big shiny objects
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Troupe

Damn, I wish I had a 98 com- Wait, I'm on a 98 machine... But trust me, you don't want to play your games from 1999. I was an idiot. Favorite line from Merlin, "sorry your to old to drink." >_<

Posted on 2004-06-10 22:01:54

rpgking

Troupe, did you have a different Verge name before using your real one?

Posted on 2004-06-10 22:04:14 (last edited on 2004-06-10 22:04:31)

Alex

Quote:Originally posted by Troupe

Damn, I wish I had a 98 com- Wait, I'm on a 98 machine... But trust me, you don't want to play your games from 1999. I was an idiot. Favorite line from Merlin, "sorry your to old to drink." >_

There's nothing wrong with a spot of dodgy grammar from when you were younger... I know people I was at school with who still get your/you're and to/too mixed up. At least you don't still do it. :)

My favourite line from Merlin: "Roger: those girls over there". Heh heh!

Posted on 2004-06-11 00:32:58

Omni

Instructions for running Big Shiny Objects under WinXP:

You'll need a new VCC. Get the V2kj VCC or the Winv2 (latest version from files section) VCC.

There are a few errors. Here are my notes on what must be changed, and what you can expect:


Command.vc line 925:
was " }}" now " }"
Battle.vc line 437:
was "}" now ""
system.vc line 97:
chrdat does not exist
Comment out all code from line 97 to line 116
battle.vc line 469:
chrdat does not exist
Comment out level up function

New user.cfg needed
Window mode
640x480
Startmap startup.map

Bugs:
V2.6r7/V2kj:
improper palette on V2 splash load
Draw error on LF shield
Retrace error on titlescreen cursor
Nonexisting entities referenced during map engine runtime
Party following broken (entity runs to the farmost left)
Battle system broken (crashes due to buffer error that I haven't looked for)
Winv2 2.62:
Crashes a second after moving the player
(referencing the nonexisting entities, maybe?)
EDIT: fixable.
Map: Could not find test.map
Change startmap startup.map in user.cfg to startmap STARTUP.MAP
Battlesystem crashes
Menu crashes.
Rendering glitches on titlescreen.



EDIT: The nonreferencing entities bug comes from the PartyFol function in party.vc. It is HookRetraced and occurs every time the player moves. Commenting out the insides of PartyFol fixed the entity referencing error...

Posted on 2004-06-11 03:51:40 (last edited on 2004-06-11 04:15:26)

el_desconocido

Three gold stars for each of you who spent time looking for this. Thank you.

El

Posted on 2004-06-11 04:32:10

mcgrue

If anyone wants to earn real brownie points, you can go through that list and make working winv1/winv2 versions of those games which do not currently exist in a ready-to-be-used-on-modern=computers form.

Posted on 2004-06-11 06:50:11

RageCage

uploading a working copy of shiny objects would be nice too =p

Posted on 2004-06-11 06:51:15

mcgrue

That's what I was getting at, but in an all-inclusive way.

I never played this demo, but I'm curious now. However, I'd rather not tweak code... I'm doing that on Sully and I don't want to do it for recreation ;)

Posted on 2004-06-11 07:16:42

Troupe

Naw rpgking, I've always been Troupe. I didn't post much on the boards though, and I sucked too much to make my presence known particularly. Rage usually posted for both of us, which actually served me well, becuase now his stupidity is a great deal more well-documented than my own.

Alex, I don't get what's so funny about "those girls over there". They won't go out with Roger? Is it reminicent of an experience of your own? What am I missing...

Posted on 2004-06-11 07:58:20

Zip

Quote:Originally posted by mcgrue

If anyone wants to earn real brownie points, you can go through that list and make working winv1/winv2 versions of those games which do not currently exist in a ready-to-be-used-on-modern=computers form.


How portable would old stuff be straight to v3? Had a quick look at the code, and much of it uses the same functions and stuff - bar a few obvious exceptions in the way maps run events and such.
Having said that, I'm sure everyone would rather be programming new stuff rather than rehashing old (and unfinished) games.

Zip

Posted on 2004-06-11 11:58:03

Zip

Quote:Originally posted by Troupe

Alex, I don't get what's so funny about "those girls over there". They won't go out with Roger? Is it reminicent of an experience of your own? What am I missing...


Roger: those girls over there.

C'mon it ain't exactly highbrow.

Zip

Posted on 2004-06-11 15:07:11

Omni

I've already recompiled the game on my computer, and it works (with the above quirks).

I could upload, but then I haven't actually put work into fixing it. It's more "damage control" and less "refinement".

Posted on 2004-06-11 15:17:10

Troupe

Oh my Zip. It seems my 11 year old brain was too sophisticated for its own good. Damn you, British slang, for corrupting my words!

Posted on 2004-06-11 17:22:34

RageCage

Quote:Originally posted by Zip

Quote:Originally posted by mcgrue

If anyone wants to earn real brownie points, you can go through that list and make working winv1/winv2 versions of those games which do not currently exist in a ready-to-be-used-on-modern=computers form.


How portable would old stuff be straight to v3? Had a quick look at the code, and much of it uses the same functions and stuff - bar a few obvious exceptions in the way maps run events and such.
Having said that, I'm sure everyone would rather be programming new stuff rather than rehashing old (and unfinished) games.

Zip


it probably wouldent be all too hard but itd be a lot harder than porting to winv2. partially because the transparency color's changed since v2, so youd have to go in and edit a lot of images.

Posted on 2004-06-11 18:04:15

Zip

Just use LoadImage0() couldn't ya?

Or call SwapColours() after every image load.

Zip

Posted on 2004-06-11 18:14:36

RageCage

ahh, fair enough... get to work then!

Posted on 2004-06-11 18:28:35

mcgrue

Quote:Originally posted by Zip

Quote:Originally posted by mcgrue

If anyone wants to earn real brownie points, you can go through that list and make working winv1/winv2 versions of those games which do not currently exist in a ready-to-be-used-on-modern=computers form.


How portable would old stuff be straight to v3? Had a quick look at the code, and much of it uses the same functions and stuff - bar a few obvious exceptions in the way maps run events and such.
Having said that, I'm sure everyone would rather be programming new stuff rather than rehashing old (and unfinished) games.

Zip


I've recently looked through the ancient v1 source to SotS for comparison to the current incarnations (mainly because Gayo questioned me a lot, damn him.) and even disregarding the atrocious indenting style, I would never, ever, ever want to port that source directly.

Ever.

Posted on 2004-06-12 01:22:59


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