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PlayerOne

Joined: 07 Sep 2005 Posts: 143 Location: UK
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Posted: Sat Feb 10, 2007 7:15 am Post subject: |
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J.A.R.S. wrote: | What is OHR coded in now? I guess it must've changed language to tolerate windows... And since its open source, if its a "basic" language, I might be of some help in this field if help is required  |
It's in FreeBasic, which is essentially a modern open-source cross-platform version of QBasic. |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Sat Feb 10, 2007 7:30 am Post subject: |
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*Glee*
I wish I knew this was coming so that I wouldn't have to fill up entire maptile sets to reproduce the same pile of rocks on five different terrains.
[edit]Okay, now that I can enable and disable layer visibility...How do I actually edit them?
Last edited by TwinHamster on Sat Feb 10, 2007 8:47 am; edited 1 time in total |
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Sat Feb 10, 2007 8:05 am Post subject: |
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PlayerOne wrote: | J.A.R.S. wrote: | What is OHR coded in now? I guess it must've changed language to tolerate windows... And since its open source, if its a "basic" language, I might be of some help in this field if help is required  |
It's in FreeBasic, which is essentially a modern open-source cross-platform version of QBasic. |
If it look like Qbasic, I might help  |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sat Feb 10, 2007 10:08 am Post subject: |
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You need to enable a layer then you press "Page Up" or "Page Down" to switch layers. |
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djfenix

Joined: 12 Mar 2003 Posts: 359
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Posted: Sat Feb 10, 2007 10:09 am Post subject: |
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.... i... love... you.....
Page Up and Page Down changes the layers you're editting. I spent 10 minutes trying to figure that out, heh.
Edit
Ah, crap, you beat me to the explaination |
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Sat Feb 10, 2007 10:42 am Post subject: |
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*cough*
Well in any cases, considering this isn't anywhere near April Fools, huzzah! Will this be a new feature ready for Uberzetzung? _________________ Calehay |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sat Feb 10, 2007 11:09 am Post subject: |
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Is there any way to enable default passability for Layer 1? |
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djfenix

Joined: 12 Mar 2003 Posts: 359
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Posted: Sat Feb 10, 2007 11:45 am Post subject: |
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Now... let's see when we get alpha transparencies........... |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Sat Feb 10, 2007 12:07 pm Post subject: |
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Oops, this is what I get for sleeping at night. Replies in approximately order:
JARS: FreeBasic, which is a modern version of QBasic. Nowadays, it's more like C with a Basic syntax.
JARS again: It was easier than I expected, certainly. However, doing multiple tilesets on one map is going to be more difficult.
Onlyoneinall: Yeah, my bad. I forgot to mention that in whatsnew.txt, and I was just about to commit my work, but then I added the note. However, I forgot to hit save, so the note was left out. :S
Newbie_Power: Default passability should work for all three layers. Keep in mind that there is only one wallmap for the whole map.
djfenix: Not any time soon (though I too would like that).
Also, I'd like to mention that Enabling and Disabling a layer (Alt-F1/2/3, or Enter/Space in the layer menu) is NOT the same thing as changing the visibility of that layer (Ctrl-F1/2/3, Left and Right in the layer menu). Invisible, enabled layers still show up in Game! For editing, however, it's easier to edit a layer if you can turn the other ones off.
That said, disabling a layer does not make it go away forever. The tiles are still there, you just can't see them or edit them, nor will they appear in Game. There is a specific reason for this which may or may not involve dis/enabling layers IN game via plotscripting, but we'll see  _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Sat Feb 10, 2007 12:11 pm Post subject: |
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Mike Caron wrote: | That said, disabling a layer does not make it go away forever. The tiles are still there, you just can't see them or edit them, nor will they appear in Game. There is a specific reason for this which may or may not involve dis/enabling layers IN game via plotscripting, but we'll see  |
I sense some sweet new happenings brewing for some awesome effects!  _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sat Feb 10, 2007 12:32 pm Post subject: |
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Quote: | Newbie_Power: Default passability should work for all three layers. Keep in mind that there is only one wallmap for the whole map. | That's not the issue. When using "Set Default Passability For Whole Map", it only cares about the tiles in Layer 0 when making the changes. I tested this by having a tile with walls on Layer 0 with a tile without walls on Layer 1. Lo and behold, the normally walkable grass tile now has walls, while trees layered over grass tiles do not. |
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Sat Feb 10, 2007 12:36 pm Post subject: |
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Newbie_Power wrote: | Quote: | Newbie_Power: Default passability should work for all three layers. Keep in mind that there is only one wallmap for the whole map. | That's not the issue. When using "Set Default Passability For Whole Map", it only cares about the tiles in Layer 0 when making the changes. I tested this by having a tile with walls on Layer 0 with a tile without walls on Layer 1. Lo and behold, the normally walkable grass tile now has walls, while trees layered over grass tiles do not. |
Indeed. This does make the useability of layers a tad more difficult. The engine changes wallmaps, regardless of which layer it is. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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Jack the fool

Joined: 30 Jul 2004 Posts: 773
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Posted: Sat Feb 10, 2007 2:22 pm Post subject: |
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I can only imagine what the catastrophe will be this year. _________________
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The Wobbler

Joined: 06 Feb 2003 Posts: 2221
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Posted: Sat Feb 10, 2007 2:24 pm Post subject: |
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Note from Castle Paradox Administration: | This content has been removed by the user. Contact the original author and link them to this post if you wish to view the original content. Only the author can remove the tags hiding this content. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Sat Feb 10, 2007 2:32 pm Post subject: Re: New feature |
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Mike Caron wrote: | So, I've been hacking away at the OHR again, and I decided to cross off a longstanding item on my TODO list.
Do you dare find out what?!
I think that most will find this a *very* welcome addition to the OHR! |
This is entirely awesome... but for the love of all that is good, please don't check this in before ubersetzung branches!
EDIT: ... oh... you already did... last night.... *sigh* we only had two ubersetzung blockers left. Well I'm not going to back the layers patch out, but I hope it is a good implementation, cause if it ain't, we will be paying for it in backcompat hacks for voxhumana
EDIT AGAIN: Sorry. Didn't mean to come out overly negative there. This is a great feature that we have needed since the dawn of ever. You just really surprized me, that's all.
Last edited by Bob the Hamster on Sat Feb 10, 2007 2:46 pm; edited 1 time in total |
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