OpenBOR [Bugs & Suggestions] (tested version 4381)

White Dragon

New member
Tested version: OpenBOR r4381

BUGS
[list type=decimal]
[*]unknown
[/list]

BUGS (Wii build)
[list type=decimal]
[*]sound noises
[*]with a big number of player/weapons the game crashes (caching/RAM problem) (same problem on psp too)
[/list]

[SUGGESTIONS]
[list type=decimal]
[*]possibility to name an animation: example PAIN62 to PAIN_EXPLOSION
[/list]

[SUGGESTIONS (Android build)]
[list type=decimal]
[*]add Bluetooth/WIFI joystick detect to enable multiplayer mode (or/and add wifi gaming).
[/list]
 
When i want to end the game with start and stage is type 2(with no hud) then it doesnt go to game over screen, it loads some stage instead.
 
bWWd said:
When i want to end the game with start and stage is type 2(with no hud) then it doesnt go to game over screen, it loads some stage instead.

you can simulate a gameover screen maybe =)
 
bWWd said:
yeah its without gameover logic but i think its the only way to hide hud?

I've an idea, you can change by script the type of level temprary to 2.
In this way when you finish your level or die you can reset the type to 1/0 to get a gameover
 
its map level , i want to hide hud and i want to be able to exit the game by pressing start and end game.
 
bWWd said:
its map level , i want to hide hud and i want to be able to exit the game by pressing start and end game.

well, set you level type to 2 then you can use openborvariant "game_paused" or "pause" to be able to check if your game is in pause (in update.c).
Then catch your "start" button with if (key("start")) ...
if TRUE changelevelproperty("type", 1)...

ps. active alwaysupdate 1 in script.txt

Code:
int key(char k) {
	int i;

	for(i=0; i < openborvariant("maxplayers"); i++) {
		if(playerkeys(i, 1, k)) {
			return 1;
		}
	}
	return 0;
}
 
update topic:

[BUGS]
5) wall bug: if you perform an attack with performattack (in the air or on abse) near a wall and this attack move the character forward,
    he'll cross the wall.
6) nosame doesn't work!!
 
White Dragon said:
3) update Linux version
ctrl_alt_die said:
an updated linux version would be grand

What exactly needs updating about the Linux port?  Or do you just mean release a build of the current engine for Linux?

White Dragon said:
5) (OpenBOR Wii version) porting to sdl2.0

We stopped using SDL for the Wii port almost immediately after the Wii port was released, and the port is better for it.  Also, SDL 2.0 hasn't been ported to the Wii as far as I know.
 
Plombo said:
White Dragon said:
3) update Linux version
ctrl_alt_die said:
an updated linux version would be grand

What exactly needs updating about the Linux port?  Or do you just mean release a build of the current engine for Linux?

Just a build of the current engine ^__^

Plombo said:
White Dragon said:
5) (OpenBOR Wii version) porting to sdl2.0

We stopped using SDL for the Wii port almost immediately after the Wii port was released, and the port is better for it.  Also, SDL 2.0 hasn't been ported to the Wii as far as I know.

okay if you feel it's better that way ^__^
 
(blocking )
have you thot of macking a good (blocking code ) openbore needs it and you re one of the master programmers iff iny one can do it it wood be you :)
 
spidermax96 said:
(blocking )
have you thot of macking a good (blocking code ) openbore needs it and you re one of the master programmers iff iny one can do it it wood be you :)

What do you mean?  OpenBOR already has a system for blocking attacks.
 
Plombo, my game crashes when loading on Wii and PSP too (my game runs well on Windows and Android).

I understand what the problem is. It 's a RAM problem:
4) with a big number of player weapons the game crashes at loading (caching/RAM problem)
5) with a big number of enemies in a level the game crashes at level loading (caching/RAM problem)
6) with a big resolution of a panel in a level the game crashes at level loading (caching/RAM problem)
ps. and more scratchy sound too on wii

Is it possible to solve it?

I post the log too (see RAM):
Code:
OpenBoR v3.0 Build 3984, Compile Date: Aug 23 2013

Game Selected: sd:/apps/OpenBOR/Paks/aaa.PAK

FileCaching System Init......	Enabled
Initializing video............
Reading video settings from 'data/video.txt'.
Initialized video.............	320x240 (Mode: 0, Depth: 32 Bit)

Loading menu.txt.............	Done!
Loading fonts................	1 2 3 4 5 6 7 8 Done!
Timer init...................	Done!
Initialize Sound..............	Done!
Loading sprites..............	Done!
Loading level order..........	Done!
Loading model constants......	Done!
Loading script settings......	Done!
Loading scripts..............	Done!
Loading models...............

Cacheing 'Flash' from data/chars/misc/flash.txt
...
...

Loading 'Flash' from data/chars/misc/flash.txt
...
...

Loading models...............	Done!
Object engine init...........	Done!
Input init...................	Done!
Caching backgrounds..........	Done!
Create blending tables.......	Done!
Save settings so far........	Done!


use cached bg
Level Loading:   'data/title.txt'
Total Ram: 75497471 Bytes
 Free Ram: 18446744073468813343 Bytes
 Used Ram: 316235744 Bytes

use cached bg
Loading 'title_bg' from data/bgs/title/title_bg.txt
Loading 'title_trans' from data/bgs/title/title_trans.txt
Loading 'title_trans2' from data/bgs/title/title_trans2.txt
Loading 'intro' from data/bgs/title/intro.txt
Loading 'tutorial' from data/tutorial.txt
Loading 'title_sky' from data/bgs/title/title_sky.txt
Loading 'title_turtles' from data/bgs/title/title_turtles.txt
Loading 'subtitle' from data/bgs/title/subtitle.txt
Loading 'title_main' from data/bgs/title/title_main.txt
Loading 'title_hole' from data/bgs/title/title_hole.txt
Loading 'april_speaks' from data/bgs/title/april_speaks.txt
Loading 'DEMO1' from data/bgs/title/DEMO1.txt
Loading 'DEMO2' from data/bgs/title/DEMO2.txt
Level Loaded:    'data/title.txt'
Total Ram: 75497471 Bytes
 Free Ram: 18446744073464946719 Bytes
 Used Ram: 320102368 Bytes
Total sprites mapped: 4184

Level Unloading: 'data/title.txt'
Total Ram: 75497471 Bytes
 Free Ram: 18446744073464946719 Bytes
 Used Ram: 320102368 Bytes

Done.
Total Ram: 75497471 Bytes
 Free Ram: 18446744073464946719 Bytes
 Used Ram: 320102368 Bytes

Level Loading:   'data/levels/scenes/scene1.txt'
Total Ram: 75497471 Bytes
 Free Ram: 18446744073464946719 Bytes
 Used Ram: 320102368 Bytes

use cached bg
Loading 'endlevel_empty' from data/chars/misc/endlevel_empty.txt
Loading 'var_resetter' from data/chars/misc/var_resetter.txt

Level Loaded:    'data/levels/scenes/scene1.txt'
Total Ram: 75497471 Bytes
 Free Ram: 18446744073464946719 Bytes
 Used Ram: 320102368 Bytes
Total sprites mapped: 4185

Level Unloading: 'data/levels/scenes/scene1.txt'
Total Ram: 75497471 Bytes
 Free Ram: 18446744073464946719 Bytes
 Used Ram: 320102368 Bytes

Done.
Total Ram: 75497471 Bytes
 Free Ram: 18446744073464946719 Bytes
 Used Ram: 320102368 Bytes

Level Loading:   'data/levels/lv1.txt'
Total Ram: 75497471 Bytes
 Free Ram: 18446744073464946719 Bytes
 Used Ram: 320102368 Bytes

use cached bg

********** An Error Occurred **********
*            Shutting Down            *

Error loading file 'data/bgs/lv1/tmnt3_beach_01.gif'Total Ram: 75497471 Bytes
 Free Ram: 18446744073464946719 Bytes
 Used Ram: 320102368 Bytes

Level Unloading: 'data/levels/lv1.txt'
Total Ram: 75497471 Bytes
 Free Ram: 18446744073464946719 Bytes
 Used Ram: 320102368 Bytes

Done.
Total Ram: 75497471 Bytes
 Free Ram: 18446744073464946719 Bytes
 Used Ram: 320102368 Bytes

Release level data...........	Done!
Release graphics data..........	Done!
Release game data............

Unload 'Flash' ............done.
...
...

Release game data............	Done!
Release timer................	Done!
Release input hardware.......	Done!
Release sound system.........	Done!
Release FileCaching System...	Done!

**************** Done *****************

Error loading file 'data/bgs/lv1/tmnt3_beach_01.gif'
 
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