OpenBOR

OpenBOR 4.0 4.0 Build 7735

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Thanks, just test some modules, only work so far justice league legacy, and its also have bug, in the end of stage after beat catwoman its stuck, maybe i test another module when possible
That game uses OpenBOR 3.0, not 4. The author is @ZVitor
But if the game is playing on V4, its not a compability issue, its a mod issue probably.
 
Happy to see some of my favorite Brazilian devs migrating to OpenBor 4.0 =]
I don't want to disappoint your expectations, but from what I've discussed with him, this change has been put on hold for another time.

By the way, if you're who I think you are, I've been following your channel for a long time and always read your reviews :)
 
Have you tried to quit the game then start new game again after you switch mode / change weapon?
My goal is to have 2 modes: base mode which is Dante and EX Mode which is Devildante. Using weaponframe to switch to Devildante when EX points reaches to max


EDIT:

BTW, I had this
skipselect Dante in the levels.txt
not sure if it would make any difference after I quit the game and come back. Will test it when I get home and will make video of the problems if I have time tonight.

Thank you

--------------------------------------------

EDIT2:

I finally figured out what was causing the walkoff screen problem after many trials and errors!

The problem was whenever I switched from
Base model --> EX Mode --> Base model using weaponframe.
After that I quit the game and started the new game. In this new game, I can walk off the screen like magic!

Here is what I've found out:
I only had this function:
Code:
modelflag 1   # Animation aren't copied but weaponlist are still copied.
in the EX Mode model


After I added it to the Base model as well, the problem is solved.
Basically, I have to have it in both models to solve it.
Can someone please look into this bug?

I just added
weaploss 2

now I have
modelflag 1
weaploss 2


in the EX model (weapon model)

The walk off screen (Z, Y) bug comes back after switching to the EX model then back to the base model
with weaponframe, then quit the game and start new game.

I made the test project and tested on both versions
Version 3 (6.3.9.1)
Version 4 (7735)

It seems that this bug only happens in Version 4 (7735).
There is no issue with Version 3 (6.3.9.1) at all.

if I only have
modelflag 1
in the EX model, there is no issue in both 3 and 4 versions.


Details of my setup:

Base model:

Code:
weapons Base_Model  EX_Model # weapons {name1} {name2} {original name}

.....

....

anim    freespecial1

    weaponframe 4 2 # frame, weapon
    offset    165 360
    hitflash testFlash
    Delay    7
    BBox    120 3 297 345
    sound    data/sounds/attack.wav
    frame    data/chars/Dummy/at100.gif
    frame    data/chars/Dummy/at101.gif
    delay    5
    frame    data/chars/Dummy/at102.gif
    Attack    230 2 331 235 10 1 0 0 35
    frame    data/chars/Dummy/at103.gif
    frame    data/chars/Dummy/at104.gif
    delay    8
    frame    data/chars/Dummy/at105.gif
    frame    data/chars/Dummy/at106.gif
    frame    data/chars/Dummy/at107.gif

EX (Weapon) Model:
Code:
modelflag    1
weaploss    2
....
.....
anim    freespecial1

    weaponframe 4 1 # frame, weapon
    offset    165 360
    hitflash testFlash
    Delay    7
    BBox    120 3 297 345
    sound    data/sounds/attack.wav
    frame    data/chars/Dummy/at100.gif
    frame    data/chars/Dummy/at101.gif
    delay    5
    frame    data/chars/Dummy/at102.gif
    Attack    230 2 331 235 10 1 0 0 35
    frame    data/chars/Dummy/at103.gif
    frame    data/chars/Dummy/at104.gif
    delay    8
    frame    data/chars/Dummy/at105.gif
    frame    data/chars/Dummy/at106.gif
    frame    data/chars/Dummy/at107.gif

Thank you
 
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