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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Apr 25, 2005 5:45 am Post subject: Updates to the OHR |
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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 VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Mon Apr 25, 2005 6:48 am Post subject: |
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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. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Mon Apr 25, 2005 9:44 am Post subject: |
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Wow that's a lot of new features. When can we expect all this great stuff? _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon Apr 25, 2005 9:53 am Post subject: |
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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 Posts: 3240 Location: Matakana
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Posted: Tue Apr 26, 2005 1:42 am Post subject: |
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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. _________________ "It is so great it is insanely great." |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Tue Apr 26, 2005 2:56 am Post subject: |
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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 On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Apr 26, 2005 4:14 am Post subject: |
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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. _________________ "It is so great it is insanely great." |
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Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Tue Apr 26, 2005 9:41 am Post subject: |
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What about "Don't target enemy slot X" Bitsets for enemies? _________________ A broken clock is still right twice a day. |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Tue Apr 26, 2005 11:57 am Post subject: |
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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 On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Apr 27, 2005 2:31 am Post subject: |
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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. _________________ "It is so great it is insanely great." |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Wed Apr 27, 2005 5:53 am Post subject: |
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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 Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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AdrianX ..yeah.

Joined: 13 Feb 2003 Posts: 286 Location: Batangas City,Philippines
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Posted: Thu Apr 28, 2005 3:51 am Post subject: |
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..i have downloaded the WIP build,although i cant see any difference between that one and Ozarks.. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Thu Apr 28, 2005 3:55 pm Post subject: |
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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 |
_________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
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The Wobbler

Joined: 06 Feb 2003 Posts: 2221
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Posted: Thu Apr 28, 2005 4:13 pm Post subject: |
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