[Ohrrpgce] Glitched sfxdata binary record length? (==0)

2007-07-04 Thread David Gowers
As I was reading The Art of Unix Programming
(http://www.faqs.org/docs/artu/) I was struck with the idea to
implement a textualizer for ohr formats -- mainly to make them more
human-sensible; secondarily to assist utility development (ie. to make
them more computer-sensible too :).
I was very early in this task (having only reached BINSIZE.BIN in the
list of lumps on the wiki, although my destination rendering format
was fully defined.), when I found something odd:

  Wandering Hamster has a sfxdata.bin that is definitely more than 0 bytes long,
  but its BINSIZE.BIN insists that the record length of SFXDATA.BIN is 0!
  (the same is true for all the games in the games/ subdir in the SVN repo.)
  I verified this manually with a text editor.

I thought I should probably mention this, so it's remembered to fix
this before release time.
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Re: [Ohrrpgce] Glitched sfxdata binary record length? (==0)

2007-07-04 Thread S'orlok Reaves

I just verified that the latest source stores 00 00
for SFXDATA.BIN's size in BINSIZE.BIN for new games as
well. 

--Seth


--- David Gowers [EMAIL PROTECTED] wrote:

 As I was reading The Art of Unix Programming
 (http://www.faqs.org/docs/artu/) I was struck with
 the idea to
 implement a textualizer for ohr formats -- mainly to
 make them more
 human-sensible; secondarily to assist utility
 development (ie. to make
 them more computer-sensible too :).
 I was very early in this task (having only reached
 BINSIZE.BIN in the
 list of lumps on the wiki, although my destination
 rendering format
 was fully defined.), when I found something odd:
 
   Wandering Hamster has a sfxdata.bin that is
 definitely more than 0 bytes long,
   but its BINSIZE.BIN insists that the record length
 of SFXDATA.BIN is 0!
   (the same is true for all the games in the games/
 subdir in the SVN repo.)
   I verified this manually with a text editor.
 
 I thought I should probably mention this, so it's
 remembered to fix
 this before release time.
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[Ohrrpgce] SVN: teeemcee/1181 Add total experience, set experience, experience to next level, e

2007-07-04 Thread subversion
teeemcee
2007-07-04 03:49:15 -0700 (Wed, 04 Jul 2007)
193
Add total experience, set experience, experience to next level, 
experience to level 
And a couple small fixes
Do stat caps work? The code in updatestatslevelup doesn't look right to me.
---
U   wip/bmodsubs.bas
U   wip/docs/plotdict.xml
U   wip/plotscr.hsd
U   wip/whatsnew.txt
U   wip/yetmore.bas

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Re: [Ohrrpgce] SVN: teeemcee/1181 Add total experience, set experience, experience to next level, e

2007-07-04 Thread Kizul Emeraldfire

On 7/4/07, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:


teeemcee
2007-07-04 03:49:15 -0700 (Wed, 04 Jul 2007)
193
Add total experience, set experience, experience to next level,
experience to level
And a couple small fixes
Do stat caps work? The code in updatestatslevelup doesn't look right to
me.
---
U   wip/bmodsubs.bas
U   wip/docs/plotdict.xml
U   wip/plotscr.hsd
U   wip/whatsnew.txt
U   wip/yetmore.bas



On the subject of stat caps — I think there should be a Level cap. I mean,
you have caps for just about everything else — why not Levels, too? :)
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Re: [Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-04 Thread Simon Bradley
On 7/3/07, James Paige [EMAIL PROTECTED] wrote:
 On Tue, Jul 03, 2007 at 10:41:20PM +0100, Simon Bradley wrote:
  On 7/3/07, [EMAIL PROTECTED]
  [EMAIL PROTECTED] wrote:
   http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372
  
   --- Comment #9 from [EMAIL PROTECTED]  2007-07-03 09:32 ---
   How about this?
  
   If we can write some code that detects the rate of n MP3 file, we can work
   around this problem.
  
   If a MP3 uses an unsupported rate, music_sdl will just refuse to play it. 
   And
   no matter which backend you use, CUSTOM will provide a warning when you 
   try to
   import an unsupported MP3.
  
   That way, existing games like OHR SACHEN Multipack which already use
   troublesome MP3s will work on music_native, and at least will not crash on
   music_sdl, and the warning will discourage users from importing odd MP3 
   rates
   in the future.
  
   Sound reasonable?
  
  
  Has there been an official release with the new sound/music support
  in? I can't remember what was in the last proper release.

 No, but so many people are using nightlies already that it doesn't
 matter that there hasn't

  I'm in favour of being more prescriptive if it helps us avoid
  problems. If we try to support everything we are just setting
  ourselves up for bugs we can't fix.

 Unfortunately, It looks like mp3 support may be an all-or-nothing thing.
 I have been looking at format documentation, and detecting frequency is
 painfully difficult (well, detecting frequency is doable. detecting
 frequency CORRECTLY for ALL mp3 files is paainful)


We could secretly convert them all to .oggs on import.
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Re: [Ohrrpgce] Glitched sfxdata binary record length? (==0)

2007-07-04 Thread Ralph Versteegen
On 7/4/07, S'orlok Reaves [EMAIL PROTECTED] wrote:

 I just verified that the latest source stores 00 00
 for SFXDATA.BIN's size in BINSIZE.BIN for new games as
 well.

 --Seth


 --- David Gowers [EMAIL PROTECTED] wrote:

  As I was reading The Art of Unix Programming
  (http://www.faqs.org/docs/artu/) I was struck with
  the idea to
  implement a textualizer for ohr formats -- mainly to
  make them more
  human-sensible; secondarily to assist utility
  development (ie. to make
  them more computer-sensible too :).
  I was very early in this task (having only reached
  BINSIZE.BIN in the
  list of lumps on the wiki, although my destination
  rendering format
  was fully defined.), when I found something odd:
 
Wandering Hamster has a sfxdata.bin that is
  definitely more than 0 bytes long,
but its BINSIZE.BIN insists that the record length
  of SFXDATA.BIN is 0!
(the same is true for all the games in the games/
  subdir in the SVN repo.)
I verified this manually with a text editor.
 
  I thought I should probably mention this, so it's
  remembered to fix
  this before release time.

Ah, it's just not used. Looks like it was not implemented
'updaterecordlength workingdir$ + SLASH + sfxdata.bin, 3 '' Why was
this never used? why does it hang?
The default value is used instead in Custom.

TMC
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