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Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Xan on January 07, 2012, 04:57:14 PM

Title: Legend of Siegfried 0.2.6 Released!
Post by: Xan on January 07, 2012, 04:57:14 PM
The Legend of Siegfried 0.2.1 is now released!

Release summary:  bug fixes, AI improvements, new game settings and documentation, more content

Download 0.2.1 for Windows (http://exong.net/RL/download.php?platform=windows); requires .NET framework 4.0
Download 0.2.1 for Linux (http://exong.net/RL/download.php?platform=linux); requires Mono with support for .NET 4.0

Changelog:

 * Added color-coding for various messages
 * Added Lone wolf background
 * Added stealth skill
 * Added Perception and Charisma attributes
 * Added in-game documentation system (press '?' at any pageable information screen to get available contextual documentation;  view all documentation by pressing '?' on the main play screen)
 * Added concentration skill
 * Added literacy feat
 * Added robes
 * Added quarter staves
 * Added Neophyte of Tali background
 * Added oil lanterns
 * Added black cave spiders, black bears, and vampire bats
 * Added responses to sound to AI
 * Added throwing daggers
 * Added to initial starting equipment
 * Added Nomad background
 * Added permanent body modifications
 * Added display of feats to character sheet
 * Added ability for extracting alchemy ingredients from corpses
 * Added recipe for distillation of black spider venom
 * Added content to one of the main quests
 * Added in-game option to change font/window size
 * Added new setting for font size, 'Font'; possible values are '8x13' and '12x20'
 * Added two new settings, 'WindowWidth' and 'WindowHeight'
 * Allowed help at character generation (press '?')
 * Increased arrow speed
 * Made full text always display for attacks with non-standard weapons
 * Reworked experience and skill training
 * Autoexplore now prints a message on completion
 * Allowed wooden bridges to burn
 * Improved item weight display
 * Improved AI to seek out last sighted enemy
 * Improved AI to respond to heard noises
 * Improved AI reaction to ranged attacks
 * Improved description of large item stacks
 * Improved pageable text and made up and down arrow scroll one line at a time
 * Improved default initialization attempts
 * Changed base regeneration rate
 * Allow any key for (more) now properly defaults to false
 * Reworked color stack of ASCII renderer to work correctly over multiple lines
 * Fixed a bug that prevented ranged weapon damage from displaying correctly
 * Fixed various bugs with bridges
 * Fixed poison stacking
 * Fixed a bug in handling dialogue trees
 * Fixed a bug where attributes weren't set for some monsters
 * Fixed a bug where NPCs wouldn't shoot their last bolt
 * Fixed a bug that prevented projectiles from passing over water
 * Fixed a bug with AI attempting to reload crossbows with arrows equipped
Title: Re: Legend of Siegfried 0.2.1 Released!
Post by: getter77 on January 07, 2012, 07:11:23 PM
Fantastic to see this return in the new year---congrats on another meaty release!   8)
Title: Re: Legend of Siegfried 0.2.1 Released!
Post by: Xan on January 07, 2012, 08:54:26 PM
Oops... just been notified that all the .dlls required to run the game weren't in the latest zip file.  I've uploaded a corrected version now.  Sorry for the inconvenience.  I'm working on getting a linux version built, and that will probably be done tonight or within the next few days.
Title: Re: Legend of Siegfried 0.2.1 Released!
Post by: getter77 on January 07, 2012, 10:10:23 PM
Good deal, keep us all posted.   ;D
Title: Re: Legend of Siegfried 0.2.1 Released!
Post by: Xan on January 09, 2012, 02:43:34 AM
Linux version is now available for download.  I built it with the openSuse mono VMware image, and it works under there, but I know some people have had problems running it on Linux.  It would be really nice if I get some feedback from linux users about if/how it works for their systems.
Title: Re: Legend of Siegfried 0.2.2 Released!
Post by: Xan on February 25, 2012, 03:17:18 AM
The Legend of Siegfried 0.2.2 is now released!

Release summary:  bug fixes, AI improvements, more documentation, more content, much improved user interface

Download 0.2.2 for Windows (http://exong.net/RL/download.php?platform=windows); requires .NET framework 4.0
Download 0.2.2 for Linux (http://exong.net/RL/download.php?platform=linux); requires Mono with support for .NET 4.0

Changelog:

 * Added throwing nets
 * Added poison darts
 * Added to the main quest
 * Added kobolds
 * Added deferred dungeon generation
 * Fire and smoke
 * Added more descriptions
 * Added more materials
 * Added zombies
 * Added traps
 * Added eating, edibles, and hunger
 * Added roads to world generation
 * Added conversation/rumors to commoners
 * Added context-sensitive single key command
 * Added context-sensitive command hints
 * Added critical hits
 * Added more documentation
 * Character Sheet now shows average protection
 * Tweak radial calculations for projections
 * Added redirection for 'bump' commands when first direction is useless
 * Increased stone golem resistance to slashing and piercing and elemental damage
 * Decreased effect of perception on dodge and attack rolls
 * Reduced number of goblins in encounters
 * Magical imbalance and saturation no longer can affect spells at low values
 * Potions can now shatter from heat
 * More color-coding for messages
 * Resting now stops at full health
 * Allowed random choices at character generation
 * Improved stealth
 * Improved item generation
 * Improved targeting UI
 * Improved building generation
 * Improved item swapping
 * Improved AI (perception)
 * Improved AI (fleeing)
 * Improved AI (confidence)
 * Improved AI (item use)
 * Improved AI (throwing weapons)
 * Improved AI (movement patterns)
 * Optimization (memory)
 * Optimization (dynamic events)
 * Optimization (pathfinding)
 * Fixed a bug with autoexplore forcing you to steal from shops
 * Fixed a bug with disease
 * Fixed a bug with city inhabitants AI
 * Fixed a bug with low perception scores preventing you from seeing things you should be able to
 * Fixed a bug with AI not handling being teleported correctly
 * Fixed a bug with DynamicInvoke and exception handling
 * Fixed a major bug with armor/protection
Title: Re: Legend of Siegfried 0.2.2 Released!
Post by: getter77 on February 25, 2012, 04:55:32 AM
Very, very nice changelog landing solid hits on all manner of targets, 2012 is on track to be such a year for the Sprawling, Adventure-Driven Roguelikes between the activity on this, ADOM II, and other generally like-minded projects----the more the merrier!
Title: Re: Legend of Siegfried 0.2.2 Released!
Post by: Xan on March 19, 2012, 02:17:50 PM
The Legend of Siegfried 0.2.3 is now released!

Release summary:  bug fixes, UI improvements, new content, refactoring, integrated automatic update system

ATTENTION: the game defaults to automatically checking for updates on startup;  if this behavior is undesirable for any reason, you can disable it by adding the line "Autoupdate=false" to the file "settings.cfg".

Download 0.2.3 for Windows (http://exong.net/RL/download.php?platform=windows); requires .NET framework 4.0
Download 0.2.3 for Linux (http://exong.net/RL/download.php?platform=linux); requires Mono with support for .NET 4.0

Changelog:

 * Added game version update system
 * Added new content
 * Added more initial equipment
 * Added highlighting to visible creatures that are dangerous
 * Added experience gained display to experience gained in other ways than by killing
 * Added option to stop autoexplore when an item or feature is found (defaults to true)
 * 'l'ook now allows displaying details of other actors
 * Increased effect of agility on speed
 * Allowed unloading crossbows
 * Nomad now becomes hungry at 80% the normal rate
 * Dodging now reduces action points
 * Increased effect of strength for heaver weapons
 * Reworked opposed rolls
 * Simplified experience and level system
 * Zombies no longer have the stealth skill
 * Drinking poison now asks for confirmation
 * Improved AI (coordination)
 * Internal refactoring
 * Fixed a typo
 * Fixed skill used for throwing daggers
 * Fixed unarmed not working with critical hits
 * Fixed a bug with selling an item onto a stack
 * Fixed a bug with saving not serializing AI goals correctly
 * Fixed a bug with projectiles not working with criticals
 * Fixed a bug with thrown arrows/bolts dealing full damage
 * Fixed a bug with projectiles crashing the game
 * Fixed a bug with weapon skills not working for two-handed weapons
 * Fixed a bug with resting stopping when healed
Title: Re: Legend of Siegfried 0.2.3 Released!
Post by: getter77 on March 19, 2012, 10:23:36 PM
Congrats on another well wrought release and cheers to the auto-updating mechanism---if all goes well that should make things a breeze to keep track of and everybody working from the same playing field.   8)
Title: Re: Legend of Siegfried 0.2.2 Released!
Post by: AgingMinotaur on March 29, 2012, 08:36:59 AM
The Legend of Siegfried 0.2.3 is now released!

Congrats! In the meantime, Siegfried runs on my Linux of choice. For joy. I've just tested out a few characters so far, but what you've got is really good. The playing experience is smooth, I'm looking forward to play it some more.

Just some initial comments:

* I'd like an option to set resolution. My netbook's screen is just a bit too small (1024x600). EDIT: Ah, there's an option there, in the settings.cfg file. Kind of hidden away, though. Should one be able to set this option from the game menu as well? Seems a bit kludgy to have several different configuration systems in place.

* Automatically add ammo to your quiver when you pick up an item that corresponds to what you are currently firing? So you don't have to replenish your ammo so much.

* Allow "f" to actually choose a target, not only initiate targeting interface? Nitpicky, but easy to implement. If I want to shoot at the closest enemy, my habit from ADOM is to press the "shoot" button twice in a row.

* Are all feats used automatically in applicable situations? I'm curious to know what "spider anatomy" does, for instance. A more extensive manual/help, where the mechanisms behind things like this are explained, will be a welcome addition. That said, I'm all for discovering the nature of something like "spider anatomy" in game, so long as I know there's no hidden button I should press to activate it.

* Resting: When you are asked how long to rest, maybe set 9999 as default. That way, you could just press R and Enter to heal up.

* The generated towns look nice, but I do find them somewhat big and "empty". Exploring (even autoexploring) such a huge settlement with few or no noteworthy sights is a bit boring to me. (One-screen towns are ok, but the bigger ones leave me: "Oh no, there are more houses on the other side of the river!") It's nice with some commoners and to add flavor, but places of interest are few and far between. I know other people really enjoy just looking at the scenery, so your mileage may vary. Also, I guess this problem might solve itself as you get more content to put in the cities, apart from basic shops.

* Fighting goblin zombies in particular, I get a lot of: "You hit, but to no effect. The zombie attacks, but you dodge." This dulls the mind a bit; I prefer swift and critical battle situations.

* Error on restore save (mono version 2.10.8.1-1 in Debian):

Unhandled Exception: System.ArgumentOutOfRangeException: Cannot be negative.
Parameter name: length
  at System.String.Substring (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0
  at IInfinity.Core.Kernel.Save.Load (System.String fileName) [0x00000] in <filename unknown>:0
  at IInfinity.Entry.Manager.Initialize (System.String[] args) [0x00000] in <filename unknown>:0
  at IInfinity.Entry.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.ArgumentOutOfRangeException: Cannot be negative.
Parameter name: length
  at System.String.Substring (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0
  at IInfinity.Core.Kernel.Save.Load (System.String fileName) [0x00000] in <filename unknown>:0
  at IInfinity.Entry.Manager.Initialize (System.String[] args) [0x00000] in <filename unknown>:0
  at IInfinity.Entry.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0

* All in all: I'm impressed and happily surprised. Keep up the good work!

As always,
Minotauros
Title: Re: Legend of Siegfried 0.2.3 Released!
Post by: Xan on March 29, 2012, 03:22:15 PM
Hey, thanks for your persistence in trying to get TLoS working for you.  Did it just start working, or did you do something specific that made it work?

I like all of your suggestions;  some are already in, and will be in the next version (setting resolution separately from font size from the options menu, 'f' choosing a target).  The others will definitely be done at some point.  There's just so much to do, I haven't gotten to them yet.  Documentation, especially.

Yeah, cities are a little empty right now, but that will change as I add more content to them... that just takes time.  I know what you mean with the zombies thing... what I'm aiming at is for individual zombies to pose little threat, but have them difficult enough to kill that if you're not careful, you can end up surrounded by them.  I might just redo the whole concept there, though, because I really don't like the way they work right now for the most part, either.

Loading save games is fixed in SVN... just a little OS intolerance (searching for '\' in path, rather than both '\' and '/').

Thanks for playing and commenting!  I really appreciate it... it really helps motivation to have people playing and giving feedback.
Title: Re: Legend of Siegfried 0.2.3 Released!
Post by: AgingMinotaur on March 29, 2012, 04:14:37 PM
Hey, thanks for your persistence in trying to get TLoS working for you.  Did it just start working, or did you do something specific that made it work?

It just started working. No fuss needed on my part. Interestingly, perhaps, running the old version of TLoS still exits with the same error. So you must have fixed some bug that was making this happen.

As always,
Minotauros
Title: Re: Legend of Siegfried 0.2.3 Released!
Post by: Xan on May 16, 2012, 07:10:27 PM
Version 0.2.4 released.   Changelog is on the wiki page.  Just tell the game to check for updates to get the new version, or download 0.2.3 and update.
Title: Re: Legend of Siegfried 0.2.4 Released!
Post by: getter77 on May 16, 2012, 07:32:42 PM
Well, that's a fantastic changelog all told!   :o
Title: Re: Legend of Siegfried 0.2.4 Released!
Post by: jim on May 20, 2012, 01:52:09 AM
Man, I keep wanting to play this game -- I think it's going to be awesome, but something always stops me. This time it was dungeons full of annoying molds.
Title: Re: Legend of Siegfried 0.2.5 Released!
Post by: Xan on June 22, 2012, 04:07:55 PM
The Legend of Siegfried 0.2.5 is now released!

Release summary:  saving/loading now 10x faster and smaller, improved interface, tileset support

Changelog:

 * Added ability to perform possible actions with an object from the inventory
 * Complete rewrite of save routines
 * Mouse can now be used to select items from lists, as well as target
 * Added 1 new city feature
 * Added goto function
 * Added option to use graphical tileset
 * Added auto-pickup for items matching equipped ammunition and treasure
 * Added 2 more minor unique items
 * Increased hp gain per level
 * Added activatable combat feats and other new feats
 * Added 2 new creatures
 * Made gray mushrooms edible
 * Rework prices for items
 * Slightly increased levels of kobold and gnoll bosses
 * Added first part of yeti quest
 * Fixed a bug that prevented some items from stacking
 * Fixed a bug that allowed the same unique to spawn more than once
Title: Re: Legend of Siegfried 0.2.5 Released!
Post by: getter77 on June 22, 2012, 04:35:21 PM
Excellent!   8)  I would guess the "Visible" mode in the last screen needs some eventual tinkering though when using graphical Tile mode to display mini tile representations instead of the unused ASCII?
Title: Re: Legend of Siegfried 0.2.5 Released!
Post by: Xan on June 22, 2012, 05:36:10 PM
Excellent!   8)  I would guess the "Visible" mode in the last screen needs some eventual tinkering though when using graphical Tile mode to display mini tile representations instead of the unused ASCII?

Yes, exactly.  That shouldn't be too hard to do, and it will be useful for some other things as well.
Title: Re: Legend of Siegfried 0.2.5 Released!
Post by: getter77 on June 22, 2012, 06:00:46 PM
Great.  Is the tileset complete at this point outside of ongoing new content that I'd also reckon is assuredly coming as the game matures further?  Self-tackled or have you an artist or so hard at it like Psiweapon or the few others making a name for themselves on the likes of here, Rephial,and Bay12?
Title: Re: Legend of Siegfried 0.2.5 Released!
Post by: AgingMinotaur on June 22, 2012, 08:43:55 PM
Yay! I've been playing LoS for a bit lately, and enjoying it quite a lot. Just fired up the new version, which looks nice. "Goto" command in the city is a huge boon – exploring the (IMHO too big) city was a real chore in 0.2.4. Saving and restoring used to take ages on my netbook pc, so I'm excited about you having sped up the engine. I'd say the game is pretty polished. I would love some more documentation (The mark of the wanderer, as well as certain potions/spells, I've no idea what they do). But I even enjoy finding stuff out by trial and error.

In version 0.2.4, I got two chracters (neophytes, but both at full health and with decend gear) instakilled when autoexploring, which I thought worthy of mention.

Feats are a nice system, although I'm not crazy about the shield feats of the fighter types, since they seem to just be called randomly. A nice feat, and easy to implement, maybe learnable as reward for a side quest, would be swimming, allowing you to move over water.

May comment more later. Anyway, keep up the good work.

As always,
Minotauros
Title: Re: Legend of Siegfried 0.2.5 Released!
Post by: getter77 on June 22, 2012, 09:14:38 PM
Speaking of other random thoughts Xan:  Have you given any consideration to throwing in with the Roguelike Incubator side of things for the looming ARRP 2012 some months from now?  It would seem like a good idea on the surface at the very least as far as more feedback and whatnot.
Title: Re: Legend of Siegfried 0.2.5 Released!
Post by: Xan on June 22, 2012, 09:34:40 PM
The tileset is almost complete (I consider the whole set a placeholder as it is, until I have time to make the graphics myself or find someone talented enough and willing to work on them), except for a few creatures or items that will still show up as ASCII, but I don't think they will generally show up in a game.

Documentation is certainly something I have to work on, but one thing you can do right now is view detailed information on attributes, skills and feats by pressing '?' in the character sheet view.  There you can see how the shield feats work.  There is definitely some randomness involved, but it's certainly not all random, just like say, normal attacks have a certain chance to hit.  

Death by autoexplore... well, that certainly one disadvantage to using it for dangerous dungeons, like the zombie levels, where a hit can not only do a lot of damage, but can inflict a disease that reduces your effective constitution, resulting in an immediate drop of max hp, etc.  It's best with low hp chars especially to avoid walking around blind corners.  Also, using a torch or lantern can help, if you didn't have one.  In 0.2.5, I have also increased base HP per level, so that should make it easier to survive with neophytes after gaining a few levels.  And if you manage to learn a summoning spell, that's a tremendous aid.


Update:  The tiles are mostly taken from the AngbandTK sets (credit goes to David Gervais, Creative Commons license), and from The Battle For Wesnoth (GPL).  Some other miscellaneous ones are just quick work done by me.
Title: Re: Legend of Siegfried 0.2.5 Released!
Post by: Xan on June 22, 2012, 09:43:21 PM
Speaking of other random thoughts Xan:  Have you given any consideration to throwing in with the Roguelike Incubator side of things for the looming ARRP 2012 some months from now?  It would seem like a good idea on the surface at the very least as far as more feedback and whatnot.

I saw the discussion about that, but I'm not sure I want to do that for a few reasons.  I'm not sure I understood it correctly, but it seemed like it was meant for more complete games.  Also, I don't know if I would have time to do everything that would be involved with it, e.g. providing detailed feedback on other games, and I don't think the interface will be up to par for a while.  I have just added more mouse support in this version, but there's still quite a ways to go.

So, I was just going to stay out of it, although I would of course welcome more people playing and more feedback, especially regarding interface.  I don't think that I want to commit to anything special for the ARRP this year though, as I don't know how much time I can spend working on it over the next few months.
Title: Re: Legend of Siegfried 0.2.5 Released!
Post by: AgingMinotaur on June 22, 2012, 10:20:03 PM
Hm. Trying to load a saved character currently crashes on my pc:
Code: [Select]
simen@coupdepoudre:~/data/spill/TLoS_0.2.5-linux$ mono IInfinity.exe

Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at IInfinity.Core.Kernel.Save.GetMetaInfo (System.String fileName) [0x00000] in <filename unknown>:0
  at IInfinity.Entry.Manager.Initialize (System.String[] args) [0x00000] in <filename unknown>:0
  at IInfinity.Entry.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
  at IInfinity.Core.Kernel.Save.GetMetaInfo (System.String fileName) [0x00000] in <filename unknown>:0
  at IInfinity.Entry.Manager.Initialize (System.String[] args) [0x00000] in <filename unknown>:0
  at IInfinity.Entry.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0

I have tried to save and restore two characters so far. The saves/ directory branch seems to be in order.

As always,
Minotauros
Title: Re: Legend of Siegfried 0.2.5 Released!
Post by: Xan on June 22, 2012, 11:02:59 PM
Yep, it was a bug that only affected Linux.

I've uploaded 0.2.5.2, so you can get it by updating.

Changelog:

 * Mouse can now be used for movement and attacks
 * Diseases now take several hours to fully set in
 * Movement noises are now only reported for allies when message detail is set to All, and for enemies when it is set to High or All
 * Autoexplore now stops for noises heard
 * Fixed a bug with parsing meta info files
Title: Re: Legend of Siegfried 0.2.5 Released!
Post by: getter77 on June 23, 2012, 12:50:57 AM
Speaking of other random thoughts Xan:  Have you given any consideration to throwing in with the Roguelike Incubator side of things for the looming ARRP 2012 some months from now?  It would seem like a good idea on the surface at the very least as far as more feedback and whatnot.

I saw the discussion about that, but I'm not sure I want to do that for a few reasons.  I'm not sure I understood it correctly, but it seemed like it was meant for more complete games.  Also, I don't know if I would have time to do everything that would be involved with it, e.g. providing detailed feedback on other games, and I don't think the interface will be up to par for a while.  I have just added more mouse support in this version, but there's still quite a ways to go.

So, I was just going to stay out of it, although I would of course welcome more people playing and more feedback, especially regarding interface.  I don't think that I want to commit to anything special for the ARRP this year though, as I don't know how much time I can spend working on it over the next few months.

Well, in theory the current run of it leans towards more complete as your say, but the general notion is to be inclusive to projects at all stages of development so as to give a good shot in the arm to keep things lively and heading in a generally good direction----a fair example that I'd hope ends up working out being the likes of Bardess.

But yeah, you've solid reasoning to let it be for the time being at least, perhaps down the line in 2013 more things will align in such a manner.  ARRP aside, I reckon many good updates will happen for LoS here in due course given how well things have gone since the start of 2012.   :)
Title: Re: Legend of Siegfried 0.2.5 Released!
Post by: jim on September 08, 2012, 12:25:20 AM
Holy crap, what do I do about the rotting plague? I squandered every last sovereign I had on a potion of cleansing and nada.
Title: Re: Legend of Siegfried 0.2.6 Released!
Post by: Xan on December 03, 2012, 06:54:38 AM
The Legend of Siegfried 0.2.6 is now released!

Release summary:  tons of graphical/interface improvements, more detail to current content

Download 0.2.6 for Windows (http://exong.net/RL/download.php?platform=windows); requires .NET framework 4.0

This release is currently Windows-only, as a bug in the Mono runtime prevented me from getting a working executable for Linux.

Screenshots:
(http://exong.net/RL/screens/Clipboard01.png)

(http://exong.net/RL/screens/Clipboard02.png)

(http://exong.net/RL/screens/Clipboard03.png)

Changelog:

* Added hp bar
* A* optimization
* You no longer need to restart to change font size, window size, or fullscreen
* Added basic playback functionality
* Metal items can now melt
* Added option to scale graphics
* Added error handling to allow you a chance to attempt a save in case of a fatal error
* Reworked cave generation
* Added containers
* Reworked score system
* Added AI-based dungeon generation
* Added trees
* Added AI usage for all implemented feats
* Added AI usage for all implemented spells
* Added more content
* Added required time to cast spells to spellcraft page
* Reworked how modifiers are applied to various types of equipment
* Combine inventory and equipment screens
* Right click on adjacent tiles will now attempt to open/close/operate or talk to a person there
* Finish yeti quest
* Change "open" command to "operate" command
* Remove "close" command
* Added cross training to combat skills
* Add tooltips to most statuses
* Many GUI improvements, fuller mouse integration
* Complete rewrite of low-level display and input
* Critical hits no longer do any bonus damage, but will always deal maximum damage at +75% armor penetration
* Improved UI for various menus
* Added active DM AI
* Make number of shops in city more consistent and reduce size of city
* Added descriptions for most potions
* Visible creatures and items now show graphical tiles
* Added more feats
* Improved AI (fleeing)
* Going up or down no longer takes two turns
* Decreased wolf strength and agility
* Fixed a bug with pathfinding and traps
* Fixed some issues with displaying extended tiles
* Fixed a minor grammer issue
* Fixed save game meta info for some backgrounds
* Fixed a display bug that only manifested at certain resolutions
* Fixed a minor bug with automation
* Fixed a minor bug with targeting in non-visible areas
Title: Re: Legend of Siegfried 0.2.6 Released!
Post by: mrrstark on December 03, 2012, 11:44:21 AM
I tried to give this a go, but it won't launch properly.
Windows 7, I doubleclick IInfinity.exe. I see the settings.cfg be created, and the mouse does the little "loading" animation, but then nothing happens, and no window is launched.
Title: Re: Legend of Siegfried 0.2.6 Released!
Post by: getter77 on December 03, 2012, 01:00:56 PM
Hey hey, it made it out well ahead of New year's afterall----congrats on what appaears to be a release of a great many steps forward!   8)
Title: Re: Legend of Siegfried 0.2.6 Released!
Post by: Xan on December 03, 2012, 04:01:46 PM
I tried to give this a go, but it won't launch properly.
Windows 7, I doubleclick IInfinity.exe. I see the settings.cfg be created, and the mouse does the little "loading" animation, but then nothing happens, and no window is launched.

Hmm, that's odd.

So, settings.cfg is the only file created?  No keys.cfg or kernel.log?
Title: Re: Legend of Siegfried 0.2.6 Released!
Post by: mrrstark on December 03, 2012, 04:25:16 PM
I tried to give this a go, but it won't launch properly.
Windows 7, I doubleclick IInfinity.exe. I see the settings.cfg be created, and the mouse does the little "loading" animation, but then nothing happens, and no window is launched.

Hmm, that's odd.

So, settings.cfg is the only file created?  No keys.cfg or kernel.log?

Correct
Title: Re: Legend of Siegfried 0.2.6 Released!
Post by: Xan on December 03, 2012, 04:36:30 PM
Could you check the Windows Event Viewer, and see if anything shows relating to the executable in the "Windows Logs" -> "Application" section?
Title: Re: Legend of Siegfried 0.2.6 Released!
Post by: mrrstark on December 04, 2012, 02:46:24 AM
Application: IInfinity.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.TypeInitializationException
Stack:
   at IInfinity.Interface.GUI.AbstractGui..ctor(IInfinity.Core.Singular.Being.Person.IPerson)
   at IInfinity.Interface.GUI.BareGui..ctor(IInfinity.Core.Singular.Being.Person.IPerson)
   at IInfinity.Interface.GUI.CommonGui..ctor(IInfinity.Core.Singular.Being.Person.IPerson)
   at IInfinity.Interface.GUI.DefaultGui..ctor(IInfinity.Core.Singular.Being.Person.IPerson)
   at IInfinity.Entry.Manager.Initialize(System.String[])
   at IInfinity.Entry.Program.Main(System.String[])
Title: Re: Legend of Siegfried 0.2.6 Released!
Post by: Xan on December 04, 2012, 03:04:37 AM
It's possible that that's caused by the runtime not wanting to load DLLs that you downloaded.  You can either check the properties of the dlls in the game directory and push the "unlock" button on whichever ones have it, or you can download this config file (http://exong.net/RL/IInfinity.exe.config).

Let me know if either of those helps.
Title: Re: Legend of Siegfried 0.2.6 Released!
Post by: mrrstark on December 04, 2012, 04:14:20 AM
Right clicking on each dll and clicking unblock worked.