User talk:Zzo38
Hi
I responded to your RELOAD comments including the textual format at Talk:RELOAD.
To run game.exe faster/slower, use Ctrl+Plus/Minus. That changes number of milliseconds per frame (shown in corner). You can also use the --runfast arg if you want no waiting at all for something like testcases.
You can give negative experience with the giveexperience command. I guess that there's no reason not to allow negative experience from enemies as well.
All of the suggestions are excellent and I'll add any that aren't already there to my TODO list. Several of them will be pretty easy to add. --TMC (talk) 05:56, 29 November 2014 (PST)
Hi, good to hear from you again!
I very recently changed and cleaned up how ohrrpgce_config.ini works (I simplified it a lot as there were too many problematic edgecases) so am likely to start adding many more settings. You have a long list of requests here I could pick through for ones worth the time. In the current wip version you can now put game.gfx.fullscreen = no in ohrrpgce_config.ini to override the default fullscreen setting in all games.
BTW, I've just started on moving to UTF8. I've also designed my own space-efficient 8-bit-extended-ASCII-compatible character encoding to be used in existing fixed-length string fields, to allow more than 256 charcters in the font without switching those fields to UTF8. (Previously we discussed at Talk:RELOAD#Comments_about_file_format.) Have you ever used characters 1-31 in a game, aside from \n and \t? I want to repurpose those for codes such as "switch codepage". Also, I agree that it's better not to move icons in existing fonts out of the C1 control area, but need to think about what to do about characters 161-255 used for icons. --TMC (talk) 19:40, 14 October 2021 (PDT)
- I have used them (with PC fonts imported into OHRRPGCE), although the games have not been released yet. However, hopefully it shouldn't be too difficult to be a global definition (perhaps by the format of the font lump) to disable the new feature if it is necessary to do so; if not, the game can be changed easily enough to support the new format I suppose. ASCII codes 14 ("shift out") and 15 ("shift in") are standard codes for switching code pages, so it may be a good idea to use those (if they are enough; they might not be). Escapes could also be used (including to display characters in the 0-31 positions of fonts, possibly). For existing fonts that do not use 0-31, there is probably nothing to change and it should just work (at least for display). --Zzo38 (talk) 23:27, 14 October 2021 (PDT)
- I forgot that those two ASCII codes exist; I've never seen them used. But my encoding so far uses 12 control codes (it's not finalised) in order to be more compact, plus more for compressed text markup codes such as to change font or colour. Shift In/Shift Out don't match how my encoding works. Aside from \n and \t I'll also avoid \r since some OHR file formats use it, and the first few characters since there are fixed icons there in all OHR fonts, used by Custom - I think I've used those in a game at least once.
- Disabling the new encoding if the game's font is in the old .fnt format seems simple enough that I can do that. I didn't really want to add an explicit setting for it, because it would be useless for almost everyone, dangerous to change, adds more code, etc. --TMC (talk) 05:11, 15 October 2021 (PDT)