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

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O Ilusionista said:
Sorry to disagree. I have NO onblockwscript on my mod :)
I just run and made a runattack with Captain America. You can try for yourself on my game if you want.

tested! It works well!
Tried the runattack, special, jump all..

But Why do You Say That It Plays The Hitwall Animation? And Not Other Animation?
 
I tested version 4277. Now it won't trigger HITWALL anim in run attack anymore:
kZHrw1x.png


If you are knocked down near a wall, it will trigger JUMP animation (which it should not do, since I don't have HITWALL anim, which means I don't want it - its the same logic for other animations, like grab, get, and such. If I don't have it, I don't want it)
cJnhrEZ.png


But if you are very close to a wall, this animation won't trigger - it will play the fall animation normally.
h1SpCIV.png


I will pack my game and send you by PM so you can check it, because I have a special stage for testing walls.
 
sent a PM. engine works well, some problems in you mod found.

BTW updated openbor to improve hitwall. download at first page as always.
now the hitwall flag turns off in the instant you land after a falling.

Trust me guys.. with all my fixes and hotfixes this version is very very stable for me!!  8) ;)
Do not shout to the engine bug. check your mod first.  ;)

Enjoy!!
 
heheh I forgot to remove the hitwall anim on the version I've sent you. Since it was accepted by the older versions (because it was unfinished), OpenBOR didn't crashed saying there was a not valid animation. I don't have the previous version anymore, so I can't check thar version. But after I removed the hitwall, everything is fine, thanks.

That was the only error in my mod (in fact, my error) :) Brand's gun mode was working fine.
 
Its great to read that a worthy fix for the Wii was added! 👏👏
Unfortunately I won't be able to test until tuesday night when I com back home from vacation.
Many mods work on Wii but the ones that demand more memory do not, so newer builds should not be able to miraculously chnge that.
Still, it is great to be able to play many mods on Wii.
I may be making a mod compatibility thread for the Wii soon.
Thanks White Dragon. 😎
 
I've tried latest build. Had to do little fix to adjust the shadows but I love disabling hall of fame and game over screen, perfect for training and test modes :)

Played music title is placed properly in 640x480 resolution but not in 960x480 resolution
Not in 480x272 either


Can these be fixed? :)
 
White Dragon said:
what is the shadow issue?

Oh it's how gfxshadow works now. I have stack of boxes and the shadow is off in latest build. I fixed it by setting gfxshadow 1 1 :)

[couple hours later]

I've tried onblockpscript and it works great :). I can use this to create push block ability
Currently, I'm using checkplatform to acquire the block entity, is there any local variable which can be called from onblockpscript to acquire the platform entity?
 
Bloodbane said:
White Dragon said:
what is the shadow issue?

Oh it's how gfxshadow works now. I have stack of boxes and the shadow is off in latest build. I fixed it by setting gfxshadow 1 1 :)

[couple hours later]

I've tried onblockpscript and it works great :). I can use this to create push block ability
Currently, I'm using checkplatform to acquire the block entity, is there any local variable which can be called from onblockpscript to acquire the platform entity?

Thanks! Sure!
onblockpscript has 3 localvars.
self, plane, Platform
plane = 1 for x axis block, 2 for z axis
platform = is the platform entity that blocks you character
 
I can confirm that the latest released build seems to be the most stable for Wii.

Motion Plus + Classic Controller combination is working as it was on the old 4153 build.
However, in pak selection menu UP direction on d-pad is still missing, but it does work on the left analog for classic controller.

White Dragon could you please implement libwupc in the future as well to give us Wii and Wii U users the ability to use Wii U Pro Controller?

The release is here:
https://gbatemp.net/threads/libwupc-a-wiiu-pro-controller-library-for-wii-homebrew-applications.371574/

Thanks once again for your hard work and updates. I will be keeping this build for a while.
 
White Dragon said:
onblockpscript has 3 localvars.
self, plane, Platform
plane = 1 for x axis block, 2 for z axis
platform = is the platform entity that blocks you character

I've tried acquiring that local variable "platform" but it returns strange value instead of the blocking entity

Off topic: can onmovexscript be used by other entities than player type?
 
Bloodbane said:
White Dragon said:
onblockpscript has 3 localvars.
self, plane, Platform
plane = 1 for x axis block, 2 for z axis
platform = is the platform entity that blocks you character

I've tried acquiring that local variable "platform" but it returns strange value instead of the blocking entity

Off topic: can onmovexscript be used by other entities than player type?

Sorry BB, I forgot to convert Platform to PTR value.
Engine updated:

OpenBOR v3.0 Build 4287 (Windows/Wii/Android)
http://www.mediafire.com/file/m2n4f2n718959n5/OpenBOR_v3.0_Build_4287.rar


Ps. Yes you can use onmovexscript for other entities too?
 
White Dragon, can I ask you a favor?
I plan to update the front page with the new version. Can you please list all the changes from the 4183 version?

This helps to promote the engine.

5thanks
 
O Ilusionista said:
White Dragon, can I ask you a favor?
I plan to update the front page with the new version. Can you please list all the changes from the 4183 version?

This helps to promote the engine.

5thanks

Sure O'!!
Updated the first post with all infos  ;)
 
ZVitor said:
hitwall anim works to screen edge?

also allowselect limit to 55 heroes was incressed?

hitwall anim works on wall ONLY (no screen edge)
hitplatform on platform
hitobstacle on obstacle

allowselect limit is 511 characters (not 511 heroes), so it depends by name length.
 
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