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Please test the OHRRPGCE callipygous release candidate!

 
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Tue Mar 22, 2016 6:24 am    Post subject: Please test the OHRRPGCE callipygous release candidate! Reply with quote

Thanks to several flurries of hard work by TMC, we are almost ready to release the latest stable version of the ohrrpgce, codenamed callipygous!

I would like to ask everyone to please download and test the release candidate build, and see how it works for you.

Download for Windows (.zip)
Download for Windows (.exe)
Download for Mac

This is not quite the stable release yet, but if we get positive feedback from testing, and nobody encounters any nasty bugs, the official stable release could happen as soon as next week.

Also, for anyone who is not already aware, opening and re-saving your rpg file in a new version of custom will upgrade the file format, and it will no longer be possible to go back and edit it with an older version of custom. Make backups if this worries you (You should be making backups all the time anyway!!!)

And finally, here is the list of stuff that has changed since beelzebufo

If you have any questions, please ask!
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Mar 22, 2016 6:11 pm    Post subject: Reply with quote

Here's a list of things that might deserve special attention (that is, keep an eye out for these):
- Checking that older games still work, especially ones that used slices. Note: all existing games default to hiding all script errors, which might make it more difficult to realise that something is going wrong. This is necessary because of better error checking, which would cause errors to pop up in many existing games. (To enable error messages, use the "Test Game" option. I'll add an alternative way to enable them.)
- The use of the window size settings (in General Game Settings). But you don't need to edit a game to try this out; if you run any game you will probably see the window size increase because the default window size is 80%.
- Mac versions, especially the window size settings, and its interaction with fullscreen or the zoom options in the Window menu.
- Attack animations, especially the positioning of the animations.
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J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Fri Mar 25, 2016 5:02 pm    Post subject: Reply with quote

Is this serious?
Wow, I had assumed the engine was no longer supported by now.
Haven't gotten around to using this since 2002 or so, but might just give it a try!
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Mar 25, 2016 6:40 pm    Post subject: Reply with quote

Believe it or not, engine development is still pretty active. The fact that it's been three years since the last release is due to *insanely* bad prioritisation and heel-dragging, working on stuff other than the bugs that are blocking release. The Android port in particular was a long detour. We're sorry. We won't do it again.

On the other hand, these forums are very inactive, because most people are now at slime salad.
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