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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 Aug 16, 2008 7:37 pm Post subject: Release: Werewaffle+ |
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The gibbous moon waxes full! Hot buttered syrup flows! The Werewaffle howls! Download it here, read about its terrifying features here
Amongst the myriad of new features that are included in the Werewaffle release are:
* Numerous performance improvements, especially to scripting.
* Fill tool for the tilemap editor.
* Mark/Clone brush tool in the sprite editor and the maptile editor.
* New default Master Palette for new games.
* Each tilemap layer can now use a different tileset.
* Shops display equippability
* Various new attack bitsets, enemy bitsets, sound triggers, etc.
* The mouse is vastly more usable in the sprite and tile editors.
* Scads of bugfixes
* A nifty new revision of Vikings of Midgard
EDIT: The werewaffle+ release on August 20 2008 fixes some outstanding sound and music issues with Werewaffle. Werewaffle+ is the stablest werewaffle yet! |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Sat Aug 16, 2008 7:47 pm Post subject: |
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I think... I might cry... *sniff*
So beautiful...
Thank you, James and everyone else who helped. _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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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 Aug 16, 2008 7:57 pm Post subject: |
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LeRoy_Leo wrote: | I think... I might cry... *sniff*
So beautiful... ;_;
Thank you, James and everyone else who helped. |
You are welcome :)
But the biggest thanks this time go to TeeEmCee. Just read whatsnew.txt and you will see :) |
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Chenzi User was banned for this post

Joined: 02 Aug 2003 Posts: 190 Location: Grand Rapids, MI
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Posted: Sun Aug 17, 2008 5:58 am Post subject: |
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What sucks is if you keep up with the nightlies, it makes the official released version not seem as awesome :\
eitherway, but especially for those who don't get the nightlies, rejoice. _________________ Allow me to preemptively disclose that I probably hate the person posting below, including myself. |
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FyreWulff Still Jaded

Joined: 02 Apr 2005 Posts: 406 Location: The Internet
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Posted: Sun Aug 17, 2008 3:18 pm Post subject: |
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Chenzi wrote: | What sucks is if you keep up with the nightlies, it makes the official released version not seem as awesome :\
eitherway, but especially for those who don't get the nightlies, rejoice. |
I find them awesome, but mostly for the fact that FEATURE_X in a nightly has now made the cut and is stable and won't blow up in your face.
See also: custom menus, which were in nightlies for (relative) eons before it finally showed up in an actual release. |
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Meatballsub Divine Bovine

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
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Posted: Thu Aug 21, 2008 8:39 pm Post subject: |
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The waffle obviously does not like me very much.
I have been using the fb_native backends since the official ubersetzung release because the official releases tend to crash on my machine. For some reason, I cannot get fb_native to work now that werewaffle has been released. What generally happens is I will use a door and the screen will just stay blank with music running in the background, forcing me to manually close the game. Because it doesn't really "crash", there's nothing notable to see in the debug text unfortunately.
I have tinkered around with the fb_silence backend some and haven't seen a crash yet, but have not tested it for long periods of time to be sure. _________________ MOCBJ Software - My Games
The Hamster Wheel - OHRRPGCE Information Database |
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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: Fri Aug 22, 2008 6:05 am Post subject: |
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Meatballsub wrote: | The waffle obviously does not like me very much.
I have been using the fb_native backends since the official ubersetzung release because the official releases tend to crash on my machine. |
Do the current music_sdl builds still crash for you?
I would love to fix whatever bug may be causing your problems.
Meatballsub wrote: | For some reason, I cannot get fb_native to work now that werewaffle has been released. What generally happens is I will use a door and the screen will just stay blank with music running in the background, forcing me to manually close the game. Because it doesn't really "crash", there's nothing notable to see in the debug text unfortunately. |
Werewaffle or werewaffle+ ?
Can you make a simplified test case, or at least give me a SAV right before the problem occurs? |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Fri Aug 22, 2008 12:47 pm Post subject: |
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Why was this not on the front page for a week? Grr.
Really enjoying the new features! Great job! |
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AdrianX ..yeah.

Joined: 13 Feb 2003 Posts: 286 Location: Batangas City,Philippines
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Posted: Fri Aug 22, 2008 7:14 pm Post subject: |
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Fenrir-Lunaris wrote: | Why was this not on the front page for a week? Grr.
Really enjoying the new features! Great job! |
..what happened to the blue font?
..anyway,awesome update. and in the newsletter, i've seen some new stuff regarding some new commands, in - battle.
..do i smell battlescripting in the near future? |
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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: Fri Aug 22, 2008 7:35 pm Post subject: |
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AdrianX wrote: | ..do i smell battlescripting in the near future? |
Maybe :) |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Fri Aug 22, 2008 7:37 pm Post subject: |
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James Paige wrote: | AdrianX wrote: | ..do i smell battlescripting in the near future? |
Maybe  | Sounds like a lot of work (and it seems like it will be for you guys. I wish you good luck.) _________________
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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Meatballsub Divine Bovine

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
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Posted: Fri Aug 22, 2008 9:33 pm Post subject: |
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The fb_native2 backend seems to work alright for me, and silence still has yet to crash.
The problems seem to happen at random, just like before. However, I did notice after it crashed two different games, it left something like this in g_debug.txt:
Quote: | File not found loading record 2 from C:\Users\Ben\AppData\Local\Temp\ohrrpgce20080823012841.862.tmp\playing.tmp\fat_frog.mn
File not found loading record 2 from C:\Users\Ben\AppData\Local\Temp\ohrrpgce20080823012841.862.tmp\playing.tmp\fat_frog.mn
File not found loading record 1 from C:\Users\Ben\AppData\Local\Temp\ohrrpgce20080823012841.862.tmp\playing.tmp\fat_frog.mn
File not found loading record 2 from C:\Users\Ben\AppData\Local\Temp\ohrrpgce20080823012841.862.tmp\playing.tmp\fat_frog.mn
File not found loading record 2 from C:\Users\Ben\AppData\Local\Temp\ohrrpgce20080823012841.862.tmp\playing.tmp\fat_frog.mn
File not found loading record 2 from C:\Users\Ben\AppData\Local\Temp\ohrrpgce20080823012841.862.tmp\playing.tmp\fat_frog.mn |
What does that mean? |
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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 Aug 23, 2008 4:43 pm Post subject: |
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Meatballsub wrote: | The fb_native2 backend seems to work alright for me, and silence still has yet to crash. |
Interesting. That one is experimental, and I'm actually a bit surprised it is working best for you.
Can you tell me more about the crash you get with music_sdl?
Meatballsub wrote: | The problems seem to happen at random, just like before. However, I did notice after it crashed two different games, it left something like this in g_debug.txt:
Quote: | File not found loading record 2 from C:\Users\Ben\AppData\Local\Temp\ohrrpgce20080823012841.862.tmp\playing.tmp\fat_frog.mn
File not found loading record 2 from C:\Users\Ben\AppData\Local\Temp\ohrrpgce20080823012841.862.tmp\playing.tmp\fat_frog.mn
File not found loading record 1 from C:\Users\Ben\AppData\Local\Temp\ohrrpgce20080823012841.862.tmp\playing.tmp\fat_frog.mn
File not found loading record 2 from C:\Users\Ben\AppData\Local\Temp\ohrrpgce20080823012841.862.tmp\playing.tmp\fat_frog.mn
File not found loading record 2 from C:\Users\Ben\AppData\Local\Temp\ohrrpgce20080823012841.862.tmp\playing.tmp\fat_frog.mn
File not found loading record 2 from C:\Users\Ben\AppData\Local\Temp\ohrrpgce20080823012841.862.tmp\playing.tmp\fat_frog.mn |
What does that mean? |
Hmmm.. The ".mn" lump is the "Map Name" lump. It means that for whatever reason, the map name lump is either missing, or is getting deleted somehow. I would be curious if that file exists before the crash.
Also, can you try the -debug-exx nightly builds? Those might crash less randomly. |
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