OpenBOR v3.0 Build 4287 (Windows/Wii/Android)

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O Ilusionista said:
WD, about the shadow display, its possible to have a switch to turn on and off the new shadow position?

Like this:
Gfxshadow 6 1
Where the 1 means the new method and 0 the default one?

But why? Previous openbor versions had an uncompleted code for gfxshadow.
This had to be the final result always.
 
But why? Previous openbor versions had an uncompleted code for gfxshadow.
This had to be the final result always.

Sorry, I jump from engine to engine and I can mix things, lol.
The command could be " shadow   3 1"

The reason is simple: with the new method, it will break every single mod before it (and, by dev rules, you can't simple break the backward compability out of the blue).
You can see an example here:

4tt2r8.png


You said to the coder to remove the shadows from the upper boxes, but this makes no sense at all - only the base boxes should have shadows? No.
This is an example where it should work like on the previous versions - the shadows should be stacked at the floor, not at the entity foot.
 
O Ilusionista said:
But why? Previous openbor versions had an uncompleted code for gfxshadow.
This had to be the final result always.

Sorry, I jump from engine to engine and I can mix things, lol.
The command could be " shadow   3 1"

The reason is simple: with the new method, it will break every single mod before it (and, by dev rules, you can't simple break the backward compability out of the blue).
You can see an example here:

4tt2r8.png


You said to the coder to remove the shadows from the upper boxes, but this makes no sense at all - only the base boxes should have shadows? No.
This is an example where it should work like on the previous versions - the shadows should be stacked at the floor, not at the entity foot.

ok O',
to be honest you can overcome it easily via script (see 2d sewer level of TMNT: SS)
but if I add it can be useful... Here it is.
Thus adding a flag you will get the display like old versions.

OpenBOR v3.0 Build 4253 (Windows/Wii/Android)
http://www.mediafire.com/file/jowycblsbi9j3g0/OpenBOR_v3.0_Build_4253.rar

- added new flag for gfxshadow/shadow to draw the shadow on the ground (old builds)
example:
gfxshadow 1 1

handable via script:
- added "shadowbase" prop in entityproperty
- added "hasplatforms" prop in entityproperty if the entity has platforms in its animations (useful to not use checkplatform func)

ps.0 flag is the new method (default) and 1 is old method.
because for the most part we have to have this kind of result:

index.php
 
Thanks WD! Now everyone is happy :)

Talking about basemap, I have a question: we have a "palette none" right? I don't remember if we can disable the palette in a specific frame or for the whole entity only, but there is a way to implement it?

Explaining: we have an entity with a specific palette. But for some frames, we want to use frames with different palette (for example, a burn animation) but for the other frames, we want to continue to use the original palette.

Is this possible? With this, we avoid the need for a different entity for that effect or the need to change the original palette.
 
No pallets is universal to the model, and has to do with how the model is loaded - you can't just turn it on mid game.

When set, it means every frame loads with a pallette of its own. It is meant for very special cases because not only do you lose the ability to switch palette, it is a massive memory waste.

What you are asking for is already possible anyway. You can switch palettes at will by either index or direct mapping. The only thing you can't do is make a universal "burn" palette for all models that works with the model's own sprites. To support that would eat up far, FAR, more resources than would be saved.

Incidentally, if you don't feel like making burn palettes, why not use tinting? It's universal, resource light, doesn't need extra palettes at all and IMO looks a lot cooler than palette switching anyway.

DC

 
O Ilusionista said:
Thanks WD! Now everyone is happy :)

Talking about basemap, I have a question: we have a "palette none" right? I don't remember if we can disable the palette in a specific frame or for the whole entity only, but there is a way to implement it?

Explaining: we have an entity with a specific palette. But for some frames, we want to use frames with different palette (for example, a burn animation) but for the other frames, we want to continue to use the original palette.

Is this possible? With this, we avoid the need for a different entity for that effect or the need to change the original palette.

but basemap has nothing to do with remaps.
basemaps are the inclinations of the terrain.
you can make a stair with that for example.
 
What you are asking for is already possible anyway. You can switch palettes at will by either index or direct mapping. The only thing you can't do is make a universal "burn" palette for all models that works with the model's own sprites. To support that would eat up far, FAR, more resources than would be saved.
So I would need to store the original palette in a variable, switch to a remap and call the original one with script, right? There is any defaultmap property like we do have a defaultmodel? Something to get the palette the player was choosen with?

Incidentally, if you don't feel like making burn palettes, why not use tinting? It's universal, resource light, doesn't need extra palettes at all and IMO looks a lot cooler than palette switching anyway.
Indeed it looks cool. But I like the old fashioned games where burnt players change their animation a fiery animation, like the old SF2.
 
So I would need to store the original palette in a variable, switch to a remap and call the original one with script, right? There is any defaultmap property like we do have a defaultmodel? Something to get the palette the player was choosen with?

No, there's a default map entity property. It's called "mapdefault". I misunderstood your question earlier.

Indeed it looks cool. But I like the old fashioned games where burnt players change their animation a fiery animation, like the old SF2.

Ahh, the old universal burn sprite. Yeah, that's easy to do. When I said you couldn't have a universal burn palette, I was talking about having a single module wide burn palette that works with all entities still using their own sprites for burn animations.

DC


 
White Dragon said:
dantedevil said:
Dante, send your game to WD to test himself.

Hey WD, you can download my demo to test this bug.

Dante, tested your game (MK choosen one).
It works perfectly with latest build.
I advice you to delete all save files. go to options and set OPENGL (not SDL).

tested also nsw25 game. it works perfectly with latest build. no crash at exit!
please before posting, check your mod first!!

Please accept my apologies White Dragon.
I test every Build you share, but finally found the problem when test your last build (4254) using my work computer and it worked perfectly.
Then when I get home, I tried it on my computer and again the same problem.
After thinking a bit, I discovered that the problem is with the antivirus.
Avast does not allow to run any of the builds that you shared.
So add a exlusion the executable and now everything works ok.
Thank you very much for your interest and your help.
I regret the misunderstanding my friend.
Keep up the great work!
 
dantedevil said:
White Dragon said:
dantedevil said:
Dante, send your game to WD to test himself.

Hey WD, you can download my demo to test this bug.

Dante, tested your game (MK choosen one).
It works perfectly with latest build.
I advice you to delete all save files. go to options and set OPENGL (not SDL).

tested also nsw25 game. it works perfectly with latest build. no crash at exit!
please before posting, check your mod first!!

Please accept my apologies White Dragon.
I test every Build you share, but finally found the problem when test your last build (4254) using my work computer and it worked perfectly.
Then when I get home, I tried it on my computer and again the same problem.
After thinking a bit, I discovered that the problem is with the antivirus.
Avast does not allow to run any of the builds that you shared.
So add a exlusion the executable and now everything works ok.
Thank you very much for your interest and your help.
I regret the misunderstanding my friend.
Keep up the great work!

no problem
 
Has this been fixed?
Script function 'getentityproperty' returned an exception, check the manual for details.
parameters: #209253104, 8, 

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

There's an exception while executing script 'animationscript' data/chars/Playable/Neptune/Neptune.txtTotal Ram: 2147483647 Bytes
Free Ram: 1002364928 Bytes
Used Ram: 653721600 Bytes
 
sammy Smith said:
Has this been fixed?
Script function 'getentityproperty' returned an exception, check the manual for details.
parameters: #209253104, 8, 

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

There's an exception while executing script 'animationscript' data/chars/Playable/Neptune/Neptune.txtTotal Ram: 2147483647 Bytes
Free Ram: 1002364928 Bytes
Used Ram: 653721600 Bytes

Nothing is broken, animation properties are still in progress. White Dragon put them in, but did so by finishing an old template of mine that has long since depreciated.

I am working on a permanent addition and am almost finished with it.

DC
 
sammy Smith said:
Has this been fixed?
Script function 'getentityproperty' returned an exception, check the manual for details.
parameters: #209253104, 8, 

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

There's an exception while executing script 'animationscript' data/chars/Playable/Neptune/Neptune.txtTotal Ram: 2147483647 Bytes
Free Ram: 1002364928 Bytes
Used Ram: 653721600 Bytes
What property in 'getentityproperty' ?
 
White Dragon said:

Great feature of that basemap, White Dragon. Can there be an opposite side of that picture of basemap when setting amin and amax? Is generatebasemap a script? When working on basemap in 2D, is it possible to walk up the stairs for pressing up from wall or z ground, or you just walk on basemap without walking down to the ground?
 
No, there's a default map entity property. It's called "mapdefault". I misunderstood your question earlier.
Thanks for the info. I think I got it.

White Dragon said:
OpenBOR v3.0 Build 4263 (Windows/Wii/Android)
http://www.mediafire.com/file/hz96lka7x72sc5t/OpenBOR_v3.0_Build_4263.rar

- added generatebasemap(index,xpos,zpos,xsize,zsize,amin,amax)
- added basemap in level#.txt like wall/hole just set:
basemap xpos zpos xsize zsize amin amax

new shadow flag is valid for basemaps too!

here an example of basemap:

index.php

File removed.

So this is finally an easy way to slopes on a stage? Sweet.
 
4254 is old...
download 4263 at 1st page of this topic!
All older version will be removed!!

maxman said:
Great feature of that basemap, White Dragon.

Thanks!  ;)

maxman said:
Can there be an opposite side of that picture of basemap when setting amin and amax?

Sure!!

maxman said:
Is generatebasemap a script?

Yes, of course! You can use script or in a level#.txt you can set basempas like you do with walls/holes.

maxman said:
When working on basemap in 2D, is it possible to walk up the stairs for pressing up from wall or z ground, or you just walk on basemap without walking down to the ground?

Just walk normally!




The basemap is a my hardcoded script to make the stairs!!
BTW you can set ANY terrain type with basemap and you can generate your custom basemaps with changelevelproperty()!
 
O Ilusionista said:

LOL That's what I was gonna say before I said, "great." Yeah the feature is sweet.

White Dragon, one question: Can basemaps stand on wall platforms too?
 
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