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Love for Werewaffle
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Mon Apr 21, 2008 8:46 am    Post subject: Reply with quote

Ah. I figured it shouldn't, but Adrian asked for smoother scrolling, rather than a general higher framerate, so that is why I was asking.
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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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Rya.Reisender
Snippy




Joined: 18 Jan 2008
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PostPosted: Mon Apr 21, 2008 11:04 pm    Post subject: Reply with quote

But honestly the low framerate is only a problem when scrolling for me. Especially when I use some more colours walking around hurts the eyes. But I never had any eye hurting problems inside battles.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Apr 22, 2008 1:07 am    Post subject: Reply with quote

Quote:
But honestly the low framerate is only a problem when scrolling for me. Especially when I use some more colours walking around hurts the eyes. But I never had any eye hurting problems inside battles.
Eh... No reason to not include higher frame rate in both maps and battles, unless it is not technically possible (which James feels it is, so I'm going to look forward to this).
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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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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Tue Apr 22, 2008 6:24 pm    Post subject: Reply with quote

A quick question, can anyone reproduce 611 in the latest nightly release. Theoretically, you shouldn't see 611 anymore.

I believe it only happened on the pcs where custom ran with low fps. If your fps is high enough, it just goes on unnoticed.
The reason that it was jumping up at certain times was because there was "print" command that would push the whole menu up.
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OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Tue Apr 22, 2008 8:32 pm    Post subject: Reply with quote

You might want to mention the description in the future: '' . bug_title('611') . ''
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Ysoft_Entertainment
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Joined: 23 Sep 2003
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Location: Wherever There is a good game.

PostPosted: Wed Apr 23, 2008 3:39 am    Post subject: Reply with quote

um... I don't know if you figured it out or not, but the username "yuriy" is me. I didn't write my theory in bugzilla because at the time I posted the solution, it didn't occur to me why it was visible on only some pcs and why it wasn't visible on others.
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OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
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PostPosted: Wed Apr 23, 2008 9:29 am    Post subject: Reply with quote

Good work, Yuriy!

We only have one remaining bug blocking Werewaffle!

'' . bug_title('616') . ''

The saved maps state feature does not need to be perfect for Werewaffle, but we do need to at least verify that it is not any worse than it was in ubersetzung and voxhumana.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Sat Apr 26, 2008 10:09 am    Post subject: Reply with quote

James Paige wrote:
The saved maps state feature does not need to be perfect for Werewaffle, but we do need to at least verify that it is not any worse than it was in ubersetzung and voxhumana.


Fix it properly! '' . bug_title('571') . '' too!
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TMC
On the Verge of Insanity




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PostPosted: Tue May 06, 2008 4:05 am    Post subject: Reply with quote

James Paige wrote:
The Mad Cacti wrote:
.... Maybe we could also update the display at 36 fps and interpolate the camera and graphics movements between every second frame, while still running the game logic at 18 fps, for smoother scrolling.


I like that idea very much.


Because of the enthusiasm for this feature, I created a mock-up in a couple minutes by just tripling the fps on the map and then cutting walk speeds and a few other obvious speeds/animation rates in third. It's obviously pretty buggy, and scripts are not expected to work correctly (but pliptamer works very well).

This will give a good indication of what this would actually look like. Hit ctrl+~ to see the actual fps. The orange bar on the browse menu is to check screen tearing (still terrible, maybe worse). I think it feels like you're sliding around in comparison.

http://tmc.castleparadox.com/ohr/game_triple_fps_proto.zip (wip fb/sdl game.exe and source patch)
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
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PostPosted: Tue May 06, 2008 6:59 am    Post subject: Reply with quote

http://www.castleparadox.com/gamelist-display.php?game=768

Newer version of Vikings is ready. I've given a cutscene to indicate when the "Demo" is over, and there's probably still quite a few bugs scattered all over it. Still, it's my finest work yet and I'd really like to thank James and TMC for pushing for the best version of the OHRRPGCE yet!
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Tue May 06, 2008 11:05 am    Post subject: Reply with quote

Fenrir-Lunaris wrote:
http://www.castleparadox.com/gamelist-display.php?game=768

Newer version of Vikings is ready. I've given a cutscene to indicate when the "Demo" is over, and there's probably still quite a few bugs scattered all over it. Still, it's my finest work yet and I'd really like to thank James and TMC for pushing for the best version of the OHRRPGCE yet!


Awesome! Now I have to resist the urge to play it rather than working on the last Werewaffle blocker :)
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
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PostPosted: Tue May 06, 2008 11:14 pm    Post subject: Reply with quote

I spoke too soon. There's some nasty issues with some of the scripts that have come up. I'll try to get them nailed down and fixed by Friday. What with the TGC voting going on, I'm kind of surprised I missed some of these.

Also the new OHRRPGCE default palette is VERY interesting to work with. I'll have to work with them and see if I can't fix a few backdrops up for simple importing.
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Newbie_Power




Joined: 04 Sep 2006
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PostPosted: Wed May 07, 2008 1:10 am    Post subject: Reply with quote

I like how 'Frumpy' is the new default name for the Missionary.
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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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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Wed May 07, 2008 5:47 am    Post subject: Reply with quote

James Paige wrote:
Awesome! Now I have to resist the urge to play it rather than working on the last Werewaffle blocker Happy


Which of the 3 blockers is the last one?

Also, I think the broken colours in the browser look silly, it's obviously a bug.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
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PostPosted: Wed May 07, 2008 7:46 am    Post subject: Reply with quote

The Mad Cacti wrote:
James Paige wrote:
Awesome! Now I have to resist the urge to play it rather than working on the last Werewaffle blocker :)


Which of the 3 blockers is the last one?


I was behind on my count :)

The Mad Cacti wrote:

Also, I think the broken colours in the browser look silly, it's obviously a bug.


I remember you mentioning this one before, but I can't find it in bugzilla. It could be a werewaffle blocker too-- and hopefully it will probably be an easy fix.
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