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Ypsiliform Release Candidate
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Wed Jan 06, 2010 10:49 am    Post subject: Reply with quote

Fancy that!

A complete fluke, I only noticed that error because I looked at the code for control() when responding to Bagne's "arrow keys and space bar" thread!
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Thu Jan 07, 2010 8:11 am    Post subject: Reply with quote

James Paige wrote:
Teeemcee just found and fixed the joystick bug. It affected all backends. I am currently forcing an early nightly build so y'all can test.


Actually, I should clarify, I *think* Teeemcee just found and fixed the joystick bug. I totally forgot to test it out last night :(
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J_Taylor
The Self-Proclaimed King of Ketchup




Joined: 02 Dec 2009
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Location: Western NY

PostPosted: Thu Jan 07, 2010 11:16 am    Post subject: Reply with quote

Did anybody else have the problem that, contrary to the 'what's new' text doc., the enemy dissolve animations DON'T actually test in the editor?
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Thu Jan 07, 2010 12:40 pm    Post subject: Reply with quote

J_Taylor wrote:
Did anybody else have the problem that, contrary to the 'what's new' text doc., the enemy dissolve animations DON'T actually test in the editor?


Did you press enter or space on "Death Animation?" just selecting it is not enough.
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J_Taylor
The Self-Proclaimed King of Ketchup




Joined: 02 Dec 2009
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PostPosted: Thu Jan 07, 2010 3:41 pm    Post subject: Reply with quote

Will try that. Didn't see any button, so assumed there wasn't one. Pardon my ignorance.
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Bob the Hamster
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PostPosted: Thu Jan 07, 2010 9:11 pm    Post subject: Reply with quote

I was wrong about the joystick fix. They still don't work. I am looking into it right now...

EDIT: found and fixed three problems with the SDL backend's joystick support. It now works about as well as it did in the xocolatl release (which is still kinda crappy (bug 285), but at least it works :)
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J_Taylor
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PostPosted: Fri Jan 08, 2010 4:23 am    Post subject: Reply with quote

Thanks for the enemy death animations update thing. I spent 15 1/2 minutes watching various bad guys get squashed and vaporized.


Is that really, really, really sick? Raspberry! lol
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Fri Jan 08, 2010 8:31 am    Post subject: Reply with quote

James Paige wrote:
Actually, I should clarify, I *think* Teeemcee just found and fixed the joystick bug. I totally forgot to test it out last night :(


Arggh, again?

Well, it's been over a week, and the only outstanding issue is the inserted layer tileset issue (which since no one can reproduce it, is not serious, if it exists at all)
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Bob the Hamster
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PostPosted: Fri Jan 08, 2010 8:39 am    Post subject: Reply with quote

The Mad Cacti wrote:
Arggh, again?

Well, it's been over a week, and the only outstanding issue is the inserted layer tileset issue (which since no one can reproduce it, is not serious, if it exists at all)


Sorry about that. :) I have a bad habit of misreading your commit messages and thinking "Yay! TMC fixed [some bug that he wasn't actually fixing], now I don't have to think about it! Lalalala! I'm gonna go play Doodle Jump!"

I'm gonna branch and release Ypsiliform today, as long as I have time. (Otherwise I'll tackle it tomorrow.)
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Bob the Hamster
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PostPosted: Thu Jan 21, 2010 8:15 am    Post subject: Reply with quote

Just a note, there is a bug in Ypsiliform that causes a crash if you try to link a door to a map with more than 3 layers. The bug is fixed already in the nightlies, and we will be making a Ypsiliform+1 release soon to fix that and a few other issues.
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NeoSpade
Of course!




Joined: 23 Sep 2008
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Location: Wales GB

PostPosted: Sun Jan 31, 2010 2:45 am    Post subject: Reply with quote



This is in Ypsilform +1, the mini-map is broken, despite the tiles not, this used only layer 0 and 2 so...

Should I e-mail the RPG as a test case, or is it easily replicated?

EDIT: And oddly enough the same thing happens on resize map in Custom.
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Bob the Hamster
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Joined: 22 Feb 2003
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Location: Hamster Republic (Southern California Enclave)

PostPosted: Sun Jan 31, 2010 12:13 pm    Post subject: Reply with quote

How is it broken? I just tested the mini-map in wandering hamster, and it seems fine. What should I be looking for? I can't tell from the screenshot you posted.

Although it does make sense if you see the same problem in the minimap and the mapresizer, because they use the same code to draw the scaled-down map.

This together with '' . bug_title('815') . '' I think means we will be having a Ypsiliform+2 before long :)
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NeoSpade
Of course!




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PostPosted: Sun Jan 31, 2010 12:44 pm    Post subject: Reply with quote



The highlighted areas are (mostely) roof and wall tiles in usual view, but entering the minimap causes them to become a floor tile, maybe it's because the map is very small.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Mon Feb 01, 2010 12:52 am    Post subject: Reply with quote

I can't reproduce it either. Are you using overhead bits in the passmap? That causes similar problems (not sure if this is a filled bug or not. Suppose it should be fixed *grumble*)

I like the idea of continuing to rerelease a stable release whenever we fix some significant (non-critical) bugs or add safe usability echancements. But rather than just fixing bug 815, how about we (ie. other people :P) do some wide testing of old games and hunt for other problems? I assume Missing is still broken?
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NeoSpade
Of course!




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PostPosted: Mon Feb 01, 2010 1:30 am    Post subject: Reply with quote

No overheads, just layer 0 and layer 2 here, and the effected tiles are all layer 0 tiles.
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