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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 Jun 15, 2012 5:42 pm Post subject: New stable release! [Alectormancy+2] |
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http://rpg.hamsterrepublic.com/ohrrpgce/Downloads
whatsnew.txt wrote: | Code: | * New Features
* Adjustable global HP thresholds for hero and enemy Weak states
(hero graphics and enemy desperation attacks) [Adam Perry]
* New in-game debug key: CTRL+F4 to view/edit/export the slice
tree with the slice collection editor [Ralph]
* A general game option to change how the inventory Autosort
option works [Ralph]
* Master Palettes menu: added export option [Ralph]
* Play-as-you-edit, AKA live previewing of games, with a new
"Test Game" option in Custom. Still unfinished! [Ralph]
* New debug key: press F5 in-game to access a menu where you can
reload various game data. Most useful when live-previewing a
game. The old F5 and Ctrl+F5 debug keys (free camera movement)
have been changed to F7 and Ctrl+F7. [Ralph]
* Ctrl+S in the map and tileset editors immediately saves.
(Moved old Ctrl+S (paint the screen) to Ctrl+W (ie. paint the
"window")) [Ralph]
* New general bitset "Attacks will ignore extra hits stat" [James]
* NPCs can now be assigned avoidance (wall) zones as well as
movement zones. The avoidance zones have precedence. [Ralph]
* Default NPC movement and avoidance zones can be set in the
General Map Data menu [Ralph]
* Distribute Game menu, where you can automatically package your
game to distribute to other people. [James]
* Distribute as Zip file
* Distribute as Windows installer
* Distribute as Debian Linux package
* Script trigger log: press CTRL+F10 in-game to cause triggered
scripts (not called from other scripts) to be logged to
script_log.txt. It might help to restart/reload the game
after enabling it if running scripts are missing. [Ralph]
* Formation sets can now be disabled by tag conditions [Ralph]
* Partial Unicode support, currently limited to the Latin-1
character set:
* A new default font which includes the Latin-1 characters
* Your operating system's native keyboard layout/text inputting
methods are used when entering text, both in Game and Custom.
The input is restricted to Latin-1, though of course you'll
need the characters in your font to see them.
(Does not work with the gfx_fb backend).
* Support for non-ASCII filename encodings while browsing
* HSpeak has better, full Unicode support. It automatically
recognises the encoding as ASCII/Latin-1, UTF-8, or UTF-16.
Script names and strings are dumbed down to Latin-1 on import.
[Ralph]
* New general bitset "Don't divide experience between heroes" [James]
* Bugfixes
* Wrong names used for reserve party heroes who level during
battles [Ralph]
* In the map editor, tile 0 on map layers did not correctly become
transparent after swapping map layers [Ralph]
* Fixed a whole lot of things which failed to immediately update
tags they were meant to (eg. the "unequip" and "items menu"
commands). Also tag changes didn't immediately update disabled
menu items and often didn't update disabled NPCs [Ralph]
* Menus didn't resize or scroll properly/immediately after items
were added/removed/enabled/disabled/selected, and similarly
the "set menu max rows" command was broken [Ralph]
* You can now type negative numbers more naturally. No need to
type a positive number and toggle it negative [James]
* NPC definitions weren't being saved by "save map state" and
the "Remember NPC data" option, and "delete map state" didn't
work on NPC locations/instances [Ralph]
* 'Set target stat to %' attacks were being affected by the damage
cap [Ralph]
* Harm tile mess:
* Harm tiles didn't affect non-visible heroes when the
caterpillar party was disabled (fix enabled only with "Harm
tiles harm non-caterpillar party" general preference bitset)
* Didn't trigger when crossing over them using walkhero with
distance more than 1 [Ralph]
* "export globals" was broken in strange ways [Ralph]
* "input string" would hide string 0 instead of the one it was
meant to; also changed the way the 'center' and position
arguments behave to make more sense [Ralph]
* Bug 942: Attacks didn't chain if they depended on a tag with
ID >= 128 [San]
* It was no longer possible to import BAM files [Ralph]
* In-battle music option 'silence' acted the same as 'same as
last map'. Broken since xocolatl! [Ralph]
* When "camera follows NPC" was used the camera lagged one tick
behind the NPC [Ralph]
* The pause key didn't pause battles anymore [Ralph]
* Bug 945: Attacks used from a hero's spell list out-of-battle
used the average party stats instead of that hero's [Ralph]
* Fix ${C#} codes in textboxes which have been (embarrasingly)
broken for as long as the feature has existed [James]
* Bug 956: gfx_directx: graphics could be mangled at startup
until the window is resized [Jay]
* New Plotscripting Stuff
* You can now have global variables up to 16383 instead of 4095
[James]
* Slice velocity commands to make a slice move automatically at
pixels-per-tick speeds. [James]
* Slice movement commands to make a command move to a target
position over a desired number of ticks. [James, Ralph]
* "wait for slice" command to make the script wait for slice
movement [James]
* New "Ellipse" slice type, and related commands [James, Ralph]
* "NPCstat: default movement zone" constant for "read/alter npc"
* "assert" [Ralph]
* "menu item true slot", "menu item by true slot" [Ralph]
* "get hero slice" and "get NPC slice" commands [James]
* "get door x", "get door y", "get door destination id",
"get door destination map", "door is active" [Mogri]
* "get attack caption" [Mogri]
* "get rect fuzziness", "set rect fuzziness" [Ralph]
* "textbox line" replaces "string from textbox", fixing the
broken 'expand' argument and adding 'strip' argument [Ralph]
* "get slice text" [Ralph]
* "get input text" (and "enable input text") which obsoletes
"last ascii" [Ralph]
* "get hero hand x", "get hero hand y", "set hero hand x",
"set hero hand y", "get default hero hand x",
"get default hero hand y" [James]
* Increased number of strings to 100 (0 to 99) [Ralph]
* Stuff Only Developers Will Notice
* Certain special engine-related Slices are marked as protected
to indicate that plotscripts are not permitted to delete or
reparent them.
* New comand-line options:
-autosnap N Automatically save a screen snapshot every N ticks
-runfast Run quickly (without speed control)
-autotest Run quickly and write screenshots on _checkpoints
-recordinput file Record keyboard input to a file
-replayinput file Replay keyboard input from a previously recorded file
-no-native-kbd Use US keyboard layout instead of OS-based text input
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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 Jul 27, 2012 8:33 am Post subject: |
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And we have a +1 release. Here are the additional bugfixes:
Code: |
July 27 2012 [Alectormancy+1]
* Bugfixes
* Fix the arrow key problem in Custom on Mac OS X
* Fix new enemy formations being filled with enemy 0 instead of
empty slots
* NPCs that are intended to disappear when a text box advances
no longer disappear when it first opens.
* Mac OS X version now defaults to your Documents folder instead of
defaulting to the Applications folder
* Fix "Distribute Game as Mac OS X App" when running on Windows
* Fix "Distribute Game as Debian Package" when running on Mac OS X
* Fix "Distribute Game as Windows Installer" when running from
Linux+Wine
* Fix distribute failures caused by trying to download support
utilities into read-only locations.
* Use curl when wget isn't available
* Update to Vikings of Midgard
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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: Tue Jul 31, 2012 12:36 pm Post subject: |
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Code: |
July 31 2012 [Alectormancy+2]
* Bugfixes
* An arrow key fix from Alectormancy+1 broke adding new sprite
sets in the sprite editor. This release fixes it properly.
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Sparoku Pyrithea Amethyst.

Joined: 02 Feb 2004 Posts: 467 Location: Washington State
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Posted: Sun Jan 06, 2013 7:59 pm Post subject: |
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I'm a bit late saying this, I know, but I LOVE the test game feature! It's seriously a HUGE help!!! _________________ "There will always be people who will tell you they hate what you made, or like what you made, and will tell you that what you did was wrong or right."
My Discord ID: SparDanger#0305 |
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Soule X

Joined: 13 Sep 2004 Posts: 131 Location: Indiana
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Posted: Fri Jan 25, 2013 1:34 am Post subject: |
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Features that have already helped me considerably...
Quote: | * Master Palettes menu: added export option |
Awesome to be able to easily edit and import your palettes.
Quote: | "Test Game" option in Custom |
I didn't realize this was a brand new feature since I just came back to the engine recently. Absolutely the best feature. I found out that it updated in real time on accident when I was fiddling with some graphics. I about fell out of my chair. Very nice to be able to tweak placement of certain graphics and whatnot on the fly!
Quote: |
* Slice movement commands to make a command move to a target
position over a desired number of ticks. |
James told me about this one, and it's really helped me a lot already.
Very nice update. I appreciate that you all are still putting time and effort into making the engine better. That's what makes it so great to me. I didn't bother checking the new features since I figured after being gone so long there would be too many to go through. But I definitely will look from now on! |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Jan 25, 2013 5:38 am Post subject: |
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Soule X wrote: | I found out that it updated in real time on accident when I was fiddling with some graphics. |
Maybe that could be clearer. To be fair you are prompted to read the help page when you use it. But I didn't know what to call this feature, so it's called "Test game", "Live previewing" and "Edit as you play" in different places. Hmm maybe I could change the menu item to "Live preview game"... _________________ "It is so great it is insanely great." |
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Soule X

Joined: 13 Sep 2004 Posts: 131 Location: Indiana
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Posted: Fri Jan 25, 2013 7:53 am Post subject: |
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Yeah, I didn't read anything about it, so it was my own fault. But just going off the menu name "Test Game" I just thought it was a faster way to start the game up to test it along with some debug keys. |
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