Marek14 wrote:Incantus wrote:Unfortunately, I can no longer make Windows versions as MageKing17 was my windows release packager. If anyone is willing to help me build the windows that would be great!
However, the windows editor is no longer needed, since I've changed the code to use text based cards located in the data/cards/ directory.
Do you also use normal card images now like, say, Forge? I know there were sometimes problems with card_images.db, like impossibility to manually edit it.
Since the forum ate my original post, allow me to respond again.
Incantus has loaded card images from the data/cardimg folder for well over a year. Betatester Toolbox has had its image in that folder in every release since the change was made. card_images.db is still used as the download target by the image-downloading code, but it won't download an image if it's in the data/cardimg folder (it may use the .db if it had already downloaded the image... you can force it to use your custom image (or re-download the latest) by deleting card_images.db).
The new feature is that you similarly no longer need cards.db (and, since the program doesn't automatically download cards from anywhere, it won't automatically be created), since you can now store cards as regular text files (but not regular .txt files, remove the file extension) in the data/cards folder. This is a feature I had at one time added to my version of Incantus (but I made it load .txt files, and never committed it to the SVN), now it's a part of the default code.
Speaking of the new code, I have successfully gotten the new code to build into a working executable. Incantus and I are fixing a few bugs (and I'm adding one fix which is almost like a new feature) so that the first major release in a while (what version number should this be? 0.7.0? Surely the new UI by itself is worth a major increase...) will be stable enough that it's actually usable (even if it
does need cards badly).
Since that was pretty vague, allow me to give some specifics for our loyal fanbase (or, rather, those of you who haven't already pored over the source code... so, all of you

): Retrace,
Flash, and Cascade are all in and working (and, from what I can tell, Suspend should be possible, if someone fixes the UI to display counters on cards outside of play, and I'm going to see if I can fix up Hideaway for this release for good measure). Using the same technique as
Flash (but applied on a larger scale),
Vedalken Orrery is now implemented and working (yes,
working!). So is
Allosaurus Rider (with working alternate cost) and
Haakon, Stromgald Scourge (which isn't 100% tested) is so far is working (can't be played from hand, can be played from graveyard).
Worldheart Phoenix has been coded but not tested, I'm going to be doing that soon. Oh, and our old favourite
Fist of Suns is also in.
For our regular card-makers, I'd recommend against heavy card creation at this point (or, more specifically, at the point I finally put up the new build). Having less than 100 cards makes it easier for us to change the card format if we need to (and odds are, we'll need to fairly soon, if for no other reason than to switch zones to symbols like colors and characteristics are).
EDIT: Oh, I almost forgot. Not only do we have alternate costs working, but we also have additional costs working, so
Bone Splinters et al. are now possible (again).