Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

Post Reply
Wussel
Posts: 624
Joined: July 28th, 2012, 5:58 am

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Wussel »

How a about a gender choice for John? Like to make the option to play Johanna, or whatever you would want to call her. Would be truly modern. :mrgreen:

I would draw you some more stuff, ships or other, as incentive. (I will draw to order to foster utilization.)
User avatar
Heindal
Posts: 1344
Joined: August 11th, 2011, 9:25 pm
Location: Germany, Karlsruhe
Contact:

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

I thought about that, too. But as you can play as Johanna in the RPG Mode (for example as dagger-loving dancer or spell-wielding druid) you already have that option. The reason why I don't use a "Johanna" in the normal mode, is that I would need to make armor pictures of her. This would increase the size of this add-on (maybe loading time), which i wanted to avoid.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Wussel
Posts: 624
Joined: July 28th, 2012, 5:58 am

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Wussel »

As you like it. If you change your mind, the offer still stands. Just contact me somehow.
User avatar
Heindal
Posts: 1344
Joined: August 11th, 2011, 9:25 pm
Location: Germany, Karlsruhe
Contact:

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

There is more work to be done than just graphics. You have to go through the entire source code and look for John and replace it with a variable "heroesname". But than you will still have hims/hes which have to changed to hers/shes ("Kill him!","He is" for example). Each time the heroes picture changes due to armor changes, I would need to ask for the gender. This is possible, but with the danger of risking unwanted new bugs for you to report. I mean I did this before to messed with the code and change some parts entirely which means a lot of test cases. But with all the features in the game such as spellcasting, items, encounters based on terrain, inventory that could work better, I need to focus on priorities.

First priority now is the change the EQUIPOBJECT Macro and reduce the number of redundant source code, which decrease performance as well as increases initial loading speed, which makes it impossible to play the game on some devices. What I always wanted for Strange Legacy was container-based treasures, to change the worldmap with own buildings, traders for buildings and opponents who actually buy buildings before you and have to sabotaged or bought out. Missions should be array based and you should be able to take more than one mission. A cowboy's work is never done.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
MisterSnuvi
Posts: 14
Joined: January 10th, 2018, 9:57 pm

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by MisterSnuvi »

Ahh, lovely to see you want to decrease redundant source code. When I was browsing through your code, I saw a lot of duplicates. One thing is raising / decreasing stats, while luck only modifies one variable (and therefore isn't a big problem), intelligence or constitution is just always copied and pasted :lol:

You may also have a look at the default Wesnoth macros (wesnoth data / core / macros / utils). Using "#define VARIABLE VAR VALUE" would probably reduce your code significantly (while not increasing performance though). Maybe this link also helps you at your inventory optimization.
https://wiki.wesnoth.org/Advanced_Optim ... _and_Hacks

I couldn't find any new bugs yet, mind the old ones though :whistle:
User avatar
Heindal
Posts: 1344
Joined: August 11th, 2011, 9:25 pm
Location: Germany, Karlsruhe
Contact:

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Not good. You need to avoid the inflationary use of macros. Of course the code is cleaner that way, but Macros are converted before the add-on or campaign starts. Using many macros will increase initial loading time until a point the add-on is unloadable, performance will not increase.That's why I'm trying not to use VARIABLE OP or something like that. Of course some of these macros stayed in the code, but this is "cleaning" work and not so important. If that wouldn't be a standard campaign using macros is a good way to structure your code and I really like it and used it in my other campaigns. But not in Strange Legacy. Only way to make it better is lua.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
User avatar
ForestDragon
Posts: 1769
Joined: March 6th, 2014, 1:32 pm
Location: Ukraine

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by ForestDragon »

a bit of feedback:
-idea: when approaching the royal guards in the Capital City while being the enemy of the kingdom, instead of saying the usual "I don't know you! Go away!" they should probably call troops from the keep.
-idea: when entering a city when the reputation with that factions is strongly negative, and John's level is fairly, there should probably be extra enemy troops, and the shops should be unavailable.
-idea: having an escort reduces chance of pickpocket/small encounters
-about enemy units in worldmap: I think it would be better if the encounters would be triggered by moving next to the units, and not by attacking them in the worldmap (with players being given a yes/no option).
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
MisterSnuvi
Posts: 14
Joined: January 10th, 2018, 9:57 pm

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by MisterSnuvi »

While I agree with the initial loading time, I still must say, that I am a huge friend of "DRY" (don't repeat yourself). So it is not just about keeping code clean, it is about keeping code maintainable and changeable.
I can't program lua, but as far as I have seen in other campaigns, it opens up some new doors (apart from the performance). I think it was "Era of High Sorcery" or something like that, it has highly modified menus and co. I guess that it is made with lua because I have no other idea how it would be done.
Wussel
Posts: 624
Joined: July 28th, 2012, 5:58 am

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Wussel »

Jup, hero name would have to be a variable! Maybe even ask the player for it! I am not aware of lots of him and his in the text. If you apply direct talk it should be more like you and I as well as yours and mine.

I would recommend to stay away from this rotten grammar thingy. If drakes or so do third person speak maybe gender grammar mistakes are funny. Remember Borat talking about old ladies, like they were male?

If you are in doubt about additional png files, you could just link to mainline standards. It is amazing what woman can do withe makeup and whigs.

Anyway you might be busy elsewhere and I do not mind waiting.
User avatar
Heindal
Posts: 1344
Joined: August 11th, 2011, 9:25 pm
Location: Germany, Karlsruhe
Contact:

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Wussel - the players name is John. John Doe (joke involved). It's base of the story and as I'm not only the very attractive author, but also the very attractive and cunning coder who likes to make crappy franks and pictures for his campaign. I need to pick my battles and for now there won't be a Johanna or Heronames - except for the RPG Mode. There will be hero names and gender in "infinite fates".

@MrSnuvi - Considering cleaned up code - you can use macros, if you want a better structure, but it increases redundancy. There is no difference in using a source code 3 times or using a macro 3 times - except for higher initial loading time because the macro is converted to the exact source code. My method could be described as: "Das Genie überschaut das Chaos." (I'm quite aware of the funny part of that saying.)


@ForestDragon:

-idea: when approaching the royal guards in the Capital City while being the enemy of the kingdom, instead of saying the usual "I don't know you! Go away!" they should probably call troops from the keep.

--> well could do so, but it's just another detail, that keeps me from doing other things

-idea: when entering a city when the reputation with that factions is strongly negative, and John's level is fairly, there should probably be extra enemy troops, and the shops should be unavailable.

--> no, I don't think so. Each city needs to be overworked and need to gain extra faction based defense. This is annother detail of the game maybe 5% of the players will ever encounter.

-idea: having an escort reduces chance of pickpocket/small encounters

--> nah to complicated

-about enemy units in worldmap: I think it would be better if the encounters would be triggered by moving next to the units, and not by attacking them in the worldmap (with players being given a yes/no option).

--> this is already the case during the monster invasion. For now I leave it as it is, instead of changing an existing concept (again).
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
BlinkRaven
Posts: 2
Joined: May 8th, 2018, 7:47 pm

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by BlinkRaven »

hello, can i ask when your epic campaign will come to game again. After Steam release i cannot found your in addons section on server. I really admire your efforts about that campaign, and want to continue to play.
User avatar
Heindal
Posts: 1344
Joined: August 11th, 2011, 9:25 pm
Location: Germany, Karlsruhe
Contact:

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by Heindal »

Thanks for your post BlinkRaven. Yeah, I'm already aware of 14.1 and will port all my campaigns (yes, even the unepic ones :lol:) to 14.1. It will take some time to make them perfect, but there are lot of cool pictures and new elements I'd love to use in my new campaign versions. I will probably even end the development in older versions. It will take some time however. As I've already made a working version for 13.8, I should be able to pull off Strange Legacy for 14.1 soon. However not everything will work in the first version as I've used a lot of trick techniques which might not work in 14.1. But maybe that's a chance for me to make things better.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
BlinkRaven
Posts: 2
Joined: May 8th, 2018, 7:47 pm

Re: Strange Legacy - 1.16 RPG World (Markets Upgrade)

Post by BlinkRaven »

Oh, ok. We will wait for updates.
User avatar
Heindal
Posts: 1344
Joined: August 11th, 2011, 9:25 pm
Location: Germany, Karlsruhe
Contact:

Wesnoth 1.14 - Strange Legacy and all other campaigns

Post by Heindal »

:roll: I don't know why, but Strange Legacy worked perfectly on 1.14.1 :whistle:.
I must have changed the add-on for Wesnoth 12.4 so it would work smoothly in the new version :geek:.

Five Fates and Epical still have some technical issues (white command lines about invalid code and typos :oops:), but seem fully playable.
Trapped and Dungeons of Wesnoth work without bugs (as far as I've seen).

Wild Peasant vs Devouring Corpses should work - as "Dungeons of Wesnoth" works as intended.
Not that anybody played it.

I've uploaded all add-ons.

However not everything works so smoothly. Some pictures have changed and are therefor missing and there might be deprecated ability descriptions in all campaigns, not to mentioned outdated pieces of code from Wesnoth version 1.9 / 1.10. Deprecated terrain could still be a problem, because this can break entire levels. I will test the add-on as soon as I have more time. This weekend I hardly have time for that.

If you see any bugs in Strange Legacy please message me or post them here.
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
User avatar
Heindal
Posts: 1344
Joined: August 11th, 2011, 9:25 pm
Location: Germany, Karlsruhe
Contact:

Strange Legacy - 1.16.4 Dungeons for BoW 1.14

Post by Heindal »

Just uploaded a new version arc called 'Dungeons' of Strange Legacy 1.16.4
Version Battle for Wesnoth 1.14:

ok, there were several bugs in this version, which I hope to have fixed with this patch.

repaired all 1.14 related bugs such as:

- portrait pictures will show now
- immune trap bug will no longer occur
- random dungeon has been repaired and is fully loaded
- repaired Talk and Attack Dialogues
- solved picture related bugs, for pictures that did not show
- the experience given by objects or achievements will now trigger levelups
- everything I found on the way


additionally added content:

1. overworked random dungeon concept
- added new rooms and puzzle parts to make each dungeon unique
(trollcaves, flying castles, stalemates, sources, hidden rooms, graveyards ...)
- improved existing parts with new terrain
- add check that the last dungeonpart won't be placed again
- the player will be spawned on a random location
- the exit will be spawned on a random location
- types of point will be spawned to a random location
- treasures/traps will clear the terrain under them
- three different random dungeonsizes
- normal (like until now), big (+25%) and giga (+50%)
- more monster, treasures and traps will spawn in huger dungeons
- four new types of interest
Spoiler:
- kidnap and rescue mission are now easier in hard
- slightly increased chance to encounter bosses and armed groups


2. Random Missions by talking

- when talking to an npc he can give you a random mission (as in gossiping)
- the chance is increased 0,5 % per charisma and luck that you have

3. Terrain overwork

- used the new terrain from 1.14 to overwork several maps, as well as the random dungeon
- used new door terrain for destructable wooden door

4. Added another secret

- I've hidden a secret person called Dr. van Kuschelstein somewhere in the game.
- Only the best and most evaluated Strange Legacy Players will be able to find him.
(searching in the source code is strictly prohibited :lol:)

Known bugs

- sometimes, even so an image exists, the game shows "No Image found" overlay
- the inventory tends to become slow after a while, I already have a solution for this, but I'm not quite sure if it works
- intial loading time is very high - I know that and as above I have a plan to make the game run a little smoother
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical, UR Epic Era
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses, Dwarf Dwarfson Dwarvenminer
Post Reply