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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: Mon Jan 21, 2008 11:27 am Post subject: RELEASE: OHRRPGCE 2008-01-21 Voxhumana |
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Yep, new release time!
Whatsnew.txt wrote: | Code: | WHAT IS NEW?
Jan 21 2008 [voxhumana]
* New Features
* Attack bitset 'Do not chain if attack fails' [Mike Caron]
* Equip screen displays the number by which a stat will change [James]
* -s pixel smoothing now works with all bit depths, not just 8-bit
[Reaxor Jones]
* Attack bitsets to disable specific target slots now work for enemies
also [James Paige]
* Attacks can have preferred default targets based on factors such as
distance or strongest stat or weakest stat [James Paige]
* Customizable main menus. [James Paige]
* New attack bitset "Cancel target's attack" [James Paige]
* A hero for hire in a shop can (optionally) be given a specific
experience level [James Paige]
* New, customizable enemy dissolving styles [Mike Caron]
* Tag name editor lets you browse tags at a glance, rather than
searching for them by tag number [James Paige]
* Browse for tags from any menu that takes tag numbers by pressing
enter or space on the tag [James Paige]
* Most (but not all) user interface colors in Game and Custom can now
be customized. Each master palette has its own set [Simon, James]
* User Interface color editor. [James Paige]
* In the door link editor, you can see a preview of each doorlinks
when you browse the list of doorlinks. [James Paige]
* Door link editor only shows the links that are actually used [James]
* Press Enter on a door in door-placement mode to go directly to the
doorlink editor for that door. (only works on the first link for
doors multiple conditional destinations) [James Paige]
* Enemies can have a death sound effect. [James Paige]
* TeeEmCee's pretty mini-map from the map-resize menu is now used for
all mini-map drawing [Ralph, James]
* General bitset to disable pressing ESC to run from battle [James]
* Bugfixes
* Temporary map state was not being deleted when exiting to the title
screen, meaning maps set to remember state would be in an unexpected
state from a previous game. deletemapstate was also broken.
[Ralph Versteegen]
* Fixed bug 257 "Mute status effect broken for enemies" [James Paige]
* Fixed bug 5 "First Target attacks can hit targets besides the first"
[James Paige]
* Fixed bug 476, off-by-one-error in "set victory music" [James Paige]
* Fixed bug 484 "Do not show spell lists if empty" was only working in
battle for the first spell list [James Paige]
* Having an after-battle script would prevent fightformation from
returning the correct battle result [Ralph Versteegen]
* More NPC activation/pushing over map edge fixes [Ralph Versteegen]
* Fixed bug 237, "Stun Attacks Cancel Actions"
(Old stun attacks will continue to work the same thanks to the
"Cancel target's attack" bitset) [James Paige]
* Fixed bug 473, "Shop data doesn't persist" [James Paige]
* Fixed bug 330, "Pushed npcs are obstructionless" for new games.
Old games can get the fix in the general game bitsets menu by turning
off the "Simulate pushed NPC obstruction bug" bitset. Do this
with caution if your game uses pushed-NPC puzzles that rely on
overlapping NPCs [James Paige]
* Fixed bug 21, "If you save on a door, you will go through the door
when you load" [James Paige]
* Outside-battle attacks that target only dead heroes no longer
work on the first hero slot when no dead heroes are present
[James Paige]
* Attacks with target class "Enemy" are usable on allies
outside battle if the "Usable outside battle" bitset is ON
[James Paige]
* Life spells/items that are not allowed to target live heroes are
no longer usable on a hero who you just revived. [James Paige]
* Fixed bug 553, "Cancelling level MP attack in battle still uses
cost for that turn" [James Paige]
* Input string actually works now! [Ralph Versteegen]
* Fixed bug 576 incorrect camera movment and vanishing hero when
using "focus camera" close to the top or left edge of a map
[James]
* New Plotscripting Commands
* get victory music
* outside battle cure
* Stuff only Developers Will Notice
* BattleStats UDT [James Paige]
* New sprite paradigm (currently used in battle) [Mike Caron]
* A lot of minor clean up in many places |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Jan 21, 2008 11:45 am Post subject: |
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msw188 wrote: | Yay! Although I have to admit, making regular use of the Nightlies makes official releases a lot less stupendous. | Same here. I've been following the updates as I have been getting nightlies. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Mon Jan 21, 2008 3:37 pm Post subject: |
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I hate to complain when a version is released that has so many cool new features but...
If there's an attack bitset to cancel other attacks, shouldn't there be an attack bitset that makes certain attacks "uncancellable" (not sure that's a word, but I'll go with it). _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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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: Mon Jan 21, 2008 4:04 pm Post subject: |
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The Drizzle wrote: | I hate to complain when a version is released that has so many cool new features but...
If there's an attack bitset to cancel other attacks, shouldn't there be an attack bitset that makes certain attacks "uncancellable" (not sure that's a word, but I'll go with it). |
The purpose of the attack bitset to cancel the target's attacks was to make it possible to reproduce the old behaviour of damaging the Stun register, which not only caused the target to freeze, it also cancelled any in-progress attack.
But sure, a bitset for making an attack uncancellable is not an unreasonable feature request. Bugzilla it so the idea is not forgotten. |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Jan 21, 2008 5:59 pm Post subject: |
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Since the new version is out, I guess it's time to start planning the next version?
I think I'm going to see if there's a Bugzilla entry for true turn based combat. I've seen more than one person ask for it. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Mon Jan 21, 2008 7:46 pm Post subject: |
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I think that the attacker's jump animation is definitely a lot slower than what it used to be.
It also used to be straight up?
Also, I used to use the dash-in animation as an alternate to the land animation in order to bring back the hero from his flight.
However, the dash-in from this version seems to keep my hero in the air  |
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Clamps Slayer of the Moon

Joined: 18 Jan 2008 Posts: 35
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Posted: Mon Jan 21, 2008 8:03 pm Post subject: |
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Yay! New features! As someone who [i[doesn't[/i] follow the nightlies too closely, I'm thrilled! |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Mon Jan 21, 2008 8:55 pm Post subject: |
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Clamps, please tell me your name is inspired by Futurama. I instantly like you if it is. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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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: Mon Jan 21, 2008 9:10 pm Post subject: |
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TwinHamster wrote: | I think that the attacker's jump animation is definitely a lot slower than what it used to be.
It also used to be straight up? |
No, it has always been at a slight angle.
TwinHamster wrote: | Also, I used to use the dash-in animation as an alternate to the land animation in order to bring back the hero from his flight.
However, the dash-in from this version seems to keep my hero in the air :( |
That is pretty weird. I don't think we touched the attack animation code at all. Are you positive this changed in voxhumana, and not in ubersetzung or earlier? |
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Clamps Slayer of the Moon

Joined: 18 Jan 2008 Posts: 35
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Posted: Mon Jan 21, 2008 10:32 pm Post subject: |
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The Drizzle wrote: | Clamps, please tell me your name is inspired by Futurama. I instantly like you if it is. |
Indirectly, but yes. |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Tue Jan 22, 2008 2:07 pm Post subject: |
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Quote: | That is pretty weird. I don't think we touched the attack animation code at all. Are you positive this changed in voxhumana, and not in ubersetzung or earlier? |
Another false alarm from me.
I simply stumbled upon the effect of killing a foe while the hero is still jumping.
Sorry :x
[edit]Wait a second, that's still seems buggy.
Shouldn't the hero finish the animation even after killing the enemy? |
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Ronin Catholic Deadliest of Fairies

Joined: 23 Jul 2007 Posts: 530 Location: My Girlfriend
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Posted: Tue Jan 22, 2008 2:16 pm Post subject: |
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The jump animation slowed down insanely at about the same time that sound effects were added. The hero seems to do the actual jump just fine, but there's like two or three seconds between him going off screen and the jump sound going off; this is strange, since the enemies seem to pull the timing off just fine. _________________ "I didn't start the flame war;
I don't know what you thought here
'Twas that way when I got here"
"I didn't start the flame war;
I can't understand a word you're saying
nor the game you're playing~" |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Wed Jan 23, 2008 2:32 am Post subject: |
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TwinHamster wrote: | Quote: | That is pretty weird. I don't think we touched the attack animation code at all. Are you positive this changed in voxhumana, and not in ubersetzung or earlier? |
Another false alarm from me.
I simply stumbled upon the effect of killing a foe while the hero is still jumping.
Sorry :x
[edit]Wait a second, that's still seems buggy.
Shouldn't the hero finish the animation even after killing the enemy? |
I stumbled about a similar bug once where the hero's animation just got stuck because the target died (or something). I could never reproduce it a second time, though. And this bug happened before Voxhumana. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Jan 24, 2008 4:01 am Post subject: |
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Rya.Reisender wrote: | I stumbled about a similar bug once where the hero's animation just got stuck because the target died (or something). I could never reproduce it a second time, though. And this bug happened before Voxhumana. |
There are lots of animation bugs in the battle engine, I don't think this is new. Some examples are '' . bug_title('75') . '' and '' . bug_title('87') . '' _________________ "It is so great it is insanely great." |
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