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Release: OHRRPGCE 2006-03-15 (Tirgoviste)
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jabbercat
Composer




Joined: 04 Sep 2003
Posts: 823
Location: Oxford

PostPosted: Tue Mar 28, 2006 9:32 am    Post subject: Reply with quote

Moogle1 wrote:
Um... then use the SDL executables.


That's a cop-out.
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Mike Caron
Technomancer




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

PostPosted: Tue Mar 28, 2006 11:16 am    Post subject: Reply with quote

Everyone who gets a palette problem:

1. Can you reproduce this consistantly?

2. Are you running at 32-bit (if no, then what resolution?)

3. Does swtiching to 24-bit help?


Everyone who crashes on the Import Music menu: It's a known issue, please stop reporting it
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PlayerOne




Joined: 07 Sep 2005
Posts: 143
Location: UK

PostPosted: Tue Mar 28, 2006 1:41 pm    Post subject: Re: colors Reply with quote

Devi Ant wrote:

Now, usually, when you use the fill tool, while editing graphics, custom.exe locks up as well.


In Tirgoviste? This should definitely be fixed.

Regarding the colour problems, my feeling is that some modern PCs just can't handle the old-fashioned VGA modes. It is fine in a window because it doesn't change the colour depth of the screen. The new FB graphics module has a lot of options which should help with this, and with the fullscreen size issues that some have reported. I will start a new thread about it in a few days so it doesn't get tangled up in the Tirgoviste reporting.
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Battleblaze
Warrior Thread Monk




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

PostPosted: Tue Mar 28, 2006 7:14 pm    Post subject: Reply with quote

How do u convert to small screen mode while in ful screen (the readme files tell you nothing usefull)
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Tue Mar 28, 2006 7:21 pm    Post subject: Reply with quote

Battleblaze wrote:
How do u convert to small screen mode while in ful screen (the readme files tell you nothing usefull)


ALT + ENTER

This is a standard keyboard combination that works on virtually all full-screen programs in Windows.
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Tue Mar 28, 2006 7:26 pm    Post subject: Reply with quote

Mike Caron wrote:

2. Are you running at 32-bit (if no, then what resolution?)


I think you are on to something here. I have never been able to reproduce this one, and I always run at 24 bit color, never 32 bit. As soon as I am around a real Windows box, I will test this.
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AdrianX
..yeah.




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

PostPosted: Sat Apr 01, 2006 12:55 am    Post subject: Reply with quote

..BUG!
condition:attacking an enemy two (or more)times in succession (no pauses); with the enemy already dead in the second or third hit.

condition#2:there are still alive enemies with the specific enemy targetted.

result:the enemy IS dead; although it thinks it's "ALIVE", still attacking the hero (and in return,is still targetable by heros)..stopping on its "semi-fading" frame as its picture.after the end of the battle though, the game will consider it dead and the hero wins.
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Devi Ant
(Formicidae Devious)




Joined: 25 May 2005
Posts: 196
Location: -=\The Lair of Devi Ance /=-

PostPosted: Sat Apr 01, 2006 1:09 am    Post subject: Reply with quote

Mike Caron wrote:
Everyone who gets a palette problem:

1. Can you reproduce this consistantly?

2. Are you running at 32-bit (if no, then what resolution?)

3. Does swtiching to 24-bit help?


Everyone who crashes on the Import Music menu: It's a known issue, please stop reporting it


1. Yes
2. Yes
3. I'll try that one
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Sat Apr 01, 2006 7:47 pm    Post subject: Reply with quote

AdrianX wrote:
..BUG!
condition:attacking an enemy two (or more)times in succession (no pauses); with the enemy already dead in the second or third hit.

condition#2:there are still alive enemies with the specific enemy targetted.

result:the enemy IS dead; although it thinks it's "ALIVE", still attacking the hero (and in return,is still targetable by heros)..stopping on its "semi-fading" frame as its picture.after the end of the battle though, the game will consider it dead and the hero wins.


I don't understand this. Can you explain more?
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AdrianX
..yeah.




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

PostPosted: Sun Apr 02, 2006 4:29 am    Post subject: Reply with quote

..okay,let's say:
..i have this hero that can attack three times in a row.he encountered three monsters in a battle. he attacked the first monster, but because the monster is weak, it died with just a single attack; with two attacks still waiting for it.
..and the second attack was delivered. because the monster is already "fading away" from the first attack, the bug kicked in and not allowed that monster to fade away completely;its as if it "paused" on a single "fading away" frame.after the third attack, the monster is still alive; still attacking our hero and in return it is still targetable by the hero; with a "slightly faded away" picture. after defeating the other two monsters, the battle is considered a victory.
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Mike Caron
Technomancer




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

PostPosted: Sun Apr 02, 2006 12:09 pm    Post subject: Reply with quote

To everyone who experienced the Music Import bug (crashing/freezing while browsing music), try a nightly build tommorow, see if it's fixed. PlayerOne and I teamed up, and I utterly vapourized that bug. I hope. At least, the crashing (which I was finally able to reproduce) went away.
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Mon Apr 03, 2006 9:03 am    Post subject: Reply with quote

AdrianX wrote:
..okay,let's say:
..i have this hero that can attack three times in a row.he encountered three monsters in a battle. he attacked the first monster, but because the monster is weak, it died with just a single attack; with two attacks still waiting for it.
..and the second attack was delivered. because the monster is already "fading away" from the first attack, the bug kicked in and not allowed that monster to fade away completely;its as if it "paused" on a single "fading away" frame.after the third attack, the monster is still alive; still attacking our hero and in return it is still targetable by the hero; with a "slightly faded away" picture. after defeating the other two monsters, the battle is considered a victory.


Ah, I understand now. Thanks.
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Mon Apr 03, 2006 10:29 am    Post subject: Reply with quote

I always considered that a (mis)feature, not a bug. It can possibly upset the balance of a game to "fix" that. If it's going to happen at all, I'd prefer to see the fix in bitset form.
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Mike Caron
Technomancer




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

PostPosted: Mon Apr 03, 2006 11:41 am    Post subject: Reply with quote

Moogle1 wrote:
I always considered that a (mis)feature, not a bug. It can possibly upset the balance of a game to "fix" that. If it's going to happen at all, I'd prefer to see the fix in bitset form.


How is that a feature? It's a ghost enemy. If a game designer wants an enemy to attack after it's "dead", they can have it spawn another monster, and not rely on a glitch.

In other news, has any one tried the music importing thing?
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
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Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Mon Apr 03, 2006 1:43 pm    Post subject: Reply with quote

Do you know what he's talking about? Say I set an attack to have 3 hits. Those hits should all affect the same enemy, even if the target is set to random or whatever. Currently, this applies even if the enemy dies. If you want them to affect different targets, chain the attacks instead of using a single attack that hits three times. There is functionality to do it both ways. I consider this a feature.
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