[Ohrrpgce] ichorescent goals

James Paige Bob at hamsterrepublic.com
Fri Mar 4 03:39:40 PST 2022


On Fri., Mar. 4, 2022, 6:31 a.m. Ralph Versteegen, <teeemcee at gmail.com>
wrote:

>
>
> On Fri, 4 Mar 2022 at 16:27, James Paige <Bob at hamsterrepublic.com> wrote:
>
>>
>>
>> On Thu, Mar 3, 2022 at 10:14 PM Ralph Versteegen <teeemcee at gmail.com>
>> wrote:
>>
>>> I was originally hoping that we could release in December (3 months
>>> after hróðvitnir). I'd like to go back to aiming for releases every 3
>>> months or even faster if there's something significant worth getting in
>>> people's hands.
>>>
>>> My branch for that backcompat bit for non-320x200 battles is almost done
>>> now that the UI is slicified.
>>>
>>> As for converting the in-battle Items and Spells menus, before that
>>> happens I've got a big patch from Sword to make the number of display
>>> columns variable, and depend on the resolution (the main goal was actually
>>> to support smaller resolutions!) In the Spells menu it also separates the
>>> number of display columns from the number of spells per Level MP level.
>>> It's not easy to get this patch finished. Of course slicifying the menus
>>> would make much of it obsolete.
>>>
>>> Currently I'm working on 256 sprites by using palette index -2 to mean
>>> to use the master palette directly. Considering how relatively easy it is,
>>> and what a big limitation it is, we really should have done it many years
>>> ago! The process of fixing things up also gets us a lot closer to
>>> supporting real 256 colour palettes in the sprite editor, so I wonder
>>> whether I should try to squeeze that into the release too, by adding a very
>>> simple .rpal file format.
>>>
>>> I'm also working on a big patch to add sprite slice transforms. I'm
>>> working on bugfixing it currently, and might manage to get that done today.
>>>
>>> I've also got a branch for a new CPU usage display debug mode, which is
>>> done aside from graphical tweaking.
>>>
>>> Bena has been working on adding a "read attack data" command. I don't
>>> know when it'll be done, but it'll need to alot of review to avoid
>>> backcompat headaches in future.
>>>
>>
>> That all sounds like good and fun stuff :)
>>
>>
>>> As for things that need fixing:
>>>
>>> I'm really concerned by the report we had about the missing slice
>>> collection error in the Items menu on Android, likely a problem with
>>> datafiles.o. And even before that there have been reports for years that
>>> the Items menu was seriously buggy on Android.
>>>
>>
>> I don't remember anything about this one. I didn't run into any item
>> problems in my last playthrough of Wandering Hamster on android. Do we have
>> anything reproducible?
>>
>
> That's good to hear, because, in the last years, more than one person
> complained that the cursor didn't move properly in the Items menu (in
> particular in the 3 column) in Wandering Hamster on Android (but I don't
> remember hearing about it in other games). Maybe it was a particular
> build/svn commit that was bad.
>
> It was an email to ohrrpgce-crash we received Feb 9, showing the BUG
> message "PLANK_MENU_APPEND: Couldn't find a template child of item
> itemlist" when opening the Items menu. I still haven't tried to reproduce.
> Maybe it's caused by the switch to Template slices rather than datafiles.o.
>
>>
>>
>>> Feenick reported that deleting an NPC in the NPC editor deletes NPC 0
>>> instead.
>>>
>>
>> I have added this to my todo list
>>
>>
>>> attack_can_hit_dead still needs to be updated for Turncoat & Defector.
>>>
>>
>> I have added this one to my list also
>>
>>
>>> Do you want to fix battle menus to update each tick? In particular for
>>> player-controlled enemy menus.
>>>
>>
>> Yes, I could. It is already on my list, and I could prioritize it for
>> ichorescent
>>
>>
>>> I think we need to update crashrpt to use https? You want to remove the
>>> http redirect?
>>>
>>
>> I do want that, but it is not an ichorescent priority. We can do it later.
>>
>
> It is a priority because crash reporting from any releases that use http
> will stop working? So ideally we would wait until X time after all releases
> use https before disabling http again.
> Anyway it's a trivial change in os_windows2.c, I only didn't commit it
> because I could only test it in my Win XP VM... and on Win XP, HTTPS
> connections no longer work.
>
>>
>>
>>> But over the weekend I'm going to have to stop to work on my 7DRL game
>>> instead! (I'll be using Godot again, although I'm hoping by next year we'll
>>> have a new script interpreter and I'll use the OHRRPGCE)
>>>
>>
>> Yay! Exciting! I'm looking forward to playing whatever you come up with :)
>>
> This time we have a winning strategy: create a RL rather than something
> ill-defined!
>

That plan is just crazy enough to work! :D


>>
>>>
>>>
>>>
>>> On Thu, 3 Mar 2022 at 17:37, James Paige <Bob at hamsterrepublic.com>
>>> wrote:
>>>
>>>> I am thinking about what my goals are for the ichorescent stable release
>>>>
>>>> I am pleased with the amount of battle ui that I have finished
>>>> slicifying. I don't plan to attempt to slicify the spells and items menus
>>>> for this stable release.
>>>>
>>>> I do want to remove the parts of old ui drawing code that I have
>>>> obsoleted.
>>>> I definitely won't start on making the battle ui user editable before
>>>> ichorescent, although I might possibly go as far as making a few additional
>>>> pre-set ui elements that you can choose from.
>>>>
>>>> For the new battle states, I don't plan on any more big features before
>>>> ichorescent, but I do expect to do a little more cleanup, like adding that
>>>> "Turncoat and defector always treat self as an ally" bit that you
>>>> suggested, and cleaning up Flip state so it doesn't cause you to run away
>>>> backwards
>>>>
>>>> What about you TMC? What stuff do you want to get merged before we
>>>> release ichorescent?
>>>>
>>>> ---
>>>> James
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>>>>
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