World of Wesnoth (MMORPG add-on project)

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Heindal
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Re: World of Wesnoth (MMORPG add-on project)

Post by Heindal »

Welcome back, both of you.

Well, I still have some troubles and I might not have time to work as much as you do (unfortunately its serious :cry:). I will be having a little freetime, so there might be more time for coding and contributing. I will redesign the wesnoth world map, so you can use it as playgrounds or world map for the scenario.

@dugi: maybe you could enter some empty frames in the levelup menu. I don't know if its possible, but you could try to generate some empty buttons or lists that don't do anything.

On the other hand, I coded a macro for magic damage spells and a real ranged macro. So one can create a bunch of spells using one line of source code for each and a projectile will fly from the "firer" to the target generating an explosion or other animation. It still needs to extended, but if you are interested in the code just tell me. It could save you some time using it as a frame, but I'm quite sure you will be able to make it more effective.


Regards

Heindal
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Dugi
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Re: World of Wesnoth (MMORPG add-on project)

Post by Dugi »

@alex If I imagine these weapons placed over the sprite, they will look really strange. Can you rotate them or mirror them somehow?

@Heindal A problem is that long WML codes will use a lot of bandwidth in networked multiplayer, so I will try to write it in lua to create WML tags to do the whole thing. But the code you used is still interesting to me (I know how it might be written, but I haven't tried it, debugged it, etc), where can I find it? If you are busy, don't waste your time on this, it might not be very useful when I haven't finished the lua code to handle all these things yet (it uses a lot of new WML tags, I want to create also some for quests and such stuff). When it will be playable to a certain extent (it is not ideal to write something when you are not sure how it would be played), I will summon you.

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Heindal
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Re: World of Wesnoth (MMORPG add-on project)

Post by Heindal »

I will finish a parcel with both the real ranged macro and the spells, but it might take some time as its getting more timeconsuming than I believed in first place.
Maybe this could be something for umc as well. Are you interested in placing traps? I embedded this feature in strange legacy.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Dugi
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Re: World of Wesnoth (MMORPG add-on project)

Post by Dugi »

Don' know, I really hated traps in RPGs. Decide yourself.

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Crow_T
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Re: World of Wesnoth (MMORPG add-on project)

Post by Crow_T »

I've started messing around with making, I mean frankensteining, some base sprites, still very WIP:
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Re: World of Wesnoth (MMORPG add-on project)

Post by Dugi »

Alex, when Crow_T usurped your place of Art Director of this project, can you please hurry up with the classes.cfg file? I have kinda progressed and I will need it soon.

I have made some progress, I have finished hero advancing, created a function do generate random items (this is very close to the way it worked in Diablo II, and just like in Diablo II, I found a beautiful magic wand with a barbarian in my first alpha test) coded the first 4 skills of Barbarian and created a mana system (mana bar is near the sprite next to the health bar, it is also shown on the side panel).

Heindal, can you show me your real ranged macro even if it is unfinished? I think I will need it soon.

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Dugi
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Re: World of Wesnoth (MMORPG add-on project)

Post by Dugi »

Thank you all for cooperation.

I have finished a somewhat playable early alpha version. Character import/export is working, mana system is working, combat is mostly working, items are working mostly (for testing purposes, you can equip any items, no matter if you don't meet the requirements or you already have an item of that kind equipped), Barbarians and Fencers are playable till level 7 (that you won't reach in that scenario anyway, skills available after level 7 are not working), other classes not, there is no protection against cheating, no graphics, no world interaction except combat, there is only one level (created by Heindal, I have added some monsters for playability). Networked multiplayer would probably cause countless OoS errors atm. Balance is doubtful.
But it should be possible to create scenarios on it now.

There is probably a plenty of bugs I have not found, and a lot of things that needs completition. I have uploaded it to our svn folder.

Because I don't think that all people have access there and have the will to get there, I am posting it here as well.
World_of_Wesnoth.zip
Super alpha, but somewhat playable.
(1.9 MiB) Downloaded 189 times

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Crow_T
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Re: World of Wesnoth (MMORPG add-on project)

Post by Crow_T »

An update on the female
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Heindal
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Re: World of Wesnoth (MMORPG add-on project)

Post by Heindal »

Cool - I will test this alpha version when I have time (proably wednesday).

I uploaded the testcampaign "Spelltest". Its an addon and should contain everything that is related to spells. It will allow you to create summon, transform, set traps and 4 different damage spells (called harmspells) by writing one line of source and it contains the real ranged macro. It is far away form beeing perfect, but it might give you some ideas for your spell concept.

The drawback - its a single player solution and won't work for multiplayer. So far I don't have time to change and test that. A lot of abilities are based on id=you which is the id of the hero unit that is able to cast. You might want to use something like hero1,hero2,hero3 ... for your concept.

Best regards

Heindal
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Dugi
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Re: World of Wesnoth (MMORPG add-on project)

Post by Dugi »

You are the dungeon builder, so traps are your domain... and I had to create the real ranged spell control myself, because you were too busy to post it here. I have basically created the whole spell system myself, using lua-controlled menus to fire events that have the effects of spells. You'll have to see it. I suppose that your damage spells are events fired by something (or easy to alter to be events fired by something; if they are separate events fired by other events and/or macros, it lets us use the same event for traps), so it might be pretty useful.

The id=you can be replaced by side=$side_number and canrecruit=yes, because your heroes are leaders. I am using something like hero1, hero2, hero3, but the IDs have little importance and no relation to the properties of the unit.

The spells, items and abilities I created are using mostly lua, so between the parts I have added is like 10-times more lua than WML (lua is used to create custom WML tags to simplify the whole thing, and to save space in save files as it is not saved in there).

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Heindal
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Re: World of Wesnoth (MMORPG add-on project)

Post by Heindal »

The problem was not that I was too busy, but it took a lot of time to finish this collection. I also changed source code and added explainations. All the code necessary was somehow hidden in the source of Strange Leg. and it would not have made sense to display just a single spelloption. Truly, lua and coding is your battle field - not mine. I go for wml based solutions.


edit: btw: just played a little.

- "iventory" helpmenu is missing a n
- the menusystem looks promising - good work (even though its not ready)
- export works, even with multiple characters - but sometimes the spellmenu is missing after loading a character
- even though I leveled up, spells won't work at all - I tested this with wizard (fireball), necromancer (summon skels and the ranged spell)
- during levelup you can select a spell that is not available, which will lead to an lua error (after that the not available spells will no longer appear)
--> if that happens in a middle of a levelup you have to redo it but the other unavailable spells won't appear
- it seems like armor has a too small effect, I early found a 110 Armor, but it did seem to offer protection or reducing the damage
Last edited by Heindal on February 18th, 2013, 11:11 pm, edited 1 time in total.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses

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Crow_T
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Re: World of Wesnoth (MMORPG add-on project)

Post by Crow_T »

Just as a quick note- last year's GSOC involved adding particle systems to Wesnoth, but I haven't heard anything about it, and assume it failed? Sadly there wasn't much buzz around the projects, but they seemed interesting. Anyhow, particles= nice spells. Maybe some Blender research is in order.

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Dugi
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Re: World of Wesnoth (MMORPG add-on project)

Post by Dugi »

Heindal wrote:- "iventory" helpmenu is missing a n
Oops.
Heindal wrote:but sometimes the spellmenu is missing after loading a character
This is intended. The spellmenu is missing if the character has no attacks left (and therefore cannot cast spells), and after imporing a character, you don't have any attacks or moves left (this is to prevent you from cheating by exporting and importing the character).
Heindal wrote:- even though I leveled up, spells won't work at all - I tested this with wizard (fireball), necromancer (summon skels and the ranged spell)
Dugi wrote:...Barbarians and Fencers are playable till level 7 (that you won't reach in that scenario anyway, skills available after level 7 are not working), other classes not,...
All advancements and spells of barbarian and fencer until level 7 should be working correctly, but I did not have the time to code the rest now - and I seem to have problems with some virus.
Heindal wrote:- during levelup you can select a spell that is not available, which will lead to an lua error (after that the not available spells will no longer appear)
This is probably related to the problem with incompleteness mentioned above.
Heindal wrote:- it seems like armor has a too small effect, I early found a 110 Armor, but it did seem to offer protection or reducing the damage
This is design, but it might not be perfect. The formula should make light armours reduce the damage by 5-10% (defences up to 100), medium armours reduce the damage by 10-20% (defences from 100 to 400) and heavy armours reduce the damage by 20%-40% (defences 500 and more). High level armours' properties rather reduce the damage by subtracting a fixed amount from it than protect more (Xudo's idea legacy).
CrowT wrote:Just as a quick note- last year's GSOC involved adding particle systems to Wesnoth, but I haven't heard anything about it, and assume it failed? Sadly there wasn't much buzz around the projects, but they seemed interesting. Anyhow, particles= nice spells. Maybe some Blender research is in order.
I have looked at Google Summer of Code websites and it appears that these projects were not finished - it only contained formulations like I will, etc, but I found nothing related in Wesnoth's changelog. We'll have to proceed without it, unfortunately.

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Dugi
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Re: World of Wesnoth (MMORPG add-on project)

Post by Dugi »

I have returned to this project, and made Hunter's skills until level 7 work (getting to level 7 requires over 5000 exp, and that will not be so quickly). Now, classes Barbarian, Fencer and Hunter can be used while playing/testing the first scenario (including the few of their spells, enchantments and summons; because spells, enchantments and summons are already coded, coding mage classes will be just like adding new weapon specials, nothing overly complicated).

I have uploaded it to the svn repository, but because I am quite sure I am the only one who uses it, here it is in a zip file:
World_of_Wesnoth.zip
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Heindal, will you please write the code for the first (few) scenarios, when it can be play-tested already?

And I think we should discuss how would item traders work.

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Re: World of Wesnoth (MMORPG add-on project)

Post by Oezi »

I tested your newest upload and thats what I found: (i played barbarian/orc/female)
I cant see my own hero(just the life and mana bar etc but not the unit itself, and not only the barbarian but any unit type)
I dont see how many hitpoints the unit recovers (there is no gree number over it as usually)
Furthermore i think that deactivating the usual +2 hitpoints while resiting would be good as your cvharacter only gains those 12 hp recovery if you dont move (so you get hitpoints recovered twice)
No healing upon lvl up is nice.
The spiritual strike of a barbarian is a bit confusing as i thought it would be a spelllike ability and not just a normal ranged attack (from its description I believed that it would be a real "ranged" attack, meaning a few hex range)EDIT: it does work as a spell I somehow didnt notice it at first.. however the spell is still there as a usual attack with 100% hitchance and u can use it without using mana)
I am able to equip a staff a sword and a shield at the same time...I am even able to equip 2 staffs and 2 boots which is pretty strange (probably you didnt code it until now and are aware of that but just in case)
the "leightweight steel dagger of slashing" adds an extra attack to my melle AND ranged attacks which I find strange as well.

While playing Fencer the enhantment (flaming strike) doesnt work - or atleast it doesnt increase my damage on lvl 1 at all (on lvl 3 it says I should deal 13 damage more but it doesnt..).
Furthermore I had the enhancement casted on me, then I lvled up upgraded it and casted it again.. now I have 2 of them on me (both of lvl 3) AND i cant cancel them. (I made a screenshot with the error code)(btw I used the experience cheat to get 4k exp as getting them the usual way would be faar to difficult, maybe that might have produced the bug)

btw I love the color of the mana bar
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