Yes, we can add backcompat bits retrospectively based on the more detailed version info we now have. Enabling a set of backcompat bits for a specific game seems like a more practical approach than doing it for all games older than a certain date. Most of those changes are bugfixes, and some games want them and others don't. We could put game-specific backcompat settings in an .ini file.
On Sun, 20 Oct 2019 at 02:22, James Paige <b...@hamsterrepublic.com> wrote: > I think you are right... We are not actually aware of any games that would > be broken by this change. > > Would it be possible to add a backcompat bit later if we discover one? > > ...even if it is a matter of IF gamename = "wackywalking" THEN turn_on_bit > > --- > James > > On Fri, Oct 18, 2019, 11:27 PM Ralph Versteegen <teeem...@gmail.com> > wrote: > >> So why don't we also automatically realign heroes/NPCs with the grid as >> they walk about? That would be easy and fix most of the problem. >> There are two cases: builtin NPC/hero movement, and walknpc/walkhero. >> I can't even imagine why you would want NPCs or heroes to stay misaligned >> for builtin movement if they become misaligned. >> On the other hand I suppose it's possible that you want to put an NPC at >> x=37 and move them exactly 40 pixels to the right, not 43 or 23. That seems >> really unlikely though. And I want to avoid making "walkhero(me, left, 1)" >> behave differently from pressing the left key. Do we really need a >> backcompat bit for scripted movement? >> >> On Mon, 30 Sep 2019 at 04:14, James Paige <b...@hamsterrepublic.com> >> wrote: >> >>> Yay! :D >>> >>> On Sun, Sep 29, 2019, 10:06 AM <subvers...@hamsterrepublic.com> wrote: >>> >>>> teeemcee >>>> 2019-09-29 07:06:55 -0700 (Sun, 29 Sep 2019) >>>> 896 >>>> Heroes/NPCs no longer misalign when changing speed mid-step or if speed >>>> doesn't divide 20! >>>> >>>> Should have fixed that long ago!! >>>> >>>> Also greatly improved "set hero/npc speed" docs. >>>> >>>> You can still cause misalignment by setting speed to 0 mid-step, and >>>> "set npc speed(npc, -1)" would also break things, but otherwise changing >>>> speed is now safe. >>>> This doesn't fix any problems that occur when misalignment does happen. >>>> >>>> Speeds 3 and 7 are the only previously-forbidden ones that are >>>> reasonable to >>>> use, as others cause jerky movement and don't offer other ticks-per-tile >>>> movement rates anyway. >>>> >>>> I tested Siv: Journey of an Egg, Trailblazers, It Came From Beyond The >>>> Moon, >>>> and Metamorphosis, no changes. >>>> Seems most of those didn't change hero/NPC speeds anyway, and none >>>> depended on >>>> misalignment behaviour. I can't think of any games that might do so, >>>> but if they >>>> do, it's probably unintentional/a game bug. >>>> --- >>>> U wip/docs/plotdict.xml >>>> U wip/game.bas >>>> U wip/whatsnew.txt >>>> _______________________________________________ >>>> Ohrrpgce mailing list >>>> ohrrpgce@lists.motherhamster.org >>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>>> >>> _______________________________________________ >>> Ohrrpgce mailing list >>> ohrrpgce@lists.motherhamster.org >>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>> >> _______________________________________________ >> Ohrrpgce mailing list >> ohrrpgce@lists.motherhamster.org >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >> > _______________________________________________ > Ohrrpgce mailing list > ohrrpgce@lists.motherhamster.org > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >
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