Re: [Ohrrpgce] A proposal for TextSlices

2009-04-12 Thread S'orlok Reaves
Not totally sure what you mean by having functions allow copy-by-reference. Something else/in addition to ref()? Basically, ref() does it all. I meant like... how in c++: void doX(int x) {} ...passes in a reference to x, without forcing the programmer to learn anything about pointers, and

Re: [Ohrrpgce] A proposal for TextSlices

2009-04-08 Thread S'orlok Reaves
An alternative to a copy() operator could be a ref() operator. Personally, I think a ref() operator is somewhat inconsistent. This is how I see it: 1) When I call copy(), some work is done, and a copy of my string is MADE --it didn't exist before. 2) When I call ref(), what happens? Is a

Re: [Ohrrpgce] Henceforth Fibonacci!

2009-02-04 Thread S'orlok Reaves
Nice! However, the JAR file doesn't work for me: Weird. Try from the command line/shell: java -jar Desktop_HVM_0.1.jar Failing that, there's a slim chance that your JVM just hates you, and isn't including the JAR itself in the classpath. Then try: java -cp Desktop_HVM_0.1.jar

Re: [Ohrrpgce] Henceforth Fibonacci!

2009-02-04 Thread S'orlok Reaves
That is cool! I am glad to see this coming along so nicely. Three cheers for Seth! ... and 1,1,2,3,5,8... cheers for Fibonacci! Thanks! Also, I fixed that bug; now all the examples from the wiki work. Error reporting's so-so, but I'm more than happy to help you guys debug HF scripts

[Ohrrpgce] Henceforth Fibonacci!

2009-02-03 Thread S'orlok Reaves
Hey all, The latest screenie of the HVM in action is here: http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/User:Sorlok_reaves It can now run everything that a Pistachio HVM is required to handle. The screenshot shows the Fibonacci sequence being calculated correctly for

Re: [Ohrrpgce] thoughts about slice handles

2009-01-20 Thread S'orlok Reaves
variable (a, b) a := A b := a b += B For the record, here's what Java does: 1) a is A 2) b is A (same reference) 3) b is AB, and a is still A That's because Java enforces two properties about strings, at all times: A) Two strings with the same value MUST have the same reference. B) Any

Re: [Ohrrpgce] Update on Henceforth (OHRRPGCE FMF)

2009-01-20 Thread S'orlok Reaves
The desktop VM looks nice. Gives me the urge - but not the time - to play with it. I'll mail the list when the desktop VM is ready for release. Hope to get some good sample code going, too. The VM documentation is really sprawling. Since it's so huge I've been avoiding reading it until

[Ohrrpgce] Update on Henceforth (OHRRPGCE FMF)

2009-01-19 Thread S'orlok Reaves
Hey y'all. Just thought I'd drop a line to let everyone know the progress being made on the OHRRPGCE FMF. Currently, development is focusing on the Henceforth Virtual Machine, which is described here: http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/Henceforth_VM As you can tell by

Re: [Ohrrpgce] Slice tutorial

2009-01-19 Thread S'orlok Reaves
I like this approach to slices a lot! In a few releases, I'll incorporate this approach into the OHRRPGCE FMF --it makes a lot more sense. Here's an idea: make a slice insurmountable. If you have: parent_slice child_slice_1 child_slice_2 child_slice_3, (insurmountable = true)

Re: [Ohrrpgce] thoughts about slice handles

2009-01-14 Thread S'orlok Reaves
Given my limited knowledge of how the Standard OHR actually works, this still seems to handle things well. My main question is: what takes up slots 32 to 9? I don't like the idea of excessive wasted space, unless it's unavoidable. --Seth --- On Wed, 1/14/09, James Paige

Re: [Ohrrpgce] thoughts about slice handles

2009-01-14 Thread S'orlok Reaves
at 09:38:35PM -0800, S'orlok Reaves wrote: Given my limited knowledge of how the Standard OHR actually works, this still seems to handle things well. My main question is: what takes up slots 32 to 9? I don't like the idea of excessive wasted space, unless it's unavoidable. --Seth

Re: [Ohrrpgce] Potted Cactus Shenanigans!

2008-10-07 Thread S'orlok Reaves
I've played through WH several times before Werewaffle, and I remember: 1) The cactus fleeing when you're behind the castle. 2) The cactus jumping off the mountain (didn't notice the spinning, but I guess it's there). --Seth --- James Paige [EMAIL PROTECTED] wrote: On Mon, Oct 06, 2008 at

Re: [Ohrrpgce] SVN: pkmnfrk/2325 Two things of note:

2008-10-03 Thread S'orlok Reaves
for example, you want a sparkle sprite to be positioned to the leader but parented to map layer 2 Just a quick nudge: an excellent demonstration of Slices would be a minimap, in the lower-left corner of the screen, that updates your position on said map in real-time. I'm thinking

Re: [Ohrrpgce] thoughts on things that slices do

2008-10-02 Thread S'orlok Reaves
Actually, now that I type this, why should the slice drawing behaviour be modal? Haha, I started typing my last email before I saw this post; seems we've come to many of the same conclusions in our own different ways. I guess since I have the podium, I'll just say that I'm really proud some

Re: [Ohrrpgce] SVN: pkmnfrk/2301 Fixed the spell menu thingy too.

2008-09-30 Thread S'orlok Reaves
Not to bust in on your debate, but I think the idea is that pumping max stats with spells might be useful for some avant-garde games. Consider: 1) A game with fixed max MP (of, say, 100) and no way to restore it inside dungeons. The first room of a dungeon resets your stats, and the max-stat

Re: [Ohrrpgce] Battle code refactoring

2008-08-31 Thread S'orlok Reaves
except that attempts to do indenting Haha, yeah, indenting sucks. I want to add the option to strip indents at some point if the value of a ${} code changes when the box is being displayed, the box changes? Oh, no, that's not what I meant. That would, indeed, cause errors as you

Re: [Ohrrpgce] Battle code refactoring

2008-08-30 Thread S'orlok Reaves
Hmmm... what about the case where somebody writes a line with a ${} code in it that expans and makes the line too long. Is there any reasonable way to handle that case at run-time rather than edit-time? The OHRRPGCE FMF handles this by dyanmically expanding text boxes at run time, and

Re: [Ohrrpgce] Gosub (anagram of bogus)

2008-07-18 Thread S'orlok Reaves
I can't wait for OHR ports to handheld devices. It's getting there; I've just been a bit busy these days. :) --Seth ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org

Re: [Ohrrpgce] [Bug 642] Handle accidently opening Custom twice better

2008-06-25 Thread S'orlok Reaves
I am really curious as to whether or not a frequently updated file would be a performance hit or not. Knowing the way Windows locks files (seemingly randomly) you might *cough* (crash your system) *cough*. Maybe there's a better way? Like CUSTOM (in Windows) is just based off of Win32

Re: [Ohrrpgce] [Bug 642] Handle accidently opening Custom twice better

2008-06-24 Thread S'orlok Reaves
Hmm just thought of this: For the current process ID, you could create a file called, say, 3455.pid in the temp directory. Make it 1 byte, and RE-create it every 10 seconds. I don't think this is too intensive... and it gives you PID identification accurate to 10 seconds. ...Or is the

[Ohrrpgce] ohrrpgce-fmf on Google Code

2008-04-22 Thread S'orlok Reaves
Hey all, I bet you were all just thinking, right now, Gee, I wish I could browse the subversion history of the OHRRPGCE FMF! I know I was! And now you can. We now have a google code page: http://code.google.com/p/ohrrpgce-fmf/ ...which is mainly for source code. All bugs will still be

Re: [Ohrrpgce] if anybody was wondering...

2008-04-04 Thread S'orlok Reaves
Sorry for the late reply; your message was filtered as spam. Looking closely, MY OWN MESSAGE from my yahoo account to the list to the SAME yahoo account was also filtered as spam. Way to go, Yahoo. I'm working on a GUI-from-scratch as well..., taking an identical approach, so will be

Re: [Ohrrpgce] if anybody was wondering...

2008-04-01 Thread S'orlok Reaves
to the wiki; I expect that some people might want to extend the FMF's main menu for their own games, in the far future. Cheers, --Seth --- James Paige [EMAIL PROTECTED] wrote: What, praytell, is a slice? --- James On Mon, Mar 31, 2008 at 11:20:17AM -0700, S'orlok Reaves wrote: I've

Re: [Ohrrpgce] if anybody was wondering...

2008-03-31 Thread S'orlok Reaves
I've been refactoring the FMF's menu system to be more integrated... it now works off of something called a slice which is faster and more powerful. So I didn't really notice the lack of mail... PyWeek looks cool. Best of luck! --Seth --- Simon Bradley [EMAIL PROTECTED] wrote: On Mon, Mar

Re: [Ohrrpgce] Game Engine has a website

2008-03-13 Thread S'orlok Reaves
Ah, good, Yahoo's back. The best way to organize this is to have your higher-level language spec, and then translate programs into syntax trees using a parser-generator (lex/yacc, antlr, javacc are all good). You can optimize this tree independently, and then use it to output a bytecode of your

Re: [Ohrrpgce] Game Engine has a website

2008-03-13 Thread S'orlok Reaves
to confirm this, but I have spent tens of hours of my life trying to get something going with those types of programs, and I have failed every time. I'm not looking forward to trying again, but maybe I will someday. On Thu, Mar 13, 2008 at 10:13 PM, S'orlok Reaves [EMAIL PROTECTED] wrote

Re: [Ohrrpgce] Game Engine has a website

2008-03-13 Thread S'orlok Reaves
()). So, when I've gotten my nerves back in order, I'll see what I can do with that. On Thu, Mar 13, 2008 at 10:37 PM, S'orlok Reaves [EMAIL PROTECTED] wrote: Ah, ok. I _do_ have successful projects with all of these (I'm not just repeating the popular options) but I can see

Re: [Ohrrpgce] for the brave and the python-inclined

2008-03-02 Thread S'orlok Reaves
Hey James, Sorry to take so long, but I finally got time to look at the code. The first tutorial works for me. I'll be trying the rest out later this week. So far, good job. I like the fact the game engine can be started in so little code. Keep up the good work! --Seth --- James Paige

Re: [Ohrrpgce] SVN: james/1947 Enabling -exx for windows wip builds

2008-02-22 Thread S'orlok Reaves
Other people might be better informed on this one, but I'd expect that the graphics card doesn't have a lot to say about the script interpreter. --Seth How much of that is this option, and how much of that is the fact that the OHR is not letting the CPU offload any help to the graphics

Re: [Ohrrpgce] FMF Fortnightly

2008-02-18 Thread S'orlok Reaves
What's wrong with NPCTAG? James walks too fast. I'm serious! I manually compiled the castle script, so that's the only one you can test. To get past the plot boulders, you need to talk to James. But, currently, he walks too fast; it's hard to catch him. I didn't want people to get frustrated

[Ohrrpgce] FMF Fortnightly

2008-02-17 Thread S'orlok Reaves
The latest fortnightly of the FMF is up: http://fmf.ohrdev.com/files/fortnightly/webdemo.jnlp Be warned that it's rigged: - You can only play WH - You start at the castle The idea is to show you all how plotscripting is coming along. Walk up into the blue X's and see a guard come out and

[Ohrrpgce] RFC: Question on Script Behavior Race Conditions

2008-01-18 Thread S'orlok Reaves
Hey all, If you have time, could you please help me answer this question? I don't mind going through the source code, but this problem is a bit big-picture, as it involves threads (which haven't been implemented in source yet). Consider a hero on tile (X,Y). To the right, on (X+1, Y), is NPC

Re: [Ohrrpgce] RFC: Question on Script Behavior Race Condition

2008-01-18 Thread S'orlok Reaves
Thanks, Mike. That sounds good to me; I think I can implement the current behavior leave room for the future one with no problem. Mutexes are a good simple way of managing concurrency; at least, the FMF will have no problem implementing them. Two more questions, just to clear things up: 1)

Re: [Ohrrpgce] [Bug 569] map script terminators

2008-01-17 Thread S'orlok Reaves
I also tried checking current map throughout all instances of write map block in the loop, and still nothing changed.) This doesn't seem right... shouldn't current map return the current map's ID? I.e., shouldn't current map be updated AFTER switching maps but BEFORE updating the current

Re: [Ohrrpgce] SVN: pkmnfrk/1634 New transition sink into ground (#3)

2007-11-24 Thread S'orlok Reaves
that? Then ditch that reference when the enemy has fully dissolved. (- SR --- Mike Caron [EMAIL PROTECTED] wrote: On Nov 22, 2007 3:39 PM, James Paige [EMAIL PROTECTED] wrote: On Thu, Nov 22, 2007 at 11:32:03AM -0800, S'orlok Reaves wrote: I've changed line 2003 to read: #define

Re: [Ohrrpgce] SVN: pkmnfrk/1634 New transition sink into ground (#3)

2007-11-22 Thread S'orlok Reaves
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 well... However, the old death animation persists... even if I load a new

Re: [Ohrrpgce] SVN: pkmnfrk/1634 New transition sink into ground (#3)

2007-11-22 Thread S'orlok Reaves
Sorry, just noticed the related bug whereby transitions get reset to 1: For completeness, I also reverted (updated) to this exact revision (1634) and the problem remains. I expected it to: I'm not seeing Mike's new default, I'm seeing the old one. Any ideas? (- SR --- [EMAIL PROTECTED]

[Ohrrpgce] The F is for Faster

2007-10-23 Thread S'orlok Reaves
Mostly for Kizul, I revved up the FMF's speed. It should run noticeably quicker (Large Screen should still be left un-ticked.) (- SR PS: Thanks to Adam for testing my Ant script. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam

Re: [Ohrrpgce] New FMF Demo

2007-10-05 Thread S'orlok Reaves
: On Thu, Oct 04, 2007 at 10:01:03PM -0700, S'orlok Reaves wrote: Hello all! This paragraph's mostly for Adam: I replaced the Applet with a proper Swing App. It works just fine for me (except that Gisli's menu crashes.) Note to applet users: the applet WILL be back up, as soon as Adam

[Ohrrpgce] New FMF Demo

2007-10-04 Thread S'orlok Reaves
Hello all! This paragraph's mostly for Adam: I replaced the Applet with a proper Swing App. It works just fine for me (except that Gisli's menu crashes.) Note to applet users: the applet WILL be back up, as soon as Adam confirms if this solution works for him or not. As always, experiment via:

Re: [Ohrrpgce] FMF Update Dem

2007-10-03 Thread S'orlok Reaves
Okay! I've abused my .htaccess powers again to create a Java Web Start demo; this is leaps and bounds above the applet ---even though it's STILL an applet. Figure that one out. Or, click on: http://fmf.ohrdev.com/files/webdemo.jnlp (Note that the link from the main page now points here.) Adam,

Re: [Ohrrpgce] FMF Update Dem

2007-10-03 Thread S'orlok Reaves
Ah! Thanks for the comments. Let's see: 1) Keys on the game selection meny are flakey. This is because I do a lousy job simulating the DOS timer. I'll probably end up buffering key input, so if you hit Enter in the period that the DOS timer wouldn't tick, it'll stay stuck until it does tick.

[Ohrrpgce] FMF Update Demo

2007-10-01 Thread S'orlok Reaves
Hey all, In honor of the release of Ubersetzung, and because it's sooo difficult to play the Midlet otherwise, I've made the OHRPGCEFMF web-enabled! Here is a link to the applet: http://fmf.ohrdev.com/files/webdemo.html If it runs too slowly for you, de-select the Large Screen box. I've had

Re: [Ohrrpgce] FMF Update Demo

2007-10-01 Thread S'orlok Reaves
Which version do you have? I used 1.5 for convenience (generics and for each loops) but I am willing to backport it to 1.4 if you are using this. If it is earlier than 1.4 I am uneasy --Seth --- Adam Perry [EMAIL PROTECTED] wrote: On 10/1/07, James Paige [EMAIL PROTECTED] wrote: That

Re: [Ohrrpgce] FMF Update Dem

2007-10-01 Thread S'orlok Reaves
ASAP. --Seth --- Kizul Emeraldfire [EMAIL PROTECTED] wrote: On 10/1/07, S'orlok Reaves [EMAIL PROTECTED] wrote: Hey all, In honor of the release of Ubersetzung, and because it's sooo difficult to play the Midlet otherwise, I've made the OHRPGCEFMF web-enabled! Here is a link

Re: [Ohrrpgce] FMF Update Dem

2007-10-01 Thread S'orlok Reaves
Okay, I've updated the page: http://fmf.ohrdev.com/files/webdemo.html To Adam: I set the compliance level to 1.4. I see no reason why this won't work, but please send the console output if it fails and I'll work on fixing it. To Kiz: At the bottom of the webdemo page are two links, and

Re: [Ohrrpgce] ubersetzung packaging ideas

2007-09-06 Thread S'orlok Reaves
Ah! I use SciTE for Ruby. Fantastic program! Hmm... James might know this one best: Are there any editors that support plugins of the kind that link words with the documentation. So, e.g., if you open a script in this editor and hover over suspend player, then it will show a small caption

Re: [Ohrrpgce] SVN: teeemcee/1399 Emacs lisp script which can detect all occurrences of bug422. To use:

2007-08-31 Thread S'orlok Reaves
Then just wait until I implement plotscripts in the FMF. I can't guarentee what language .HSX will be converted to, but I CAN guarentee that it'll be stack-based. ;) (- sR --- James Paige [EMAIL PROTECTED] wrote: On Sat, Sep 01, 2007 at 04:50:10AM +1200, Ralph Versteegen wrote: On 9/1/07,

Re: [Ohrrpgce] SVN: james/1378 removing shameful sandsea.bmp

2007-08-28 Thread S'orlok Reaves
Indeed... I think it was also part of an integral chapter in the Wiki -yep, here: http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/Battles Er... I'd change it to a new example myself, but this would just feel dirty. (- sR --- Kizul Emeraldfire [EMAIL PROTECTED] wrote: *sniffs*

Re: [Ohrrpgce] Ubersetzung Release Candidate 1

2007-08-28 Thread S'orlok Reaves
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 go through all the things in whatsnew.txt, but is there anything else

Re: [Ohrrpgce] [Bug 441] Reflect status for bouncing spells

2007-08-23 Thread S'orlok Reaves
Perhaps you'd all benefit from pausing for a minute to consider not what reflect should do (programmatically), but rather what it should DO (e.g., why we have it.) I've put some (boring) examples below; my point is that you should seperate reflect into its most BASIC components. For instance:

[Ohrrpgce] Wander glitch

2007-08-20 Thread S'orlok Reaves
Hello, GAME and CUSTOM build correctly; thanks. From the title screen, starting a new game in Wander crashes (your standard Windows XP game.exe has encountered a problem and needs to close.) I deleted wander.sav, and it still crashes. Any idea what's up? (- SR --- [EMAIL PROTECTED]

Re: [Ohrrpgce] [Bug 435] Game crashes with new versions of HSPEAK

2007-08-20 Thread S'orlok Reaves
Hello all, I know it's (probably) abundantly clear by now, but this fix also fixed the problem I was having with WANDER. Cheers! (- SR --- [EMAIL PROTECTED] wrote: http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=435 [EMAIL PROTECTED] changed:

Re: [Ohrrpgce] SVN: james/1307 Wander: hit the golf ball with varying force by holding down the action

2007-08-19 Thread S'orlok Reaves
Hooray! However mapsubs.bas(1487) : error 59: Illegal inside a SUB or FUNCTION, before: ')' DIM destdoor() as door ^ ...occurs when I try to compile CUSTOM, after a full update. (GAME compiles fine) (- SR --- [EMAIL PROTECTED] wrote: james 2007-08-18 22:13:33 -0700

Re: [Ohrrpgce] WANDER glitch

2007-08-19 Thread S'orlok Reaves
I'm not filing this as a glitch, because I'm guessing it's just a bug in WANDER: The beds in the Monestary are covered by top-level rug tiles -you can only see the pillows. (- SR Looking for a deal?

Re: [Ohrrpgce] SVN: teeemcee/1289 Reenable MP3 previewing if the music backend is safe (if music_sdl is no

2007-08-15 Thread S'orlok Reaves
--- 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 benefit. (WAV's higher quality is not a good argument; the difference only

[Ohrrpgce] OHRRPGCE FMF - New Version Released

2007-08-05 Thread S'orlok Reaves
Good afternoon (midnight) all: It is my pleasure to announce, in anticipation of Ubersetzung, the latest alpha release of the OHRRPGCE FMF: Prima Facie. For posterity's sake, I'll send an email to the list when a new version is released from now on. This version features a nascent menu

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

Re: [Ohrrpgce] [Bug 304] Default Passability not supported for layers

2007-05-24 Thread S'orlok Reaves
--- Comment #9 from [EMAIL PROTECTED] [paraphrase] What all should the delete tile key delete? ... I always hated having to cycle all the way back to zero... Perhaps a local delete key (say, Del) that deletes the data you're currently editing (foemap) and then a global delete key

Re: [Ohrrpgce] SVN: teeemcee/1093 Shortcut evaluation for || and

2007-04-29 Thread S'orlok Reaves
--- Mike Caron [EMAIL PROTECTED] wrote: On 4/29/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: teeemcee 2007-04-29 18:07:09 +0800 (Sun, 29 Apr 2007) 33 Shortcut evaluation for || and --- U wip/docs/plotdict.xml U wip/game.bas U wip/moresubs.bas U wip/plotscr.hsd

Re: [Ohrrpgce] SVN: teeemcee/1093 Shortcut evaluation for || and

2007-04-29 Thread S'orlok Reaves
--- Mike Caron [EMAIL PROTECTED] wrote: Well, the rule of thumb is: If there's a way, someone has done it I can't think of any particular reason why you would want it to *not* short circuit, but then, I'm not everyone in the universe. The only one I can think of is side-effects.

[Ohrrpgce] Text box question for the OHR's programmers

2007-04-16 Thread S'orlok Reaves
Hello, In yetmore.bas:loadsay(), saytag(2) is checked, and the appropriate tags are set to on/off. Then, the text box is displayed. Finally, in game.bas, when the box closes, all effects of the box are computed (inns are shown, etc.) For the OHRRPGCEFMF, can I safely move the tag-setting

Re: [Ohrrpgce] Text box question for the OHR's programmers

2007-04-16 Thread S'orlok Reaves
. Then the user will see text box 15 (not 16), and will gain $50.? If that is the case, then I understand. Thanks. :) (- SR --- Bob the Hamster [EMAIL PROTECTED] wrote: On Mon, Apr 16, 2007 at 01:46:02AM -0700, S'orlok Reaves wrote: Hello, In yetmore.bas:loadsay(), saytag(2) is checked

Re: [Ohrrpgce] [Bug 346] O overhead tiles are drawn in between layer 1 and 2 in game

2007-04-15 Thread S'orlok Reaves
Indeed, this is the most important. As for the black-pixel dilemma, don't lose heart. Remember that CUSTOM could, when a layer is enabled, prompt the user and replace all black in a tileset with 0x63 0x63 0x62 (nearly black). Or, there can be a means of setting the transparent color. What I

Re: [Ohrrpgce] [Bug 351] Linux: gfx_fb is incredibly slow after Ubuntu Edgy upgrade

2007-04-13 Thread S'orlok Reaves
Here's my experience, using Edgy to run Trailblazers. (I promise I'll try it on Vista soon! Just need to steal my roommate's computer.) 1) Everything runs fine, and at the proper speed. 2) Music doesn't work. The second one is (possibly) due to me not installing Timidity correctly. I'll tinker

Re: [Ohrrpgce] [Bug 351] Linux: gfx_fb is incredibly slow after Ubuntu Edgy upgrade

2007-04-13 Thread S'orlok Reaves
] wrote: On Fri, Apr 13, 2007 at 12:17:53PM -0700, S'orlok Reaves wrote: Here's my experience, using Edgy to run Trailblazers. (I promise I'll try it on Vista soon! Just need to steal my roommate's computer.) 1) Everything runs fine, and at the proper speed. 2) Music doesn't work

[Ohrrpgce] Good morning Keith

2007-04-11 Thread S'orlok Reaves
Keith, Could you please download the latest OHRRPGCE FMF (fort)nightly from: http://fmf.ohrdev.com/files/fortnightly/GAME_FMF.jad http://fmf.ohrdev.com/files/fortnightly/GAME_FMF.jar and run WANDER (no need to run the other two). The error messages have been updated; please re-type (or just

Re: [Ohrrpgce] [Bug 346] O overhead tiles are drawn in between layer 1 and 2 in game

2007-04-08 Thread S'orlok Reaves
How can we have our cake and eat it too? Make all chairs NPCs, and change the draw order to draw the highest NPCs first? This is how RPG maker does it, if I recall. However, it DEFINITELY breaks existing games, so you'd need a new bit: DRAW_FROM_TOP_DOWN.

Re: [Ohrrpgce] [Bug 346] O overhead tiles are drawn in between layer 1 and 2 in game

2007-04-08 Thread S'orlok Reaves
That would not support heroes, so isn't really a better solution. Ooh, snap. I thought it was clear that when I said NPCs I meant heroes too. Certainly, the blunder was on my part. So you'd have three choices: 1) Draw heroes first. 2) Draw NPCs first. 3) Draw ALL heroes/NPCs ordered by

Re: [Ohrrpgce] [Bug 346] O overhead tiles are drawn in between layer 1 and 2 in game

2007-04-07 Thread S'orlok Reaves
Remember that you're working with an (unstable) nightly. Speaking of which... since uber isn't out yet, you could simply re-specify the map format: if layers are ON, then a tile's Overhead settings are IGNORED. I know, this sounds crazy, but consider the arguments thus far: Camp 1) We must keep

Re: [Ohrrpgce] [Bug 346] O overhead tiles are drawn in between layer 1 and 2 in game

2007-04-07 Thread S'orlok Reaves
The biggest problem here is not the specific behaviour of overhead tiles, but the fact that they are not drawn the same way in custom as they are in game. If they were drawn consistently, then then it would be possible to spot the problem immediately when editing your map, rather than

Re: [Ohrrpgce] Gilgamesh? Also, Amphitheatre

2007-03-05 Thread S'orlok Reaves
PROTECTED] wrote: On Mon, Mar 05, 2007 at 12:16:12AM -0600, Keith Gable wrote: On 3/5/07, Bob the Hamster [EMAIL PROTECTED] wrote: On Sun, Mar 04, 2007 at 09:37:10PM -0800, S'orlok Reaves wrote: Hey all, For the past few days, Gilgamesh has been acting up

[Ohrrpgce] Gilgamesh? Also, Amphitheatre

2007-03-04 Thread S'orlok Reaves
Hey all, For the past few days, Gilgamesh has been acting up. Is this a common problem for everyone? Also, the next version of the OHRRPGCE FMF is out (Amphitheatre); here you go: http://www.comp.nus.edu.sg/~sethhetu/segments/alpha_amphitheatre.zip This one has a lot more content: message

Re: [Ohrrpgce] SVN: pkmnfrk/1025 In the future, text will (almost certainly) be more customizable. Just l

2007-02-15 Thread S'orlok Reaves
--- Mike Caron [EMAIL PROTECTED] wrote: On 2/15/07, S'orlok Reaves [EMAIL PROTECTED] wrote: Technically, this makes these features available to plotscripting strings, but to use them, you'd need to embed those characters directly into the plotscript file, which while doable

Re: [Ohrrpgce] [Bug 302] Map editor needs different key shortcuts for layers

2007-02-13 Thread S'orlok Reaves
Gentlemen, please. If you must quip, I'd ask you not to Reply-All. About the issue of keys, I feel we've reached an impasse. I like the Alt+1/2/3 idea. Perhaps Alt++ can turn the layers above the current one off. Still, I have a question: Do we _need_ shortcuts to make the top two layers

Re: [Ohrrpgce] Fwd: Problem saving generated data directly as an OHF

2006-12-12 Thread S'orlok Reaves
Mike, Thanks for the detailed description; I feel more confident with the format now. I know what my problem was: I forgot that importing a font changes the font for CUSTOM *as well as* GAME and the font I imported was offset by a few characters. Question: Is this appropriate? Should