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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Wed Jan 24, 2007 1:35 am Post subject: Speeding up adding features to the OHR(Includes bug fixing)? |
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I have a question for the programmers in general: If there were more people to help work on contributing to the programming part of the OHR, would more features and such be developed? I don't know if this question is obvious, but I was just curious if you had more people working on it, if it would speed up updates and such.
This includes bug fixing as well as adding features, I meant more or less the advancement of the engine. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00

Last edited by Onlyoneinall on Wed Jan 24, 2007 9:38 pm; edited 1 time in total |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Wed Jan 24, 2007 7:56 am Post subject: |
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My gut feeling is that they would much rather have more serious programmers working on bugfixing than people worried about experimenting coding new features. I think that sometimes we here in the community get a little carried away suggesting features (myself included), and forget about helping with bugs. Of course, very few of us have any serious programming experience, and it doesn't help that, according to the maker, the source code for the OHR is a horrendous mess.
I would like to suggest that the developers use this thread to post links to all of the major outstanding bugs that need test cases, or anything else that they think we can help with. I know that we could just go over to Bugzilla and look over them all ourselves, but I think that there will be more response if the big ones are listed for us in this thread. If the developers also have some comments about what would be needed for a good test case for a particular bug, that would be helpful as well.
PS: I don't mean to sabotage this post. If someone believes that a new post is better for this, then maybe that should be started. But it seemed to me that this would be a good step towards having features faster, and that was what the original question was working towards I think. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Wed Jan 24, 2007 9:04 am Post subject: |
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Actually, even more help from inexperienced programmers and non-programmers would help development move faster. That is because the remaining bugs are the main thing that stops the more experienced developers from working on features.
We need to fix bugs in the code and make an official stable release release before we continue with new feature work. '' . bug_title('255') . '' lists all the bugs that are still blocking the next release (ubersetzung)
Many bugs on this list could benefit from help from non-programmers or new programmers. For example, '' . bug_title('184') . '' is unfixed simply because we cannot isolate exactly how to reproduce it consistently. If a non-programmer could make a simple test-case, we could probably solve it pretty quick.
As another example, both '' . bug_title('208') . '' and '' . bug_title('233') . '' might already be fixed, but we can't be sure until they ahve been extensively tested by multiple of players on a large number of games on many different computers |
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Wed Jan 24, 2007 9:37 pm Post subject: |
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Oi, Bug 184 is mine. I reported it, and it seems I forgot to present a test case for it months ago -___-;; I'm very positive this bug only occurs when multiple attacks are made by the heroes in a certain time interval, more or less, the sequential projectile attacks and I believe at times, when another hero strikes too fast before an enemy can fade away. I have absolutely no programming skill (except on my TI-83 plus), but I think the problem is that when another character attacks too soon, the destruction of the currently dying enemy is halted.
Er... example.
(Remember, I'm mostly theorizing on this from what I've observed to be true, I'm hoping that this may help in some way in finding out what bit of code is causing this problem through my explaination)
HERO 1 attacks ENEMY 1
ENEMY 1 starts DEATH SEQUENCE
HERO 1 attacks ENEMY 2 during ENEMY 1 DEATH SEQUENCE
CODE says HALT ENEMY 1 DEATH SEQUENCE and focus on CURRENT ATTACK.
I hope that made sense. I'm going to go and create the best test case possible for this, so when this bug finally gets squashed, I get to be happy  _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Jan 25, 2007 2:14 am Post subject: |
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Simple bugfixes and features like plotscript commands could be in range of new programmers.
Bug 233 definitely still exists. I was recently using a debugger to investigate it, and it seems to act like a FB bug. However, I'd like to hear if anyone besides me actually experiences it.
I'd also like to hear from anyone who experiences general instability with fairly recent (last several months) WIP builds - I don't know whether we still have problems, or if people are just complaining about Hasta-la-qb. _________________ "It is so great it is insanely great." |
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MADSOFT Games Representing more than 80% of the internet!

Joined: 06 Nov 2004 Posts: 221 Location: AWESOME land
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Posted: Thu Jan 25, 2007 8:44 am Post subject: |
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Well, I'm experiencing some problems with the latest Nightlys.
for example: Whenever some scripts are triggered the engine crashes, also when a script is triggered twice.
And also, when I putsound effects to the menu and I run the game, everytime I open up the menu, the game also crashes.
That's not much, but still, those are couple problems... _________________ http://www.madsoftgames.net/
http://www.madsoftgames.org/
http://www.andrewdavid.net/ |
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Thu Jan 25, 2007 10:57 am Post subject: |
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The Mad Cacti wrote: | Simple bugfixes and features like plotscript commands could be in range of new programmers.
Bug 233 definitely still exists. I was recently using a debugger to investigate it, and it seems to act like a FB bug. However, I'd like to hear if anyone besides me actually experiences it.
I'd also like to hear from anyone who experiences general instability with fairly recent (last several months) WIP builds - I don't know whether we still have problems, or if people are just complaining about Hasta-la-qb. |
Indeed. The latest nightly went INSANE with the palette. It seemed normal at first, but as soon as I added a new graphic (didn't matter which - enemy, walkabout, attack..), the palette for that new graphic was blank. Then all other palette 0's became blank. I had to add colours back in, and every single palette, even though they are all 0 are completely customizable, without affecting one another, yet they're all palette 0. I didn't even want to bother reporting it - I just went to sleep. But now I'm freshly invigorated, so I report This only affects newly created games, as adding new graphics in my game does not have the same effect which was created on a much older nightly. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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FyreWulff Still Jaded

Joined: 02 Apr 2005 Posts: 406 Location: The Internet
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Posted: Thu Jan 25, 2007 1:44 pm Post subject: |
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The OHRRPGCE code makes my head hurt. Like I told TMC, I tried to fix the issues with joysticks, but blacked out and the next thing I knew I was on my floor drooling. |
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