would do it a bit at a time rather
> than a single huge commit.
>
>
> On Fri, 31 Dec 2021 at 15:47, Michael Kidder wrote:
>
>> I've always felt the attack editor could use a freshen up, but I think my
>> plan would be to start smaller and refactor the mus
t; that the most work in converting an existing menu is just in refactoring
> the messy old code; not a problem when writing from scratch.
>
> On Wed, 29 Dec 2021 at 17:40, Michael Kidder wrote:
>
>> oh.. this looks very neat. i've always wanted to contribute and
>>
oh.. this looks very neat. i've always wanted to contribute and
EditorKit looks like a good way for me to get used to working with the
engine / do some new or reworked menus. Will have to look at this closer
when i have time in 2022.
On Sun, Nov 14, 2021 at 8:11 AM James Paige wrote:
> This
Oh whoops, apparently Intel recently pulled their Remote Keyboard due to an
exploit and simply discontinued the app. So don't use that. Otherwise
remote keyboard apps exist, though.
On Thu, May 17, 2018 at 5:54 AM, Michael Kidder wrote:
> I use a keyboard/mouse combo with one of those
and trackpad for it (you can
technically use that one on any computer, mind, that supports the 'server'
software)
On Thu, May 17, 2018 at 3:48 AM, Ralph Versteegen
wrote:
>
>
> On 17 May 2018 at 01:00, Michael Kidder wrote:
>
>> Since I've done this before with
Since I've done this before with running the engine on new OSes or weird
hardware, today's test is a newly acquired Intel Compute Stick I got as a
gift.
The Compute stick is a tiny computer that can be plugged directly into the
back of a TV via the HDMI port. It can be powered by the included plug
It always does feel weird to those of us that have primarily used desktops
for most of our computing lives, but there is a large amount of people that
compute entirely out of their phone now. I could also see it coming in
handy if you set up a tablet with a keyboard and mouse, or laptops with
touch
Yeah I just realized bug fix centric are redundant in a "short lived
version" scenario, good point there.
On Sat, Jul 15, 2017 at 10:45 PM, Ralph Versteegen
wrote:
>
>
> On 15 July 2017 at 21:59, Michael Kidder wrote:
>
>> I'm not a developer on this projec
I'm not a developer on this project but something more of a cadence would
help. I've noticed a lot of people think the engine is actually in
dead-development even though it's actively developed, since only the
technically inclined or curious are going to be subscribed to this mailing
list.
A 3 mon
es, could you add
> more NPCs and walls to the big test map? I don't want to edit the file
> while you are.) And the current 1000 tile limit could easily be too little
> on a large map, though should be configurable.
>
>
> On 10 June 2017 at 10:36, Michael Kidder wrote:
>
&g
This is a long shot but maybe an optimization that could be done would be
to interlace NPCs on every pathfinding check?
All odd ID NPCs one go round and even the next.
My thought here is there's some time when NPCs are moving between tiles, so
it's not like they need to update every single frame.
A* caterpillar could look neat. You could add a random delay to each hero's
decisions so it looks like the party is wandering together through the map
following the leader instead of being lockstepped to each other.
On Mon, May 29, 2017 at 8:44 PM, Ralph Versteegen
wrote:
>
>
> On 30 May 2017 at
I'm pretty sure IPX was disabled by default after '98. I played a bunch of
windows 95 games via IPX and in XP they didn't work anymore.
On Fri, May 19, 2017 at 12:11 PM, James Paige
wrote:
> I only remember using the IPX stuff on DOS, Windows 95, and Windows 98. I
> don't think I ever got it wor
the internet had a lot more tildes and "/cgi-bin/" in the urls back then
On Mon, May 15, 2017 at 4:27 PM, James Paige
wrote:
> I remember I made that whole site in a text editor and tested it only with
> Lynx. Netscape wouldn't run on my computer back then
>
>
> On
Yeah, the first time I ever downloaded it was off the cyberverse website. I
still vaguely remember what the site looked like back then even without
checking wayback.
On Fri, May 12, 2017 at 12:41 AM, Ralph Versteegen
wrote:
>
>
> On 12 May 2017 at 17:39, Ralph Versteegen wrote:
>
>>
>>
>> On 12
Yeah, the base 20$ models in the US these days are 5.x minimum, and the 40$
bargain one I just got is 6.x (LG Tribute HD). The last 2.x device I had
was a Galaxy Ace in 2011. That's petrified fossil in cellphone years :)
On Thu, Mar 9, 2017 at 3:27 AM, Ralph Versteegen wrote:
>
>
> On 9 Marc
quot; might indeed be a
> thing someday.
>
> ---
> James
>
>
> On Thu, Nov 10, 2016 at 7:10 AM, Michael Kidder wrote:
>
>> Also, this may be running a bit far ahead, but would it be a good idea to
>> make some sort of futureproofing by only having scripters c
r and matching up session variables by name (to make
> them look like globals), or alternatively accessing them only via get/set
> commands. In future you would probably be able to implement "load/save
> session variables" as scripts.
>
>
> On 7 November 2016 at 0
coding the data into globals or
> whatever. For example, if you later publish an expansion or sequel to an
> earlier game, you might want to be able to pull stuff out of the save files
> without having to have planned ahead. (Plus, hijinks like save file
> inspection tools (but if yo
if you later publish an expansion or sequel to an
> earlier game, you might want to be able to pull stuff out of the save files
> without having to have planned ahead. (Plus, hijinks like save file
> inspection tools (but if you want that, you can use ))
>
> On 5 November 2016 at
uld allow the sort of one-time conversion you suggest,
>>> but a simpler solution is just a setting to specify the name of the
>>> saves folder. (That sounds a lot like
>>> the packagegame for the game (used when distributing)). However I guess
>>> that would be ba
This actually makes "DLC" / expansions more feasible now since if you
wanted to do it before, you have to tell people "oh yeah, just go in, copy
the file... rename it to gameexpansion.r .. okay, enable extensions, and
then go to.."
Now you could just run a check to see if the user has installed th
That was actually an annoyance that we had to bugfix for Jade by having the
time script realign to the grid on map transitions. If Jade doesn't break
from the bugfix bugfixing the bugfix, then you should be golden.
On Tue, Oct 25, 2016 at 5:09 PM, James Paige
wrote:
> I just noticed that if the
There should be one more arbitrary release so I can call it "c++"
On Mon, Jun 6, 2016 at 10:24 AM, wrote:
> james
> 2016-06-06 08:24:17 -0700 (Mon, 06 Jun 2016)
> 23
> callipygous+1 codename
> ---
> U rel/callipygous/codename.txt
> ___
> Ohrrpgce mai
Still reading it, even though I respond a lot less. I've also kept the
entire archive of emails in my gmail account.. according it's counter,
9,918 emails total, starting at March 5, 2005.
On Thu, Jan 28, 2016 at 4:39 AM, Ralph Versteegen
wrote:
> Well, nice to hear from you regardless. I had be
unning on the Forge
> console will be pretty easy.
>
> By the way, in related news, I managed to get Crypt of Baconthulhu
> accepted for the Amazon FireTV console last week.
>
> ---
> James
>
>
> On Mon, Jul 27, 2015 at 2:27 PM, Michael Kidder wrote:
>
>>
>>
http://games.slashdot.org/story/15/07/27/1645236/razer-acquires-ouyas-storefront-and-technical-team
Acquired the storefront and the tech team, but have left the console itself
twisting in the wind. They want people to migrate to their Forge console.
___
clarification: meant Mac Pro, I still keep calling them all Power Macs
On Wed, Jul 8, 2015 at 4:21 AM, Michael Kidder wrote:
>
> http://www.intego.com/mac-security-blog/os-x-market-share-statistics-1-in-5-macs-still-unsupported/
>
> It looks like 10.4 is a vanishingly small
http://www.intego.com/mac-security-blog/os-x-market-share-statistics-1-in-5-macs-still-unsupported/
It looks like 10.4 is a vanishingly small userbase. My developer buddy runs
one of the earlier Intel PowerMacs that came with 10.4 and even he can get
up to 10.7
On Wed, Jul 8, 2015 at 12:03 AM, Ra
"This is interesting, because 360 and above have never been saved or loaded
by any version, so it's probably some kind of file IO glitch while doing
[X]BSAVE/[X]BLOAD."
In older versions of the OHR, I remember that sometimes you'd end up with
deleted data from the HDD being included in the lump wh
plifies implementation anyway, though also
> complicates the UI. Or just require people to import the same file
> multiple times? (Which could even in future get optimised away by
> hashing)
>
> On 10 March 2015 at 15:41, Michael Kidder wrote:
> > The global steal works fine fo
;> > battle dialogue, but this wouldn't work for other games where more than
>> one
>> > hero can steal.
>> >
>> > On Sun, Mar 8, 2015 at 5:50 PM, Ralph Versteegen
>> wrote:
>> >>
>> >> Neither of those is a feature yet, b
for other games where more
than one hero can steal.
On Sun, Mar 8, 2015 at 5:50 PM, Ralph Versteegen wrote:
> Neither of those is a feature yet, but they're both easy to implement
> (the steal sounds would be pretty much trivial), so I'll try to get to
> it soon.
>
> On
und
> effects. Need any help with anything?
>
> On 12 February 2015 at 23:33, Michael Kidder wrote:
> > Been through a bit of some rough spots but mostly cool spots. Currently
> > trying to secure a business deal that will be pretty cool if we sign.
> >
> > May or may
; are more than adequate.
>
> The idea of different controllers being synced is worth remembering when
> we get around to improving gamepad support on WIndows/Mac/Linux but right
> now gamepad support on all those platforms lags miles behind the gamepad
> support on Android.
>
&
e and
available spare funds.
On Mon, Jan 26, 2015 at 9:18 AM, James Paige
wrote:
> Excellent! Thank you for testing that!
>
> Long time no see, I hope you have been well :)
>
> ---
> James
>
>
> On Mon, Jan 26, 2015 at 2:05 AM, Michael Kidder wrote:
>
>> OHRRPGC
How about something like running_on_platform and it returns an integer.
then make a bunch of constants you can add like os:Ubuntu12 os:SuseLinux3
os:Windows7 os:Windows8 os:Android4 etc . This would let you easily add
constants make a bit less cumbersome down the road when new platforms are
added.
OHRRPGCE seems to work just fine in Windows 10's current tech preview with
no issues.
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
All is well on the 8.1 front. Everything seems to work. There shouldn't
have been any core changes between 8 and 8.1 anyway, but I figured I'd
report.
___
Ohrrpgce mailing list
ohrrpgce@lists.motherhamster.org
http://lists.motherhamster.org/listinfo.cgi/o
> ---
> James
>
> On Sun, Jul 14, 2013 at 05:43:54PM -0500, Michael Kidder wrote:
> >http://i.imgur.com/4868N9x.jpg
> >NEAT
> >
> >On Sat, Jun 8, 2013 at 4:50 AM, Ralph Versteegen
> >wrote:
> >
> > On 8 June 2013 02:44
http://i.imgur.com/4868N9x.jpg
NEAT
On Sat, Jun 8, 2013 at 4:50 AM, Ralph Versteegen wrote:
> On 8 June 2013 02:44, James Paige wrote:
> >
> > Hmmm... installing FB and SDL and the OHR is pretty tricky, but
> > installing the ADK+NDK is really quite easy.
> >
> > If we could make the OHRRPGCE
Sword of Jade on my phone? Yes please..
On Tue, Feb 12, 2013 at 7:20 AM, James Paige wrote:
> Very cool! Three cheers for tmc, and three more for dkl! :)
>
> On Wed, Feb 13, 2013 at 03:03:25AM +1300, Ralph Versteegen wrote:
>> Thanks to a truly massive amount of work by dkl on the GCC backend in
Windows installer.
On Tue, Jun 5, 2012 at 9:04 AM, James Paige wrote:
> On Mon, Jun 04, 2012 at 11:07:44PM -0500, Michael Kidder wrote:
>> Happy to report that the OHRRPGCE works just fine in the Consumer
>> Preview of Windows 8 with no changes. Was able to install, and run
>
Happy to report that the OHRRPGCE works just fine in the Consumer
Preview of Windows 8 with no changes. Was able to install, and run
both CUSTOM and GAME (specifically Vikings) with no messing with
compatibility settings or anything else. Sounds, etc work perfectly.
Or at least just like they do on
It should be "Alpha" because the OHRRPGCE still needs alpha support
on layers. How else are we supposed to upgrade SoJ without some pretty
alpha effects? :(
On Fri, May 6, 2011 at 4:38 PM,
wrote:
> http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=898
>
> --- Comment #2 from Bob the Hamste
Is the engine still running at 18FPS? I guess a fair option would be
36 FPS then. Doubling the framerate would sound easier to support than
fine grained any-frame-rate.
Then you could call it from script as something like
setupdaterate(normal) and 36 would be setupdaterate(double). That way
if peo
On Vista and 7 (what i'm using right now) it's the same process,
except now you can type "edit environment variables" into the start
menu and it'll bring you to that dialog directly
On Fri, Jul 31, 2009 at 11:53 AM, wrote:
>
> http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=731
>
>
>
> --
I think if people want to extend the OHR, they're better off writing a
branch. Not only do they not have to worry about cross platform
shenanigans, but you also avoid DLL hell on Windows.
Maybe a different idea would be what I was going for with the Aileron
prototype and break the engine into modu
So after much prodding by TMC, I have decided to re-release Jade as a
'community edition'.
Me and Charbile have pretty much moved on for the most part at this
point, but I know people (mostly people that keep up with this list)
still use the game as a source of bugtesting and would also like to
se
I'm running the Windows 7 beta on an AMD 64 Dual-core athlon with an
nforce 4 chipset.
I decided to check up on the OHR real quick to see how it runs.
Well, it runs exactly like it does on Vista, which is "just like on
the other operating systems". I can't test the sound because I'm
having issues
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
card/MMX?
On Fri, Feb 22, 2008 at 8:39 AM, Ralph Versteegen <[EMAIL PROTECTED]> wrote:
> On Fri, Feb 22, 2008 at 6:33 AM, <[EMAIL PROTECTED]> wrote:
> > james
>
In my personal non-developer opinion (Hi! It appears Gmail was
automatically archiving ohr-dev mailing list posts, I thought people
had stopped posting to it since november)
It all depends on what you guys want to do. Personally, I'd like to
see CUSTOM become a Windows-GUI style editor, with the p
As far as I remember, XP takes on any of those changes immediately..
On 8/18/07, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
> http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=416
>
>
>
>
>
> --- Comment #9 from [EMAIL PROTECTED] 2007-08-18 20:35 ---
> Bingo, it's "C
It'd be nice if you could use the mouse to "click to" somewhere in
that minimap while holding tab.
And if that tab minimap showed the actual map.
On 6/16/07, Ralph Versteegen <[EMAIL PROTECTED]> wrote:
> On 6/17/07, [EMAIL PROTECTED]
> <[EMAIL PROTECTED]> wrote:
> > teeemcee
> > 2007-06-16 06:46:
I'm just spewing ideas out of my head right now, but here goes nothing:
Would it just be easier and simpler to create a new kind of textbox
with it's own set of data? And it would just sit along the old data in
the RPG file?
New games would hide the "Edit Textboxes" option in CUSTOM and only
show
I think this would be a good idea. Or else feature creep is going to
keep indefinitely delaying the release...
On 2/15/07, Bob the Hamster <[EMAIL PROTECTED]> wrote:
> I think we need a feature freeze for ubersetzung. We are so close to a
> stable release that I can almost taste it.
>
> ---
> Bob
IT
license". I like open source but despise the GPL.
On 2/12/07, Keith Gable <[EMAIL PROTECTED]> wrote:
>
>
> On 2/12/07, Michael Kidder <[EMAIL PROTECTED]> wrote:
> > .NET doesn't suck. I'm suprised people would hate it, since it's
> > fairly e
.NET doesn't suck. I'm suprised people would hate it, since it's
fairly easy to port a .NET program to Mono and run it on Linux / OSX.
An example of a great .NET program is Paint.NET (
http://www.getpaint.net ) which is being ported to Linux/Mono by
someone.
Of note, any programming language or pr
While I don't mind the current keys - would it be possible to use the
Numpad keys for the layers? Theoretically, you could easily manage up
to 9 or so layers using the numpad.
On 2/11/07, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
> http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.
Right now you would make all your "below" tiles on the bottom (ie,
grass, water, etc), your ground-level tiles on layer 1 (paths, houses,
etc) then the last layer is your trees and clouds and what have you.
This is a very neat feature, but since Jade uses black outlines all
over the place and is c
Indeed it was, the only place I've seen it happen is in the Sword of
Jade OHR trailer and we kept running into it during Jade development.
I just ran the trailer inside of windows-OHR and it no longer smears
On 1/16/07, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
> http://gilgamesh.hamsterrepubl
Yay, finally someone writes a graphics filter!
I look foward to your work on this.
-FyreWulff
On 12/29/06, Simon Bradley <[EMAIL PROTECTED]> wrote:
> On 12/29/06, Reaxor Jones <[EMAIL PROTECTED]> wrote:
> > Hi
> > I've written a 2x gfx filter in freebasic
> > basicly it converts a a 320x200 scre
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