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New suggestions for the programmers
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Mike Caron
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Joined: 26 Jul 2003
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Location: Why do you keep asking?

PostPosted: Mon May 30, 2005 4:08 am    Post subject: Reply with quote

Anyway, #3 IS possible with the new WIP, but I'm sure you guessed that. Happy

I'll get those stat modification commands in soon.
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Shadowiii
It's been real.




Joined: 14 Feb 2003
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PostPosted: Thu Jun 02, 2005 7:39 pm    Post subject: Reply with quote

I'd like to have WAY more npcs available for each map.

Granted, you have two years to figure this out (Raspberry!) before I'll end up using it anyway, but I'd like maybe up to even 99 different npcs per map. This would REALLY help me a LOT.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Fri Jun 03, 2005 2:54 am    Post subject: Reply with quote

The reason there aren't more npcs is because of memory restrictions- npc data has to be stored in an array, and all the walkabout graphics have to be stored in memory. They are in video memory, and as far as I understand, that's pretty much 99% full.

But, whenever memory can be freed up, it can be realotted to memory starved features. Of course, there are already dozens of hacks in place to save it, so it's not easy to find. Still, I found 10kb the other day, and plan to investigate uses >.> <.<
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phyrfox
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Joined: 20 Feb 2005
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Location: New York, USA

PostPosted: Sun Jun 05, 2005 1:02 am    Post subject: Reply with quote

The Mad Cacti wrote:
The reason there aren't more npcs is because of memory restrictions- npc data has to be stored in an array, and all the walkabout graphics have to be stored in memory. They are in video memory, and as far as I understand, that's pretty much 99% full.

But, whenever memory can be freed up, it can be realotted to memory starved features. Of course, there are already dozens of hacks in place to save it, so it's not easy to find. Still, I found 10kb the other day, and plan to investigate uses >.> <.<


Should I ever get my hopelessly behind project done, there won't be any such restraints (exceeding normal limits may prevent others from loading, however...).

ohr-2 may end up being a pipe dream. I need to basically get a job that pays me to work my own time, to have time for this ohr-2 monstrosity. Then again, I think I'm going to be sticking to "just a windows" version, and make the Linux version later-- this is of necessity, since it appears that I can't find a library that I like that works on both platforms without writing some platform dependent code for each. Cheers for Micro$oft.

~= phyrfox =~
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Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
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PostPosted: Sun Jun 05, 2005 9:53 am    Post subject: Reply with quote

iders from me:

1.plotscrips activated by enemys or attacks like when an enemy is created use attack(1) for like an opening attack or when they die so it goes to a death cutseane insted of just pixleating away or like explode when dead.

2.mayby being able to make moving battle backgrounds like if there fighting on a train or something.

3. more animation sets!!!
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Mike Caron
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Joined: 26 Jul 2003
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Location: Why do you keep asking?

PostPosted: Sun Jun 05, 2005 1:02 pm    Post subject: Reply with quote

1. Not going to happen unless God Himself (of any denomination. we're not picky) comes and does it for us.

2. Would be nice, but... Uh... Wait a tick, this may be possible, actually. Shall investigate.

3. No. (if you mean more sets as in more heros, or whatnot, no, because 32767 is the highest number that can be stored in a signed integer, which is what is used to index the graphics)
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Sun Jun 05, 2005 2:21 pm    Post subject: Reply with quote

I would like to see some import features for CUSTOM.EXE. As it is, the OHR is really only a one-man engine, since its lack of import features severely limits what can be worked on in parallel.

I know that I can do some import/export stuff by unpacking the file using certain utilites, but I seem to have a lot of difficulty with that. It seems as if no new elements show up after importing.

...

Did that make any sense..?
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Mike Caron
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PostPosted: Sun Jun 05, 2005 3:59 pm    Post subject: Reply with quote

Actually, that makes perfect sense. See, in addition to the data itself, the OHR stores the count of that particular thing. It ignores more than what is said to be there.

There's more information on the Wiki about how everything is stored.
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LeRoy_Leo
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Joined: 24 Sep 2003
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PostPosted: Sun Jun 05, 2005 6:08 pm    Post subject: Reply with quote

Three animation frames is so much smoother than two. Thank you. *Slips back into obscurity*
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Mike Caron
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Location: Why do you keep asking?

PostPosted: Sun Jun 05, 2005 7:04 pm    Post subject: Reply with quote

No, see... No.
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LeRoy_Leo
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PostPosted: Sun Jun 05, 2005 7:17 pm    Post subject: Reply with quote

I don't care if it's possible to implement. It is still a lot smoother. I was stating a fact. XD
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Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...

---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. "
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Mike Caron
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Joined: 26 Jul 2003
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Location: Why do you keep asking?

PostPosted: Sun Jun 05, 2005 7:20 pm    Post subject: Reply with quote

Ah, but the title of the thread is "New Suggestions for the Programmers", and so anything that looks like a suggestion will be [s]rejected[/s] reviewed. Happy
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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Location: Matakana

PostPosted: Sun Jun 05, 2005 8:11 pm    Post subject: Reply with quote

2) I'd thought of this myself (thinking back to the ghost train in FF6 :/). It would technically be possible if you reloaded the backdrop continously from harddisk, but that sure sounds slow to me. Also, you would need to put the backdrop sequence somewhere.

As for the importation features, yeah that's a real problem with custom. But what exactly do you want, ability to browse to another RPG file and select data to import? I feel it would be easier to program a 3rd party utility to do that rather than reprogram all the editors in custom.
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LeRoy_Leo
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PostPosted: Sun Jun 05, 2005 8:35 pm    Post subject: Reply with quote

pkmnfrk wrote:
Ah, but the title of the thread is "New Suggestions for the Programmers", and so anything that looks like a suggestion will be [s]rejected[/s] reviewed. Happy


Touché. XD
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Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...

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Fernurion
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Joined: 19 Aug 2003
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PostPosted: Mon Jun 06, 2005 3:57 pm    Post subject: Reply with quote

How about givving the option to fire plotscripts diresctly from items, for example:

1. On use script: not too different from firing from a textbot this script probably won't work with a battle.

2. On hold script: Works like the on hold tag, however it will remove the need to have item dependent scripts on ever map, under the 'on heartbeat' trigger, freeing it up for something else. (Eg: an item that increases walking speed)

3. On drop script: could make for interesting gameplay, such as allowing dropped items to be recovered, set bombs and mines, ect (Eg: player drops a key item, item returns to inventory, hero is struck by lightning. he he.)

4. on get script: probably not nessesary, as a script could be fired from an npc or map trigger. However it would be nice to have the option there.

this will probably lead to more plotscript commands as well.
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