IS_GAME
fbc -c gfx_.bas -d IS_GAME
gfx_.bas() : error 24: File not found, gfx_.bas
make: *** [gfx_.o] Error 1
And it leaves a bunch of zero-length .d files laying around.
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it wraps over one line up, and if you putpixel off the top or
bottom it wraps to the previous or next page.
I think the only place that would be broken by the loss of that
behaviour would be when we use putpixel on the enemy sprite data for the
fugly disolve effect when they die.
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by allowing the arrow keys to
scroll around extremely rapidly when in minimap mode.
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/whatsnew.txt
Oops! crap. I did not mean to check in my patch for bug 317 with that.
Clumsy.
Well, If it breaks anything, I will back it right out.
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On Mon, Jun 25, 2007 at 07:38:05PM -0500, Mike Caron wrote:
On 6/25/07, Keith Gable [EMAIL PROTECTED] wrote:
On 6/25/07, James Paige [EMAIL PROTECTED] wrote:
I used to use VB, and I don't remember it lacking type suffixes, nor do
I remember any restrictions on where you could use GOSUB
existing code just to try to make your code style match
the code around it
2) when writing new code make a reasonable effort for it not to suck :)
See Also: BIG BALL OF MUD: http://www.laputan.org/mud/
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Randomly (maybe about 50% of directory views at first opening opening a
menu,
and then dying down) the browse menu lags for a considerable 5-10 seconds in
the '--Current drive block while building the menu. This is quite
unpleasant
when running game and getting a black screen. It's
causes
file-not-found errors to result in a crash rather than an error code.
This change might have broken some stuff. I'll do some testing to see
whether or not it needs to be added back in.
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is why I added the EXXERROR hack... :P
and the error messages aren't much use.
I can't even *find* the error messages on windows, but on Linux, I have
found them highly helpful. I see file, function, and line number.
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Wait! that was there for a reason!
-exx turns on array bound checking, whichis good, but it also causes
file-not-found errors to result in a crash rather than an error code.
This change might have broken some stuff. I'll do some testing to see
whether or not it needs to be
On Sun, Jul 01, 2007 at 12:29:35PM +1200, Ralph Versteegen wrote:
- it's just going to cause file not
found crashes all over the place,
... which is why I added the EXXERROR hack... :P
and the error messages aren't much use.
I can't even *find* the error messages on windows, but
On Wed, Jul 04, 2007 at 06:58:39PM +0930, David Gowers 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
On Fri, Jul 06, 2007 at 10:15:22AM -0700, Adam Perry wrote:
This sounds like a textbook case for code reuse!
(except it probably violates some term of employment)
I have actually taken code I wrote for HamsterRepublic.com and re-used
it for work.
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proprietary
data and/or trade secrets)
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-of-bounds
array accesses by getting rid of all that foo(600 + i) code, replacing
it with foo(i).bar, which is more difficult to screw up.
It will certainly read cleaner :)
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by reference by default. Was I mistaken about that? Also, what
advantage would passing a pointer have over explicitly passing byref?
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way
to deal with the problem.
---
Ooh... on closer examination, this UNION problem affects a lot of stuff
in GAME too. For example, when you get a level up, you stats do not
increase.
Does UNION work in FreeBasic 0.17 (and if it doesn't work in 0.16, why
does it even compile?)
---
James
On Fri, Jul 20, 2007 at 05:00:33PM -0500, Mike Caron wrote:
On 7/20/07, James Paige [EMAIL PROTECTED] wrote:
Hey, Mike. I noticed that DeSerHeroDef and SerHeroDef expect a herodef
ptr rather than just taking a herodef as an argument. Why is this? If
the herodef object was passed by value
, as it would likely destroy
my working copy with conflicts if I tried to update it.
Sorry. I didn't realize you already had the code almost written. I
thought the comment just meant you planned on writing it next.
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On Fri, Jul 20, 2007 at 03:25:21PM -0700, James Paige wrote:
On Fri, Jul 20, 2007 at 05:22:01PM -0500, Mike Caron wrote:
On 7/20/07, James Paige [EMAIL PROTECTED] wrote:
On Fri, Jul 20, 2007 at 05:02:46PM -0500, Mike Caron wrote:
On 7/20/07, James Paige [EMAIL PROTECTED] wrote
. They would
make the battle code especially a lot cleaner.
I am not sure which is greater: the number of places where we need to
access stats as an array, or the number of places where we need to
access them individually...
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On Fri, Jul 20, 2007 at 05:36:04PM -0500, Mike Caron wrote:
On 7/20/07, James Paige [EMAIL PROTECTED] wrote:
On Fri, Jul 20, 2007 at 05:28:16PM -0500, Mike Caron wrote:
No no, make the type named. The Union should be anonymous.
(actually, there is no place in the code that actually
On Fri, Jul 20, 2007 at 05:39:18PM -0500, Mike Caron wrote:
On 7/20/07, James Paige [EMAIL PROTECTED] wrote:
On Fri, Jul 20, 2007 at 05:36:04PM -0500, Mike Caron wrote:
On 7/20/07, James Paige [EMAIL PROTECTED] wrote:
On Fri, Jul 20, 2007 at 05:28:16PM -0500, Mike Caron wrote
On Sat, Jul 21, 2007 at 02:37:19PM +1200, Ralph Versteegen wrote:
On 7/21/07, James Paige [EMAIL PROTECTED] wrote:
On Fri, Jul 20, 2007 at 05:39:18PM -0500, Mike Caron wrote:
On 7/20/07, James Paige [EMAIL PROTECTED] wrote:
How about her.st.hp and her.sta(0)?
Win. It works
work compared to MP3-OGG
and would save space.
I think MIDI-OGG would be a problem. That can be a problemenatic
conversion, which results in a much bigger file that doesn't sound as
good. I have no desire to remove midi playback functionality from GAME.
---
James Paige
warnings on my later uses of true.
Since I was only using it in one small place, I figured it was easier to
remove now. We can add back later if we figure out what is wrong.
Linux had no problem with CONST true = -1 which is why I committed the
thing in the first place.
---
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MP3s weren't supported as sound effects because sdl mixer could only
handle them as music. I think.
I suppose that means we now can import mp3s as sfx.
Correct! :)
---
James Paige
disobeyed its own settings.
Thanks for doing that!
I still think that converting MP3 and WAV to OGG is a Good Thing, but
it is also great to have an SDL_mixer dll that Does The Right Thing
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On Thu, Jul 26, 2007 at 07:05:15PM +1200, Ralph Versteegen wrote:
On 7/26/07, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
james
2007-07-25 15:28:54 -0700 (Wed, 25 Jul 2007)
184
Convertimport WAV-OGG
OGG is now the only sound effect format you should expect to find in an RPG
file.
to mention stuff that has changed from hasta-la-qb
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On Sun, Jul 29, 2007 at 03:37:27PM -0500, Mike Caron wrote:
On 7/29/07, James Paige [EMAIL PROTECTED] wrote:
On Sat, Jul 28, 2007 at 07:09:05PM -0700, [EMAIL PROTECTED] wrote:
pkmnfrk
2007-07-28 19:09:05 -0700 (Sat, 28 Jul 2007)
148
Total fix for bug 113
Added support
On Tue, Aug 07, 2007 at 01:24:57PM -0500, Keith Gable wrote:
Question. Is there a way to list the command line options? Perhaps
even a text file listing those options? I have no idea what -s means
or -z...
Nothing like that exists now, but that would be a desireable feature.
---
James
picker comes up, then it is imported as WAV.
TMC
My vote is for refusing to import WAV if oggenc isn't available.
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On Wed, Aug 15, 2007 at 10:07:44AM -0700, S'orlok Reaves wrote:
--- James Paige [EMAIL PROTECTED] wrote:
truncated
My vote is for refusing to import WAV if oggenc
isn't available.
I concur. If we assume oggenc is easy to install, then
we need only allow WAV if it presents some
would only see real usefulness if we use it for stats()
(with a wrapper around two internal arrays?)
Yeah, I imagine something like
hero(i).max.hp
hero(i).cur.hp
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FreeBasic 0.18.1b is out, and seems to work fine. It is a minor release
relative to 0.17b.
I am going to switch the nightly builds to use 0.18.1 but it will have
to wait until monday-ish
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)
(- SR
Hmmm... That syntax only works in FreeBasic = 0.16
I really don't like the way the door memory is handled. It allocates an
empty array of doors and an empty array of doorlinks, and then the
arrays get REDIMed inside DeSerDoorLinks and DeSerDoors.
---
James Paige
Oh, check if you are editing the right registry key. For example, you
could have both .RPG and rpg_auto_file and Windows might use one and
ignore the other.
On Sun, Aug 19, 2007 at 09:55:11PM -0700, Adam Perry wrote:
Nope, nothing.
On 8/19/07, Keith Gable [EMAIL PROTECTED] wrote:
On Mon, Aug 20, 2007 at 03:22:04AM -0700, [EMAIL PROTECTED] wrote:
teeemcee
2007-08-20 03:22:04 -0700 (Mon, 20 Aug 2007)
71
Change door doorlinks allocating in Game too, to not segfault (r1309)
---
U wip/game.bas
Ouch! Thanks for catching that. I don't know how I missed it.
---
James
music_native
Do you get crashing after previewing about 8 to 10 different sound
effects with music_native?
Also, starting custom with -? doesn't do anything for me.
From the command-line?
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On Mon, Aug 20, 2007 at 10:18:12AM -0500, Keith Gable wrote:
Also, starting custom with -? doesn't do anything for me.
Hmmm... on Windows or Linux? I have had no problems with -? on Linux,
but now, testing the feature on Windows for the first time, I see that
neither -? nor -v produce any
and .ohf files.
Exactly.
We need to think about what to do with the import subdirectory. Should
we add other music formats? Should we retire some of the more crappy
sounding songs? Should we package it as a separate download?
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upgrade the RPGdir in-place (as long as it is
writeable)
Both approaches have pros and cons
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Oh, forgot to mention. As of midnight last night, the nightly builds
started using FreeBasic 0.18.1
Everybody please test, and let me know how they work.
This *should* resolve bug 417, and possibly also bug 233, but it also
means we need to be extra wary about new manifestations of bug 422
On Fri, Aug 24, 2007 at 04:38:03PM +1200, Ralph Versteegen wrote:
On 8/24/07, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
james
2007-08-23 21:34:16 -0700 (Thu, 23 Aug 2007)
99
music_allegro would use tmpdir for bam-midi temp files
if it compiled right now, which it doesn't
---
U
. Are
people going to want a minimalist windows installer? Are people going to
want a full zip file including Vikings and all the import media? Does
the benefit of extra choices outweigh the confusion of which one do I
donwload? for new users?
---
James Paige
On Fri, Aug 24, 2007 at 12:27:18PM -0700, Adam Perry wrote:
On 8/24/07, James Paige [EMAIL PROTECTED] wrote:
Previously, stable releases for windows were made of thee files
Since there is more than one, the correct grammar is ye files. (No
one respects Old English anymore.)
Forsooth
to the plot dictionary
documentation?
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weeks, I will branch ubersetzung, and upload the official release.
Happy last-minute bug-hunting!
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On Tue, Aug 28, 2007 at 10:36:16PM -0700, S'orlok Reaves wrote:
James,
I've been toying with the floppy release (playing
sounds in game, editing in custom, etc.) and so far
it's fine. (I'll install the windows one later when I
have time.)
But... what exactly should we be testing? I'll
On Wed, Aug 29, 2007 at 07:06:54PM +1200, Ralph Versteegen wrote:
On 8/29/07, James Paige [EMAIL PROTECTED] wrote:
=THIS IS NOT A RELEASE ANNOUNCEMENT=
I have just uploaded the first release candidate for Ubersetzung. This
is so we can test out the installer and the zip packaging
On Sat, Sep 01, 2007 at 04:50:10AM +1200, Ralph Versteegen wrote:
On 9/1/07, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
teeemcee
2007-08-31 09:44:55 -0700 (Fri, 31 Aug 2007)
476
Emacs lisp script which can detect all occurrences of bug422. To use:
*load the file (load-library or
On Sat, Sep 01, 2007 at 05:39:34AM +1200, Ralph Versteegen wrote:
On 9/1/07, Mike Caron [EMAIL PROTECTED] wrote:
I have a question. I know Vikings of Midgard is supposed to be the
Tutorial game for U*, but I was talking to TMC, and he mentioned
something rather important: The plotscripts in
On Sat, Sep 01, 2007 at 06:04:22AM +1200, Ralph Versteegen wrote:
On 9/1/07, James Paige [EMAIL PROTECTED] wrote:
On Sat, Sep 01, 2007 at 05:39:34AM +1200, Ralph Versteegen wrote:
On 9/1/07, Mike Caron [EMAIL PROTECTED] wrote:
I have a question. I know Vikings of Midgard is supposed
definitely get them in.
-Also, I'd like to do a bit of work on gfx_sdl, because I prefer SDL
to FB's libraries
I agree. SDL is dog slow now, but that can be fixed, and once it is
ready, I think all our fullscreen-related bugs will vanish into the
mist.
---
James Paige
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On Wed, Sep 05, 2007 at 08:15:48AM -0700, James Paige wrote:
On Wed, Sep 05, 2007 at 07:57:27PM +1200, Ralph Versteegen wrote:
James! James! You forgot plotdictionary.html! I really hope you don't
try to justify using the wiki instead. It's just not convenient! The
html file has related
On Thu, Sep 06, 2007 at 09:10:02AM +0930, David Gowers wrote:
On 9/6/07, James Paige [EMAIL PROTECTED] wrote:
On Wed, Sep 05, 2007 at 08:15:48AM -0700, James Paige wrote:
On Wed, Sep 05, 2007 at 07:57:27PM +1200, Ralph Versteegen wrote:
James! James! You forgot plotdictionary.html! I
On Fri, Sep 07, 2007 at 03:39:41AM +1200, Ralph Versteegen wrote:
On 9/6/07, James Paige [EMAIL PROTECTED] wrote:
On Thu, Sep 06, 2007 at 09:10:02AM +0930, David Gowers wrote:
On 9/6/07, James Paige [EMAIL PROTECTED] wrote:
On Wed, Sep 05, 2007 at 08:15:48AM -0700, James Paige wrote
On Thu, Sep 06, 2007 at 12:21:24PM -0500, Kizul Emeraldfire wrote:
On 9/5/07, James Paige [EMAIL PROTECTED] wrote:
generating plotdictionary.html from plotdict.xml is pretty easy, and
keeping plotdictionary.html is a courtesy to those who are masochistic
enough to keep using
to branch :P
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are
currently ok,)
When I test that build, I see no problem. Maybe one of the
memory-corrupting bugs that has been fixed since then was causing
suspend NPCs to be activated (although that is a bit of a stretch)
---
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On Tue, Sep 18, 2007 at 08:00:45PM +0100, Simon Bradley wrote:
Hi,
This is not really at all relevant to Ubersetzung or anything, so I
probably should have waited, but I've been forgetting about it for
months, so I thought I'd better post now while I think about it.
A while ago, probably
On Fri, Sep 21, 2007 at 10:07:10PM -0700, [EMAIL PROTECTED] wrote:
teeemcee
2007-09-21 22:07:10 -0700 (Fri, 21 Sep 2007)
24
Forgot ubersetzung again
---
U rel/ubersetzung/plotscr.hsd
Oops! Grrr... Well, I re-uploaded. Anyone who downloaded in the past 12
hours is just going to have to
That's useful. That feature might be too. Because svn copy doesn't
work, I just copied over the files. I actually had updated/copied onto
my ubersetzung copy of plotscr.hsd, but I must have accidentally
unchecked it (in Tortoisesvn) when committing.
Yeah, svn copy is poorly named. It is
On Sat, Sep 22, 2007 at 10:25:30PM +1200, Ralph Versteegen wrote:
On 9/22/07, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
james
2007-09-21 19:53:21 -0700 (Fri, 21 Sep 2007)
33
Prime whatsnew.txt for voxhumana
---
U wip/whatsnew.txt
Why December? For Christmas, or for the 10 year
On Sun, Sep 23, 2007 at 11:23:29PM -0500, Keith Gable wrote:
On 9/23/07, Ralph Versteegen [EMAIL PROTECTED] wrote:
No problems, it's just that svn copy can't overwrite files - you have
to delete them first.
Yeah. It's really meant for deriving files/folders from other
files/folders. I
On Fri, Aug 31, 2007 at 10:45:45AM -0700, Adam Perry wrote:
On 8/31/07, Ralph Versteegen [EMAIL PROTECTED] wrote:
To be fair, putting then, begin on a new line is something James'
does all over the place (especially in wander), and a lot of people
seem to have picked it up off him. While I
character.
Take care, and best of luck in your own work,
--Seth
That is awesome! It works great for me.
In fact, i believe this is the fist time I can ever remember a
web-embedded java applett working for me the very first time I tried it
:)
---
James Paige
On Thu, Aug 30, 2007 at 04:03:39PM -0700, [EMAIL PROTECTED] wrote:
james
2007-08-30 16:03:39 -0700 (Thu, 30 Aug 2007)
64
Fixing a bug in my SUBification of loadtrades from svn rev 1392
---
U wip/menustuf.bas
??? This is the second time I have seen old mail from a month ago pop up
on the
while walking around on the map
(expecting the menu) it said Error on Key Input, input == null!
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what this is. Does this allow you to say the preferred
target is one who is weak to Fire?
No, sorry. Poor choice of words there. By element I meant an element of
data.
But there is no reason why elemental preferred target types couldn't be
added.
---
James Paige
On Mon, Oct 22, 2007 at 10:29:19AM -0700, [EMAIL PROTECTED] wrote:
Removing generic from menu editor function names
I had planned on writing generic menu code to replace the existing flexmenu
code
but I now realize that FreeBasic simply lacks the ability to write the type of
generic code I
make.bat to compile them. .
On 10/22/07, James Paige [EMAIL PROTECTED] wrote:
Had you made any local modifications to your make batch files?
It sounds like you are using the old batch files, which have been
renamed to makegame16.bat and makeedit16.bat
On Mon, Oct 22
:
svn status -q
M misc\test.hss
*none of the batch files, but apparently I was messing around with
test.hss. Don't remember why, though* O.o
On 10/22/07, James Paige [EMAIL PROTECTED] wrote:
Oh, wait a second... I do see a problem with make.bat if you try
(target:dos)
Copyright (C) 2004-2007 The FreeBASIC development team.
On 10/22/07, James Paige [EMAIL PROTECTED] wrote:
Try:
fbc -version
To verify that you are actually running the version you think you are
(I *think* it is possible to have more than one
On Wed, Oct 24, 2007 at 04:44:39PM -0400, Mike Caron wrote:
On 10/24/07, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
james
2007-10-24 12:03:24 -0700 (Wed, 24 Oct 2007)
246
Constants: TRU = -1 FAL = 0
My previous attempts to add constants for true and false always went awry
because
On Thu, Oct 25, 2007 at 01:16:09PM +0100, Simon Bradley wrote:
How about TRUEVAL and FALSEVAL?
YES and NO?
Hmmm... actually, I really like YES and NO. That is much better than TRU
FAL
Simon
On 10/25/07, Adam Perry [EMAIL PROTECTED] wrote:
On 10/24/07, James Paige [EMAIL PROTECTED
blocks in existing menus. If you
convert an exiting menu in custom to use a MenuState object, then there
are fewer arguments that you need to pass to SUBified GOSUB blocks.
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, edit attacks, etc; and thus,
when you cannot visually inspect it, 'diff' can still inspect it for
you
The idea of being able to diff and patch RPG files is exciting to me :)
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On Sun, Nov 11, 2007 at 07:12:18PM +1300, Ralph Versteegen wrote:
On Nov 11, 2007 6:30 PM, [EMAIL PROTECTED] wrote:
james
2007-11-10 21:30:27 -0800 (Sat, 10 Nov 2007)
169
Implement the Close if selected bitset for menu items
Also fixed a bug where using an item from your inventory that
On Sun, Nov 11, 2007 at 10:20:15PM +1300, Ralph Versteegen wrote:
On Nov 11, 2007 7:42 PM, James Paige [EMAIL PROTECTED] wrote:
On Sun, Nov 11, 2007 at 07:12:18PM +1300, Ralph Versteegen wrote:
On Nov 11, 2007 6:30 PM, [EMAIL PROTECTED] wrote:
james
2007-11-10 21:30:27 -0800 (Sat
On Mon, Nov 12, 2007 at 04:06:44AM -0600, Kizul Emeraldfire wrote:
On Nov 12, 2007 3:34 AM, Kizul Emeraldfire [EMAIL PROTECTED]
wrote:
On Nov 12, 2007 3:32 AM, James Paige [EMAIL PROTECTED] wrote:
On Mon, Nov 12, 2007 at 03:19:50AM -0600, Kizul Emeraldfire wrote
render all diffs from before and after the change useless :(
It would be nifty if there was a way to be indentation-agnostic
similarly to the way we are DOS-line-endings vs UNIX-line-endings
agnostic.
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On Fri, Nov 16, 2007 at 01:40:20PM -0800, [EMAIL PROTECTED] wrote:
pkmnfrk
2007-11-16 13:40:20 -0800 (Fri, 16 Nov 2007)
54
Mike Smash superfluous files in 'svn status' command!
---
_U wip/
_U wip/audwrap/
_U wip/docs/
Er... I actually kinda used those sometimes. It is nice to be able
? :(
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Mike? What is the status of the battle system breakage?
If it is going to take longer than another 24 hours, I want to back the
changes out (after saving them as a patch that can be re-applied when
you are ready to proceed)
---
James
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On Sat, Nov 17, 2007 at 10:46:57AM -0500, Mike Caron wrote:
On Nov 17, 2007 2:06 AM, James Paige [EMAIL PROTECTED] wrote:
Mike? What is the status of the battle system breakage?
If it is going to take longer than another 24 hours, I want to back the
changes out (after saving them as a patch
On Sat, Nov 17, 2007 at 11:53:35AM -0500, Mike Caron wrote:
On Nov 17, 2007 10:46 AM, Mike Caron [EMAIL PROTECTED] wrote:
On Nov 17, 2007 2:06 AM, James Paige [EMAIL PROTECTED] wrote:
Mike? What is the status of the battle system breakage?
If it is going to take longer than another 24
On Sun, Nov 18, 2007 at 08:47:52AM -0800, [EMAIL PROTECTED] wrote:
pkmnfrk
2007-11-18 08:47:52 -0800 (Sun, 18 Nov 2007)
221
Fixing up sprite_load()
I totally screwed up the patch of the changes I made before James backed my
revisions out, so I'm just going to start over from r1589, using
On Wed, Nov 21, 2007 at 02:19:44PM -0800, [EMAIL PROTECTED] wrote:
pkmnfrk
2007-11-21 14:19:44 -0800 (Wed, 21 Nov 2007)
249
Figured out why it wasn't drawing
'twas my fault, misreading Simon's code. Anyway, that's fixed. No sprite
animation yet (need to tweak a few things), and no
On Wed, Nov 21, 2007 at 03:27:36PM -0800, [EMAIL PROTECTED] wrote:
pkmnfrk
2007-11-21 15:27:36 -0800 (Wed, 21 Nov 2007)
178
Adding new diagonal-vanish dissolve
Although choosing the fade is not supported yet, you can try out the new fade
by changing DEFAULT_TRANSITION (line 2003 of
On Wed, Nov 21, 2007 at 07:32:52PM -0500, Mike Caron wrote:
I cannot reproduce this, either way. Could you run it under gdb
(compile with -g), and give me a line number and backtrace at the
crash?
Here is what gdb gives when it crashes, even before I ask for a
backtrace:
*** glibc
On Wed, Nov 21, 2007 at 08:06:31PM -0500, Mike Caron wrote:
On Nov 21, 2007 7:44 PM, James Paige [EMAIL PROTECTED] wrote:
On Wed, Nov 21, 2007 at 07:32:52PM -0500, Mike Caron wrote:
I cannot reproduce this, either way. Could you run it under gdb
(compile with -g), and give me a line
On Wed, Nov 21, 2007 at 09:15:59PM -0500, Mike Caron wrote:
On Nov 21, 2007 7:26 PM, [EMAIL PROTECTED] wrote:
james
2007-11-21 16:26:36 -0800 (Wed, 21 Nov 2007)
112
Add gen(genEnemyDissolve) for default dissolve animation.
Also cleaned up the general game data editor slightly
My
On Thu, Nov 22, 2007 at 11:32:03AM -0800, S'orlok Reaves wrote:
I've changed line 2003 to read:
#define DEFAULT_TRANSITION 3
Then I run make. game.exe is created (checked the
datestamp) and when I load a game (I tried both wander
and vikings) its lump data is updated. All is going
On Sat, Nov 24, 2007 at 11:50:08AM -0500, Mike Caron wrote:
On Nov 24, 2007 2:52 AM, James Paige [EMAIL PROTECTED] wrote:
H... okay, now today, I cannot reproduce the crash under any
conditions, not with any build... this is highly vexing... I hope
against hope that the crash
On Sat, Nov 24, 2007 at 05:33:57PM -0800, James Paige wrote:
On Sat, Nov 24, 2007 at 11:50:08AM -0500, Mike Caron wrote:
On Nov 24, 2007 2:52 AM, James Paige [EMAIL PROTECTED] wrote:
H... okay, now today, I cannot reproduce the crash under any
conditions, not with any build
On Sat, Nov 24, 2007 at 06:33:52PM -0800, James Paige wrote:
On Sat, Nov 24, 2007 at 05:33:57PM -0800, James Paige wrote:
...And today, it is back with a vengenece, 100% crashy in al builds,
including the same revisions that weren't crashing yesterday... I don't
know what to think
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