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Smooth nightly
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Sun Jan 07, 2007 4:25 pm    Post subject: Reply with quote

PHC wrote:
I detest how it makes any game look, and I'd rather people not play my games at all than play them with smoothing filters. I want people to play them the way they were made to be played, even if it's not as pretty. It can't be that hard to just include a "disable optional smoothing" bitset so that people can't choose it.


I will not make a "disable all smoothing" bitset, but I understand your concern, so I am thinking a feature to "Display text box # when enabling smoothing filters" would be reasonable. That way you can tell users in your own words why you think they should not use the filter-- but they can still choose to override that if they insist (As Fyre pointed out, they could anyway, even if there was a fully disabling bitset)

Anytway, none of this will happen until some time after ubersetzung is released.
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Sun Jan 07, 2007 5:06 pm    Post subject: Reply with quote

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AdrianX
..yeah.




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

PostPosted: Sun Jan 07, 2007 6:36 pm    Post subject: Reply with quote

.. tested it and it's a bit slow on my pc (pentium III - 700mhz).
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Mon Jan 08, 2007 9:38 am    Post subject: Reply with quote

PHC wrote:
That would be fine.

(I'll just link that text box to a "gameover" script)


I didn't mean that it would trigger a text box (which would be difficult to implement, and could lead to complications depending on when it happened)

I just meant that it would use te text of a text box as the source of the warning message when the user enables the feature.
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Mon Jan 08, 2007 9:58 am    Post subject: Reply with quote

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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Mon Jan 08, 2007 10:02 am    Post subject: Reply with quote

Quote:
Also, related to the next release, any chance of an in-game way to save NPC locations without plotscripting? I'm using scripts now to record the locations of every character on maps, but it's a terrible pain and I asked about this years ago, back when every other developer was planning his own alternate version of the OHR. This would be extremely useful to lots of game designers, especially newer users.

Plotscript no more! Nightlies now have the ability to save NPC and maptile states in the map settings, so you can probably expect those features to be in the next release.
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Mon Jan 08, 2007 10:06 am    Post subject: Reply with quote

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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Mon Jan 08, 2007 8:12 pm    Post subject: Reply with quote

PHC wrote:
TwinHamster wrote:
Plotscript no more! Nightlies now have the ability to save NPC and maptile states in the map settings, so you can probably expect those features to be in the next release.


That's awesome, I look forward to that.


Yes, except saved map states aren't stored in saved games (except for the NPCs on the current map) - that'll have to wait for a rewrite of the save game format, which is planned after the next release.
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The Drizzle
Who is the Drizzle?




Joined: 12 Nov 2003
Posts: 432

PostPosted: Sat Jan 13, 2007 9:42 am    Post subject: Reply with quote

I know this is a little bit off topic, but I have a question in regards to the future of the engine. Are we ever going to see customizable elemental multipliers. I'd really like to be able to make the "strong to" bitset reduce damage by half instead of 7/8 or whatever it is. Also, i know i've said this before but I haven't heard anything about it recently... when are we going to see an update in the experience equation? Maybe customization? I think James hinted at going that route a while back. Current exponential growth is ridiculous. It could use a lower coefficient and higher constant.

Maybe it'd just be best if anything were customizable. Damage math, aim math/stats used, delay time, etc. Anyway, I said my peace. See yah.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Jan 13, 2007 4:38 pm    Post subject: Reply with quote

The Drizzle wrote:
I know this is a little bit off topic, but I have a question in regards to the future of the engine. Are we ever going to see customizable elemental multipliers. I'd really like to be able to make the "strong to" bitset reduce damage by half instead of 7/8 or whatever it is. Also, i know i've said this before but I haven't heard anything about it recently... when are we going to see an update in the experience equation? Maybe customization? I think James hinted at going that route a while back. Current exponential growth is ridiculous. It could use a lower coefficient and higher constant.

Maybe it'd just be best if anything were customizable. Damage math, aim math/stats used, delay time, etc. Anyway, I said my peace. See yah.


Probably, with time. There are requests on the buglist.
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Duderoth




Joined: 21 Jan 2007
Posts: 2

PostPosted: Sun Jan 21, 2007 9:43 pm    Post subject: Smooth Nightly details Reply with quote

Hi
I coded the smooth2x filter for ohrrpgce
basicly all it does is scan for matching diagnol pixels and if it finds a match it
it adds a matching center pixel

The effect is subtle, it doesnt change the colors but it has the effect of
smoothing out diagnol edges(all smooth like)

it works in 2x and 3x mode now but at the moment the change has to be hardcoded during compile time.

later;

Duderoth
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Battleblaze
Warrior Thread Monk




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

PostPosted: Mon Jan 22, 2007 1:06 pm    Post subject: Reply with quote

This makes my game lose all the pixel work I ut into it. I can see this as good for game sment to look cartoony or people you just arent that good at grpahics. But now the scenes inteded to look gritty just look retarded.
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Mon Jan 22, 2007 2:32 pm    Post subject: Reply with quote

Battleblaze wrote:
This makes my game lose all the pixel work I ut into it. I can see this as good for game sment to look cartoony or people you just arent that good at grpahics. But now the scenes inteded to look gritty just look retarded.


Don't worry. It will be optional and off-by-default.
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Onlyoneinall
Bug finder




Joined: 16 Jul 2005
Posts: 746

PostPosted: Wed Jan 24, 2007 1:34 am    Post subject: Reply with quote

I'm happy to see this thread is still alive even during my absence from the forum.
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Duderoth




Joined: 21 Jan 2007
Posts: 2

PostPosted: Wed Jan 24, 2007 10:04 am    Post subject: Reply with quote

Battleblaze wrote:
This makes my game lose all the pixel work I ut into it. I can see this as good for game sment to look cartoony or people you just arent that good at grpahics. But now the scenes inteded to look gritty just look retarded.


The effect isn't good for every game
but some games it works out pretty well in.
I like what it does to Sword of Jade. Happy

Duderoth
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