Re: [Ohrrpgce] SVN: teeemcee/12634 Introducing EditorKit, a framework for creating data editors

2022-01-01 Thread Michael Kidder
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

Re: [Ohrrpgce] SVN: teeemcee/12634 Introducing EditorKit, a framework for creating data editors

2021-12-30 Thread Michael Kidder
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 >>

Re: [Ohrrpgce] SVN: teeemcee/12634 Introducing EditorKit, a framework for creating data editors

2021-12-28 Thread Michael Kidder
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

Re: [Ohrrpgce] The OHRRPGCE on an Intel Compute Stick

2018-05-17 Thread Michael Kidder
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

Re: [Ohrrpgce] The OHRRPGCE on an Intel Compute Stick

2018-05-17 Thread Michael Kidder
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

[Ohrrpgce] The OHRRPGCE on an Intel Compute Stick

2018-05-16 Thread Michael Kidder
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

Re: [Ohrrpgce] SVN: james/10355 Enable mouse right-drag scrolling on the browse screen

2018-04-16 Thread Michael Kidder
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

Re: [Ohrrpgce] Quarterly Stable Releases?

2017-07-15 Thread Michael Kidder
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

Re: [Ohrrpgce] Quarterly Stable Releases?

2017-07-15 Thread Michael Kidder
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

Re: [Ohrrpgce] SVN: james/8832 A* Pathfinding now caches NPC locations in an NPCCollisionCache object

2017-06-10 Thread Michael Kidder
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

Re: [Ohrrpgce] SVN: james/8832 A* Pathfinding now caches NPC locations in an NPCCollisionCache object

2017-06-09 Thread Michael Kidder
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.

Re: [Ohrrpgce] SVN: james/8760 Add an A* pathfinding for maps. NPCs can be set to chase the hero around

2017-05-29 Thread Michael Kidder
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

Re: [Ohrrpgce] Old OHR source zips

2017-05-20 Thread Michael Kidder
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

Re: [Ohrrpgce] More sleuthing into the first OHR release

2017-05-17 Thread Michael Kidder
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

Re: [Ohrrpgce] More sleuthing into the first OHR release

2017-05-15 Thread Michael Kidder
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

Re: [Ohrrpgce] move minimum android to 2.3 ?

2017-03-09 Thread Michael Kidder
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

Re: [Ohrrpgce] run game ideas

2016-11-10 Thread Michael Kidder
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

Re: [Ohrrpgce] run game ideas

2016-11-10 Thread Michael Kidder
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

Re: [Ohrrpgce] run game ideas

2016-11-06 Thread Michael Kidder
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

Re: [Ohrrpgce] run game ideas

2016-11-06 Thread Michael Kidder
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

Re: [Ohrrpgce] run game ideas

2016-11-04 Thread Michael Kidder
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

Re: [Ohrrpgce] run game ideas

2016-11-03 Thread Michael Kidder
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

Re: [Ohrrpgce] teleport to map doesn't cancel walking

2016-10-26 Thread Michael Kidder
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

Re: [Ohrrpgce] SVN: james/8059 callipygous+1 codename

2016-06-08 Thread Michael Kidder
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

Re: [Ohrrpgce] [ohrrpgce:bugs] #2017 When Android port is compiled with debug=0 battles crash the whole app at the end of any attack

2016-02-08 Thread Michael Kidder
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

Re: [Ohrrpgce] Ouya is dead. Razer bought them today.

2015-07-27 Thread Michael Kidder
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: > >> >>

[Ohrrpgce] Ouya is dead. Razer bought them today.

2015-07-27 Thread Michael Kidder
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. ___

Re: [Ohrrpgce] .dmg format for Distribute Game on Mac

2015-07-08 Thread Michael Kidder
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

Re: [Ohrrpgce] .dmg format for Distribute Game on Mac

2015-07-08 Thread Michael Kidder
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

Re: [Ohrrpgce] Garbage in GEN

2015-03-13 Thread Michael Kidder
"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

Re: [Ohrrpgce] Windows 10 Tech Preview

2015-03-10 Thread Michael Kidder
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

Re: [Ohrrpgce] Windows 10 Tech Preview

2015-03-09 Thread Michael Kidder
;> > 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

Re: [Ohrrpgce] Windows 10 Tech Preview

2015-03-08 Thread Michael Kidder
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

Re: [Ohrrpgce] Windows 10 Tech Preview

2015-03-08 Thread Michael Kidder
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

Re: [Ohrrpgce] Platform detection

2015-02-12 Thread Michael Kidder
; 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. > &

Re: [Ohrrpgce] Windows 10 Tech Preview

2015-02-12 Thread Michael Kidder
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

Re: [Ohrrpgce] Platform detection

2015-02-12 Thread Michael Kidder
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] Windows 10 Tech Preview

2015-01-26 Thread Michael Kidder
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

[Ohrrpgce] Windows 8.1

2013-10-19 Thread Michael Kidder
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

Re: [Ohrrpgce] Android port

2013-07-14 Thread Michael Kidder
> --- > 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

Re: [Ohrrpgce] Android port

2013-07-14 Thread Michael Kidder
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

Re: [Ohrrpgce] Compiling with FB's GCC backend now works!

2013-02-12 Thread Michael Kidder
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

Re: [Ohrrpgce] Windows 8 Testing

2012-06-05 Thread Michael Kidder
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 >

[Ohrrpgce] Windows 8 Testing

2012-06-04 Thread Michael Kidder
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

Re: [Ohrrpgce] [Bug 898] RELEASE: A?

2011-05-11 Thread Michael Kidder
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

Re: [Ohrrpgce] Adjusting framerate

2011-01-11 Thread Michael Kidder
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

Re: [Ohrrpgce] [Bug 731] SDL: MIDI crash in Vista

2009-08-13 Thread Michael Kidder
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 > > > > --

Re: [Ohrrpgce] Plotscripting plugins

2009-06-12 Thread Michael Kidder
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

[Ohrrpgce] Sword of Jade: Community Edition

2009-06-12 Thread Michael Kidder
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

[Ohrrpgce] Windows 7 report

2009-01-13 Thread Michael Kidder
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

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

2008-02-22 Thread Michael Kidder
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 >

Re: [Ohrrpgce] The future

2008-02-19 Thread Michael Kidder
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

Re: [Ohrrpgce] [Bug 416] Long filenames fail as command line args

2007-08-19 Thread Michael Kidder
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

Re: [Ohrrpgce] SVN: teeemcee/1131 New map resizing screen, which zooms and lets you resize from any map ed

2007-06-17 Thread Michael Kidder
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:

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

2007-02-15 Thread Michael Kidder
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

Re: [Ohrrpgce] feature freeze for ubersetzung

2007-02-14 Thread Michael Kidder
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

Re: [Ohrrpgce] On Data Mismanagement

2007-02-13 Thread Michael Kidder
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

Re: [Ohrrpgce] On Data Mismanagement

2007-02-12 Thread Michael Kidder
.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

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

2007-02-11 Thread Michael Kidder
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.

Re: [Ohrrpgce] SVN: pkmnfrk/1012 Layers! Yay! In the map editor, use Ctrl-L to enable the new layers, Alt

2007-02-10 Thread Michael Kidder
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

Re: [Ohrrpgce] [Bug 70] When panning the camera the hero walkabout may get smeared across the screen

2007-01-17 Thread Michael Kidder
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

Re: [Ohrrpgce] 2x filter for freebasic

2006-12-29 Thread Michael Kidder
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