Also, a lot of people have requested this, so I do want to add it soon.
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1089
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1094
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1092
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1093
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1098
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1100
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1099
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1103
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1102
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1101
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1091
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1090
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1086
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1085
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1084
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1080
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1079
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1077
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1074
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1073
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1070
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1069
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This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1067
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1066
This bug has been migrated to our new issue tracker on Github: https://github.com/ohrrpgce/ohrrpgce/issues/1060
Lately (last couple of years), I haven't managed to gt that Tick Tock MIDI or any other MIDI to crash and actually I think it was never reliable: I think it only happened if the window was minimised/restored at the moment that the song looped, or something like that. But now thanks to KxMP I've found there are two BAM songs in Timestream Saga that cause the engine to immediately freeze 100% of the time. I've uploaded one as testfiles/GURGU.mid I can confirm this affects both music_sdl and music_sdl2....
Lost HP (target) base attack stat is always 0
Fixed in tomorrow's nightly. Thanks again.
Lost HP (target) base attack stat is always 0
Yikes, you're right, "Lost HP (target)" was broken because it was calculating "cur - max" instead of "max - cur", usually resulting in a negative value that got capped to 0 or 1. However "Lost MP (target)" doesn't have that bug and works fine for me. Correct me if I'm wrong.
Lost HP (target) and Lost MP (target) attack stats are always 0
Random keyboard freeze sometimes with key stuck on X11 due to SDL_EnableUNICODE, more likely after spawning an external program
SDL2 has removed SDL_EnableUNICODE and rewritten how text input support works, so this shouldn't be relevant to gfx_sdl2 anymore. So we should only default to --no-native-keybd only when using gfx_sdl on Unix. (I hadn't really been using gfx_sdl2 so don't know yet whether it fixes the many other stuck keys problems we have with SDL 1.2)
I found some more! Concerning in-battle spell lists and Items menu: The usable status of each item (bat.iuse()) isn't kept up to date, except that it's updated if a hero performs a steal. But any attack could invalidate bat.iuse() Unlike items, the usable status of each attack (bat.spell.slot(i).enable) is used only for whether to display the attack greyed out or not: atkallowed is called again when you actually press the use key. However, it's not kept up to date either. Random spell lists don't...
Oh yeah, and timidity plays GURGU.mid while looping only after a few seconds, so which is playing the midi correctly?
Also worth mentioning music_native and music_native2. These carry copyright notices saying they're derived from code from SDL_mixer which Mike ported to FB, but comparing the code it's hard to see how they're related, they don't even use the same winapi functions! Mike did some crazy stuff there, it's a pity it wasn't stable enough. Anyway, both music_native and music_native2 behave the same: they play that one note while looping the midi after a split second, so it sounds like PTPTPTPTPTPTPTPT....
Lately (last couple of years), I haven't managed to gt that Tick Tock MIDI or any other MIDI to crash and actually I think it was never reliable: I think it only happened if the window was minimised/restored at the moment that the song looped, or something like that. But now thanks to Fx Ne I've found there are two BAM songs in Timestream Saga that cause the engine to immediately freeze 100% of the time. I've uploaded one as testfiles/GURGU.mid I can confirm this affects both music_sdl and music_sdl2....
Crash when switching collections in slice collection editor
Fix in r11141 with help from SwordPlay. Was due to a stale pointer for the slice under the mouse, but having the mouse over a slice was not enough to trigger it, it was still rare. Typically it manifested as a freeze instead of a crash, due to passing enormous numbers to drawants.
Combat system idea compilation
I've fixed the second bug in my comment above, in r11118. I'm torn on whether to fix negative costs without a backcompat bit. Also the "bit that makes an attack usable even if the costs aren't met" is covered by the "Subtract but don't check costs" setting I suggested earlier. Also I notice stat caps aren't checked, but that's correct, since the max MP/HP stat should already be capped.
The horror. I found some more! Negative HP and MP costs do nothing in-battle. Negative MP costs DO work out-of-battle. (As already mentioned, HP costs are ignored out-of-battle). Despite the attack editor and spells menus showing that negative HP/MP costs cure and the help page saying so too!!! Using an attack out-of-battle when current MP is greater than max MP clamps MP to the max value. MP~/Focus stat reduces negative MP costs; arguably it shouldn't. Also, remember that MP~ 200 negates costs....
Customise Use key mappings
OK, I changed it to a request. Hmm, that reminds me that I want to make Shift an alternative to Ctrl for all the debug keys that include the Ctrl key. Activating menu items and NPCs when you're trying to hit a debug key is really annoying.
I've tried to use it as a traditional modifier to other key presses and always assumed it was a bug that it acted like a "use" key. CTRL is also a popular hotkey for chat programs like venrilo or discord. Well, sorry about that. I guess this thread should be a feature request along the lines that you suggested: to be able to disable the CTRL key for "using" (or even a custom keymap).
Yes, Space, Ctrl and Enter have always been the Use keys. Why's this a problem? If you found somewhere that one worked but the others didn't (except in certain of the editors), that would be a bug. Maybe you want some way to make Ctrl not act as a use key, so you can script some other meaning for it? That's possible already, but soon I hope to add a simple way to define key mapping.
I'm not using a nightly; it's indeed the Etheldreme release (and every release prior to that I can recall). I meant everything literally: the CTRL keys (left and right control keys on PC), when pressed, are doing everything that the ENTER key does. The keyispressed script seems to be able to distinguish the CTRL and ENTER keys from one another, but the core game.exe is treating the CTRL like a second enter key as far as function.
There is a known bug in nightly builds where pessing Space or Ctrl results in key is pressed(key:enter) returning true, which I intend to fix before Fufluns is released, but you marked the version on this bug report as Etheldreme, and it's not clear whether that's what you're reporting... what is your complaint? Are you using nightly builds?
CTRL key functioning as ENTER key
I think that the "reset ... register" bits belong in an Effects submenu, not in the Bitsets submenu. Also, the Bitsets menu has been reorganised in the next version anyway; it's an awful mess in Etheldreme. Of course the advantage of being able to target elemental resists like other stats is that you can make use of all of the existing damage machinery, but if you want to change more than one elemental resist, it's a poor solution. And the damage settings aren't all the flexible anyway. So I suppose...
I like the idea of targeting the ready meter and elemental resists directly via the Damage Setting menu. It makes sense from a user standpoint, but I'm not sure how this would work with a varying number of element types. Maybe the "target stat" list could always have the element types at the very end to accomodate the varying number of them? Or maybe they could be indexed with negative numbers? I like the Damage setting idea better than the submenu since we would be able to see it as a popup, rather...
Multiple attacks cannot occur on the same clock tick
Currently, in active-time battles, all the ready meters/etc are advanced and then the attack queue is checked to see whether there's an attack ready. Getting the behaviour you want requires swapping the order of these, so a ready attack prevents that meter advance. But this would be dangerous for backcompat, since it would make all sorts of things "see" one less tick for each attack that's queued. That could be pretty significant in battles with enemies/heroes with speed 999. I would definitely want...
Spread absorb attacks don't display total amount absorbed
Ah, yes. Thanks for filing this. Similarily, maybe the "Last damage by attacker" base ATK stat setting should be the sum of all damage done by the last attack.
Enemy energy bar is saved after enemy defeated
Attacks cannot occur on the same clock tick
Life draining attacks display bug when "spread"
Attack costs megabug
Also, if the "Check costs when used as an item" attack bit also doesn't check HP or gold costs. Also, that bit only affects items used in battle. For items used out of battle, costs are never checked. Attack costs out of battle have other problems too. Instead of another dozen "Actually check the dang costs when..." bits, I'd like to just have one. So the first thing to do is to draw up a list of all item cost bugs and quirks, figure out which can be fixed with a single bitset, and which we want...
If the last enemy has the "Ignored for "Alone" AI" bit set, it doesn't count as alone
Fixed. For a moment I was worried about backcompat problems, but the change in 2009 was already a far larger incompatibility risk and affected far more games.
Enemy which is "Ignored for "Alone" AI" doesn't count as alone when there are no other enemies
Also, I notice that the way this bitset works is far from obvious, because it has lots of exceptions. I've updated the documentation for it to read: "Attacker must know chained attack" causes the chain to fail if the attacker doesn't have the attack in any of their attack lists as a normal attack (not a counterattack), which means: -Enemies must have the attack in the Normal, Desperation or Alone lists. Enemy counter attacks and On-Death Bequest attacks do not count as known. -Heroes must have the...
Also, I notice that the way this bitset works is far from obvious, because it has lots of exceptions. I've updated the documentation for it to read: "Attacker must know chained attack" causes the chain to fail if the attacker doesn't have the attack in any of their attack lists as a normal attack (not a counterattack), which means: -Enemies must have the attack in the Normal, Desperation or Alone lists. Enemy counter attacks and On-Death Bequest attacks do not count as known. -Heroes must have the...
"Attacker must know chained attack" broken
Wow, you're right, there's clearly an off-by-one bug in the code. It searched the spell lists for attack Y+1 instead of attack Y, and it's been broken ever since it was implemented. If an attack was added directly to the battle menu instead of being put in a spell list, then that worked correctly. I've fixed it now. Thanks for the report!
Unable to get "Attacker must know chained attack" to work
I've discovered that the file locking done on Windows doesn't actually prevent Game from seeing a file in the middle of being written. If a file is opened ACCESS WRITE (aka ACCESS_WRITE), whether using the locking I implemented in OPENFILE, or FB's builtin locking if OPEN is used with LOCK, the file is first opened for write, which truncates it to length zero, and then is locked. And it turns out it's actually really common to hit the file at that exact moment if both Game and Custom are opening...
Crash when switching collections in slice collection editor
Just found a comment by Foxley: "Uh oh, the game just crashed when I went to the Sell menu in a shop" No additional information, don't know whether he was using Test Game.
Missing/corrupt data in-game while using Test Game
NPCs can walk through other NPCs that are trying to move into an obstacle
Crash/freeze when quitting Test Game, and Custom may crash/freeze too
Crash/freeze when quitting Test Game, and Custom may crash/freeze too
This bug is also discussed in bug #2018 (https://sourceforge.net/p/ohrrpgce/bugs/2018/) but it's good to have this filed as a separate bug. As discussed in #2018, to retain back-compat, we aren't going to change the behaviour of item costs. It is actually documented to work this way on the help page (but only since Callipygous). It's useful for attacks by enemies to affect the player's inventory, even though this behaviour was definitely a bug! Instead, we should add a new setting which acts on the...
Enemies take player items if using attacks that cost an item
What definitely is intended behavior is being able to set the X, Y, Z and direction of empty hero slots. I assume that you mean that this is actually what you're depending on in your scripts, not the non-existent slices existing. I figured that was probably the case. I don't have any hopes or intentions of changing that.
Maybe we should create an 'ohrrpgce' organisation on GH. Then the URL would be https://github.com/ohrrpgce/ohrrpgce/ This could become the official mirror of the svn repo, or the official repo if we ever switch from svn to git. That way you can continue having your own repo on github. Although the svn-mirroring script could push into a repo with additional non-svn branches. GH has an API for their issue tracker, although it's pretty primitive, so you can't import a lot of stuff... like authors of...
I was thinking about this more, and I mis-spoke. havign slices exist for empty caterpillar slots isn't neccisarily intended, and it isn't behavior that needs to be preserved if it causes other problems. What definitely is intended behavior is being able to set the X, Y, Z and direction of empty hero slots. That data is currently stored in the cats() array of CaterpillarHistory objects, and it just gets copied into the hero slices. So if removing the unused hero slices is the best thing to do, I retract...
I typed up a long reply, but SF ate it. This has happened to me before. Just when I was noticing some improvements to their bugtracker and website... no, I massively prefer bugzilla with Web 1.0 technology where pressing the back button actually works. Or github or bitbucket. Oh, and now this text input field has broken on me too. Anyway, I think it's contradictory for each hero to have its own slice, and also for there to be slices for non-existent heroes. It would require that those extra slices...
Closely related, there are always 4 hero slices regardless of the number of heroes in the active party. This part is not a bug, definitely intentional. I have plenty of scripts that manipulate all four members of the caterpillar without checking if they exist yet or not. (Like Inn scripts, for example) I do understand what you mean about it being potentially confusing, but I would rather just document this better. Making them into template slices is an interesting idea. Hero slices act rather weird...
Hero slices are associated with caterpillar ranks rather than heroes
But even if we could use FB's gas backend, it would be unfortunate to miss out on the speed and space optimisation enabled by using -gen gcc.
(Argh, so replying to sourceforge bug emails does (very brokenly) work, but I will never do it again!) There's a long readme about SDL 2's WinRT/UWP support: https://github.com/spurious/SDL-mirror/blob/master/docs/README-winrt.md The compile process does look a bit painful. I wonder whether we will be able to compile using FB's gas backend, or whether we need to compile to C and compile that with Visual C++. FB's C output is GCC-specific and doesn't even compile with clang, which is very highly compatible...
Ah! I see. A little quick googling suggests that SDL2 can work with UWP, so maybe I will wait until after the gfx_sdl2 backend is working before I pay for a Windows Developer account. And yes, an Xbox port would be wonderful.
However, don't forget that Windows Store (Universal Windows Platform, UWP) programs are sandboxed, and don't have access to the full winapi. I don't know much about the restrictions, but I believe one is "you have to use the native file picker rather than being able to search around the harddisk yourself". It would be nice to try to support xbox one though, since that's probably a relatively easy port.
Hmmm... The Windows store does seem like a good way to go. I'll see about setting up an account.
The Windows installer is blocked on Windows 8+
The Windows installer is blocked on Windoes 8+
exporting a tileset or backdrop uses current window-size instead of 320x200
I don't know when this got fixed (though I vaugely remember making it not resize all video pages), but it is.
Problem Importing Plotscripts That Use Additional Layers as Slices 8, 9, 10 ~
Problem Importing Plotscripts That Use Additional Layers as Slices 8, 9, 10 ~
We forgot to close this. Also, I actually changed the way that hspeak searches for plotscr.hsd; now it will prefer to use the copy included with the engine over any copy sitting next to the .hss or .rpg file.
Yes, I had duplicates. >_< lol. I got rid of them all and reinstalled the OHR. It seems to have fixed the problem. Thanks for the help. Sorry it was on my end. Hahaha. On Sat, Aug 5, 2017 at 5:09 PM, Bob the Hamster bob_the_hamster@users.sf.net wrote: I looked into this error message. It seems that hspeak is finding an old copy of plotscr.hsd from before the higher layer numbers had been added. Can you check to see if you have any other copies of plotscr.hsd, particularly in the same folder as the...
I looked into this error message. It seems that hspeak is finding an old copy of plotscr.hsd from before the higher layer numbers had been added. Can you check to see if you have any other copies of plotscr.hsd, particularly in the same folder as the rpg file