it 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 music browser menu firs
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
>> EditorKit
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 <mkid...@gmail.com> wrote:
> I use a keyboard/mouse combo
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 <teeem...@gmail.com>
wrote:
>
>
> On 17 May 2018 at 01:00, Michael Kidder <mkid...@gmail.com> wrote:
>
>&g
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
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
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 <teeem...@gmail.com>
wrote:
>
>
> On 15 July 2017 at 21:59, Michael Kidder <mkid...@gmail.com>
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
nd 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 <mkid...@gmail.com> wrote:
>
>> This is a
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
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:
>
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
>
un on my computer back then
>
>
> On Monday, May 15, 2017, Michael Kidder <mkid...@gmail.com> wrote:
>
>> 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
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
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
sn't exist. ".zrpg" might indeed be a
> thing someday.
>
> ---
> James
>
>
> On Thu, Nov 10, 2016 at 7:10 AM, Michael Kidder <mkid...@gmail.com> wrote:
>
>> Also, this may be running a bit far ahead, but would it be a good idea to
>> make some sort
ts/the interpreter 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 2
hat, you can use ))
>
> On 5 November 2016 at 03:01, Michael Kidder <mkid...@gmail.com> wrote:
>
>> That's why I like the idea of session variables or globals that you can
>> customize what data they transport and read it, since chainloading games
>> would definitely
ish 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 03:01, Michael Kidder &l
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 bad
>>>
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:
>
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
>
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
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.
___
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 mkid...@gmail.com wrote:
http://games.slashdot.org/story/15/07/27/1645236/razer-acquires
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,
clarification: meant Mac Pro, I still keep calling them all Power Macs
On Wed, Jul 8, 2015 at 4:21 AM, Michael Kidder mkid...@gmail.com 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
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
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 mkid...@gmail.com wrote:
The global steal works fine for Jade's needs.
And making the random global
. But I don't see much demand for that;
better to have global settings for the 99% case and we can always add
per-hero overrides later. (In general I'd like to see lots of things
set up as global plus item-specific override. It makes sense
everywhere.)
On 9 March 2015 at 15:29, Michael Kidder mkid
can steal.
On Sun, Mar 8, 2015 at 5:50 PM, Ralph Versteegen teeem...@gmail.com 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 9 March 2015 at 00:54, Michael Kidder mkid
help with anything?
On 12 February 2015 at 23:33, Michael Kidder mkid...@gmail.com 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 not get something together for Sword of Jade's
and
available spare funds.
On Mon, Jan 26, 2015 at 9:18 AM, James Paige b...@hamsterrepublic.com
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 mkid...@gmail.com wrote:
OHRRPGCE seems to work
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.
---
James
On Thu, Feb 12, 2015 at 2:26 AM, Michael Kidder mkid...@gmail.com wrote:
How
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://i.imgur.com/4868N9x.jpg
NEAT
On Sat, Jun 8, 2013 at 4:50 AM, Ralph Versteegen teeem...@gmail.com wrote:
On 8 June 2013 02:44, James Paige b...@hamsterrepublic.com wrote:
Hmmm... installing FB and SDL and the OHR is pretty tricky, but
installing the ADK+NDK is really quite easy.
---
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 teeem...@gmail.com
wrote:
On 8 June 2013 02:44, James Paige b...@hamsterrepublic.com wrote:
Hmmm
Sword of Jade on my phone? Yes please..
On Tue, Feb 12, 2013 at 7:20 AM, James Paige b...@hamsterrepublic.com 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
Windows installer.
On Tue, Jun 5, 2012 at 9:04 AM, James Paige b...@hamsterrepublic.com 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
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,
bugzilla-dae...@ravenwest.dreamhost.com wrote:
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=898
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
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, bugzilla-dae...@karnov.dreamhost.com wrote:
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
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
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
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
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 06:46:05 -0700
.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
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