OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

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Don't increase the limit for now. I'm working on that part of the engine and need it the same until I'm done.

I'll look into making it a dynamic limit.

DC
 
White Dragon, I'd like to request something: I want downward velocity limit (which was 6 pixels/centiseconds) to be removed
This limit really limits game design especially in 2D mods. It would be great if the limit were removed allowing entities to move fast downwards or shoot projectile downwards
 
Bloodbane said:
White Dragon, I'd like to request something: I want downward velocity limit (which was 6 pixels/centiseconds) to be removed
This limit really limits game design especially in 2D mods. It would be great if the limit were removed allowing entities to move fast downwards or shoot projectile downwards

I dont know this limit...
I mean you can change gravity by:
levelproperty "gravity" prop for example.

O Ilusionista said:
Wd, if you wanna test it, just spawn a steamer in any stage, it will have problems with 3 or more entities on the screen.

Yes, I know, keep in mind that each character in a string is considered as sprites. so it's easy to exceed that limit.
DC is working on it, so at the moment I dont write any code.
 
DC why did you patch this my code?
Code:
            pos = len-1; // pos before '\0' (at last char)
	    ...
            newbuf[len+len2-1] = '\0';

right code is:
Code:
            pos = len; // pos before '\0' (at last char)
	    ...
            newbuf[len+len2] = '\0';

otherwise mod without ln at EOF doesn't work.
Test it, I re-patched the engine.

Check debug mode bug:
In many levels/mod when active performance+position take a crash at the level beginning.
 
magggas said:
Hello guys, i just wanted to report some bugs in the new engine:
1. The climbing system in my DD game does not work properly. When climb up the entities just appear instndly on the top of the wall, and when try to climb down they get stuck.

2. The enemies are fliping around like crazy when they try to chase weapons.

3. when i jump or climb to an wall and then jump again down from this wall, the camera gets stuck on the highest  spot until i press jump again and then the camera returns again to the player. This is what i use: changelevelproperty("camerazoffset", -100 - Offset1 (offset 1 is base)

you get this bug from what build version?
check your code because no touched camera prop, no touched any animation prop.
 
White Dragon said:
DC why did you patch this my code?
Code:
            pos = len-1; // pos before '\0' (at last char)
	    ...
            newbuf[len+len2-1] = '\0';

right code is:
Code:
            pos = len; // pos before '\0' (at last char)
	    ...
            newbuf[len+len2] = '\0';

otherwise mod without ln at EOF doesn't work.
Test it, I re-patched the engine.

Check debug mode bug:
In many levels/mod when active performance+position take a crash at the level beginning.

Huh? My bad, I didn't even see that.

The only part of your code I am aware of changing was in debug_options(), and that's only because I was already reworking the enumerator to use as a type for selector.

About magggas issues, they have been around since one of the revisions you made to pathfinding a few weeks ago. I'm on my phone but can help find it tonight.

DC
 
I haven't tried 4321 yet, but on build 4320 BeasTie's random sound scripts I use no longer work properly. The only sounds that get used are the 2nd and 3rd, all others sounds never play.

Code:
void randSound(char s1,char s2,char s3)
{// Randomly play a sound from a pool of 3.
   int r = rand()%300;
   char sound;
   if (r<=-100)
   {
      sound=s1;
   }else if(r<=100){
      sound=s2;
   }else{
      sound=s3;
   }
   playSound("data/"+sound);
}

void randSound2(char s1,char s2,char s3,char s4,char s5,char s6)
{// Randomly play a sound from a pool of 6.
   int      r      =   rand()%300+300;
   char   sound   =   "";

   if (r<100){
      sound=s1;
   }else if(r<200){
      sound=s2;
   }else if(r<300){
      sound=s3;
   }else if(r<400){
      sound=s4;
   }else if(r<500){
      sound=s5;
   }else if(r<600){
      sound=s6;
   }
   playSound("data/"+sound);
}

@cmd randSound "sounds/lei-lei/lei-lei_attack1.wav" "sounds/lei-lei/lei-lei_attack2.wav" "sounds/lei-lei/lei-lei_attack3.wav"

@cmd randSound2 "sounds/rich_hur.wav" "sounds/rich_ya.wav" "sounds/rich_ha.wav" "sounds/rich_1.wav" "sounds/rich_2.wav" "sounds/rich_3.wav"

http://www.chronocrash.com/forum/index.php?topic=1359.0
 
White Dragon said:
Use abs on rand num before check

But this was never needed (I use the same script), why its needed now? Will this issue affect all the random codes?

Edit: WD, I can confirm random is not working as it should. Since you have my game, pick War Machine and use DOWN UP DOWN + SPECIAL. His missiles randomly teleport on the screen, covering the whole area.

on the last build, the missiles only falls from the center of the screen and beyond (notice the missiles only on the right)
Avengers_United_Battle_Force_0002.png


edit 2: I noticed that random doesn't accepts negative numbers anymore.
Here is a video showing the bug. Notice that the missiles and the projectiles thrown by the helper never goes backward
https://www.youtube.com/watch?v=mSM0pGGxZQA

Edit 3: Another issue - if you to SYSTEM OPTIONS and turn on CHEATS, once you return to main screen you can't access VIDEO OPTIONS anymore, it goes straight to this screen
Avengers_United_Battle_Force_0004.png


 
Is there any intention of fixing the more that 4 gamepads issue? I would love the ability to turn off gamepad support altogether so I can use my keyboard. I'm trying to run this through an arcade cab that has more than 4 gamepads seen by Windows. I could map keyboard keys to my control panel joysticks no problem but OpenBOR refuses to load with that many gamepads attached and unplugging gamepads to play is not an option in this type of set up. Thanks for the hard work you guys do on this!
 
White Dragon said:
I dont know this limit...

Well you can try making an entity similar to this:
Code:
name		Kayu2
type		none
setlayer	1
antigravity	100
offscreenkill	3000


anim	idle
@script
  if(frame==0){
    void self = getlocalvar("self");

    changeentityproperty(self, "velocity", 0, 0, 8); 
  }
  if(frame==1){
    void self = getlocalvar("self");

    changeentityproperty(self, "velocity", 0, 0, -8); 
  }
@end_script
	loop	1
   	delay	20
	offset	50 20
	platform 50 20 -65 -65 65 65 20 20
	frame	data/bgs/kastil/kayu2.png
	frame	data/bgs/kastil/kayu2.png

This entity is supposed to be vibrating in place but because of that downward velocity limit, it vibrates while moving upwards  :(

I mean you can change gravity by:
levelproperty "gravity" prop for example.

But that would affect everythingelse. Also entity which moves downwards isn't always affected by gravity
 
This entity is supposed to be vibrating in place but because of that downward velocity limit, it vibrates while moving upwards 
Take a look at my game. Pick Vision, jumps and press D, U + A. He will use a downward velocity greater than 8 and it works, but I am using SCRIPT (entity header) for that.
 
Ok BB, velocity y is affected by jumpspeed/jumpheight.
BTW you use a y velocity between frames with delay 20 (high value)
to vibrate use delay 1 or script like wrote O'Ilusionista.

Ps. Do you want to add jumpspeed/jumpheight in script?
 
DC your update in 4321 crash my mod when I active 2 or more options in debug.
Maybe a malloc problem.

Found:
change:
str_size += sizeof(truncated_pos[KEY_BASE]);
into:
str_size += sizeof(char) * (sizeof(truncated_pos[KEY_BASE])+1);

because the max visible number is the max allowed characters (sprites) + 1 (0x00 character to term a str)

solved and committed!

 
White Dragon said:
Ok BB, velocity y is affected by jumpspeed/jumpheight.

So does that mean I should modify jumpspeed/jumpheight to allow faster downward velocity? hmmm.... let my try something

BTW you use a y velocity between frames with delay 20 (high value)
to vibrate use delay 1 or script like wrote O'Ilusionista.

Ah no  ;D, that was just example to show how to replicate this limit.

O Ilusionista said:
He will use a downward velocity greater than 8 and it works

Are you sure the velocity is really greater than 8? try comparing it with velocity -6 downwards
 
I tried build 4326:

If cheats are turned on then off, the cheats options are invisible but still selectable and can be toggled:
invisible_cheats.png

If cheats are turned on and off repeatably you can slowly push the menu off the top of the screen:
offscreen.png
 
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