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Release: Werewaffle+

 
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Sat Aug 16, 2008 7:37 pm    Post subject: Release: Werewaffle+ Reply with quote

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
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Joined: 24 Sep 2003
Posts: 2683
Location: The dead-center of your brain!

PostPosted: Sat Aug 16, 2008 7:47 pm    Post subject: Reply with quote

I think... I might cry... *sniff*
So beautiful... Crying
Thank you, James and everyone else who helped.
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"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)

PostPosted: Sat Aug 16, 2008 7:57 pm    Post subject: Reply with quote

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

PostPosted: Sun Aug 17, 2008 5:58 am    Post subject: Reply with quote

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.
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FyreWulff
Still Jaded




Joined: 02 Apr 2005
Posts: 406
Location: The Internet

PostPosted: Sun Aug 17, 2008 3:18 pm    Post subject: Reply with quote

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

PostPosted: Thu Aug 21, 2008 8:39 pm    Post subject: Reply with quote

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.
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Fri Aug 22, 2008 6:05 am    Post subject: Reply with quote

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

PostPosted: Fri Aug 22, 2008 12:47 pm    Post subject: Reply with quote

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

PostPosted: Fri Aug 22, 2008 7:14 pm    Post subject: Reply with quote

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)

PostPosted: Fri Aug 22, 2008 7:35 pm    Post subject: Reply with quote

AdrianX wrote:
..do i smell battlescripting in the near future?


Maybe :)
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Fri Aug 22, 2008 7:37 pm    Post subject: Reply with quote

James Paige wrote:
AdrianX wrote:
..do i smell battlescripting in the near future?


Maybe Happy
Sounds like a lot of work (and it seems like it will be for you guys. I wish you good luck.)
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Meatballsub
Divine Bovine




Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Fri Aug 22, 2008 9:33 pm    Post subject: Reply with quote

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)

PostPosted: Sat Aug 23, 2008 4:43 pm    Post subject: Reply with quote

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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