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freeablo's Introduction

Project is Archived

It was fun, but I'm archiving the project. More info here: #507







Join the chat at https://gitter.im/freeablo/Lobby Build Status Build status

Hello my friend, stay a while and listen!

freeablo is a modern cross platform reimplementation of the game engine used in Diablo 1. As it is just an engine, you will need the original data files to play the game.

Currently, you can run around town, players and NPCs animate, you can go through the dungeon and fight monsters with melee (and limited ranged and magic), monsters drop loot, you can buy and sell items, and a bunch more stuff. This is just a base for a game so far, so if you can help, please see the contributing section below!

There is a website at http://freeablo.org

Installation

Build the engine yourself (instructions below), or grab a prebuilt binary for your platform from https://github.com/wheybags/freeablo/releases

Copy DIABDAT.MPQ and Diablo.exe from your diablo install into the folder with the freeablo executable. (NOTE: only version 1.09 of diablo is currently supported, so please patch to that version)

Controls

  • Mouse to walk around, just like the original, and click on doors to open them.
  • PgUp and PgDn keys will move up / down through dungeon levels.
  • ESC to open pause menu
  • F10 to toggle texture filtering
  • F11 to toggle debug grid
  • Scroll wheel to zoom

The above will all be made configurable at some point.

Documentation

decisions.md contains a list of significant decisions taken over the project's lifetime.

Compilation

freeablo uses cmake and a c++ package manager called hunter, so it should be as simple as just compiling it like any normal cmake project. During the intitial run of cmake, some third-party dependencies will be downloaded and compiled. They can take a while, but they will be cached in ~/.hunter (C:\.hunter on windows) afterwards, so you should only have to do that once.

Detailed instructions

Get the source:

via git:

git clone https://github.com/wheybags/freeablo.git

or download from https://github.com/wheybags/freeablo/releases.

make a build directory:

cd freeablo
mkdir build
cd build

call cmake:

cmake ..

Now you're ready to go, cmake has generated a makefile/vs solution, just run make/open in vs to compile.

Contributing

Have a look at the github issue tracker for something to do, send a pull request, and I'll probably accept it. Having dabbled a bit in OpenMW (http://openmw.org), I have decided to use their coding standards for this project, which you can see here: https://wiki.openmw.org/index.php?title=Policies_and_Standards

Bug reports

Please feel free to submit bug reports on the github issue tracker at https://github.com/wheybags/freeablo/issues

Changelog

See changelog.md

freeablo's People

Contributors

akuskis avatar alexey-lysiuk avatar balintkissdev avatar d33tah avatar danyshaanan avatar dft-sbuggay avatar doggan avatar enti avatar exairnous avatar fuco1 avatar gbudny avatar grantramsay avatar ibara avatar kiliankoe avatar konopka90 avatar lanodan avatar mewmew avatar necrolis avatar neveza avatar ni-ku avatar pengyz avatar predelnik avatar rohit-n avatar setronn avatar theotime avatar vieiraa avatar wheybags avatar

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freeablo's Issues

Example mod

make an example mod that doesn't depend on diablo at all, once modding is supported

mod support

using sensible image formats, scripting support, etc
kindof a meta-issue for all mod-related bits

gear display

displaying the correct player image for the gear you have equipped

Video playback

ffmpeg is probably what we want here, but I'm no expert

image viewer

This already sorta exists in apps/celview, but it's a bit shit
It would be nice to have a proper gui (I would lean towards qt for this)

2 compilation warnings

First warning

freeablo/components/render/sdl2backend.cpp:55:47: warning: narrowing conversion of ‘x’ from ‘size_t {aka long unsigned int}’ to ‘int’ inside { } is ill-formed in C++11 [-Wnarrowing]

SDL_Rect dest = { x, y, width, height };

Possible fix

Either change the function definition from void drawAt(SDL_Texture* sprite, size_t x, size_t y) to void drawAt(SDL_Texture* sprite, int x, int y) or make an explicit case SDL_Rect dest = { int(x), int(y), width, height };

Second warning

freeablo/apps/freeablo/faworld/actor.cpp:20:5: warning: control reaches end of non-void function [-Wreturn-type]

Possible fix?

Should the function raise an exception, return NULL or simply be restructured so that one case is considered the default in which case it would always return.

bows

firing animation and show arrows

save/load

first implementation need only cover random levels + player position

Physics in town

Whether or not a tile is passable is currently calculated by checking if any but the bottom two boxes in the min pillar for the tile are non empty. This works fine for generated dungeons (with the current algorithm), but fails in town in a number of places (most notably, the rivers)

magic

This will probably need to be split into a bunch of dub-issues for each type of magic

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