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Release: OHRRPGCE 2006-03-15 (Tirgoviste)
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PlayerOne




Joined: 07 Sep 2005
Posts: 143
Location: UK

PostPosted: Wed Mar 22, 2006 8:59 am    Post subject: Reply with quote

msw188 wrote:
The second problem is really just another complaint about the keyboard handling. It seems that the CTRL button is read incredibly fast, so that it is nearly impossible to press it without it being interpreted as being pressed at least twice. None of the other buttons seem to have this problem (actually, by 'other' I only mean the space bar, the ALT key, ESC, and the debugging keys).


You're quite right about that. I had previously put in special code for the "modifier" keys (alt, ctrl, shift) to get around earlier issues with the keyboard handling. I've already removed it for alt, due to other problems, but none of it needs to be there any more. I'll take out the special handling.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Fri Mar 24, 2006 2:05 pm    Post subject: Reply with quote

I've found another 'feature' that I don't really approve of.

In the attack editor, pressing Alt shows the spell's name and number on the right-hand corner of the screen. This is kinda pointless and also prevents you from entering special characters without using Ctrl+Space.
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Fri Mar 24, 2006 2:42 pm    Post subject: quick navigation with ALT in the attack editor Reply with quote

JSH357 wrote:
I've found another 'feature' that I don't really approve of.

In the attack editor, pressing Alt shows the spell's name and number on the right-hand corner of the screen. This is kinda pointless and also prevents you from entering special characters without using Ctrl+Space.


Sorry you don't like it. That feature will be coming to most of the other editors eventually also.

It does serve a purpose. When you hold ALT in the attack editor you can jump to any other attack by pressing the left and right arrows or typing in a number.
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Fri Mar 24, 2006 3:24 pm    Post subject: Reply with quote

OH! Now I get it. I didn't realize you could scroll through attacks with it.

I do miss being able to type in special characters, though. (I use them with every attack)
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Mike Caron
Technomancer




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

PostPosted: Fri Mar 24, 2006 4:52 pm    Post subject: Reply with quote

You could also assign your special characters to, say, Ctrl-Shift-___, which is what I do.

(James forgot, or implied, that you can also navigate using the left and right arrow keys)
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Battleblaze
Warrior Thread Monk




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

PostPosted: Sat Mar 25, 2006 8:25 am    Post subject: Reply with quote

Do I need to erase some temp files or something? Because I downloaded Trigo. and I'm not seeing any of the updates (Custom works perfectly with all the updates) aka BackRoundAnimation,HangingNotes. The colors & all are fine but those two thign still aren't working for me. I also have a few nightly releases, the original FB/Allegro, and the the old DOS versions all installed...So would that be disrupting them?

Code:
/me Keeps gettin' the short end of the stick.

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Mike Caron
Technomancer




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

PostPosted: Sat Mar 25, 2006 9:49 am    Post subject: Reply with quote

You can try deleting all the existing game*.exe and custom*.exe programs, and install it again.

Urgh, this is why I don't like the installer. It's harder to keep track of where everything goes... No, no, no...;
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Battleblaze
Warrior Thread Monk




Joined: 19 Dec 2003
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PostPosted: Sat Mar 25, 2006 6:31 pm    Post subject: Reply with quote

Then why does it have an installer!?Gah.
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Devi Ant
(Formicidae Devious)




Joined: 25 May 2005
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PostPosted: Mon Mar 27, 2006 5:28 am    Post subject: Reply with quote

I'm not being bothered by the installer. However the thing with colors, I explained in the Serendipity thread is still a mystery for me. Is it in the source or is the fault in my computer. Has anyone else experienced these problems?
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Activate point A by sliding slide B through points E and Z, so that the Joint TO touches the Vector 6, however avoiding an impact with vectors 34 and 5, which both are positioned at the edge of the said object near point R. Period.

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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Mon Mar 27, 2006 10:00 pm    Post subject: colors Reply with quote

Devi Ant wrote:
I'm not being bothered by the installer. However the thing with colors, I explained in the Serendipity thread is still a mystery for me. Is it in the source or is the fault in my computer. Has anyone else experienced these problems?


Yes, other people have mentioned the colors problem, but I have not been able to reproduce the problem on any of my computers (and I am not sure whether any of the other developers have been able to do so)

What version of Windows are you running?

What is your screen resolution and color-depth?

Have you downloaded http://hamsterrepublic.com/ohrrpgce/archive/ohrrpgce-binary-win-nightly.zip and tried the alternate graphics backends?
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Mon Mar 27, 2006 10:46 pm    Post subject: Reply with quote

I may be able to shed some light on this so called graphics problem. The issue seems to creep up when running the Windows version of Custom and Game.exe in full-screen mode. I run with a 1280x1024 32 bit depth, on an ATI Radeon 7000, with Windows Xp Pro SP1, on a Pentium III 600 MHZ, 416 Mb Ram. What seems to happen is the in game palette seems to become corrupted, and display other palettes. In the graphics editor specifically, you'll occasionally see one or two different palettes, one that seems to heavily focus on halftones and resembles the default Windows 256 color palette, and another that seems to garble many of the grays and replace colors altogether. Putting the screen back into a window seems to display the correct palette at any rate. I haven't noticed this issue whatsoever with the QBcustom or QBGame at all, so the fault likely lies with the recently rewritten code for the OHR's graphics. Or so I'd think.

There's another bug that creeps up with the map editor too. When editing an NPC, if you select the palette and press Enter, you'll lock up the program. This has happened numerous times for me, where it USED to bring up a selectible palette for that NPC, so you could view a list of them. This bug makes that impossible now.
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Devi Ant
(Formicidae Devious)




Joined: 25 May 2005
Posts: 196
Location: -=\The Lair of Devi Ance /=-

PostPosted: Tue Mar 28, 2006 5:10 am    Post subject: Re: colors Reply with quote

[quote="James Paige
Yes, other people have mentioned the colors problem, but I have not been able to reproduce the problem on any of my computers (and I am not sure whether any of the other developers have been able to do so)

What version of Windows are you running?

What is your screen resolution and color-depth?

Have you downloaded http://hamsterrepublic.com/ohrrpgce/archive/ohrrpgce-binary-win-nightly.zip and tried the alternate graphics backends?[/quote]


Windows XP Home

32-bit 1024x768

Don't have the possibility yet. After I get the net connection back to my home, I can give it a shot.

Now, usually, when you use the fill tool, while editing graphics, custom.exe locks up as well.
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Activate point A by sliding slide B through points E and Z, so that the Joint TO touches the Vector 6, however avoiding an impact with vectors 34 and 5, which both are positioned at the edge of the said object near point R. Period.

Remember, Giz! You MIGHT get that candy, if you only behave well... Only.

My Art
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Chicken Ken




Joined: 29 Aug 2005
Posts: 46
Location: Behind You, In the shadows

PostPosted: Tue Mar 28, 2006 8:30 am    Post subject: Reply with quote

I'm getting the same problem as some other people. The program crashes without warning whenever I'm playing MIDIs in the Import Music menu. I have yet to test if this also happened when I'm playing the game... but this is the exact same problem as I had with Serendipity.
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Chicken Ken




Joined: 29 Aug 2005
Posts: 46
Location: Behind You, In the shadows

PostPosted: Tue Mar 28, 2006 8:34 am    Post subject: Reply with quote

Sorry to double post, but I'd like to add that I remember that this wasn't a problem in the version that used sdl.
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Tue Mar 28, 2006 8:39 am    Post subject: Reply with quote

Um... then use the SDL executables.
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