Openbor WASM build github with super doginals game

some quick tips while helping @Aerisetta :
+ if you open your browser console (ctrl+shift+i), the openbor logs will be printed there, very helpful to check what's wrong if your game doesn't run.
+ the wasm build is case sensitive to read the files name. so for example, if you load in your models.txt a file named "hasteFX.txt" that is stored as "hastefx.txt" lowercase, it won't work on the browser file system. Case must be respected for web build.

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I think this engine version is too old, some of my scripts do not work
its based on latest code in the openbor repo, will update the build version number infos in my github cause it should be latest and not 7533 like I mentioned.
You can check in the browser console (crtl + shift + i) the openbor logs. see if you have any error message.
 
Something is defo off, scrollspeed for screen is wrong, some scripts that do enumerating through entities do not work... but they do work for me when i run the game on windows.
I think this needs more testing with other guys work, maybe its internal timing issue , maybe something else is missing.
Cause the same pak file behaves differently in wasm and differently on windows with exe
Also... i swap pak files and rerun the server... and it still plays the previous game despite me swapping it, it like if there was a cache that wasnt cleaned and it keeps using it all the time... i even physically moved game1.pak and it keeps running game1.pak when i rerun the server.
 
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some quick tips while helping @Aerisetta :
+ if you open your browser console (ctrl+shift+i), the openbor logs will be printed there, very helpful to check what's wrong if your game doesn't run.
+ the wasm build is case sensitive to read the files name. so for example, if you load in your models.txt a file named "hasteFX.txt" that is stored as "hastefx.txt" lowercase, it won't work on the browser file system. Case must be respected for web build.

View attachment 9855
haha this is going to be tough

after an hour or two of messing around, i tried to make EVERYTHING lower case, but it seems some things MUST be uppercase in openBOR. so I gotta figure this out
 
pimax, can you change this on your end? uppercase sensitivity will break tons and tons of games....


Code:
#include <algorithm>
#include <string>
#include <cctype>

std::string toLowerCase(const std::string& str) {
    std::string lower = str;
    std::transform(lower.begin(), lower.end(), lower.begin(), [](unsigned char c) {
        return std::tolower(c);
    });
    return lower;
}

// Example usage
std::string filepath = "GAME.PAK";
std::string normalizedPath = toLowerCase(filepath);
// Use normalizedPath for file access
 
thank you, I believe that the wasm port might actually be based on build 7612 if that build matches the latest code version in DCurrent repo. I may have assumed it was 7533 because its latest number in the repo release section. but this wasm port is based on latest code version as of today.
@pimax I understand. Although the 7612 was not launched officially, here's the direct link for this commit in case you want to take a look.

@DCurrent Buddy, is it possible to launch build 7612 officially? This one was severely tested in Windows/Android/Linux systems using SORX.
Although there's some minor fixes to be made, it's very stable so far.
 
woooo after 7 hours of renaming stuff, it's starting to work! a little bit at a time

I have 3 games to change things to lowercase, 20,000 files to go haha, but its working!
 
@pimax I understand. Although the 7612 was not launched officially, here's the direct link for this commit in case you want to take a look.

@DCurrent Buddy, is it possible to launch build 7612 officially? This one was severely tested in Windows/Android/Linux systems using SORX.
Although there's some minor fixes to be made, it's very stable so far.

I don't have an issue with it. Unfortunately I'm not able to compile at the moment. Msg me in the QoQ development chat and we'll work out what to do.

DC
 
My game Lust Rush seems to be completely ready for browser play. The last 2 issues I have before i can upload to itch.io is...

1. I need to figure out how to split the files because itch.io has a 200mb per file limit. The method @pimax stated doesnt work for me
2. I need to figure out how to make the game load default saved configuration of buttons
 
ok i tested 755x from resources and my scripts do not work with it too, even tho they work in 6xxx version...
So, someone else should test his own 755x project on it
 
My game works and all scripts work. I put it on itch for private testing.

But I still need to solve the multiple zip and config issue, waiting for pimax technical support
 
@DCurrent I know you host some openbor games directly on the forum but would it break any rules to have them playable through the browser on the forum ?
 
pimax, can you change this on your end? uppercase sensitivity will break tons and tons of games....

unfortunately, respecting file name casing is a necessity to make the game run on web and various OS.
"windows" is a bit too permissive compared to other OS that would also not let you import files if you don't exactly match the casing.
In general, its a better practice also to have your imports paths to match the exact filenames and path in respect to the casing for any project.
 
My game Lust Rush seems to be completely ready for browser play. The last 2 issues I have before i can upload to itch.io is...

1. I need to figure out how to split the files because itch.io has a 200mb per file limit. The method @pimax stated doesnt work for me
2. I need to figure out how to make the game load default saved configuration of buttons
1. that's an annoying constraint on itch io indeed, limiting zip files to 200mb, but if your game is larger than 200mb, you can work around it by splitting your game.zip into multiple assets zip files. for example you could load the music or videos with additional zips. What matters is that each is less than 200mb (this is only necessary because of itch io contraint on file size) e.g:

assetsPaths: [contentPath + 'game.zip', contentPath + 'music.zip', contentPath + 'videos.zip']

2. it should work with proper naming of the cfg file. It does work with my game, there is no reason it shouldn't work for yours in the end. I will try to help further in the chat.

Edit:
Actually there is indeed a problem loading the cfg file if you used another build to make it. it looks like cfg file is not compatible depending on build you are using to create it. This is going to be problematic and I guess I better provide a way to create the cfg file with the wasm build directly to avoid a lot of headach.
 
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yes we know that but there are some games that did not follow that rule and if you can make it work like on windows that would be super nice and safe.
Its a matter of game working or not working.
Im pretty sure even i had some "frame.GIF" inside of txt file abut actual file was "Frame.gif"
 
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