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Omni

How's that Winv2 fix coming for Diver Down?



It is not wrong to not understand, for we are all ignorant, but neither is understanding pointless.

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Posted on 2003-11-07 13:24:10

vecna

I'm working on it. But a couple of things to be aware of... last Saturday my power supply blew up, I got that replaced, and then on MONDAY my OS hard drive died, and I also started my new job on Monday, and I have also been working on my car... so... busy doesnt quite do it justice. ^_^ I did have the last released winv2 source backed up but I losted all the fixes I had completed when my HD died. Still, it won't take too long to re-fix them since debugging it is the really time-consuming part. After that, there are still a handful of bugs to fix, the biggest of which is an entity bug. I'm working on this now, it may be this weekend but if not hopefully monday or tues.



http://vecna.verge-rpg.com

Posted on 2003-11-08 15:22:36

Omni





It is not wrong to not understand, for we are all ignorant, but neither is understanding pointless.

Come visit www.verge-net.com!

Posted on 2003-11-08 19:39:24

vecna

WinV2 modifications for DD are complete.
It's in testing now, because the fix isn't just a drop-in EXE, there had to be data changes. Certain parts of DD relied on DOS V2 *misbehaving* so, it seemed silly to intentionally "break" winv2 to mimic that behavior.
Hopefully release soon!

The latest winv2 exe is always at http://vecna.verge-rpg.com/winv2.exe - you CAN drop this into the released DD zip and play about 10 minutes worth before it breaks, but don't report any bugs based on that, because they're probably already fixed.

I mention it because this EXE has a number of fixes that will benefit other winv2 games, most notably in entity handling/animation, and also in palette handling. I'll probably run and try it on rpgking's game, and some of choris' demos and stuff soon... but I'm busy testing DD. If anyone else tries it and spots problems with this EXE on other winv2 games, let me know!



http://vecna.verge-rpg.com

Posted on 2003-11-10 22:29:08

rpgking

Can't wait for Diver Down.

Oh, and I'll see what happens if I drop that EXE into my latest DWL build.



Out of clutter, find simplicity. -Einstein

Posted on 2003-11-11 13:54:29

farmerbob

Hmm.. You say it has entity fixes? I tested it on Beyond Babel, and people were still sliding around all screwy. Also, if you switch an entity's "facing" variable (ie talk to them) while they are running a movement script, they walk backwards or sideways until their facing variable is change again by the walking script. I could be wrong, maybe it's only my computer. I mean, it has issues with many things because it's a sucky Pentium 166 mhz computer without MMX support.



Posted on 2003-11-11 14:44:15

rpgking

I tested it on DWL and everything worked very well. These are the changes that were noticeable:

1. Adjacent Activation bug is fixed
2. Entity animation frame timing is more exact now. I had my entity timing rigged so that it looked ok with the awkward timing in the previous EXE. But now, I just have to change it back. Nothing is wrong with the EXE though.
3. Entities are a lot more responsive now. Whenever I talk to one, they immediately face me like they should. In the previous EXE, they didn't turn around til AFTER I talked to them. Also, my code to talk to entities across counters, tables, etc. works much better.

Everything else worked like it should. Nothing was broken(or atleast I haven't come across anything yet). So, it looks like the biggest improvements came with the entity system. Nice work.



Out of clutter, find simplicity. -Einstein

Posted on 2003-11-11 22:25:06


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