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Updates to the OHR
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Apr 25, 2005 5:45 am    Post subject: Updates to the OHR Reply with quote

Recently a post was made concerning the idea of a 'delete save' command, and one person's response was 'I haven't seen it on the dev mailing list or forum' (I'm paraphrasing, I think it was Fyrewulf who said this, but I can't remember exactly how he put it). Now I understand that a separate user-group for programmers and developers only is a good thing, and allows them to consider their business without the rest of us bothering them. But at the same time, I (who know nothing of 'actual programming' or 'developing') would very much like to know things like what features are being planned on added to the next OHR update, and what things are considered impossible. The reason is that when making a game, the capabilities of the OHR engine MUST be taken into account. Right now I have several broken features in my game waiting on the next update (or the next, or the next, etc.) because James Paige has told me that such things are possible and may be included in the next version. However, now that there is a whole group of people working on this, James Paige cannot give me all of the relevant information. Therefore I would like to request the following:

Can some of the leaders in the developing user group reply to this thread (or make one of their own, it doesn't much matter to me) that details exactly what it is that they plan on implementing in the next update? Some further thoughts on future updates, and on things that they can already see as impossible that they've considered?
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Ysoft_Entertainment
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Joined: 23 Sep 2003
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PostPosted: Mon Apr 25, 2005 6:48 am    Post subject: Reply with quote

for this release, we(the programmers) have implemented few saving and loading commands.
We implemented 32 save slots instead of the regular 4, also added commands like, save from slot, load from slot, last save slot, and many more saving and loading commands. The script running was optimized to save more script buffer. also mouse routines were also implemented.

There maybe few more features for this release of ohr.

as for the ohr codenamed rusalka, its going to have customizable menu system, weapon precision placement feature, strings output, and creation, embedding of strings inside the textboxes, ability to manipulate strings, building strings from hero names, embeding strings and other things into hero names and mapnames, probably even embedding strings into enemy names, and building strings from enemy names, hero names, textbox lines, and mapnames.

these are just some of the feature that can be expected in the next few updates.
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The Drizzle
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PostPosted: Mon Apr 25, 2005 9:44 am    Post subject: Reply with quote

Wow that's a lot of new features. When can we expect all this great stuff?
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Moogle1
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PostPosted: Mon Apr 25, 2005 9:53 am    Post subject: Reply with quote

The next release is due whenever James has one good night of programming, according to him (i.e. it's practically done). The release after that may take awhile.

The next release (quaternion) should have a lot of features implemented by the recent wave of programmers that have been slowly taking over CP.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Tue Apr 26, 2005 1:42 am    Post subject: Reply with quote

What? You misunderstood. I said

Quote:
A "delete save" command it is then. No body cared to discuss it on the mailing list, but since I now have proof that it is wanted, I'll add it in.


Meaning, I added it in right then. I'd actually suggested a few days before that, but noone had discussed it then.

This next version won't have much beside several new (a dozen or so) plotscripting commands and (a dozen or so) bugfixes. The version after that is probably where it will pick up.

You concentrated pretty heavily on strings, Y. Rusalka is probably going to be a customisation theme version. Also, there will hopefully be extensions to hamsterspeak (arrays and (to some degree) strings), and if you're lucky, sound effects. And of course, lots of bug fixes.

If you want to know whether something is possible, simply ask. It's not like we go over every single possible feature and decide whether it is implementable or not.
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msw188




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PostPosted: Tue Apr 26, 2005 2:56 am    Post subject: Reply with quote

If there are any things you've already considered and decided to be impossible, I think that the game-makers would like to know. But for myself specifically, I am wondering about the following things:

1. Will NPCs ever be able to walk across the edges of a wraparound map?
2. Will there ever be a way for attacks to target bitsets (ie, making an enemy weak to a certain element, or making a hero strong to a certain element?)
3. Will there ever be a way to make certain spells available outside of battle only (such as a warp spell), that can call a plotscript perhaps?
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TMC
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PostPosted: Tue Apr 26, 2005 4:14 am    Post subject: Reply with quote

1) This is listed as a bug, but I thought James said it would require a major rewrite of the mapping code. So don't expect it soon.

2) I don't know. Probably possible, by adding attack bitsets which effect enemy bitsets.

3) Seems like it would be easy to allow spells usable out of battle only. Since oob spells run through different code anyway, it wouldn't be a stretch to link a plotscript or textbox to a spell.
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Raekuul
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PostPosted: Tue Apr 26, 2005 9:41 am    Post subject: Reply with quote

What about "Don't target enemy slot X" Bitsets for enemies?
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Uncommon
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PostPosted: Tue Apr 26, 2005 11:57 am    Post subject: Reply with quote

This is perhaps one reason the Programmer's usergroup should be a public forum rather than a private usergroup. For casual readers curious about what's going on with the engine but aren't actually programmers.
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TMC
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PostPosted: Wed Apr 27, 2005 2:31 am    Post subject: Reply with quote

The Programmer's user group is not devoted to the engine. There wouldn't really be a point making the usergroup public. The majority of discussion happens on the mailinglist, the archives of which can be found here, and people like discussing ports on ohrdev.

Actually, having another look, there aren't really enough attack bitsets to spare to to implement a whole lot of enemy bitset setting attack bitsets. Workarounds would get messy.

I'm actually not terribly sure about battles. I have not studied them in great length.
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Moogle1
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PostPosted: Wed Apr 27, 2005 5:53 am    Post subject: Reply with quote

Hmm, I have to agree. The most important things are discussed on the mailing list. Sign up for that and after wading through twenty letters on how strings should be implemented, you'll learn that the OHR is going to have strings.
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Mike Caron
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Joined: 26 Jul 2003
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PostPosted: Wed Apr 27, 2005 5:56 am    Post subject: Reply with quote

Don't ask how, or when...

However, I did set up a WIP page, so people can try out the most recent version of the OHR without waiting:

http://ohr.finalfantasyq.com/index.php?section=13

That way you can try all the nifty features and what not that we added since Ozarks.
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AdrianX
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PostPosted: Thu Apr 28, 2005 3:51 am    Post subject: Reply with quote

..i have downloaded the WIP build,although i cant see any difference between that one and Ozarks..
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Mike Caron
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PostPosted: Thu Apr 28, 2005 3:55 pm    Post subject: Reply with quote

Well, here's the current "whatsnew.txt" from the source (I should probably add this file to the package...)

Code:
  * GPL Licensed source code. See LICENSE.txt

  * "Inns don't revive dead heroes" bitset now works on all Inns (bug 23)

  * "Level up for (hero)" and "(#) levels for (hero)" battle text is now
    customizable (bug 46)

  * Fixed misspellings of "enemies" as in plotscripting commands "suspend
    random enemies" and "resume random enemies" (Misspelled versions
    still work for backwards compatability)

  * New plotscripting commands: save in slot, last save slot, auto save,
    save slot used, import globals, export globals, load from slot,
    delete save. Thanks to Ysoft-entertainment and Ralph Versteegen
    (TeeEmCee)

  * It is now possible to display the save menu without actually saving
    using "save menu (false)"

  * New plotscripting commands: init mouse, mouse pixel x, mouse pixel
    y, mouse button, put mouse, mouse region, NPC at pixel
    Thanks to Ralph Versteegen (TeeEmCee)

  * Very nice plotscript buffer usage optimization. Scripts that run more
    than once take no extra space in the buffer, allowing you to write
    recursive scripts without fear of buffer-overflow. Thanks to Ralph
    Versteegen (TeeEmCee)

  * Bugs fixed thanks to help from Simon Bradley

    * "equip where" plotscripting command always uses hero #0's
       equipability data no matter which hero you specify

  * Bugs fixed thanks to help from Ralph Versteegen (TeeEmCee)

    * bug  1: item-based stat increases go away after level-up
    * bug 32: blank exp/gold box after battle when you earn no exp/gold
    * bug 47: Off by one bug in assigning script buffer and heap wastes
              memory
    * bug 54: Aim math text for Magic damage in CUSTOM is incorrect

  * Bugs fixed thanks to help from Mike Caron (pkmnfrk)

    * bug 40: Maps can be resized to invalid dimensions
    * bug 35: enemy spawned backwards in place of"flee-instead-of-die"...
    * bug 20: CUSTOM does no error checking for NPCs that point to text
              boxes that have been deleted

  * Code cleanup (things that only developers will notice)

     * Cleaned up build system to make it possible for people other than
       me to compile if they can get ahold of a copy of QuickBasic 4.5
     * Support for compiling with QuickBasic 7.1 thanks to Mike Caron
       (pkmnfrk) and Ralph Versteegen (TeeEmCee)
     * Massive indentation cleanup thanks to David Gowers (NeoTA)
     * Assembly DECLARE cleanup (moved to to allmodex.bi) thanks to Simon
       Bradley

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The Wobbler




Joined: 06 Feb 2003
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PostPosted: Thu Apr 28, 2005 4:13 pm    Post subject: Reply with quote

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