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Release: OHRRPGCE Hasta-la-QB
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Battleblaze
Warrior Thread Monk




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

PostPosted: Thu Jul 13, 2006 3:13 am    Post subject: Reply with quote

Just asking once and for all. How do the aniamtions work. For me it still cycles throguh all the previous screens before actually doing the animation.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Thu Jul 13, 2006 9:34 am    Post subject: Reply with quote

I would like to interrupt for just a moment to give a hearty thanks to the development team for this release, in my opinion the most stable release we've seen in some time. That's not to say that the other releases were bad, but so far this one is great. Thanks again!
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Mike Caron
Technomancer




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

PostPosted: Thu Jul 13, 2006 5:10 pm    Post subject: Reply with quote

Battleblaze wrote:
Just asking once and for all. How do the aniamtions work. For me it still cycles throguh all the previous screens before actually doing the animation.


Could I see the test case I can only assume you've prepared?
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Nintendork




Joined: 09 May 2004
Posts: 64

PostPosted: Thu Jul 13, 2006 5:28 pm    Post subject: Reply with quote

Good version, unfortunately, the full screen mis-alignment/color mess up wasn't fixed.

Unless you people found how to overcome those problems while I was gone.
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Mike Caron
Technomancer




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

PostPosted: Thu Jul 13, 2006 5:45 pm    Post subject: Reply with quote

Nintendork wrote:
Good version, unfortunately, the full screen mis-alignment/color mess up wasn't fixed.

Unless you people found how to overcome those problems while I was gone.


I'm trying to figure out what's causing it in the first place. What screen resolution do you use? What colour depth? What is your video card? Do any resolutions/colour depths work? etc.
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Nintendork




Joined: 09 May 2004
Posts: 64

PostPosted: Thu Jul 13, 2006 5:49 pm    Post subject: Reply with quote

Screen Resolution: 1024x768 (running in other resolutions doesn't seem to help)
Color Depth: 32 Bit (running in 256 colors doesn't help though)

And no, I've pretty much tried every possible combination.

Actually, I just rebooted my whole hard drive recently, and even though it was still mis-aligned, the color was working fine at first, but eventually started having the same problems as before the reboot.
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FyreWulff
Still Jaded




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

PostPosted: Fri Jul 14, 2006 1:59 am    Post subject: Reply with quote

The colors going negative happened to me too, when i was playing Jade on my TV.

http://fyre.castleparadox.com/images/jade_glitch.jpg

the TV has the right colors.

this is also how I figured out that the OHRRPGCE makes zero use of hardware acceleration for graphics, since only the TV was set as the primary screen.
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Mike Caron
Technomancer




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

PostPosted: Fri Jul 14, 2006 5:57 pm    Post subject: Reply with quote

Well... it uses just as much accelleration as WhicheverIsLess(Windows, FBGFX library).

EDIT: I think I managed to fix the full screen issue. Before I commit it, I want to see whether or not I was misled in my fix.

http://ohrdev.com/gamegfx.zip

That zip ONLY has game.exe, and you must unzip it into an existing nightly build (which must be unzipped into an existing stable build...)).

Let me know if it screws up at all (in terms of graphics...)

Edit: Fixed URL
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Tue Jul 18, 2006 8:39 pm    Post subject: Reply with quote

Hmmm...I just 15 minutes ago unzipped my shiny new copy of hasta-la-qb and tested to see if my game worked.

It seems that the "equip menu(#)" and "status screen(#)" commands no longer function. I scripted and tested this code in a newly-created test file:
Code:
include, plotscr.hsd

define script, begin
   1, master, 0
end

script, master, begin
   while(key is pressed(01)==false) do   # 01 = ESC
   (
      if(key is pressed(28)) then   # 28 = ENTR
      (
         equip menu(me)
         show value(1)
      )

      if(key is pressed(57)) then   # 57 = SPACE
      (
         status screen(me)
         show value(2)
      )

      wait(1)
   )
end

The show value commands display the numbers correctly, but neither of the commands did anything.

Additionally, the plotdictionary is not updated for the latest version of the OHR -- is there anything I should know? I am interested in what "keyval" does.
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Battleblaze
Warrior Thread Monk




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

PostPosted: Tue Jul 18, 2006 9:41 pm    Post subject: Reply with quote

I'm not getting negatives...I don't think. But thteres still color curruption of the random kind.
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Wed Jul 19, 2006 7:58 am    Post subject: Reply with quote

Mr B wrote:
Hmmm...I just 15 minutes ago unzipped my shiny new copy of hasta-la-qb and tested to see if my game worked.

It seems that the "equip menu(#)" and "status screen(#)" commands no longer function. I scripted and tested this code in a newly-created test file:
Code:
include, plotscr.hsd

define script, begin
   1, master, 0
end

script, master, begin
   while(key is pressed(01)==false) do   # 01 = ESC
   (
      if(key is pressed(28)) then   # 28 = ENTR
      (
         equip menu(me)
         show value(1)
      )

      if(key is pressed(57)) then   # 57 = SPACE
      (
         status screen(me)
         show value(2)
      )

      wait(1)
   )
end

The show value commands display the numbers correctly, but neither of the commands did anything.

Additionally, the plotdictionary is not updated for the latest version of the OHR -- is there anything I should know? I am interested in what "keyval" does.


Is it possible that you have no hero in slot zero?

Code:

equip menu(me)


Is actually wrong. the constant me is only intended for use with things that affect walkabout heroes on the map. it is always zero, and your walkabout leader is always in walkabout position 0

But the equip menu and status screen commands both expect the hero's position in the battle party. If your leader was actually in a different slot and slot zero was empty, I would expect exactly the behaviour you are seeing.
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Wed Jul 19, 2006 8:50 am    Post subject: Reply with quote

Okay. However...

The first hero is created, by default, in slot zero, yes? In the test game that I made, where everything was default except for the new game script, nothing happened.

More indicatively, it worked just fine under Tirgoviste. I loaded a fully-functioning Tirgoviste save into hasta-la-qb and the commands did not function. I am almost certain that I didn't swap hero slots during this time, but I'll check.
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Mike Caron
Technomancer




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

PostPosted: Wed Jul 19, 2006 1:15 pm    Post subject: Reply with quote

Just to add, keyval is what used to be named "key is pressed". It returns non-zero for "yes, it's pressed", and zero for "no, it isn't". Note that I said "non-zero". It'll return either 1 or 2, depending on whether the key was just pressed, or if it was held down.

The new key is pressed does not, however, make a distinction, and will always return either 1 or 0.
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Wed Jul 19, 2006 4:29 pm    Post subject: Reply with quote

Okay! I changed my script to this...
Code:
include, plotscr.hsd

define script, begin
   1, master, 0
end

script, master, begin
   while(key is pressed(01)==false) do   # 01 = ESC
   (
      if(key is pressed(28)) then   # 28 = ENTR
      (
         equip menu([i]find hero(0)[/i])
         show value(1)
      )

      if(key is pressed(57)) then   # 57 = SPACE
      (
         status screen([i]find hero(0)[/i])
         show value(2)
      )

      wait(1)
   )
end

...and nothing happened. It still doesn't seem to work! I'll try reverting to Tirgoviste to see if it functions again. (huh -- bolds and italics don't seem to function inside of a "code" tag)
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Thu Jul 20, 2006 12:03 pm    Post subject: Reply with quote

*next morning-ish*

I reverted to Tirgoviste in order to test the scripts. I couldn't test them as-is, because (for some mindless reason) game.exe didn't recognize the "key is pressed(#)" scrips. I know that it was still accepting keyboard input because I could make text-box choice selectiosn, but it didn't respond to any "key is pressed" scripting.

That, however, is peripheral. I got around the problem by writing this script:
Code:
script, other, begin
   wait(40)
   show value(1)
   equip menu(find hero(0))
   wait(5)
   show value(2)
   status screen(find hero(0))
   wait(5)
   show value(3)
end


As I expected, Tirgoviste showed both the results of the "show value(#)" commands and the "equip menu" and "status screen" commands.

I then re-upgraded to hasta-la-qb and ran the exact same script. The numbers cycled from 1-3, but neither the equip menu nor the status screen appeared.

This is so weird. Perhaps I shall run a full system virus scan...which would make no sense, but it would seem that neither does anything else.

Umm...on the off-possibility that it makes any difference, I re-imported (but did not recompile) the script after re-upgrading to hasta-la-qb.
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