for overriding the awaileble data > client side when testing new graphics. > ie: if I change one of the tilesets in the directory /data/tilesets/ the > jar will use that tileset instead, but if that directory, or tilset name > dos'nt exists in that directory, it will use the standard tileset that > comes with the jar instead. hmmm...at the moment the jars are consistent and complete. That means, there are no external files/directory (jep, exept stendhal.ini). So this looks like a config option either on the command line or in stendhal.ini which describes additional data directories. Another solution: extract the jar and add this directory to your client startup file. You can replace the tileset images now. > The defined tileset animations we have right now is also in > TileRenderer.java, I would like a way to override this aswell so that I > can test new animations ingame. > > Sugestion is to just use an xml file that describes the tile ID's that > is in the animation. > > <animation name="name of animation"> > <property speed="MS"> > <frame id="TILE_ID"> > <frame id="TILE_ID"> > <frame id="TILE_ID"> > <frame id="TILE_ID"> > </animation> > > Now if any of those TILE_ID's are displayed ingame, it will make an > animation with the next frame in the "frametable" and then restart from > the first frame in the table when it reaches the last one. > All the frames should also be displayed in the time specified at > <property speed="MS"> and the MS variable is the amount of milliseconds > the frames should be shown. I'm modifying tiled at the moment. This is on my todo-list. Please have some patience. > Well, I guess this could take some time to implement, but I think it's a > good way to describe new animations with, if possible I would like to > see it in 0.40, but it's defently not necesary if it would take too much > time to implement for 0.40 (I still want a nice christmas present this > year :D ) No rush here please :) We're (or better, Miguel is) in the process of releasing version 0.40. So the codebase is frozen, only bugfixes allowed. The priority of the CVS cleanup is *post* ver 0.40. Regards Matthias |
From: Anders A. <and...@ho...> - 2005-12-17 16:10:31
|
Heh, sorry im not to used to handling extracted jar files, how do I run stendhal once it's extracted and is it really possible to run it extracted, I couldnt run the stendhal.class file atleast...? Even so, miguel was saying something about that he had implemented overriding of the data directory if so needed... And conserning the animated tiles, I didnt know that miguel had locked the code already, I thought the release got deleyed until tuseday, since steve hadnt done the new page for it yet. Well anyway I have sugested some features that I would like for the near future and as I said, it's not really that important to get it in 0.40 heh. Regards Anders aka danter @ irc.freenode.net #arianne > >Anders Asplund wrote: >>This is a good directory structure, and my sugestion is also that this is >>the directory structure we use for overriding the awaileble data client >>side when testing new graphics. >>ie: if I change one of the tilesets in the directory /data/tilesets/ the >>jar will use that tileset instead, but if that directory, or tilset name >>dos'nt exists in that directory, it will use the standard tileset that >>comes with the jar instead. > >hmmm...at the moment the jars are consistent and complete. That means, >there are no external files/directory (jep, exept stendhal.ini). >So this looks like a config option either on the command line or in >stendhal.ini which describes additional data directories. >Another solution: extract the jar and add this directory to your client >startup file. You can replace the tileset images now. > > >>The defined tileset animations we have right now is also in >>TileRenderer.java, I would like a way to override this aswell so that I >>can test new animations ingame. >> >>Sugestion is to just use an xml file that describes the tile ID's that is >>in the animation. >> >><animation name="name of animation"> >> <property speed="MS"> >> <frame id="TILE_ID"> >> <frame id="TILE_ID"> >> <frame id="TILE_ID"> >> <frame id="TILE_ID"> >></animation> >> >>Now if any of those TILE_ID's are displayed ingame, it will make an >>animation with the next frame in the "frametable" and then restart from >>the first frame in the table when it reaches the last one. >>All the frames should also be displayed in the time specified at <property >>speed="MS"> and the MS variable is the amount of milliseconds the frames >>should be shown. > >I'm modifying tiled at the moment. This is on my todo-list. Please have >some patience. > >>Well, I guess this could take some time to implement, but I think it's a >>good way to describe new animations with, if possible I would like to see >>it in 0.40, but it's defently not necesary if it would take too much time >>to implement for 0.40 (I still want a nice christmas present this year :D >>) > >No rush here please :) >We're (or better, Miguel is) in the process of releasing version 0.40. So >the codebase is frozen, only bugfixes allowed. >The priority of the CVS cleanup is *post* ver 0.40. > > >Regards >Matthias > > >------------------------------------------------------- >This SF.net email is sponsored by: Splunk Inc. Do you grep through log >files >for problems? Stop! Download the new AJAX search engine that makes >searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! >http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click >_______________________________________________ >Arianne-devel mailing list >Ari...@li... >https://lists.sourceforge.net/lists/listinfo/arianne-devel _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ |