OpenBOR v3.0 Build 4153 for Windows/Linux/Wii

Status
Not open for further replies.
Thanks, random spambot, for posting in a thread that I had notifications enabled for.  Saved someone the trouble of reporting it!
 
Yo Plombo, nice to see you're still here homie!

I just downloaded this update, as I'm still working with an older version until I fix a script related issue that messes it up a bit in newer version. The video support is a nice touch though, good job on that one.  8)

x)
 
hello
ive just downloaded the version
but I cant find the keyboard keys only Esc works and "u" and "I" seems to be the player 1 /2 start the move keys and all the others are missing
Anyone knows how to get the keyboard working ?
 
Delete any .cfg files in the Saves folder.  The key mappings changed with the switch to SDL 2 a few months ago.
 
Is there any possibility for more/better scanline options?  I tried some overlays in game that looked a little better.  But that would be forcing it on people.  I'm not sure why in openbor the scanlines mess with the colour and brightness so much.  Only TV2x ever seems to look any good. 

Was wondering what else could be added,if anything.  Or perhaps it could allow custom scanline images (like M.A.M.E does)

Most sprites look fine, but others start to look a bit shoddy when displayed on modern screens (like digital, 3d and raytraced styles).  Scanlines can kinda help sometimes.
 
Im having problems with he-man mod probably because its resolution is 960x480,  im on different pc with graphics card geforce 6150se/nforce 430 and i had green screen when video was playing on opengl(SDL was ok), also i couldnt go fullscreen on opengl or SDL, engine was crashing.Now i updated driver to 307.83-desktop-winxp-32bit-international-whql.exe  and my video now plays correctly but i still cant go fullscreen in he-man mod, i can do it on other mods with lower resolution like 640x360, i even tried to replace saves so low resolution save was used when running he-man mod fullscreen but it didnt worked, engine crashed right away when fullscreen webm video stopped playing ( doesnt matter if skipped or ended by itself).It happens on SDL too, i cant go fullscreen in 960x480 resolution.
 
Probably not the issue, but if the desktop is not the same bit depth as openbor you can get black screens. For example if desktop is 32bit and openbor is 16bit mode.  Alt+tab and alt+enter will normally fix it.  Thou sometimes it will crash if the mod settings are already saved as fullscreen, or just crash until .cfg is deleted.

 
OpenBOR_v3.0_Build_4111.7z works normal and doesnt crash on fullscreen with my mod, it started from builds with webm video also fullscreen works when save is forced from low res mod but crashes after video ends, it works during loading screen and logo , then its video and after video its crashing.I tried old drivers 257.21_desktop_winxp_32bit_english_whql.exe and i get crashes + green screen.
 
Diagonal wall bug.
Please fix that!
My example:
#    {xpos} {zpos} {upperleft} {lowerleft} {upperright} {lowerright} {depth}  {alt}
wall  100    596    -100        500        1000     1000      120    2000

when no players in game there is the bug!!


[attachment deleted by admin]
 
magggas said:
White Dragon said:
Diagonal wall bug.
Please fix that!
My example:
#    {xpos} {zpos} {upperleft} {lowerleft} {upperright} {lowerright} {depth}  {alt}
wall  100    596    -100        500        1000     1000      120    2000

when no players in game there is the bug!!

It  maybe happens because you are setting wrong the lowerleft value in this case i think.
For a wall like that it must be wall  100    596    -600        0        1000     1000      120    2000

According to the manual, the {upperleft} or {lowerleft} must be 0 for diagonal walls.

unfortunately no, in fact the problem occurs only in that case.
 
It's something to do with antiwall I think. If not, there must be a problem other than antiwall itself, so I don't know. It happened with dantedevil's MK mod where I found out the wall problem in stage 2.

I thought there was 4161 existed. I cannot remember.

EDIT: Never mind. Yesterday after I posted, I realized 4161 is there. (I was going to edit my post but my browser didn't load right. :P Happens to me sometimes.)
 
CRxTRDude said:
White Dragon said:
Other problem is the big incompatibility issue with gamepads  :(

Did you try what Plombo suggested?

Plombo said:
Delete any .cfg files in the Saves folder.  The key mappings changed with the switch to SDL 2 a few months ago.

Sure...  :-\

Sometimes also I note a bug.
I configure a gamepad. ex .:
ATTACK: BUTTON 1
JUMP: BUTTON 2
but in the game the gamepad works like:
ATTACK: BUTTON 8
JUMP: BUTTON 9
(just an example)
then if I re-configure the gamepad pressing
BUTTON 8 for ATTACK, ATTACK takes the value of BUTTON 1
and so also for JUMP.
It 'a very serious bug ...
 
O Ilusionista said:
Guys, the download section should not be a member-only area. This doesn't helps to spread to the world about OpenBOR.
I concur. I just joined and was wondering what was going on when I tried to download the game. Very disheartening.
 
Pity the BUTTON# text isn't available from TRANSLATION.TXT or we could rename them if we wanted.  So if you have XBOX controller you could have BUTTON A, X, Y, Z etc.
 
If you mean something like this:

BUTTON A - Jump

Unfortunately, the gamepad button names are fixed over the engine. It wasn't placed over the translation.txt. I think it actually detects the console and its button lists or something if it's using the other ports, but in the case of Windows, since the XBOX controller is detected as a gamepad in the engine, it assumes the button 1 - n scheme as it has been placed, but I don't know if it's possible to detect if the controller is XBOX, since the engine is powered by SDL and should use the proper name buttons, but that's just me.
 
BUG report:
- nosame flag:
  if switch nosame 1 and select 1 player than starts the game.
  then I select 2nd player, 3rd and 4th. At the 4th player I can select the character of the 2nd player... WHY???

- diagonal wall (like prev picture). the enemies can cross diagonal wall while no player is in game (wait a lot of time to test it).
- checkplatformvelow(): ex. checkplatformvelow(0,0,0) returns VT_PTR value but sometime it returns a VT_DECIMAL value (0,00000). Why????


TO IMPROVE:
Ingame GUI handling

However I ask you to add the following nosame flag.
if nosame 1 3 is switched:
during the game if I press start with a player, the GUI will show the next not selected player with the ORIGINAL map. But if the player scroll teh characters, he can select the character that the player 1 using too...
Ex.
.. the selectable character are RYU KEN CHUNLI CAMMY
..Player 1 == RYU with map 0.
..Player 1 starts the game
..Player 2 presses start to enter the game and the GUI shows KEN map 0
..Player 2 presses left and the GUI shows RYU. Player 2 press start and select RYU.
..Player 3 presses start to enter the game and the GUI shows KEN map 0 (only RY selected)
..Player 3 presses start and select KEN.
..Player 4 presses start to enter the game and the GUI shows CHUNLI map 0
..Player 4 presses start right and the GUI shows CAMMY, press left and the GUI shows CHUNLI, press left again and the GUI shows KEN.
 
Status
Not open for further replies.
Back
Top Bottom