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

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nsw25 said:
what ???? you will have to show us an example of how to do this (what does file need to be called for menu. whats format etc

im guessing this feature has been done with some trick in mind, could you share with us ? (guessing to make animated menus etc ?

Here is the code: http://www.chronocrash.com/forum/index.php?topic=3137.0
 
OpenBOR v3.0 Build 4346
https://sourceforge.net/projects/openbor/files/OpenBOR_v3.0_Build_4346.rar/download

added "porting" openborvariant.
if you run openbor in windows it returns windows
on wii returns wii etc...
useful I think...
 
i noticed some loading slowdown since build 4342

in build 4335 my project took 1 minute and 45 seconds to load
and on build 4342 until 4346 took me  5 minutes and 55 seconds to load

i do not have a big models.txt file and i do not use much load assets directly instead of know

but i do have large amount of sprites per character like 350 or more for each plus around 300 sound files for each to random shouts and battlecrys and some dialogues sounds

anyone else have noted this increase on loading time?

 
White Dragon said:
OpenBOR v3.0 Build 4346
https://sourceforge.net/projects/openbor/files/OpenBOR_v3.0_Build_4346.rar/download

added "porting" openborvariant.
if you run openbor in windows it returns windows
on wii returns wii etc...
useful I think...

Good idea, but no text outputs please. This needs to be replaced with an integer mapped to openborconstant("CONSOLE_<WHATEVER>").
 
White Dragon said:
Ok dc,  when I can I update it.
For. Slowdown it's strange I have not slowdown on loading

No need, I just updated.

I'll look at slowdown too.
 
rafhot said:
i noticed some loading slowdown since build 4342

in build 4335 my project took 1 minute and 45 seconds to load
and on build 4342 until 4346 took me  5 minutes and 55 seconds to load

i do not have a big models.txt file and i do not use much load assets directly instead of know

but i do have large amount of sprites per character like 350 or more for each plus around 300 sound files for each to random shouts and battlecrys and some dialogues sounds

anyone else have noted this increase on loading time?

do you use png or gif? I was using png and I had issues with loading times, so I decided to change everything to gif.

And 300 sound files for each character???
 
White Dragon, is this still true?

playerkeys(playerindex, newkey?, key1, key2, key3, ...)
NOTE* This method call is a bit buggy as of 8/8/2007. If not used in "key#.c" it will always return 0 unless newkey? = 0. If used to detect multiple keys, 1 will be returned if ANY of the specified keys are pressed.
 
O Ilusionista said:
White Dragon, is this still true?

playerkeys(playerindex, newkey?, key1, key2, key3, ...)
NOTE* This method call is a bit buggy as of 8/8/2007. If not used in "key#.c" it will always return 0 unless newkey? = 0. If used to detect multiple keys, 1 will be returned if ANY of the specified keys are pressed.

No, now it works well!!  ;)

rafhot said:
i noticed some loading slowdown since build 4342
...

Tested but no slowdown for me...
I read your email too...
About you.. do you notice a difference between 4342 and 4343? in theory the 4343 version should be even faster than the 4342..

Overall I have to say that compared to the version that I was using before becoming a developer (build 4153) OpenBOR has made a huge step forward.
Most bugs  fixed (at least those known), many features that were incomplete, are now completed or improved (like allowselect or skipselect).
I must say that OpenBOR has never been so stable.

OpenBOR first it seemed like a pile of bugs (I had also made a topic about it), and features incomplete or faulty.
I'm pretty happy with the result.

We are doing a very good job guys!!

Sure there are not as many developers as it was before to Plombo and Utunnels times...
But we're going ahead anyway!!

New openbor build here:
https://sourceforge.net/projects/openbor/files/

now keyscript can work in all menus (not in level or in select screen only)
 
Thanks, I will fix the manual.

Most bugs  fixed

Have you fixed BIND and STEALTH bugs?

Bind bug http://www.chronocrash.com/forum/index.php?topic=1257.msg13702#msg13702

Stealth http://www.chronocrash.com/forum/index.php?topic=1799.msg23529#msg23529
two posts bellow, you can see the list of versions where this was still working.
 
I answer on bindentity() because, to tell the truth, the feature stealth I never used.
In this regard, I hope that DC gives a check.

Checked the bindenity code and everything seems ok.
Code:
    if(e->binding.ani_bind)
    {
        if(e->animnum != e->binding.ent->animnum)
        {
            if(!validanim(e, e->binding.ent->animnum))
            {
                if(e->binding.ani_bind & 4)
                {
                    kill(e);
                }
                e->binding.ent = NULL;
                return;
            }
            ent_set_anim(e, e->binding.ent->animnum, 1);
        }
        if(e->animpos != e->binding.ent->animpos && e->binding.ani_bind & 2)
        {
            update_frame(e, e->binding.ent->animpos);
        }
    }

as you can see the entity is killed if and only if the entity does not match with animation and this animation is NOT valid.
perhaps at the most you could exclude the check on the validity and making sure that the entity is simply killed if the animation does not match.
what do you think?

for example to change
Code:
        if(e->animnum != e->binding.ent->animnum)
        {
            if(!validanim(e, e->binding.ent->animnum))
            {

into
Code:
        if( e->animnum != e->binding.ent->animnum || !validanim(e, e->binding.ent->animnum )
        {
        }

EDIT: checked stealth code. It is EQUAL to build 4055 that works.. .at least this is what comes out of a first look.
 
Just made a minor update to Stealth. Tested and it's working fine for me. Changes are in the SVN, I'm working on some other things and will upload a binary later.

DC
 
Damon Caskey said:
Just made a minor update to Stealth. Tested and it's working fine for me. Changes are in the SVN, I'm working on some other things and will upload a binary later.

DC

thanks!
bindentity() tested and works well!!
 
Confirmed loading lag... really, REALLY bad. Double Dragon Reloaded takes nearly five minutes to load.

I opened log in a browser and refreshed continuously. Small models like rocks and barrels with only a couple of animations were ~10 seconds each to load.

I don't have time to go back through each version today and find where it started, but no question the lag is there in latest.

DC
 
the latest build that does not affect my project with the loading lag was 4342 so i think it all started on 4343, it could be started earlier but i notice more than 5 minutes loading on 4343 and newer versions
 
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