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RELEASE: OHRRPGCE 2008-01-21 Voxhumana
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Rya.Reisender
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Joined: 18 Jan 2008
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PostPosted: Thu Jan 24, 2008 4:19 am    Post subject: Reply with quote

Yeah Bug 87 is what I encountered.
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phobot




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PostPosted: Mon Jan 28, 2008 8:01 pm    Post subject: Reply with quote

Valigarmander is happy with this update.
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Chenzi
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Joined: 02 Aug 2003
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PostPosted: Wed Mar 05, 2008 12:45 pm    Post subject: Reply with quote

Looks like someone is going to have to make a slew of new tutorials to explain some of the new features.

Yeah, I know, slowpoke is sloooooooooooooowwwwwww.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
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PostPosted: Wed Mar 05, 2008 2:50 pm    Post subject: Reply with quote

Chenzi wrote:
Looks like someone is going to have to make a slew of new tutorials to explain some of the new features.

Yeah, I know, slowpoke is sloooooooooooooowwwwwww.


Which new feature would you most like to see tutorialized?
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Ronin Catholic
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Joined: 23 Jul 2007
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PostPosted: Wed Mar 05, 2008 3:27 pm    Post subject: Reply with quote

Has anyone else seen this happen when loading old games on this version?


I'd assume this has something to do with layers, yes? It happens in several old games, including Spellshard. For some reason the game decides to draw the tiles over the hero on some maps.
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Chenzi
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PostPosted: Wed Mar 05, 2008 6:00 pm    Post subject: Reply with quote

James Paige wrote:
Chenzi wrote:
Looks like someone is going to have to make a slew of new tutorials to explain some of the new features.

Yeah, I know, slowpoke is sloooooooooooooowwwwwww.


Which new feature would you most like to see tutorialized?


Animated gifs of the enemy death effects would be awesome.
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Raekuul
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PostPosted: Thu Mar 06, 2008 7:51 am    Post subject: Can we have post number for the default subject? Reply with quote

Maybe the layer code replaced the old code for overhead tiles.
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Bob the Hamster
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PostPosted: Thu Mar 06, 2008 10:21 am    Post subject: Re: Can we have post number for the default subject? Reply with quote

Ronin Catholic wrote:
...
I'd assume this has something to do with layers, yes? It happens in several old games, including Spellshard. For some reason the game decides to draw the tiles over the hero on some maps.


I filed this as '' . bug_title('613') . '' and I was playing through Spellshard for about an hour last night, but I did not see it. Can you post either a test-case game that demonstrates it, or a .SAV game right before it happens in Spellshard?

Raekuul wrote:
Maybe the layer code replaced the old code for overhead tiles.


No, for backwards compatibility, the overhead tiles were left in, and should be working the same as they did before (if not, it is a bug)
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Ronin Catholic
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PostPosted: Thu Mar 06, 2008 1:23 pm    Post subject: Reply with quote

It doesn't do this for every map, and not for every tile on the map.


I'm one space to the right of the top bright grass tile.


This map seems to be uneffected. So far I've only noticed this problem in the overworld of Wolf's Quest and the forest in Spellshard. Spellshard is passworded, but I'll take a guess that both of these maps are defined as map #2.


This one is also on the forest map, but one space left of the entrance instead of one space to its right.
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Raekuul
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PostPosted: Fri Mar 07, 2008 6:32 am    Post subject: Reply with quote

Offbyones?
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