Search results

  1. Viper Snake

    Graphics occasionally sticking

    Graphics occasionally become stuck on screen in the very first frame of animation. This only happens with effects that spawn from entities (fire, blood, hitspark, etc). I'm using build 4469, but this has been a problem for a couple builds. I'm not sure which one caused this to happen. Here are...
  2. Viper Snake

    Is There Any Way to Play Online?

    I tried this method with my brother and it worked flawlessly with my openbor project, I was really surprised. We played mugen for awhile too!
  3. Viper Snake

    Work in progress: higher quality scaling for OpenBOR

    I don't think he intends to remove it, just change what the default filter for full screen is. I'm sure the only reason it defaulted to bilinear before is because nearest neighbor always looked horrible. Thank you for this Plombo!
  4. Viper Snake

    Type None and Walls

    How do I get type none to behave like player/enemy types when it hits the side of a wall? name torpor1 type none remove 0 jumpheight 7.5 setlayer -1 speed 12 nolife 1 shadow 0 nodrop 2 nopain 1 candamage none offscreenkill 59 animationscript  data/scripts/script.c palette...
  5. Viper Snake

    OpenBOR [Bugs & Suggestions] (tested version 4381)

    It would be very nice if there was a way to allow fglayer to be shaken by quake instead of having to use an entity in place of it.
  6. Viper Snake

    OpenBOR v3.0 Build 4432 (Windows/Wii/Android/PSP)

    I tested on my laptop and was surprised when my xbox controller worked fine. So I went back to my main computer (which has 3 controllers connected) and unplugged all but one xbox controller, and it worked! There is something odd about having multiple controllers plugged in...I was able to...
  7. Viper Snake

    OpenBOR v3.0 Build 4432 (Windows/Wii/Android/PSP)

    Thanks for fixing that! I've found another bug. Controller support has been broken since build 4108. OpenBOR still detects gamepads and lets you setup the buttons, but they do not work when you press ok and return to the control options. The controllers I tested were a Xbox 360 and Xbox One...
  8. Viper Snake

    OpenBOR v3.0 Build 4432 (Windows/Wii/Android/PSP)

    Looking at the source code, it seems it is supposed to say "Please Wait" instead of having the ability to select a character. Line 471 in openbor.c: int                nojoin              = 0; // dont allow new hero to join in, use "Please Wait" instead of "Select Hero"
  9. Viper Snake

    OpenBOR v3.0 Build 4432 (Windows/Wii/Android/PSP)

    Can something be done about nojoin? It has never worked correctly for me. I've tried the normal way and also using O Ilusionista's script but the result has always been the same. nojoin 1 is set in the level and Player 2 tries to join by pressing start. Player 2 can push left or right to scroll...
  10. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    Something is wrong with load game. I don't know what build broke it. 1) Make sure you have no save data and start a new game 2) In the first level.txt have this line: nosave 0 3) Pause, return to title screen and go to load game. 4) It will say there is no save data, but if you press ENTER on...
  11. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    Thanks for the fix! I tried using a square basemap instead of a wall to connect both directions and it works perfectly! basemap 96 417 96 3 0 96 basemap 192 417 96 30 96 96 basemap 288 417 96 30 96 0 Having a lot of fun with this! https://www.youtube.com/watch?v=nBMkkGnRQj0 Thanks!  :)
  12. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    I think I understand now, just replace a part of the wall with a square basemap? It does seem to solve the stuck problem. Either build 4378 or 4379 broke the opposite direction for basemap, try this: At the bottom of the basemap in this direction you rise sharply to the max height of 96 for a...
  13. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    I tried build 4389 with those values and nothing changed. Changing the y_max to 99 or higher in the basemap makes the chance of getting stuck lower but it looks bad to walk higher than the wall's height of 96.
  14. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    You mean like this, right? Wall  0 417 0 0 96 96 30 96 basemap 94 417 96 30 96 0 #basemap basemap 96 417 2 30 96 96 #x_cont I don't like increasing max_y because the character appears slightly higher above the wall and drops down on it. Creating a second basemap for x_cont seems to work (I...
  15. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    I tried the new build 4388 with those values, but the problem is still there: https://gfycat.com/SparklingCookedIberianemeraldlizard Alucard has a walk speed of 20.
  16. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    Ah, I see. I like that! There is still one problem though. Try this level: Levels.txt set Test z 416 416 160 file data/stages/test.txt end test.txt Wall  0 417 0 0 96 96 30 96 basemap 96 416 96 2 96 0 Now try walking up the basemap onto the wall with player speed 30. Most of the time, you...
  17. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    Ok, then how do I change the basemap direction and prevent from getting stuck at the top where the basemap connects to the wall?
  18. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    I tried using basemap in levels like hole/wall. It works, but shouldn't there be more parameters? Wall  0 417 0 0 96 96 30 96 #basemap xpos zpos xsize zsize ymin ymax basemap 96 416 96 2 0 96 Wall  192 417 0 0 96 96 30 96 Before this I used this script: void change_basemap(int map_index, float...
  19. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    Tried 4387 and all is well again! Thank you!  :)
  20. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    The crashing starts happening with build 4374. In build 4373, If the player entity does NOT have anim special and you try to use the com S freespecial = No crash. In build 4374, If the player entity does NOT have anim special and you try to use the com S freespecial = Crash. Giving the player...
Back
Top Bottom