Most of the changes in this version went into NotEye (I am working on ADOM and some of these features will be probably used there):
NotEye menu is now split into several submenus, so you no longer get one huge screen filled with options with strange hotkeys. This also makes it possible for game configurations to easily add their own options, and for config.noe to allow users to add their own menu options for quick access.
NotEye script refresh (previously Menu-F5, now Menu-DR) no longer breaks games with integrated NotEye support
Fixed a bug which caused crashes when selecting scaled fonts before selecting their original versions
isoparam now has an additional argument, useful for tilesets with non-square ratios
sfIItem (when used alone) is now done via tiletransform instead of caching an image (this is more effective and also no longer causes losses of quality due to double transformation)
Fixed the Brogue config which apparently did not work for some reason
tiletransform now works correctly with negative scaling factors (allowing script devs to do mirror images easily)
you can now compose recolorings if they are of different types (however, for backward compatibility, if recolorings composed were of the same type, the new recoloring replaces the old one)
"recMult" recoloring algorithm is now able to modify the alpha channel, so you can use it to create a transparent version of an image
Hydra Slayer got two minor changes: lower walls in the ISO mode (previously it was impossible to see scrolls and potions behind walls), and fixed spelling ("machete" instead of "machette").
After some time, I have finally managed to work a bit on Hydra Slayer. Most of the work was on the Android port, but I have also found several big bugs in the desktop version, too. Here is the list of changes.
Fixed the bug which caused you to clear the further dungeons if you reloaded a game saved before the boss level.
Fixed the WEADZX keys for hex movement.
The slayer now looks differently when dead.
The hex mode uses the color theme similar to the new one (brown, not blue).
You no longer play the same game seed if you quit the current char and restart.
(NotEye) Fixed a crash bug when loading the game.
(pure console obtained by compiling the Hydra Slayer directly) Fixed problems with Curses calls. Fixed the auto-explore
(Android) Adjusted for the recent changes (13.1-13.9), including some of the new graphics, and the Tutorial. Long texts are now broken more reasonably. Better menu item names. The game shows you where you should touch to get the convenient menu.
There are no real changes in NotEye, except that missing functions have been added: noteye_mvaddstr, noteye_mvaddch, retBool, retStr (as requested by Ancient, thanks!). However, it seems that the work on the NotEye version of ADOM goes well :)
I was planning to release the new version of HS+NE on the ARRP, but unfortunately, my testers were too busy working on their own games, and I was unable to improve the latest version, due to not enough feedback about the new graphical style. I was quite busy, too. Hopefully I will get some feedback soon, and I will release the new version, finally :)
On the other hand, Psiweapon and Michał "Ancient" Bieliński have recently released PRIME, using NotEye as a graphical renderer. Great to finally have NotEye successfully used by someone other than me. And a great roguelike too. I heavily recommend it :)
The ADOM crowdfunding campaign became a great success. One of the major roguelikes got $90000 for its resurrection. Congratulations to Thomas for a great campaign! And I am very happy to be a part of it. I have learned a lot about marketing and graphics (Hydra Slayer should look better from now).
I have also put HyperRogue III on Steam Greenlight. I am not very serious about it, but I got some new players, and it generated some interesting discussion, so I think it was a very good idea.
In two weeks, ARRP will come, and we will release the Roguelike Bundle. I have got some useful feedback from Ancient and Darren Grey, and I am releasing the new versions of NotEye and Hydra Slayer.
Changed the palette in Hydra Slayer to a more tasteful one (you can press F8 to get the original, although it won't react immediately, and is not documented)
Changed the floor color to brown
In Hydra Slayer, unseen cells are now dark gray instead of black; and parts of the map which are outside of the level are a brighter shade of gray (they no longer look like walls)
Added shadows for items, objects, and walls
Improved the minimap colors (the background is no longer black, has a frame)
Tiles changed for PC and scrolls
A special picture for Centaur and Echidna PCs
You no longer get a huge menu when you start the game. Race selection is a separate menu now
Added an option to open another savefile, or rename the savefile
The game now automatically goes to the main menu when the PC is dead
However, it is possible to resume game, and theoretically it is even possible to get back to life after being defeated... added an achievement for this
Made the Human description more concise
Fixed a grammar error in the Centaur description
Fixed a bug with weird letters appearing in the inventory in the minimap mode
You can download NotEye + Hydra Slayer here. Have fun! And see you on the
ADOM Resurrection Virtual Party today, and on the Annual Roguelike Release Party in two weeks!
Recently, I have been involved in the ADOM crowdfunding campaign. As a stretch goal, NotEye integration is considered. Integration means that ADOM will be able to communicate with NotEye directly instead of just reading the output, avoiding problems where very different things are represented by the same character (arrows and open doors, for example). As a further stretch goal, a full tileset is going to be created.
The video above is not yet integrated. Krys has created the most basic parts of the tileset, and I have made NotEye support them. Just in case, other NotEye's graphical modes also work with these new tiles: 32x32 tiles, 64x64 tiles, isometric Terinyo, FPP, and mini-tiles.
Although NotEye 5.8 does not include the work specific for ADOM, it includes several technical improvements which were required for this (or for other reasons):
Alpha channel is now supported in tiles (and in fonts). This might have broken backwards compatibility ("transparent color" which was 0x008000 can now be 0xFF008000 because it has 0xFF alpha now), so take care.
Multi-layered tiles. This means that you can say that a part of the tile is on layer 0, and a part is on layer 1, for example. We draw all layers 0 first, then we draw all layers 1. Glowing torches in the ADOM video are done using this (we draw the glowing auras after all the level has been drawn).
tiletransform is now partially supported in ISO (IItem only) and FPP (walls, items, monsters). Still not a complete support, but at least, stun animation in Hydra Slayer now works in ISO and FPP modes too.
Added a "spFree" spatial flag which allows more complicated 3D models (together with a new tile transformation). Not very useful for now (as it is not documented and has no practical way of specifying that the surfaces should be drawn in the correct order), but at least there is something. Stairs in Hydra Slayer use the new abilities.
spWall and spIWall separated into several spatial flags, so you can design each wall separately
Ability to halt music. Hydra Slayer does this on death (I am thinking about adding some special music, but silence will do for now).
Some tileXXX functions now have extra parameters. Specifically, tileshade and tilefill are combined into one, which also gives more options (set any alpha value, and it can be different for R/G/B). TileTransform now has extra parameters for 3D (shift in the third dimension, rotate), and recolor can use one of several algorithms now (the old recDefault, recMult which simply multiplies tile's color by the new color, and recPurple which works like the default but affects only shades/desaturations of purple).
NOAUDIO and AVOID_NET flags work now (i.e., NotEye actually compiles with them)
Improved generic-tile.noe
Fixed support for games where the movement is with numbers (used in ADOM)
Some auxiliary functions for color handling in Lua
For integrated roguelikes, NotEye now also exports "setfieldString" and "setfieldBool" for more integration options
Documentation is still heavily lacking, but Ancient (Michał Bieliński) is working on NotEye integration in PRIME, and he says that the progress is satisfying. So at least I am not the only one able to use this :)
Have fun!
I have found a bug report that NotEye was not working correctly on non-QWERTY Windows... So I had to fix that. Hope it works now.
Hydra Slayer is not affected (it was already fixed on Linux and in the integrated Hydra Slayer). At least the minor version number agrees in HS and NotEye now :)