Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.


Topics - fujiwara

Pages: [1] 2 3 4
1
Onin No Ran / Bug Reports for 0.6.6
« on: December 09, 2009, 07:45:55 PM »
Post bugs for v0.6.6 here! Thanks for the reports for the last build.

2
Onin No Ran / Bug Reports for 0.6.5-b3716 (for M&B 1.01)
« on: December 08, 2009, 12:04:15 PM »
Post your bugs here! Already known are the wonky UI buttons

3
Onin No Ran / Onin no Ran port to v1.01
« on: November 08, 2008, 11:06:32 AM »
I've been going through the v1.01 module system. Because we made the decision to not port from v903 to v95x, there is going to be a considerable amount of work to do just basic port, not including any new features introduced between v903 and now. Don't expect a working release before the first of '09.

Devs: I should have a crude version for graphics testing in about a month or so.

4
Onin No Ran / Bug Reports for v0.6.5
« on: July 23, 2008, 10:42:10 PM »
Please post bug reports for v0.6.5 only here. Apologies in advance if something slipped through the cracks.

5
Onin No Ran / Port to next version
« on: June 19, 2008, 01:56:00 PM »
Now that the module system for v.960 has been released, I'm sure people are wondering 'When will Onin no Ran be ported?' The answer is 'after v1.0 is released. There aren't too many changed to the header_operations file, but there are enough new features I'd like to take advantage of that a port now would throw off the momentum we gained during the last bug hunt, many of which I don't understand yet. I'd like to know what these 'tableau' are, plus there are some new operations I'd like to take advantage of. However, if we go more than 2-3 months without the 1.0 release, I will consider porting, since I don't want to fall too far behnd the curve either.


EDIT: Also, most of the other modding tools (MapEditor, BRFEdit) are not ready for prime time in the v.960 world.

6
Discussion / Module System for .960
« on: June 19, 2008, 11:25:11 AM »
So...it has been released. Since this is the last beta, I'm wondering if this will also be the final form of the module system. First look through shows some interesting stuff, like tableaus. Very interesting stuff sprinkled through the header files also, like this tidbit:

Code: [Select]
[party_tpl|pt_looters|auto_proceed,"start", [(eq,"$talk_context",tc_party_encounter)], "Warning: This line should never be displayed.", "looters_1",[
(str_store_string, s11, "@It's your money or your life, {mate/girlie}. No sudden moves or we'll run you through."),
(str_store_string, s12, "@Lucky for you, you caught me in a good mood. Give us all your coin and I might just let you live."),
(str_store_string, s13, "@This a robbery, eh? I givin' you one chance to hand over everythin' you got, or me and my mates'll kill you. Understand?"),
(store_random_in_range, ":random", 11, 14),
(str_store_string_reg, s4, ":random"),
(play_sound, "snd_encounter_looters")
  ]],
  [party_tpl|pt_looters,"looters_1", [], "{s4}", "looters_2",[]],

This 'auto_proceed' flag apparently moves the dialog to the next state, which is nice, but look at what's going on in the consquences block of the first dialog. I don't know if v.903 Native does this, but this opens up random dialogs immensely, and the ability to use variables instead of constant values in the str_store_string_reg operation is very powerful. Also, in addition to repeat_for_troops, etc, there is repeat_for_100 and repeat_for_1000. What these do I'm not sure yet (repeat every 100?).

7
Onin No Ran / Ancient History
« on: June 18, 2008, 10:21:24 PM »
This is a dump of some old, OLD conversations had back with the mod was young and barely working. It gives you an idea of where many of the current features came from, what directions we were headed in, and how much stuff there is left to implement. A good read for those interested in the history of the mod.

8
Onin No Ran / Bug Reports for v0.6.4
« on: June 17, 2008, 10:09:19 PM »
Please post bug reports for v0.6.4 ONLY here.

Thanks,
Mgmt

9
Onin No Ran / Bug Reports for v0.6.3
« on: April 18, 2008, 10:52:57 PM »
Bug reports for this version are going to work differently. Since the next version is going to be an all-bug-fix update/code cleaning expedition, I need volunteers for the following:

1. All bushi missions: Nobuo
2. All ronin mission: Seran
3. All merchant missions
4. Dojo (player and NPC training): Ron
5. Extra missions (Sanda bandits, the mountain bandits mission from En-ryakuji, etc)

This will be first come first served, and no more than three per catagory. I would like large amounts of detail (screen caps are best, especially for script errors). What you should be looking for is 1) Do the missions work? Does it show up on the quest screen? Does the quest log update properly as the quest changes state? Does it end properly? Does the reward work for successful completion? 2) How stable are the dojo? It would be best to test this one character at a time. Be sure to note places and NPC names. NOTE: every game message shows up on the log, so if you miss getting a screen cap of the message, screen cap the log.

Sign up now! :D And ARIGATOU!!!

10
Modding Software / FX Composer 2
« on: March 29, 2008, 08:11:00 AM »
This piece of software is probably known to the more experienced modders, but all the talk of shaders has piqued my interest in HLSL, and I stumbled across NVIDIA's FX Composer 2. I haven't tried it yet, but it seems pretty feature packed, with an integrated shader library and shader creation wizard included.

Link is here:

11
Onin No Ran / Voice work
« on: February 23, 2008, 10:03:51 AM »
I've long contemplated how to add spoken Japanese to the mod, since right now the silence is deafening, and the battle cries are just silly. Problem is, my Japanese sounds like a Texan speaking Japanese. It sounds good when I say it, but when I listen to the playback it's glaringly obvious that my accent is way thicker than I thought (it reminds me of the use of country-sounding voice actors in English-dubbed anime for the back-woods Japanese hick characters...funny, if you know what I'm talking about). If anyone is interested in picking up the guantlet, especially if you are a native speaker, I've got a short list of male and female parts that need recording. If you've got a girlfriend who wants to jump-start her seiyuu career, here's the place to start!

12
Onin No Ran / Bug Reports for v0.6.2
« on: February 03, 2008, 09:27:16 AM »
Please post bug reports for v0.6.2-b2558 here.

Planned addtions for this next release are:

  • Dictionary
  • Boats
  • Topographical map for commands

Enjoy!

13
Onin No Ran / Bug Reports for v0.6.1
« on: December 22, 2007, 05:03:45 PM »
Please report any bugs for v0.6.1 here.

14
Onin No Ran / Bug Reports for v0.6.0
« on: December 11, 2007, 08:11:55 PM »
Please post bug reports for v.901 here.

15
Discussion / Here's a stupid question...
« on: November 30, 2007, 11:34:40 PM »
Where is anim_human_temp located?


I'm one RGL error from having Onin no Ran working for .901, but this is in my way, and I can't seem to find it in any of the CommonRes files.

Edit: I can only find one reference to it in the module files, and that is commented out.

Pages: [1] 2 3 4