NitsLoch 2.1

Magnanimous hi all.

RoofDamager is now part of the GPL project, and I got rid of the closed source version for now.  Version 2.1 is on SourceForge now, and contains the RoofDamager editor.

Other than that, nothing is new with NitsLoch, but I am considering starting a new scenario.  I’ll post more about that if I make any progress for the … hmm let me check the list … ah yes, 0 of you who read this.

Valero,
W’rk

Posted in: NitsLoch 2, RoofDamager by wrkncacnter No Comments

Consider your roof damaged

RoofDamager v1.0 is ready!  I’ve done a pretty decent amount of testing, and it seems to work well enough.  Though I do suggest backing up your scenario file before doing any major editing.

Just point it at the scenario XML file you want it to edit, or start up a brand new scenario file.  Head on over to the download page.

Posted in: NitsLoch (closed source), RoofDamager by wrkncacnter No Comments

RoofDamager nearly done

RoofDamager can now edit everything in the XML file, and I’ve tested it to the point whre I’m fairly confident it works as expected.  There are a few things I want to clean up before I release though.  Right now it basically expects you to have a scenario XML file already written that you can edit, so I want to make sure you can start up a brand new XML file if you want.

So, after I clean up a few things like that and do a little bit more testing, I’ll release it.  Here are a couple images of the completed GUI:

spawns

bars

Posted in: NitsLoch (closed source), RoofDamager by wrkncacnter No Comments

Land editing

This has been a fairly productive day for RoofDamager.  You can now edit all of the land types.  The exit land type doesn’t show up under Land, because the only thing you can really edit for them are the images, and there is a fixed number of them.  So, I added them under the images tab.

streets

triggers

Bar and sound editing should be easy, and I’ve got a plan for how to edit the city and dungeon spawns, so hopefully this will get done soon.

Posted in: NitsLoch (closed source), RoofDamager by wrkncacnter No Comments

Presets tab complete

I just finished one of the things I was looking forward to the least for RoofDamager, shop preset editing. The current version can edit all shop presets: weapons, armor, ammo, magic and generic.

presets1

The things that are left to do for RoofDamager:

  • Enemy spawns for cities/dungeons.
  • Land types.
  • Bars.
  • Sounds.
Posted in: NitsLoch (closed source), RoofDamager by wrkncacnter No Comments

Scenario Editor for the XML file

What I’m currently working on is a GUI editor for the scenario XML file. Since editing the XML file by hand is a pain, I thought it would be nice to have a graphical editor for this. So far I’ve got it reading and writing back the XML, and I’ve added the ability to edit about half of the sections in the XML file.

I would upload what I have currently, but the XML that it outputs is not very easy to edit with a text editor since it is all in one line. Since you would still have to edit half of the sections by hand, I won’t upload this editor until I am done.

Here are some screenshots of what I currently have:

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Posted in: NitsLoch (closed source), RoofDamager by wrkncacnter No Comments

Closed source version started

Unfortunately, because my employer makes it difficult to work on open source projects, I will have to start a closed source project in order to continue NitsLoch development.  This means any new features or bug fixes in the NitsLoch engine will not be part of the project on SourceForge.  You will be able to download the binaries from here.

There is currently nothing there yet, since I haven’t yet added anything new. I will post progress here when I do get new features added.

Posted in: NitsLoch (closed source) by wrkncacnter No Comments