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Speeding up adding features to the OHR(Includes bug fixing)?

 
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Onlyoneinall
Bug finder




Joined: 16 Jul 2005
Posts: 746

PostPosted: Wed Jan 24, 2007 1:35 am    Post subject: Speeding up adding features to the OHR(Includes bug fixing)? Reply with quote

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.
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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

PostPosted: Wed Jan 24, 2007 7:56 am    Post subject: Reply with quote

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.
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Wed Jan 24, 2007 9:04 am    Post subject: Reply with quote

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

PostPosted: Wed Jan 24, 2007 9:37 pm    Post subject: Reply with quote

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 Happy
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Jan 25, 2007 2:14 am    Post subject: Reply with quote

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.
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MADSOFT Games
Representing more than 80% of the internet!




Joined: 06 Nov 2004
Posts: 221
Location: AWESOME land

PostPosted: Thu Jan 25, 2007 8:44 am    Post subject: Reply with quote

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...

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Onlyoneinall
Bug finder




Joined: 16 Jul 2005
Posts: 746

PostPosted: Thu Jan 25, 2007 10:57 am    Post subject: Reply with quote

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 Raspberry! 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.
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FyreWulff
Still Jaded




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

PostPosted: Thu Jan 25, 2007 1:44 pm    Post subject: Reply with quote

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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