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Updates to the OHR
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Mike Caron
Technomancer




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

PostPosted: Thu Apr 28, 2005 4:18 pm    Post subject: Reply with quote

Hmm, that's an interesting idea... In fact... *puts programmer hat on*

Edit: But, it won't save their locations in save files. That would tack on up to almost 128 k of data to EACH save game (320 NPCs per map x 100 maps x 4 bytes for x/y coords).
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Last edited by Mike Caron on Thu Apr 28, 2005 4:24 pm; edited 1 time in total
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Thu Apr 28, 2005 4:24 pm    Post subject: Reply with quote

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Mike Caron
Technomancer




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

PostPosted: Thu Apr 28, 2005 4:26 pm    Post subject: Reply with quote

Oops, you replied while I edited... eh heh...

Anyway, I guess no one did it. At least, no one released any code...

Anyway, I'm doing it now, but I can't have it save the NPC locations. That would add almost 128k to save files. But, while in game, it will remember.

Edit: I found some suspicious code that may have been used for this very purpose, but I must investigate.
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Thu Apr 28, 2005 4:33 pm    Post subject: Reply with quote

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AdrianX
..yeah.




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

PostPosted: Fri Apr 29, 2005 3:59 am    Post subject: Reply with quote

..will game.exe still load the saved games menu in the title screen?
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phyrfox
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Joined: 20 Feb 2005
Posts: 96
Location: New York, USA

PostPosted: Fri Apr 29, 2005 5:54 am    Post subject: Reply with quote

AdrianX wrote:
..will game.exe still load the saved games menu in the title screen?


Game.exe probably will. Ohr-2.exe (and the linux equivelent ohr-2), that is, my version of the OHR, will *not*. The reason for this is the implementation of a new feature I am adding... In essence, it will be a memory manager system, as well as a new model for saving: save games will exist concurrently as a "save thread." That means, every time you save, it will add on the differences between the previous save games, and allow multiple branches to the same save path. You will notice this save feature on the rather popular Xbox Star Wars game. Each time you choose to create a new character, it links all the save games you save while playing that character together, such that you can not accidently overwrite a save game from a different "character". I'm taking this one step further by providing a "history" of save games; you won't choose a slot to save in, you just choose to save. When you load, you have the option to explore your save tree to determine how far back you want to go (and which branch you want to follow). Although this sounds like a complex feature, it will be quite intuitive. When you start a new game, you name the save-thread that you want to use. When you load the RPG file in the future, you choose the save-thread, and then choose the specific moment in time that you would like to load from. I will be using a last-change compression, such that saves with minimal changes (maybe you save in the same dungeon at the same spot twice) will take virtually no space, and most saves along the same thread should still require minimum save space. And, of course, you can delete a save-thread file or delete a single point in time along the same thread. I'm also going to be adding thumbnails to the save as well.

At any rate, this is just one more thing that is in the works.

~= phyrfox =~
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Mike Caron
Technomancer




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

PostPosted: Fri Apr 29, 2005 6:41 am    Post subject: Reply with quote

PHC wrote:
Excellent, that will work fine. The main thing I need it for is the fact that I'm working on a game that uses a different map for the menu and gameplay, and I need the NPCs to be in the same place after I exit the menu.

Edit: Here's one of the threads where someone promised this.
http://www.castleparadox.com/forum/viewtopic.php?t=3222


Erm, no one actually promised anyone anything in that thread. Phyr mentioned that a feature like that would be available in Ohr2...

Anyway, as I mentioned, I will be working on that next.
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Fri Apr 29, 2005 7:16 am    Post subject: Reply with quote

Glee! These new commands will be wonderful. Now I can make one of those extremely irritating "die-once, loose-game" dungeon crawlers.

I'll wait for the next update, though.
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Fri Apr 29, 2005 11:14 am    Post subject: Reply with quote

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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Apr 29, 2005 3:23 pm    Post subject: Reply with quote

AdrianX wrote:
..will game.exe still load the saved games menu in the title screen?


I wanted to add a general game settings option to disable that, so that you can create your own custom load game menu. Version quaternion has been delayed a week as James is out who-knows-where, so I might implement it by then and ask if he wants it in.
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