Zenzizenzic stable release

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Bob the Hamster
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Zenzizenzic stable release

Post by Bob the Hamster »

The Zenzizenzic stable release has been released!

<a href="http://rpg.hamsterrepublic.com/ohrrpgce ... >Downloads here</a>

There will be a Mac OS X version of it too, but that has not been uploaded yet.

Here is what is new:

Code: Select all

  * New Features
    * Ported  to Mac OS X! &#40;Intel Macs only&#41; &#91;Ralph&#93;
    * New general bitset "Locked heroes can't be re-ordered" &#91;James&#93;
    * Slice collection editor can create complex collections of slices
      to load into plotscripts &#91;James&#93;
    * New general bitset, "Attack captions pause battle meters" &#91;James&#93;
    * Savegames are now in a new format. Instead of a gamename.sav
      file you will have a gamename.saves folder. &#40;the conversion is
      automagical and you will not lose any saves&#41; &#91;James&#93;
    * Rewrote script usage menu to be enormously faster and sort
      scripts into numerical/alphabetical order &#91;Ralph&#93;
    * You may now have up to 500 NPC definitions per map &#91;Ralph&#93;
    * Maximum map size raised to 100,000 tiles &#91;Ralph&#93;
    * New menu item bitset to suppress the on-load script if the
      menu item closes the menu &#91;James&#93;
    * New menu feature to automatically open another menu when you
      close the current menu with ESC &#91;James&#93;
    * Expanded &#40;and fixed&#41; Erase Map Data menu &#91;Ralph&#93;
    * The line and oval tools are now pleasant to use instead of
      teeth-gnashingly awful, and the pixels in the tile editor are
      no longer stretched &#91;Ralph&#93;
    * Added Replace Colour tool to tile and sprite editors &#91;Ralph&#93;
    * New general bitset "Don't randomize battle ready meters" &#91;James&#93;
    * New attack bitset "Delay doesn't block further actions" allows
      attacks to be queued without blocking the attacker from taking
      other actions &#91;James&#93;
    * Jay Tennant's gfx_directx is now the default graphics backend
      under Windows &#40;automatic fallback to gfx_sdl on old computers&#41;.
      Click the window icon to access gfx_directx's Options menu, and
      drag the corner of the window to change zoom!
    * gfx_directx input rewrite&#58; adds joystick support, normal mouse
      speed/acceleration, removes forced mouse clipping and adds
      "mouse region" support &#91;Jay&#93;
    * gfx_directx expanded hardware support &#91;Jay&#93;
    * gfx_directx added option in Options dialog to disable system
      messages &#40;like Alt-Space&#41; from operating--Alt-Tab and Alt-Enter
      still function as expected &#91;Jay&#93;
    * When using an item in the item menu, there is now visual feedback
      when you use the last item in a stack. &#91;James&#93;
    * Lots of new scancodes added for scripts&#58; you can now, for example,
      tell apart Numpad 2 and the Down key. You have to turn on the
      general bitset "Enable better scancodes" for these to fully work,
      see "key is pressed" in the dictionary for more details. &#91;Ralph&#93;
    * New dissolve animations Squeeze, Shrink and Flicker &#91;Ralph&#93;
    * Page up/page down/home/end keys now work in most built-in
      in-game menus &#91;Ralph&#93;
    * You can set a cap on the maximum hero level, from 0 to 99 &#91;Ralph&#93;
    * &#40;Anti-feature&#41; The internal password format has changed a 3rd
      time. Old utilities and versions of Custom will not be able to
      open passworded games; remove the password to use them. &#91;Ralph&#93;
    * Lots of element related stuff&#58;
      * Enemy, hero, and equipment elemental strong/weak/absorb bits
        have been replaced with percentage-based "Damage from <element>"
        options. The second Status menu screen now shows percentages.
      * Attack "Fail vs. <element> resistance" bits have been replaced
        with percentage-based elemental resistance failure thresholds.
      * The enemy types have been replaced by elements 9-16&#58; "Is
        <enemytype>", "Bonus to <enemytype>" and "Fail vs. <enemytype>"
        have been translated to elemental equivalents.
      * In Battle System Options you can select from three formulae
        for combining equipment elemental resistances into the
        effective elemental resistances for heroes.
      * You can now have up to 64 elements &#40;you have to set a
        higher number of elements before they become available&#41;.
      &#91;Ralph&#93;
    * You can select menu items on Custom's main menu and graphics menu
      by hotkey &#40;eg. I for Edit Items or Import Music&#41; &#91;Ralph&#93;
    * Ctrl+F8 debug to print out the slice tree to g_debug.txt
    * Added Zones to maps. A zone is just a group of tiles on the map,
      with data attached &#40;sadly no triggers are implemented yet&#41;. There
      are 9999 zones per map. Each NPC type may have a 'movement zone',
      confining where it can move. &#91;Ralph&#93;
    * Added drawing tools -- Draw, Box, Fill, Replace, and Paint
      Tilemap -- to the map editor, available in Tile, Wall, Foe, and
      Zone modes! &#91;Ralph&#93;
    * Press Ctrl+Z and Ctrl+Y to Undo and Redo changes in the tilemap,
      wallmap, foemap, and zonemap editors! These share a single
      near-infinite history. Certain operations delete the history.
      &#91;Ralph&#93;
    * Attack maximum Extra Damage raised to 32767%
    * You can customise the amount of experience given to heroes not
      in the active party in the Battle System Options menu &#91;Ralph&#93;
    * Import .hss files in Custom, and they will be automatically
      compiled with hspeak &#91;Ralph&#93;

  * Bugfixes
    * Bug 749&#58; Attacks configured to do No Damage still do damage when
      used outside battle &#91;James&#93;
    * Bug 819&#58; %-based attacks don't heal outside of battle &#91;James&#93;
    * Bug 9&#58; Elemental strength/weakness/absorbtion is not yet applied
      to spells used outside of battle. &#91;James&#93;
    * Fixed a case where "add hero" could add more heroes than you
      are supposed to be able to have under certain conditions &#91;James&#93;
    * Bug 486&#58; Chained attacks fail on stored dead targets
      &#91;James, msw188&#93;
    * Bug 851&#58; Instead-chains fail or cause other chains to fail under
      certain conditions &#91;James msw188&#93;
    * Using an item that triggers a text box could cause a menu
      double-close warning if the menu item that opened the items menu
      was set to always close the menu &#91;James&#93;
    * Bug 845&#58; upgrading old games that contain no shop stuff lump
      always produced a confusing warning &#91;James&#93;
    * 'Set tag', 'Toggle tag' and 'Close menu' options were ignored
      when menu items were triggered via "use menu item" &#91;Ralph&#93;
    * NPCs appearance was not updated according to tags set from a
      menu item or from the tag debug menu &#91;Ralph&#93;
    * "create NPC" could create NPCs with garbage 'extra data' &#91;Ralph&#93;
    * gfx_directx&#58; fixed garbage and window resizing at startup &#91;Jay&#93;
    * gfx_directx&#58; fixed slow screen fades and framerate &#91;Jay&#93;
    * gfx_directx&#58; added support for all all key scancodes &#91;Ralph, Jay&#93;
    * gfx_directx&#58; fixed fast keypresses being lost &#91;Ralph, Jay&#93;
    * gfx_directx&#58; fixed keyboard/mouse clearing state leaving window &#91;Jay&#93;
    * gfx_directx&#58; fixed graphical errors in Vista/Win7 &#91;Jay&#93;
    * gfx_directx&#58; fixed Ctrl-Alt-Del crashes in Vista/Win7 &#91;Jay&#93;
    * gfx_directx&#58; fixed slow downs caused by leaving the window &#91;Jay&#93;
    * gfx_directx&#58; fixed window resizing/engine cursor issues &#91;Jay&#93;
    * gfx_directx&#58; fixed garbage occurring when enabling/disabling
      Aspect Ratio Preservation in Options dialog &#91;Jay&#93;
    * Your MP &#40;and the rest of the spell menu&#41; is no longer hidden
      while you target a spell outside of battle. &#91;James&#93;
    * Scrolling a sprite or a maptile is now done with the new scroll
      tool instead of holding down the CAPSLOCK key, which was rather
      annoying. You can now click and drag to scroll. &#91;Ralph&#93;
    * Getting the maptile under the cursor is now done with the G key
      &#40;instead of the CAPSLOCK key, which we can all agree was
      confusing!&#41; &#91;James&#93;
    * "string to globals" and "globals to string" weren't working
      with global variable IDs > 1024 &#91;Ralph&#93;
    * Bug 863&#58; "load tileset" and "change tileset" did not
      &#40;completely&#41; work on map layers 3 and above &#91;Ralph&#93;
    * music_sdl no longer secretly keeps seperate volume levels for
      MIDIs and non-MIDIs, which confused people and broke fading
      scripts. &#91;Ralph&#93;
    * Cursor, accept and cancel sound effects weren't used in battles
      &#91;Ralph&#93;
    * Could not exit from empty menus with Esc key &#91;Ralph&#93;
    * Fixes to fatal error reporting&#58; no longer gives the option to
      continue if it means corrupting the game, and Custom no longer
      deletes working.tmp, so that you can recover your work &#91;Ralph&#93;
    * "horiz flip sprite" and "vert flip sprite" reset the sprite's
      palette to default &#91;Ralph&#93;
    * Trying to reorder map layers if there's only one crashed &#91;Ralph&#93;
    * Bug 865&#58; Slices attached to map layer 0 were drawn on top of all
      map layers &#91;Ralph&#93;
    * Fixed an assortment of 19 bugs in HSpeak&#58; crashes, missing error
      checking, miscompiling and misoptimising scripts, incorrect
      error messages &#91;Ralph&#93;
    * Bug 827&#58; Flood fill in the sprite editors could count all pixels
      of one colour around the sprite edges as connected &#91;Ralph&#93;

  * New Plotscripting Stuff
    * You may no longer used the characters ", $ or = in script and
      variable names.
    * "include" is parsed differently; enclose your filenames in quotes
      if they contain spaces, a path, or are case sensitive
    * "reset hero picture" and "reset hero palette" &#91;James&#93;
    * "set slice clipping", "get slice clipping" &#91;James, Ralph&#93;
    * "create grid", "slice is grid", "set grid columns",
      "get grid columns", "set grid rows", "get grid rows",
      "show grid", "grid is shown" &#91;James&#93;
    * "load slice collection" &#91;James&#93;
    * "add hero" command now returns the party slot it added the hero
      to, or -1 if the party is full. &#91;James&#93;
    * "set slice edge x", "set slice edge y" &#91;James&#93;
    * "get slice lookup", "set slice lookup" &#91;James&#93;
    * "trace value" &#91;Ralph&#93;
    * "abs", "sign", "sqrt" &#91;Ralph&#93;
    * "map cure" replaces deprecated "outside battle cure" &#91;James&#93;
    * "read attack name" replaces deprecated "get attack name" &#91;James&#93;
    * "spells learned" replaces deprecated "spells learnt" &#91;James&#93;
    * "allocate timers" &#40;removes 16 timer limit&#41; &#91;Ralph, James&#93;
    * New script trigger for when you close a menu. &#91;James&#93;
    * "set npc ignores walls", "get npc ignores walls",
      "set npc obstructs", "get npc obstructs", "set npc usable",
      "get npc usable", "set npc moves", "get npc moves" &#91;Ralph&#93;
    * "init mouse" no longer locks the mouse to the window
    * "read zone", "write zone", "zone at spot",
      "zone number of tiles", "get zone name", "get zone extra",
      "set zone extra" &#91;Ralph&#93;
    * "use item", "use item in slot" &#91;James&#93;
    * "map width" and "map height" now take an optional argument,
      the map number &#91;Ralph&#93;
    * "mouse click"; you can test the middle mouse button now &#91;Ralph&#93;
    * "extended scancodes enabled" &#91;Ralph&#93;
    * Resolution of "get/set music volume" increased &#91;Ralph&#93;
    * "get level cap", "set level cap" &#91;Ralph&#93;
    * "load backdrop sprite", "replace backdrop sprite",
      "set sprite trans", "get sprite trans" &#91;Ralph&#93;
    * "hero base elemental resist as int",
      "set hero base elemental resist",
      "hero total elemental resist as int" &#91;Ralph&#93;

  * Vikings of Midgard

  * Stuff Only Developers Will Notice
    * Test suite and benchmarks for RELOAD format &#91;Mike&#93;
    * Comprehensive SCons-based build system, to replace all the others
      &#91;David Gowers&#93;
    * Generic resizable arrays &#40;'vector's&#41; to replace FreeBASIC's
      horrible builtin arrays. This is why you should not rush
      programming language features &#58;&#41; &#91;Ralph&#93;
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DukeofDellot
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Post by DukeofDellot »

The amount of awesome contained in this release makes me wonder if you're capable of causing random explosions whenever dramatically appropriate.

Favorite feature, probably goes to Ralph, that experience share with swapped out characters has saved me one annoying script... or several... I hadn't quite ironed it out.

Or the "Delay doesn't block further actions"... which will... Gods among us... there are so many possibilities...
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The Wobbler
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Post by The Wobbler »

Oh god why does Custom look like this for me now?
Image
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Post by msw188 »

Just started using Zenzi, I haven't seen anything like what Surlaw's seeing. My only issue is that when I tried to upgrade an old game, it couldn't load it. It said:

Impossible to upgrade game: Could not rename C:/Users/Mike Willis/OHRRPGCE/working.tmp//uicolors.bin to c:/Users/Mike Willis/OHRRPGCE/working.tmp//uicolors.bin.resize.tmp (exists=0) Reason: no such file or directory

I'm using Windows 7. The game in question is a backup copy of Tales 2, one of four backup copies all in the same folder. Interestingly enough, the other three copies all open and upgrade just fine. I'm not sure how the OHR orders its files of the same 'long' name, so I can't say for sure WHICH of the four it is that is failing. All I can say is that it is the first one in the list, and if that is also the first one as listed by Windows in that directory, it is not unique in any noticable way. It is TNW_2 (2).rpg, last modified in 2007 (but not as old as another file in this folder). It is also not the only file in this folder that uses parentheses in its filename. TNW_2 (3).rpg, and TNW_2 (4).rpg also exists here and open and upgrade fine.
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guo
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Post by guo »

Hey,

With regards to the new feature :
New attack bitset "Delay doesn't block further actions" allows
attacks to be queued without blocking the attacker from taking
other actions
Does that mean I can have an attack that boosts (eg) defence chained to another attack that restores defence to default level after a certain delay, and my hero can still perform other actions? Ie a temporary stat boost that runs out after x amount of time?

Cheers.
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Post by Nathan Karr »

These new percentile elements are neat.
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Post by JSH357 »

Wow, this many people haven't been using nightlies?
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Mystic
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Post by Mystic »

A lot of times the nightlies actually don't run on some computers.

Generally James is fast as fixing "completely unusable" issues but I had to use command line arguments for most of this one, and sometimes other people don't want to mess with all that (especially if everything in the engine is new to those people)

Also Guo, that's exactly what they can be used for! I'm doing it myself. (I think.)
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msw188
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Post by msw188 »

Hey, I know requests like this might be kind of annoying, but if you guys DO do a Zenzi+ update, could we get the new EXP to Reserve Heroes %'s made available to plotscripting?

PS: This new release has gotten me excited about working on my game again, and I think that that is as strong a compliment as I can give to it. Thanks so much guys!
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Post by TMC »

Surlaw wrote:Oh god why does Custom look like this for me now?
What is your OS? What graphics card/integrated graphics processor (ie. motherboard) do you have? Could you run custom or game and then paste the contents of c_debug.txt or g_debug.txt please. What color bitdepth are you running at? (IIRC, right click your desktop->Display->Settings)
msw188 wrote:Impossible to upgrade game: Could not rename C:/Users/Mike Willis/OHRRPGCE/working.tmp//uicolors.bin to c:/Users/Mike Willis/OHRRPGCE/working.tmp//uicolors.bin.resize.tmp (exists=0) Reason: no such file or directory
Thanks. That was easy enough to fix, though I'm not sure why this broke. Perhaps it was always broken; I only added the error checking since Ypsiliform.
msw188 wrote:Hey, I know requests like this might be kind of annoying, but if you guys DO do a Zenzi+ update, could we get the new EXP to Reserve Heroes %'s made available to plotscripting?

Code: Select all

script,get reserve hero xp share,begin
  return&#40;read general&#40;90&#41;&#41;
end

script,set reserve hero xp share,hsd&#58;amount,begin
  if &#40;hsd&#58;amount >= 0&#41; then &#40;write general&#40;90, hsd&#58;amount&#41;&#41;
end

script,get locked reserve hero xp share,begin
  return&#40;read general&#40;91&#41;&#41;
end

script,set locked reserve hero xp share,hsd&#58;amount,begin
  if &#40;hsd&#58;amount >= 0&#41; then &#40;write general&#40;91, hsd&#58;amount&#41;&#41;
end
Last edited by TMC on Sun May 08, 2011 4:18 am, edited 1 time in total.
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The Wobbler
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Post by The Wobbler »

TMC wrote:
Surlaw wrote:Oh god why does Custom look like this for me now?
What is your OS? What graphics card/integrated graphics processor (ie. motherboard) do you have? Could you run custom or game and then paste the contents of c_debug.txt or g_debug.txt please. What color bitdepth are you running at? (IIRC, right click your desktop->Display->Settings)
I'm on Windows 7. Graphics card is NVIDIA GeForce 6150SE nForce 430. Monitor is running a 1024 x 768 resolution with 32 bit color.

Also, the last nightly I downloaded was maybe three weeks ago and that worked perfectly.

Code: Select all

OHRRPGCE zenzizenzic 20110506.4289 gfx_directx+sdl+fb/music_sdl FreeBASIC 0.21.1 &#40;08-11-2010&#41; Win32
Runtime info&#58; gfx_directx "gfx_Initialize&#40;&#41;...
Adapter&#58; NVIDIA GeForce 6150SE nForce 430        
Driver&#58; nvd3dum.dll
IDirect3DDevice9 object created as hardware device.
D3DXSaveSurfaceToFile&#40;&#41; successfully loaded.
Joysticks supported."  music_sdl, SDL 1.2.14, SDL_Mixer 1.2.12  
Editing game C&#58;\OHR\village.rpg &#40; &#41; 05-08-2011 12&#58;54&#58;52
Full game data upgrade...
music_sdl, SDL 1.2.14, SDL_Mixer 1.2.12 &#40;22050Hz, Music decoders&#58;WAVE,MIKMOD,NATIVEMIDI,OGG,MP3 Sample decoders&#58;WAVE,AIFF,VOC,OGG&#41;
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Post by Feenicks »

Aside from zones and the terrific new element system, I'm just happy that there's an enemy death animation that's much more feasible when feigning NES restrictions.
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Post by The Wobbler »

So, a temporary solution to my screen problem: If I minimize the window and then restore it, everything looks correct upon restoration. I guess this works for now but it's absolutely bizarre since recent nightlies didn't have this issue.
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Post by Hieran_Del8 »

@Surlaw:
I still can't trace what might be malfunctioning. I forgot to put driver version reporting in the gfx_directx backend, so can you verify that you have the latest drivers?

Also, does the problem resolve with resizing the window? What if you open the Options dialog (system menu, or clicking the upper left corner of the window) and change one of the settings like vsync, ARP, etc.? Does the problem resolve upon entering or exiting fullscreen mode (alt-enter)?

Does the problem come back if any of those actions are taken, or by grabbing the corner of the window borders to resize to a "native" resolution multiple (I think it's referred to as "zoom")?

Finally, are you using a hook in the app for preliminary processing of window messages, or using an alternative "d3d9.dll"?

Thanks for your patience! I'm interested in working out all the bugs. :)
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Post by The Wobbler »

Hieran_Del8 wrote:@Surlaw:
I still can't trace what might be malfunctioning. I forgot to put driver version reporting in the gfx_directx backend, so can you verify that you have the latest drivers?
I have no idea where to look for this, all I know is I'm using DirectX 11.
Also, does the problem resolve with resizing the window? What if you open the Options dialog (system menu, or clicking the upper left corner of the window) and change one of the settings like vsync, ARP, etc.? Does the problem resolve upon entering or exiting fullscreen mode (alt-enter)?
Resizing fixes it and it doesn't return until the next time I launch the program. Opening and closing the options menu doesn't affect anything. If I uncheck vsync, the problem resolves, even if I then recheck it or cancel out of the menu.
Does the problem come back if any of those actions are taken, or by grabbing the corner of the window borders to resize to a "native" resolution multiple (I think it's referred to as "zoom")?
These all work fine and fix the problem until next run too.
Finally, are you using a hook in the app for preliminary processing of window messages, or using an alternative "d3d9.dll"?
I have no idea what any of these are so I'm guessing no.
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