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Love for Werewaffle
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Wed Apr 16, 2008 7:08 am    Post subject: Love for Werewaffle Reply with quote

The Werefaffle release has been stalled for a while. That is partly a good thing, because it has given TMC more time for additional performance fixes. Werewaffle may indeed be the fastest version of the OHRRPGCE yet.

There are two particular bugs still holding up release. Some additional help in resolving them would be appreciated.

'' . bug_title('611') . ''
Some people can reproduce this bug, some people can't. We want to hear from all of you too see if we can discover what condition triggers this bug.

'' . bug_title('616') . ''
The map save-state feature has been around since ubersetzung, but it simply hasn't gotten much testing. If you have used it before, please post your problems. if you have never used it before, please consider using it in your game, or making a small game to test it out.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Wed Apr 16, 2008 2:46 pm    Post subject: Reply with quote

I have never seen 611. I use Windows Vista, and work on only two games, Tales I and II. Tales I is very large, but I haven't opened it up much with newer versions of custom. Tales II is not so large yet (except for its plotscript library), and this is what I mainly open with custom (although I haven't for a little while now).

I have no experience with map state saving.
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Onlyoneinall
Bug finder




Joined: 16 Jul 2005
Posts: 746

PostPosted: Wed Apr 16, 2008 2:58 pm    Post subject: Reply with quote

In the latest nightly, pressing F1 won't load the map sometimes.

Also, not sure yet of how, but exiting the Edit Enemy Stats editor will cause Custom to 'freeze'. If you keep resizing (alt+enter) while moving through the menus, you'll see it's not actually frozen and you can still navigate the menus (including saving and quitting) but until you restart it, Custom will be 'frozen'.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Wed Apr 16, 2008 5:16 pm    Post subject: Reply with quote

Quote:
Also, not sure yet of how, but exiting the Edit Enemy Stats editor will cause Custom to 'freeze'. If you keep resizing (alt+enter) while moving through the menus, you'll see it's not actually frozen and you can still navigate the menus (including saving and quitting) but until you restart it, Custom will be 'frozen'.
Yeah. It is very annoying, and causes other backends to crash. I hope this gets fixed eventually.
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Jack
the fool




Joined: 30 Jul 2004
Posts: 773

PostPosted: Wed Apr 16, 2008 7:40 pm    Post subject: Re: Love for Werewaffle Reply with quote

James Paige wrote:

'' . bug_title('611') . ''
Some people can reproduce this bug, some people can't. We want to hear from all of you too see if we can discover what condition triggers this bug.


Upon further inspecting.. I can't reproduce this anymore.

Same computer, same test; I even tried the last stable version, and the latest nightly.
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Thu Apr 17, 2008 7:37 pm    Post subject: Reply with quote

Also blocking werewaffle: '' . bug_title('624') . ''
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Apr 19, 2008 1:44 am    Post subject: Reply with quote

There are "known" minimap problems, as a result of not being updated for the new tileset stuff yet. "known" as in I'm the only one who knows about it: it's not on bugzilla because it was down when I tried to mention them (a couple weeks ago, admittedly) I was working on the fix, but will be bogged down with tests for most of the next week.

Last I checked, I couldn't see the Edit NPCs glitch either. That doesn't mean it's gone: it still needs fixing.

Bug 624 fixed, my bad. I'm usually very careful not to commit the wrong files.
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AdrianX
..yeah.




Joined: 13 Feb 2003
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Location: Batangas City,Philippines

PostPosted: Sun Apr 20, 2008 12:50 am    Post subject: Re: Love for Werewaffle Reply with quote

James Paige wrote:
Werewaffle may indeed be the fastest version of the OHRRPGCE yet.


..fastest?in what way? ..in game.exe itself(smoother scrolling)?loading times,etc?
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Sun Apr 20, 2008 7:36 pm    Post subject: Re: Love for Werewaffle Reply with quote

AdrianX wrote:
..fastest?in what way? ..in game.exe itself(smoother scrolling)?loading times,etc?


both game and custom are faster in general, but you won't notice a playable difference. Where you will notice the difference is if you try to play on old slower hardware, or if you watch your CPU meter while you play.

It is also much faster in terms of plotscript executions speed, so many fancy plotscripts that would have been impractically slow in the past can now run at reasonable speeds.
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Sun Apr 20, 2008 11:59 pm    Post subject: Reply with quote

Hopefully opening the save menu via plotscript won't take 2 seconds anymore.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Mon Apr 21, 2008 2:11 am    Post subject: Reply with quote

There's no difference in loading times. I don't know why you're seeing such a long loading time for the save menu, Rya. It should be no different from selecting save from the menu. Is it? How about the load menu? Is it slow in just one game?
Browsing for RPG files can probably be sped up a lot, but the game loading time is much harder. Use unlumped rpgdirs if you want to get rid of it.

Scripts are running roughly nearly 4 times faster than Ubersetzung, 3 times faster than Voxhumana. But the fact that there's more spare CPU time to run scripts is probably more significant.

Adrian, what sort of speed up are you hoping for? I tried to fix screen tearing, but couldn't, so scrolling is still not smoother. I think some people have complained that Game runs at only 18 fps. I agree, that actually is pretty low. Maybe we should add an option to set what frame rate a game should run at. 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.
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Newbie_Power




Joined: 04 Sep 2006
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PostPosted: Mon Apr 21, 2008 2:19 am    Post subject: Reply with quote

I think it would be best to leave it at 18 fps until there's some way to universally increase the frame rate, because even with smoother scrolling battles would still be animated at 18 FPS, unless the interpolation technique was applied to moving sprites in battle as well.
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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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Bob the Hamster
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Joined: 22 Feb 2003
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Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Apr 21, 2008 8:26 am    Post subject: Reply with quote

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.
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Newbie_Power




Joined: 04 Sep 2006
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PostPosted: Mon Apr 21, 2008 8:40 am    Post subject: Reply with quote

Quote:
I like that idea very much.
Could you make this work for moving sprites in battle? I never try to force feature requests, but I think the OHRRPGCE would be more appealing to new people with a smoother framerate.
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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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Bob the Hamster
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Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Mon Apr 21, 2008 8:44 am    Post subject: Reply with quote

Newbie_Power wrote:
Quote:
I like that idea very much.
Could you make this work for moving sprites in battle? I never try to force feature requests, but I think the OHRRPGCE would be more appealing to new people with a smoother framerate.


There is no reason that it would be any harder to do inside of battle compared to outside of battle.
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