Sunday, 2 December 2007

The "Base UI" Release

A long time passed since the last release and looking at the changes in the last few weeks I decided to pack and push out one new - though the World Generator is in a rather primitive stage of development. The release is out, world generation is done when you start jcrpg yet you will enter the old one already known and put together previously by me without the new generator. Headlights: "UI base elements were added: load icon, compass, time meter, world map, HUD panel. Internal Flora is now configurable through FloraGenerators. Example internal flora in the Cave. Initial version of the World Generator is added. The World Map UI element shows a world generated by it. Updated JME libraries from CVS." Download it here! Hope to see you around commenting here or the forum. (This time it's gzipped for easier handling.) The screen shots depict the new compass/time block and loading icon plus the map. (The small yellow dot [Sun] shows the passing of local time where you stand, it is going around the compass.)

16 comments:

Vadi said...

The game looks good so far :)

Is there any chance to set lower game settings though? I'm getting ~7-10fps on my machine (yes, yes, I do have a crappy ati video card. But I knew absolutely nothing about them when buying).

Paul said...

Please try to modify the so-called config.properties in the root dir of the game. Lower the view distance, set grass distance to 0 (which means turning it off), switch off animations, lower texture detail to 0. These should help a lot!

Cheers, Paul

Leon said...

Paul you are a genious!

i once tought about remaking might and magic 1-5 so that people could enjoy those great clasics, but i tought that i would have to create a real 3d world or at leas a2.5 one like in mm6-9.

i never tought about using the same tile movement engine with 3d enviormant, that is pure genousity!

Vadim said...

That did help a bunch, thanks!

What does "24bpp" at startup mean? If it's the color setting, is there any way I can set it to be 16? (Because my video driver was set to that originally, but lowering it to 16 gave a whole bunch more fps in glxgears and no noticable color loss)

Paul said...

leon, thanks for your appreciation. It was natural for me to go into that direction as I found it too complicated and deviating too much from classic to create a whole 3D build up for the world (besides creating things in 3D can be much attractive with less professionalism in painting, which I'm really bad at, I can only use gimp for some special things that I must do). :) So it was kind of natural that jcrpg uses the classic tiling in 3D too. Well, to tell the truth you're one of the firsts (like Bri and such classic fan people) who noticed this and appreciates it! Thanks! :-)

vadim, I'm glad it helped. yes it means that. You should be able to set it to 16bpp in full screen, under Linux it might be a bit of a trouble, maybe you have to change your xorg.conf and set 16 bits as default in it.

Vadim said...

Ah I was playing windowed, that's why then. I'll try fullscreen.

Also,

"FARVIEW_ENABLED=false

# Preloaded cubes' size

RENDER_DISTANCE=60

# Set this between 10-60 based on your machine's performance

VIEW_DISTANCE=30
"

Which distance is it talking about exaclty? the top or the bottom one?

Paul said...

the latter one, VIEW_DISTANCE is what relates to the Graphical Processing Unit performance. The other one relates to how much memory and CPU the game will eat.

Masterhand said...

Neat! I just finished downloading it. The game looks pretty god so far. :-)

Matthew said...

wow, this is really substantial! thanks for your hard talented work.

theotherhiveking said...

the ui image is HUGE, maybe i shold try to make a render to make a nice ui?

bri (dragonbait) said...

Hey all of you old classic style rpg'er's out there., the JCRPG is really the "new hope" of classic style gaming, so you'd better get on board now. The real crpg deal is here! ;o)

Paul said...

Hello people,

Thanks for all your good words! It's good to hear from people who are interested in the project.

@theotherhiveking: the UI may seem a bit big for you but personally I wouldn't call it huge, plus this size will be required for the upcoming UI functionalities. Anyway if we will get to a more completed UI concept then it would be great to have alternative 2D UI renderings!

theotherhiveking said...

I mean that the image is 1600x1200 and only a few space is used.

Paul said...

Yeah, the image is big, yet it doesn't affect much in terms of performance and later I may add some more gfx into it if needed...probably I will create more separate gfx but who knows! :-D If the UI concept gets more finalized I will create more precise images pro'ly. :)

theotherhiveking said...

check the deer update...


when i finish it i will try to make the gui.

Paul said...

Checked, looks good so far! :) Okay, make your own version of gui, as you already know you will find the current (example) images in the data/ui directory.

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