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PlayerOne




Joined: 07 Sep 2005
Posts: 143
Location: UK

PostPosted: Sat Feb 10, 2007 7:15 am    Post subject: Reply with quote

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 Wink


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

PostPosted: Sat Feb 10, 2007 7:30 am    Post subject: Reply with quote

*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...

PostPosted: Sat Feb 10, 2007 8:05 am    Post subject: Reply with quote

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 Wink


It's in FreeBasic, which is essentially a modern open-source cross-platform version of QBasic.


If it look like Qbasic, I might help Happy
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Sat Feb 10, 2007 10:08 am    Post subject: Reply with quote

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

PostPosted: Sat Feb 10, 2007 10:09 am    Post subject: Reply with quote

.... 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

PostPosted: Sat Feb 10, 2007 10:42 am    Post subject: Reply with quote

*cough*

Well in any cases, considering this isn't anywhere near April Fools, huzzah! Will this be a new feature ready for Uberzetzung?
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Calehay
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Sat Feb 10, 2007 11:09 am    Post subject: Reply with quote

Is there any way to enable default passability for Layer 1?
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djfenix




Joined: 12 Mar 2003
Posts: 359

PostPosted: Sat Feb 10, 2007 11:45 am    Post subject: Reply with quote

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?

PostPosted: Sat Feb 10, 2007 12:07 pm    Post subject: Reply with quote

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 Wink
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Onlyoneinall
Bug finder




Joined: 16 Jul 2005
Posts: 746

PostPosted: Sat Feb 10, 2007 12:11 pm    Post subject: Reply with quote

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 Wink


I sense some sweet new happenings brewing for some awesome effects! Cool
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Sat Feb 10, 2007 12:32 pm    Post subject: Reply with quote

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

PostPosted: Sat Feb 10, 2007 12:36 pm    Post subject: Reply with quote

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.
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Jack
the fool




Joined: 30 Jul 2004
Posts: 773

PostPosted: Sat Feb 10, 2007 2:22 pm    Post subject: Reply with quote

Calehay wrote:
*cough*


I can only imagine what the catastrophe will be this year.
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Sat Feb 10, 2007 2:24 pm    Post subject: Reply with quote

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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Sat Feb 10, 2007 2:32 pm    Post subject: Re: New feature Reply with quote

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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