`-noexit` is probably not needed, because you can instead test it with `scons
minos=1`.
On the other hand, a kiosk mode might have actual use.
On the other other hand (the first hand), a kiosk mode is probably not needed,
because you can instead use `scons minos=1`.
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Yikes! Looking into it now.
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Opps!
On Thu, 6 Jun 2024 at 10:33, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> james
> 2024-06-05 15:33:32 -0700 (Wed, 05 Jun 2024)
> 99
> Add BattleSprite.flinch_anim to fix broken build (I am guessing it was
> left out of a recent commit)
> ---
> U
O, this commit doesn't actually change the behaviour, it just sets up for
that. I want to add a "dwell time" or "hold time" (time the attack sprite
is stationary on the target) setting which is used by all the animations
except Null, Wave, and spread Ring. (Currently, Driveby and Drop have 0
dwell
This patch, and many of the following ones, date back nine and a half
years, and it's been my biggest unmerged branch for all that time. It's
great to finally be going in the right direction, and I'm eyeing up several
other big branches for merging soon. This commit's original commit message
was
Is it working correctly now? I see it just managed to upload a build.
However strangely it has svn_rev=13471 although I saw a previous cron log
that said it updated to 13473.
However it seems strange that emscripten is all installing the dependencies
such as libogg, it's only meant to do that the
Right, although people should probably assume an xbox controller even if it
returns false because it can't be positively identified as one. Maybe "xbox
controller" should retuyrn true for any xinput device... but is that all of
them on Windows?
SDL2 does have a SDL_GameControllerGetType() function
Oh, turns out "emcc -v" and "emcc --version" print different output. The
former includes both clang and emscripten version, the latter just
emscripten, and sconscript picks up the clang version.
On Wed, 10 Jan 2024 at 13:30, Ralph Versteegen wrote:
> The emcc version is a
The emcc version is already printed by scons:
Using target: js-asmjs arch: (see target) fbc: fbc (1.10.1 (2023-12-28))
fbcc: emcc (clang 18.0.0) cc: emcc (clang 18.0.0) cctarget:
wasm32-unknown-emscripten
On Wed, 10 Jan 2024 at 13:13, subversion--- via Ohrrpgce <
Forgot to edit the commit message. Not a WIP.
On Sun, 7 Jan 2024 at 23:25, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2024-01-07 02:25:14 -0800 (Sun, 07 Jan 2024)
> 20
> WIP add "find extra"
> ---
> U wip/common.bi
> U wip/common.rbas
> U
It doesn't really matter, because it turns out that recent CPython require
Win 8+, which I don't want to make a build requirement. Matthew actually
just asked me not to require too new a Python for that reason because his
buildbox runs on Win7, andI would very much like to be able to compile on
my
On Sat, 30 Dec 2023 at 12:37, James Paige
wrote:
> On Fri, Dec 29, 2023 at 6:07 PM Ralph Versteegen via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> Hurrah!
>> Come to think of it, we probably want to upload both as a .zip, for the
>> Di
Hurrah!
Come to think of it, we probably want to upload both as a .zip, for the
Distribute menu, and as plain files in a subdirectory so that people can
run it without starting a server themselves. It would be nice if there were
some way for people to upload just an .rpg somewhere and run it with
ipten/tools/file_packager
>> ohrrpgce-game.data --from-emcc --preload games' failed (returned 1)
>>
>> If I put a random rpg file into the games directory, then `scons
>> target=js` runs to completion, and I can see that
>> ohrrpgce-(game|custom).(data|html|js|wasm) alt
Oh, I haven't written instructions yet. I need to do that. But quickly:
If you haven't already, install emscripten:
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
Install "latest" version, or to avoid surprises in nightlies it's probably
better to use the same version I have,
ghtly
> builds? :)
>
> I do think I would enjoy that. it would be nice to write a dockerfile that
> doesn't rely on anything dreadfully out-of-date :D
>
> Enough for today though, I need a break
>
> On Mon, Dec 25, 2023 at 7:02 PM Ralph Versteegen
> wrote:
>
>> Gre
odified in 4701548e0 ("SDL: switched build
> system from Ant to Gradle") to make "android" optional. It's also used in
> build/envsetup.sh but I don't remember ever running that.
>
> Aha, thanks! I'll check that out too.
>
>
>
> On Mon, Dec 25, 2023 at 4:56 PM
48e0 ("SDL: switched build
system from Ant to Gradle") to make "android" optional.
It's also used in build/envsetup.sh but I don't remember ever running that.
On Tue, 26 Dec 2023 at 10:55, Ralph Versteegen wrote:
> Well, you don't want the SDK that I have, because it no
>
> On Thu, Dec 21, 2023 at 9:10 PM James Paige
> wrote:
>
>> Oh, I am pretty sure I know what is wrong. The nightly build vm for
>> android is still Debian 9. It has scons version 2.3, which is still python
>> 2.7 based. The latest scons on my Debian 1
But choosing a resolution that's an exact fraction of 1920x1080 isn't a
solution, because then the scaling will still appear jagged/uneven on monitors
of other resolutions.
The new fractional-bilinear scaling in gfx_sdl2 is a complete solution because
it gets rid of the unevenness completely.
320x200 (8:5) and 1920x1080 (16:9) are different aspect ratios, so you should
see two black bars at the left and right of the screen when fullscreened.
Right? Fullscreen on that monitor, the zoom ratio should be 5.4x. Using naive
scaling (as in gfx_sdl2 in the hróðvitnir version) that should
On Sun, 17 Dec 2023 at 13:39, Ralph Versteegen wrote:
> That's strange... works on my machine. The error is:
>
> jni/../jni/application/ohrrpgce/tmp//filelayer.cpp:7:24: fatal error:
> fb/fb_stub.h: No such file or directory
> #includ
That's strange... works on my machine. The error is:
jni/../jni/application/ohrrpgce/tmp//filelayer.cpp:7:24: fatal error:
fb/fb_stub.h: No such file or directory
#include "fb/fb_stub.h"
^
And the reason for the error is that copy_source_actions() in ohrbuild.py
isn't
Refiled as #1266.
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Closed #785 as not planned.
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Refiling this issue to start afresh, replacing #785 which is entirely obsolete
and irrelevant discussion.
Although text entry should work, key mapping for key combos can still be quite
broken. A specific example is pressing + to e.g. add a slice or a map layer: on
a German keyboard using
I spoke too soon, looks like it was actually passing -fno-pie that caused
the problem, though I don't really understand it. Easy enough to just omit
it.
On Fri, 10 Nov 2023 at 19:15, Ralph Versteegen wrote:
> The actual part of the build log which shows the root cause of the error
> is
switch to FB 1.10. At some point I'd like to
bump the min supported FB version again.
On Fri, 10 Nov 2023 at 19:15, Ralph Versteegen wrote:
> The actual part of the build log which shows the root cause of the error
> is right at the top:
>
> scons: Reading SConscript files ...
&g
The actual part of the build log which shows the root cause of the error is
right at the top:
scons: Reading SConscript files ...
Using target: darwin arch: x86 fbc: fbc (1.06.0 (04-29-2016)) fbcc:
/opt/local/bin/gcc-mp-4.7 (gcc 4.7.4) cc: clang (LLVM 8.0.0) cctarget:
Oh good. And now I remember! I wanted to call this "inn menu" to match
other commands. We have:
main menu
items menu
spells menu
equip menu
save/load menu
order/team menu
debug menu
On the other hand the only command with "screen" in the name is "status
screen". (So "status menu" would be a good
nts in a
> for loop
>
Definitely.
>
> On Wed, Oct 11, 2023, 9:30 AM Ralph Versteegen via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> A very useful command that's been sorely lacking!
>> The number of arguments is really unfortunate though, and it seems
A very useful command that's been sorely lacking!
The number of arguments is really unfortunate though, and it seems likely
that we'd want to add even more in future! I wanted to add a command to
concatenate one array of extras onto another. If we add such a command
(even reusing some of the code
BTW, adding a constructor here isn't necessary, as FB always
zero-initialises all variables & members (unless you write = ANY).
Storing the slice ptr in GraphSlice was just a kludge I found necessary
there (but not in MenuDefSlice) but it probably is cleaner than passing in
the Slice ptr to the
Closed #1242 as completed.
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Hmm. Well no need for workarounds, we can just update the SDL builds (from
steam-runtime) by running `linux/update_steam_runtime_libs.sh`, which I've just
done. steam-runtime is still using SDL 2.26.5.
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10.9, but yes. It seems reasonable.
The requirement change to macOS 10.11+ is discussed here:
https://github.com/libsdl-org/SDL/issues/7636
Supposedly before 2.24.0, SDL supported mac OS 10.7+, not 10.6. (IIRC macOS
10.6 has an incomplete set of 64-bit APIs so it's common to say 64-bit apps
I see that you upgraded (`get_sdl_frameworks.sh`) from SDL 2.0.14 to 2.24.0 a
year ago, which was presumably when we dropped support for OS 10.6-10.9 without
realising it.
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Looking through the SDL changelog I notice:
2.26.5 (Apr 6 2023)
> The minimum deployment target on macOS is now 10.11, due to changes in the
> latest Xcode update
2.26.1 (Dec 2, 2022)
> Fixed building with older Xcode and macOS SDK
2.26.0 (Nov 22, 2022)
> Implemented vsync synchronization on
Interesting, it seems to be specific to certain SDL2 versions, or maybe builds.
Can you reproduce it when running game.sh? When I run game.sh (which uses SDL
2.0.22) it happens about 80-90% of the time. When I use my distro's SDL 2.0.26
build it never happens. Probably an SDL2 bug that was
Someone reported Windows Defender flagging hspeak.exe. I reran [virustotal.com
on hróðvitnir's
hspeak.exe](https://www.virustotal.com/gui/file/37186426a63f891c112c9cc79d1f2daa0797afdf4eea693b72e833ad31594925)
and it's gone up to 10/71 detections ("trojan.krap") including McAfee but not
Closed #1195 as not planned.
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Duplicate of #1146
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(Mistakes in the log message: "Window minimal packages, which are sdl"
should be "sdl2"; r10647 was in fufluns, not ichorescent.)
OK, I think I'm done with all changes needed due to this spate of renamed
packages. That was painful. I noted down what I did on the server to try to
get things
James, could you please update these files on the nightly build machine?
I'm going to use nightly-check.ini for the Discord whatsnew bot.
On Sun, 9 Jul 2023 at 17:07, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2023-07-08 22:07:10 -0700 (Sat, 08 Jul 2023)
>
The draw order of some battle UI (battle cursors/names, the battle menu, damage
digits, and possibly more, needs checking) has changed, causing bugs like this
Axe cop screenshot. A release blocker and needs fixing very soon. Introduced by
battle slicification. See r12859 (cef934facc) which
Closed #975 as completed.
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This is fixed. I had left it open only because:
> I think there should be a global bit to cause extra hits to stop. So maybe
> we should leave this open as a feature request.
If anyone wants that they can ask for it; I won't clog the bug tracker with my
own unimportant feature suggestions.
Aside, an (active-time) battle with a looping enemy doesn't end, but you can
still run away.
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Give an enemy an on-death bequesting attack that's self-targeted and neither
heals nor transmogrifies itself (either damaging or doing no damage), and it
will get stuck in an infinite loop, with the on-death attack retriggering.
Interesting, even if there are no delays, the player can continue
Reading the source, I see that if an attack has multiple targets and steals
from them, a steal attempt is made indpendently on each target. But the
Stole/Cannot Steal/Has Nothing message from the last target overwrites all the
previous messages. It should list all items stolen instead.
That's
Hi. The plan for allowing you to alter elemental resists is to implement buffs
which can adjust elemental resists. See #1127. The reason for doing it that way
is that equipment essentially gives heroes permanent buffs, including adjusting
resistances. I don't think targetting resists as if they
Update: they reported that the problem doesn't happen with a Linux native
build of the OHR. Also, they're using Manjaro, which is the same Linux
distribution as the Steam Deck, so I think it must be a Manjaro/Arch +
Proton specific problem.
On Sat, 22 Apr 2023 at 22:52, Ralph Versteegen wrote
On Mon, 24 Apr 2023 at 14:45, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2023-04-23 19:45:32 -0700 (Sun, 23 Apr 2023)
> 45
> Fix a_pop crash when removing list array item
>
* last array item
---
> U wip/util.bas
>
>
2023 at 22:21, Ralph Versteegen wrote:
> Oh, good find.
>
> There are commandline flags we can run games with to get debug logs either
> from Proton or from the Steam Runtime. Adam, I assume you suffer the battle
> slowdown and memory leak bug when running games under Proton? If
this is a known issue with other games too:
>
>
> https://www.reddit.com/r/CrossCode/comments/x8kdqm/on_steam_decklinux_steam_is_defaulting_to_the/
>
> On Fri, Apr 21, 2023, 8:44 PM Ralph Versteegen wrote:
>
>> If we want to force Steam to use a certain build (e.g. the Linu
t 2:33 AM Ralph Versteegen
> wrote:
>
>> Alright so now that it's working... it's running the windows build, which
>> Steam has under its own volition decided to download instead of the linux
>> one? And you don't know whether it had a linux or windows build at the time
>>
gt; On Thu, Apr 20, 2023, 6:50 AM Ralph Versteegen wrote:
>
>> I'm confused. Yes, that log is definitely from a Windows build under
>> Proton. But wasn't the idea to get the Linux build running on the Deck?
>> Didn't you report that it didn't run? What build is it using now afte
:
> No, this one was definitely from the Proton run. I hadn't yet run it in
> desktop mode.
>
> On Wed, Apr 19, 2023, 4:49 AM Ralph Versteegen wrote:
>
>> Thanks. But that's a Windows build of the OHR running under Proton, not
>> the Linux one we're trying to get wor
Thanks. But that's a Windows build of the OHR running under Proton, not the
Linux one we're trying to get working (since the Windows one suffers from
battle slowdowns). Maybe switching to Desktop mode for some reason caused
Steam to switch to the Windows build? I've tried searching the web but
Kiefer sent me these icons 3 years ago, but I didn't use them because I
wanted to first add markup code to embed icons into text. I still want to
do that, and add a new Icon sprite type (though I'd love to allow embedding
slices too! Text slices could position their children, and the text wraps
You might as well upgrade SDL2_mixer too, to match Windows and Linux. I don't
know which one is currently used.
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It's better that you not do this. I've been trying to work out why I had this
on my todo list, but no idea so far. I know I wanted you to downgrade To 4.0.5
on the Windows build VM in order to restore support for Win98+, which you did
do (for #1241). Maybe I confused Mac with Windows.
Also,
The F5 reload debug menu's MenuDef is now cut off (at 320px wide), indicating
MenuDef positioning changed in a way I didn't intend. I think it's likely
related.
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You
One unrelated thing I noticed is that before conversion to text slices, the
first line (or two?) of a textbox appears at the same time as the box, while
afterwards it seems to appear one tick later. I don't know which is preferable.
The modern is probably better for people trying to modify the
Well this is already an incompatibility between different versions. We should
fix this (I want to add an actual "Trigger script" conditional) but not without
a backcompat bit, it would probably break a huge number of games because it's
easy to stumble upon, and before ypsiliform "Instead: run
The problem is that in `loadsay`, if an Instead condition runs a script instead
of the box, then the rest of `loadsay` is skipped, so the box isn't displayed,
`txt.id` isn't set to the new ID, and `txt.showing` isn't set. But all the
textbox data is actually loaded into `txt`, and `txt.id` and
Actually, the clipping in 8-bit mode is redundant to clipping done in
map_rgb_to_masterpal(), so that 2% is just noise.
On Sun, 26 Mar 2023 at 13:51, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2023-03-25 17:51:36 -0700 (Sat, 25 Mar 2023)
> 147
> Speed up
Closed #1250 as completed.
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On my machine I'm able to `import SCons` in python3 (but not in python2,
although I also have scons installed for python2). I don't know what the
difference is.
The workaround you added is a correct fix, except the comment isn't.
Transpiling will still work because the import should succeed
I see that error happened while running ohrpackage on one of the Linux VMs.
When you invoke scons, it makes sure the python path is set up to include
SCons. I think SCons should normally also be visible in the oridinary
python environment. Maybe it's because it's running scons with python 2 and
Closed #1237 as completed.
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Fixed in r13151 (3a36b2d9) using a Layout slice as I suggested. Honestly it was
pretty difficult to set up the Layout slice right to replicate the old
behaviour, it's a messy solution.
Shifting the text up a pixel was and is done independently for each hero. If a
hero doesn't have MP the text
Regarding testing whether an .apk is correctly signed without needing an
Android 11 installation, the link I gave suggested using apksigner (included in
the Android SDK) to check:
```
> /opt/android-sdk-linux/build-tools/28.0.3/apksigner verify --verbose
>
This is a nice feature.
But I notice that it spawns an enemy for each hit on each target, e.g. 2
hits each on 3 targets spawns 6 enemies. Enemy's "spawn on [non]elemental
hit" settings act the same way, but each each enemy has independent
settings for spawn it makes sense for them to all be
Topken reports:
> I am unable to install android nightlies as I get this error
> `INSTALL_PARSE_FAILED_NO_CERTIFICATES: Scanning Failed.: No signature found
> in package of version 2 or newer for package
> com.hamsterrepublic.ohrrpgce.game` so not sure how to proceed on my Samsung
> Galaxy Tab
Wow there are a huge number of edge cases and special cases here, I regret
looking into this...
I see the problems were introduced in:
r12685 "Fix "Jump" (and the other new hiding attacks) to properly prevent
targetting when used by heroes".
r12874 "Fix check_for_unhittable_invisible_foe() to
.
On Mon, 10 Oct 2022 at 12:12, James Paige wrote:
> I'm not certain, but I think this bug was introduced after hrodvitnir.
>
> On Sun, Oct 9, 2022, 6:46 PM Ralph Versteegen via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> Sounds like a bug worth mentionin
Sounds like a bug worth mentioning in whatsnew!
On Mon, 10 Oct 2022 at 09:06, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> james
> 2022-10-09 13:05:54 -0700 (Sun, 09 Oct 2022)
> 293
> Fix a bug that allowed NPC activation when riding a vehicle if you clicked
> other
I think this calls for a change to the NPC editor to indicate the vehicle's
speed when mounted.
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I tested in test.rpg, and found that the mounted vehicle speed is what's set as
'Speed' in the Vehicle editor, not what the NPC's speed is. I had completely
forgotten that there was such a setting, and thought the NPC speed would be
used. Maybe you did too?
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I've heard of two or three more people complaining of this bug recently. It's a
problem not just because it causes stuck battles, but also it's bad for
on-death effects, e.g. to transmog an enemy into a dead version.
The fundamental problem is the timing of when poison/regen happens in a
> useful for grids and layouts
>
> On Mon, Sep 12, 2022, 11:53 PM Ralph Versteegen
> wrote:
>
>> At least it's a convention, used consistently by all of two commands (I
>> think) :)
>>
>> Making up new jargon seems to be unavoidable.
>>
>> On
Could even add a little javascript to show a tooltip on hover (pure CSS
isn't possible), but all that XSL was quite enough for me today.
On Tue, 13 Sept 2022 at 15:50, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> teeemcee
> 2022-09-12 20:50:09 -0700 (Mon, 12 Sep 2022)
At least it's a convention, used consistently by all of two commands (I
think) :)
Making up new jargon seems to be unavoidable.
On Sat, 10 Sept 2022 at 12:22, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:
> This might also be my new favorite terrible naming convention :D
>
Never thought of it.
I suggest calling it "lookup ancestor" instead. Although there aren't any
existing commands named using the terms "ancestor" or "descendant",
documentation for plenty of commands does, so people should know what they
mean and I think we should just use them more often (plenty
And don't be so afraid of using gdb! I don't use a debugger enough either. Used
to be more in the habit years ago...
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Hah, that's amusingly dumb. That's a decent solution, but also a timeout would
be reasonable; `waitforkeyrelease` was only intended to wait a couple ticks
anyway.
`waitforkeyrelease` waits for a joystick analog stick exactly when it would
register as a keypress in-game; it calls
I'm aware of one thing that causes spawned programs to freeze (which then
freezes Custom under Unix if it's waiting): if the program prints to stdout/err
and it fills up the pipe buffer.
Try attaching gdb or seeing what the last thing in c_debug.txt is (since hspeak
is invoked twice)
--
Coincidental for it to (retroactively) break right after I rewrote
spawn_and_wait... (but that isn't used for Test Game anyway)
What are the last lines in c_debug.txt when importing scripts when it freezes?
(Importing prints more than Test Game does)
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Unfortunately if you attempt to download a nonexistent file under
https://hamsterrepublic.com/ohrrpgce/nightly/ or
https://hamsterrepublic.com/ohrrpgce/archive/ (or
http://hamsterrepublic.com/ohrrpgce/symbols-archive/) you don't get a 404
error document, you get redirected to the wiki Main Page
Note that to find the download link Custom's build date and release name is
used. So if a +1 release occurs, or if a package is rebuilt with a new
release date and quietly uploaded as happened with
ohrrpgce-mac-minimal-2022-01-01-hrodvitnir-x86.tar.gz then the bugfix
release won't be used, and any
Game/Custom
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As well as `IsDebuggerPresent`, winpthreads also uses `SetProcessAffinityMask`
& `TryEnterCriticalSection` which are missing in kernel32.dll, and the latter
can't be removed.
Now I understand that the 'win32' threading support in mingw-w64 is the
original one and
Since James just downgraded to Euphoria 4.0.5 I've just tried out the latest
nightly in a Win 95 (OSR2) VM and found we're not there yet:
* game/custom don't run: `linked to missing export
KERNEL32.DLL:IsDebuggerPresent`
* hspeak.exe doesn't run: `linked to missing export
to Euphoria 3.0.5 on the Windows VM (for
issue #1241)
On Sun, 28 Aug 2022 at 01:36, James Paige wrote:
> Oh! That makes sense. I'll fix it.
>
> I also have to fix whatever is wrong on the Mac build vm
>
> On Sat, Aug 27, 2022, 9:25 AM Ralph Versteegen wrote:
>
>> Oh, I fi
Oh, I fixed the script in r13071 for the new names. But the old version of
the script is still being run. Looks like it's run from ohr_nightly_vm.sh.
I think that may be the only cron script not run inside a VM, hence the
lack of auto-updating itself?
On Sun, 28 Aug 2022 at 00:58, James Paige via
> stats can always be increased up to INT_MAX
This is incorrect, stats are capped to 32767 (and below by -32768) in
`safesubtract` called from `inflict` when a stat is targetted by an attack (but
not when modified by another attack effect such as Absorb, "Reset target stat
to max before hit",
I committed a 'fix' in r12173 but didn't close this issue. I don't know whether
anyone continued to suffer this issue (I think both Kiefkrack and Ravancloak
switched to Windows). However, looking back at it, I can't see how the 'fix'
can possibly be correct. `spawn_and_wait` calls `system()` to
I found RTLD_NOLOAD in the headers for android-21 (Android 5.0) but not
android-19, but I guess it's not available because of our low
minSdkVersion. Anyway, it's not needed at all on Android so I got rid of it
there.
While that fixed the Android libapplication.so compile, I'm not actually
able to
There are four different problems mentioned in this old bug report:
* (solved) Symlinks in OHRRPGCE-Game.app weren't preserved when distributing to
Mac from Windows. We worked around this problem by just deleting all the
symlinks in OHRRPGCE-Game.app in `bundle-apps.sh`. Ten years ago we also
> all the
> [formats](https://github.com/libxmp/libxmp/blob/master/docs/formats.txt)
> supported by libxmp (I don't know if SDL_mixer allows playing them though).
Looking at SDL_mixer's source, it's a bit convoluted... but basically it first
looks at the file extension to figure out which
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