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Release: OHRRPGCE 2006-02-15 Serendipity
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Feb 15, 2006 3:19 pm    Post subject: Release: OHRRPGCE 2006-02-15 Serendipity Reply with quote

A new update of the OHRRPGCE is available today! It contains lots of cool improvements, which are detailed in whatsnew.txt. The most important change is the integration of Simon's windows-porting work from FBOHR. I don't know how we could thank him enough (but if he were to fill out one of these it might help ;)

Download the new release from http://HamsterRepublic.com/ohrrpgce/download.php available both as a Windows Installer, or as a comforting old-fashioned zip file

[EDIT: as TMC noted in this thread we had to re-release one day later due to some nasty bugs. If you downloaded yesterday, you ought to download again. (the link is the same)]

[EDIT: "I do not have what sets everyone apart from each other" ... those who seek the truth would want to know what the problem used to be with the setenemyrewards command]


Last edited by Bob the Hamster on Thu Feb 16, 2006 3:53 pm; edited 1 time in total
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Battleblaze
Warrior Thread Monk




Joined: 19 Dec 2003
Posts: 782
Location: IndY OHR

PostPosted: Wed Feb 15, 2006 3:30 pm    Post subject: Reply with quote

I wish you were all large breasted wemon so we could have raging sex.(BattleBlaze's way of giving hyperthanks). To infinity and beyond kids. When are we gonna have our own G4 special!?
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Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Wed Feb 15, 2006 4:15 pm    Post subject: Re: Release: OHRRPGCE 2006-02-15 Serendipity Reply with quote

James Paige wrote:
Download the new release from http://HamsterRepublic.com/ohrrpgce/download.php available both as a Windows Installer, or as a comforting old-fashioned zip file


An installer? Where did that come from? >_>

Anyway, for those who just can't wait, here's whatsnew.txt (Only for Serendipity, of course):

Code:
WHAT IS NEW?

Feb 15 2006 [serendipity]

  * New Features

    * !!! Native Windows port of GAME.EXE [Simon Bradley] !!!

    * !!! Native Windows port of CUSTOM.EXE [Simon Bradley] !!!

    * You can copy and paste different sized sprites across the sprite
      editors, and while you are drawing a sprite you now paste and
      transparent-paste at the current cursor position instead of
      top left corner [Ralph Versteegen]

    * Attack bitsets to disable certain target slots on an
      attack-by-attack basis. [James Paige]
      (Unfinished! Only works for heroes right now, see bug 102)

    * Animated backdrops in battle [Mike Caron]

    * Attack bitset to force the heroes to run away [James Paige]

    * General bitset to "Disable Hero's Battle Cursor" [Yuriy]

    * Attack option to set a tag (with a number of options relating
      to what triggers the tag, and conditional to another tag)
      [Mike Caron]

    * Added damage cap option (in General Game Data) [Mike Caron]

    * Spell Descriptions! (set in Attacks->Appearance) [Mike Caron]

    * Mute status affliction (and a bitset to make a spell mutable)
      [Mike Caron]

    * New attack bitsets:
      Fail if target is [poisoned/regened/stunned/muted]
      (so you can't mute someone twice, for example) [Mike Caron]

    * In Attack editor and Enemy editor you can hold ALT and press
      left and right to navigate records from anywhere in the menu
      (This feature will eventually be added to other menus also)
      [James Paige]

    * Text box editor no longer sucks! You can insert, delete, and
      edit anywhere in the line of text without needing to delete the
      end of the line. [James Paige]

    * New Import Music menu. This means:
      * The 100 song limit is gone
      * You can import .MIDs as well as .BAMs (and as we support more
        music formats, you will be able to import them too.) You can
        only play midis in FB GAME + CUSTOM.
      * Export and delete songs
      Until QBOHR is dropped, you can have a BAM fallback version of
      any MIDI file you import. Just import a MIDI over top of a BAM.
      [Ralph Versteegen]

    * Music looping:
      * RPG Maker style (Midi event #111 (0x6F) at the loop point), or
      * OHR Music Code style (http://gilgamesh.hamsterrepublic.com/wiki/
      ohrrpgce/index.php/Music_Code for more details)
      [Mike Caron]
     
    * Unlumped RPGs can now be played by Game (start game like this:
      game foldername)

    * Midi versions of many of the public domain pieces in the Import
      folder have been added as alternatives [FyreWulff]

    * You can specify upto 4 different items required to trade for an
      item in a shop, and can set the amount required of each. Also can
      set amount of items you recieve for trading in at a shop.
      [Ralph Versteegen]

  * Bug Fixes

    * Fixed bug 107: "An MP~ stat over 66 makes all spells free"
      [Ralph Versteegen]

    * In the plotscripting dictionary, NPCcount was described as
      returning number of npcs at spot with NPCatpixel or NPCatspot.
      This is incorrect, the constant getcount does this (and more).

    * c and v no longer appended to a string when copying and pasting
      [Ralph Versteegen]

    * Renamed attack bitset "No Reward from target" to
      "Erase rewards (Enemy target only)" to clarify that it
      happens even if the attack does not kill the target

    * Fixed off by one bug in "get attack name" [Ralph Versteegen]

    * Buggy "set enemy rewards" and "get enemy rewards" commands removed,
      use (previously undocumented) "read enemy data" and "write enemy
      data" instead (you can use the same constants)

    * Fixed bug 13: "No math overflow checking in battle"
      And bug 66: "Absorb-damage type attacks cannot drain a percent"
      [Mike Caron]

    * Worked around bug 78: "Using Custom under DosBox dosen't allow for
      browsing certain areas." by avoiding the use of VAL() which is
      buggy in some versions of DosBox and QEMU [James Paige]

    * Fixed bug 98: "plotscript commands that alter enemys [sic] persist
      after quitting" [Mike Caron]

    * You can now no longer import invalid BAM music even though a
      warning is given [Ralph Versteegen]

    * Using formation sets 100+ no longer crashes game [Ralph Versteegen]

    * Fixed bug 24: "Numbering is wrong for backdrops and songs in the
      text-box appearance editor" [Ralph Versteegen]

    * Fixed bugs in numerous menu items where typing in a number entered
      incorrectly [Ralph Versteegen]

    * Fixed bug 109: "Passing NPC references to alternpc crashes GAME"
      [Yuriy]

    * Fixed bug 136: "Use of quotes in BAM import list causes weirdness"
      by scrapping .SNG storage scheme [Ralph Versteegen]

  * New Plotscripting Commands

    * "cancel map name display" [James Paige]
    * "suspend map music", "resume map music" [Ralph Versteegen]
    * "seconds of play", "set days of play", "set hours of play",
      "set minutes of play", "set seconds of play" [Mike Caron]
    * "read NPC" (counterpart of alter NPC) [James Paige]
    * "set hero level", "give experience", "hero levelled",
      "spells learnt" [Ralph Versteegen]
    * "get damage cap", "set damage cap" [Mike Caron]
    * "get music volume", "set music volume" [Ralph Versteegen]
    * "trace" [Mike Caron]
    * "get song name" [Ralph Versteegen]

  * Stuff only Developers Will Notice

    * More attack bitsets [Mike Caron]
    * Unified item-name editor data (all item slots are formatted the
      same now) [Mike Caron]
    * New MIDI driver [Mike Caron]
    * Native Linux port mostly working (games are playable and editable,
      Browsing still has some problems, espeically in music importing,
      and full-screen causes problems) [Simon Bradley, James Paige]
    * .SNG lump replaced with binary expandable songdata.bin
      [Ralph Versteegen]
    * Incremented RPG file version to 6. (Game only shows backwards
      compatability warnings when loading files in version 4 or older)
      [James Paige]

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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Wed Feb 15, 2006 4:22 pm    Post subject: Reply with quote

I LOVE the damage cap feature Big grin Thank you so much!
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Wed Feb 15, 2006 4:25 pm    Post subject: Reply with quote

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Battleblaze
Warrior Thread Monk




Joined: 19 Dec 2003
Posts: 782
Location: IndY OHR

PostPosted: Wed Feb 15, 2006 5:45 pm    Post subject: Reply with quote

*crying like a wee lil bitch*

The thigns all fucked for me Crying

The animated backrounds...How come it scrolls through all the preceding backdrops before it actually animates!?
Ex: Animate between backdrop 5&6
it will flash backdrop 5 for 1 tick then show 0-4,THEN it will animate between the two.

I thought it would be like FB OHR? The Game shows up in FBOHR size but..no sound...no option to put it in VDMS...And if I run it in the qbgame.exe the attacks during battle only do 1 damage?NoooooOooooOOOoooo! *falls into endless pit*

Granted the Custom add ons rock but I think I'll just use the FBOHR game.exe from PlayerOne's page until I know I won't get my heart broken by that whore.

I have all the versions in one folder so I could keep my games & save files in one place (orignal dos,FB,Allegro,&Serendipity).It thats whats fuckin it up?If James or somebody want protoCPVS to f around with I'll be cool with it.Just save me!

Please help me before I go emo.
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"Aeth calls PHC an anti-semite; PHC blames anti-semitism"
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Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Wed Feb 15, 2006 5:54 pm    Post subject: Reply with quote

Attempting to translate...

Battleblaze wrote:
*crying like a wee lil bitch*

The thigns all fucked for me Crying

The animated backrounds...How come it scrolls through all the preceding backdrops before it actually animates!?
Ex: Animate between backdrop 5&6
it will flash backdrop 5 for 1 tick then show 0-4,THEN it will animate between the two.


A wizard did it, and it will be fixed for Tirgoviste.

Battleblaze wrote:
I thought it would be like FB OHR? The Game shows up in FBOHR size but..no sound...no option to put it in VDMS...


You don't need VDMS. However, you do need to adjust your midi volume. FB OHR had a bug where it silenced it when it quit, so it's probably still set that way. Double click on the speaker icon next to the clock, and find the "SW Synth" or "MIDI" or something volume, and put it about midway

Battleblaze wrote:
And if I run it in the qbgame.exe the attacks during battle only do 1 damage?NoooooOooooOOOoooo! *falls into endless pit*


What attacks? More details, plz.

Battleblaze wrote:
Granted the Custom add ons rock but I think I'll just use the FBOHR game.exe from PlayerOne's page until I know I won't get my heart broken by that whore.


You won't, if you tell us whats wrong.

Battleblaze wrote:
I have all the versions in one folder so I could keep my games & save files in one place (orignal dos,FB,Allegro,&Serendipity).It thats whats fuckin it up?If James or somebody want protoCPVS to f around with I'll be cool with it.Just save me!


No, that's not whats causing problems.
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I stand corrected. No rivers ran blood today. At least, none that were caused by us.

Final Fantasy Q
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Official OHRRPGCE Wiki and FAQ
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Battleblaze
Warrior Thread Monk




Joined: 19 Dec 2003
Posts: 782
Location: IndY OHR

PostPosted: Wed Feb 15, 2006 6:02 pm    Post subject: Reply with quote

All attacks.The basic punch,finsher,steal very dayum thing.But when I use FB the attacks are fine...Heres the kick in the ass though. If I open the program directly from the folder.Thats when it gets freak nasty.But If I do it directly from the new no unlump thing, it works :/

You were right about the synth thing sir.

Damn those wizards.I saw one hit on this girl at walmart once.I think he slipped her sumthin.
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Indy OHR! and National OHR Month Contest going on now!

"Aeth calls PHC an anti-semite; PHC blames anti-semitism"
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Wed Feb 15, 2006 6:26 pm    Post subject: Reply with quote

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AdrianX
..yeah.




Joined: 13 Feb 2003
Posts: 286
Location: Batangas City,Philippines

PostPosted: Wed Feb 15, 2006 6:44 pm    Post subject: Reply with quote

..i dont get the damage cap feature..
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Wed Feb 15, 2006 6:49 pm    Post subject: Reply with quote

The Damage cap feature is simple. You set the MAXIMUM value ANY attack can do, whether performed by an enemy or ally. In other words, you can set the damage to 9999, 32000, 10, or any number in between 1 and 32767, or have no damage cap at all. It's ideal for games that otherwise allow you to hit ridiculous amounts of damage, for example, TSSE, or any other game that has attacks with extremely high damage ratios.

I also hear you'll also be able to set stat caps in Trigoviste, so that your equipment, etc won't push your stats over a particular number, so you can set your max STR to 250 or whatever and not worry about breaking the game.

Essentially it's a way for designers to control the damage and battle mechanics of their games, which is a very good thing.
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Mike Caron
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Joined: 26 Jul 2003
Posts: 889
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PostPosted: Wed Feb 15, 2006 8:13 pm    Post subject: Reply with quote

DO NOT USE THE RELEASE VERSION OF CUSTOM TO MAKE NEW RPGS!
DO NOT USE THE RELEASE VERSION OF CUSTOM TO MAKE NEW RPGS!
DO NOT USE THE RELEASE VERSION OF CUSTOM TO MAKE NEW RPGS!
DO NOT USE THE RELEASE VERSION OF CUSTOM TO MAKE NEW RPGS!
DO NOT USE THE RELEASE VERSION OF CUSTOM TO MAKE NEW RPGS!

I just discovered a huge and ugly bug that affects new RPGs: They will be HUGE.

I just created a new rpg to test something, and it took forever to lump. I discovered why:

Code:
D:\ohr>dir stattest.rpg
 Volume in drive D is Data
 Volume Serial Number is 18E0-B604

 Directory of D:\ohr

15/02/2006  11:05p       2 426 960 388 stattest.rpg
               1 File(s)  2 426 960 388 bytes
               0 Dir(s)  36 066 963 456 bytes free


That's nearly 2.5 Gigabytes

I will work on this ASAP.

EDIT: I should add, existing rpgs are safe to work with. And, dos custom doesn't do the same thing, so you can create new RPGs with customqb.exe safely.
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FyreWulff
Still Jaded




Joined: 02 Apr 2005
Posts: 406
Location: The Internet

PostPosted: Thu Feb 16, 2006 1:00 am    Post subject: Reply with quote

It also thinks Jade doesn't have any songs.
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chris98




Joined: 23 Feb 2005
Posts: 114
Location: On Jupiter, My rubber Boobie, s45 h79

PostPosted: Thu Feb 16, 2006 1:22 am    Post subject: Reply with quote

How long should it take to fix? In the mean time, I'll keep making CairNavon in the existing version, as I've already started it. I want to make new games in the new version.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Feb 16, 2006 1:24 am    Post subject: Reply with quote

Do not use Serendipity to edit a game with the 99th song slot in use(an imported BAM or a song name)

In case anyone had 99 songs and noticed that they've all been deleted, here is the method to getting them back on the Music list:

-open your RPG file in Custom (any version)
-goto the WORKING.TMP folder in the same folder as Custom
-delete songdata.bin
-go back into, and save and exit Custom
-load your RPG with Serendipity+ when we release it, re-upgrading the song names
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