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RELEASE: OHRRPGCE 2008-01-21 Voxhumana
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Mon Jan 21, 2008 11:27 am    Post subject: RELEASE: OHRRPGCE 2008-01-21 Voxhumana Reply with quote

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

PostPosted: Mon Jan 21, 2008 11:42 am    Post subject: Reply with quote

Yay! Although I have to admit, making regular use of the Nightlies makes official releases a lot less stupendous.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Mon Jan 21, 2008 11:45 am    Post subject: Reply with quote

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.
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The Drizzle
Who is the Drizzle?




Joined: 12 Nov 2003
Posts: 432

PostPosted: Mon Jan 21, 2008 3:37 pm    Post subject: Reply with quote

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).
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Mon Jan 21, 2008 4:04 pm    Post subject: Reply with quote

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

PostPosted: Mon Jan 21, 2008 5:59 pm    Post subject: Reply with quote

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.
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Mon Jan 21, 2008 7:46 pm    Post subject: Reply with quote

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 Sad...
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Clamps
Slayer of the Moon




Joined: 18 Jan 2008
Posts: 35

PostPosted: Mon Jan 21, 2008 8:03 pm    Post subject: Reply with quote

Yay! New features! As someone who [i[doesn't[/i] follow the nightlies too closely, I'm thrilled!
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The Drizzle
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PostPosted: Mon Jan 21, 2008 8:55 pm    Post subject: Reply with quote

Clamps, please tell me your name is inspired by Futurama. I instantly like you if it is.
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Mon Jan 21, 2008 9:10 pm    Post subject: Reply with quote

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
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PostPosted: Mon Jan 21, 2008 10:32 pm    Post subject: Reply with quote

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

PostPosted: Tue Jan 22, 2008 2:07 pm    Post subject: Reply with quote

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
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PostPosted: Tue Jan 22, 2008 2:16 pm    Post subject: Reply with quote

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.
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Rya.Reisender
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Joined: 18 Jan 2008
Posts: 821

PostPosted: Wed Jan 23, 2008 2:32 am    Post subject: Reply with quote

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

PostPosted: Thu Jan 24, 2008 4:01 am    Post subject: Reply with quote

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') . ''
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