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Update: OHRRPGCE version "ozarks" 2004-06-28
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Mon Jun 28, 2004 8:10 am    Post subject: Update: OHRRPGCE version "ozarks" 2004-06-28 Reply with quote

Yep, Surprise, surprise. Update time today.
http://hamsterrepublic.com/ohrrpgce/news.php
http://hamsterrepublic.com/text/whatsnew.txt
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Shadowiii
It's been real.




Joined: 14 Feb 2003
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PostPosted: Mon Jun 28, 2004 9:00 am    Post subject: Reply with quote

Cool!
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RPGCreations
E Pluribus Unum




Joined: 18 May 2003
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PostPosted: Mon Jun 28, 2004 10:50 am    Post subject: Reply with quote

Did the RPG file format version number change? If so expect a Third Party HSI update in your inbox in a few days. If not, expect one anyway in a couple of weeks.
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Mon Jun 28, 2004 11:19 am    Post subject: Reply with quote

RPGCreations wrote:
Did the RPG file format version number change? If so expect a Third Party HSI update in your inbox in a few days. If not, expect one anyway in a couple of weeks.


Nope. I was originally planning on incrementing the RPG format number from 5 to 6 in the process of changing the password format, but that would have caused unnessicary and annoying warning messages from mis-matched versions of GAME.EXE so I decided to implement it in a different way.
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RedMaverickZero
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PostPosted: Thu Jul 01, 2004 6:46 pm    Post subject: Reply with quote

The new plotscripting commands are perphaps the most useful. I found them most useful for making a "common sense/Non-OHR user" tutorial for the games I am working on. So thanks James, you have helped me to make my big project be a lil bit better.
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djfenix




Joined: 12 Mar 2003
Posts: 359

PostPosted: Sat Jul 03, 2004 12:18 am    Post subject: Reply with quote

NPCs over Heroes??? YES~~~!

You dont know how much I love you for that. Now I gotta remake some graphics.. mehehe...

EDIT:
I remade some graphics for my Marathon game. I hope Pepsi doesn't kill me for posting these.

Anyways, putting the "NPC over Heroes" to very good use ^.^




Like I said, you dont know how much I love you for this
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Junair Wiare
I wish I'd drawn my avatar.




Joined: 03 Jun 2004
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PostPosted: Wed Jul 07, 2004 12:24 pm    Post subject: Reply with quote

This has absolutely nothing to do with the subject at hand, but, those graphics are sweet. Happy
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Shadowiii
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PostPosted: Wed Jul 07, 2004 12:33 pm    Post subject: Reply with quote

They are ripped/copied from FF6's Narche.
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djfenix




Joined: 12 Mar 2003
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PostPosted: Wed Jul 07, 2004 1:40 pm    Post subject: Reply with quote

they are similar, but I assure you not ripped.. and probably a little bit closer to copied. I was using narshe as a model so I can improve my own techniques (I'm even using the Narshe music for this area). FF6 had so much detail and awesome structure for a 2d game, so I had to take a closer look at it.

This does relate to the topic because I used the "NPC over Hero" thingum from the new update. I used the npcs as tiles and as a result, I can do things like transparencies, partial overlay tiles, and such.
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Sparoku
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Joined: 02 Feb 2004
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PostPosted: Wed Jul 07, 2004 5:57 pm    Post subject: Reply with quote

Update! HOORAY! I'm so happy. Happy

Sparrowhawk is dancing happily
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Ysoft_Entertainment
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PostPosted: Thu Jul 08, 2004 4:50 am    Post subject: Reply with quote

James, The new update is awsome, however, why adding npc-over-hero in the map bitset? it would have been better if it was in the npc bitset.
as for the djfenix, you are not the only man with ideas, My dw game will also use some sprite overlay, it would have been much better if the bitset was in npc bitset rather then map bitset.
also totally off topic, James how did you use the timer in engine, for some reason when I am running the engine on my p200 computer, it looks like it ignores the timing completely(I tried running the program in pure dos) still nothing, would the internal cache being enabled has something to do with that fact?
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RPGCreations
E Pluribus Unum




Joined: 18 May 2003
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PostPosted: Thu Jul 08, 2004 10:07 am    Post subject: Reply with quote

Because it applies to all NPCs. The way the engine is set up, all NPCs are drawn at once. They cannot be individually set to be over/under.
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Thu Jul 08, 2004 2:47 pm    Post subject: Reply with quote

Ysoft_Entertainment wrote:
James, The new update is awsome, however, why adding npc-over-hero in the map bitset? it would have been better if it was in the npc bitset....


As Fyre said, it is because of the way NPC's are drawn. I had been asked many times in the past to implement overhead NPCs, but I always said "No" because it would hugely complicate the NPC and hero drawing code, which is already a slow spot in the OHR. I draw all the NPCs in a simple loop, which is not too bad, and I draw the heros in a much more complex y-sorting loop which is only not bad because there are never more than 4 heros. If I had to make one unified sorting/layering loop for NPCs and heros, my poor little limited-memory quickbasic program would never forgive me. (in a better language coupled with a better original hero/NPC design, this would be no problem, but as it is, it is painful)

But while working on the last update I realized that a bitset to simply change the order in which I call the NPC drawing and the hero drawing routines is simple, and has no measurable impact on either speed or memory. I feel silly for not thinking of it before :)

Ysoft_Entertainment wrote:
... also totally off topic, James how did you use the timer in engine, for some reason when I am running the engine on my p200 computer, it looks like it ignores the timing completely(I tried running the program in pure dos) still nothing, would the internal cache being enabled has something to do with that fact?


On some systems the speed control fails, and it has to fall back on different less accurate (and almost always faster) speed control. I am afraid I have no clue what causes it. Something about that particular computer.
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Thu Jul 08, 2004 2:51 pm    Post subject: Reply with quote

James Paige wrote:
... If I had to make one unified sorting/layering loop for NPCs and heros, my poor little limited-memory quickbasic program would never forgive me. (in a better language coupled with a better original hero/NPC design, this would be no problem, but as it is, it is painful)
...


What I *should* have done is to make generic "walkabout sprite" objects, and each hero or NPC on the map would have a walkabout reference that it would use to position itself (not unlike the NPC references I later added to plotscripting)

That way, I could have painted all the walkabouts onto the screen with the same code, without caring which was an NPC and which was a hero. Yeah. That is what I should have done.

Just thinking out loud. :)
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Ysoft_Entertainment
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Joined: 23 Sep 2003
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PostPosted: Thu Jul 08, 2004 7:41 pm    Post subject: Reply with quote

ok than, can you turn on the bitset with a plotscript? if so than how?
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OHRGFX
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