OpenBOR v3.0 Build 4682 (Android/PSP/WII/WINDOWS)

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Hey guys, here is an other bug to look at later. The "nosame" command is still not working properly on the latest OpenBOR_v3.0_Build_5516.
As you can see on the video, when you press the "direction right" key it's all okay, but when you press the "direction left" all players can still choose the same characters as others:

This command is having a problem with his second flag for color map as well when there are weapons in game to pickup and players are allowed to use the same character. So when player 2 is pickup a weapon then automatically changing to the same color map as player 1!
This is only happening when you start the game as player 2 and the player 1 joins later:


I will try to post this on github as well at some point.
 
magggas said:
Hey guys, here is an other bug to look at later. The "nosame" command is still not working properly on the latest OpenBOR_v3.0_Build_5516.
As you can see on the video, when you press the "direction right" key it's all okay, but when you press the "direction left" all players can still choose the same characters as others:

This command is having a problem with his second flag for color map as well when there are weapons in game to pickup. So when player 2 is pickup a weapon then automatically changing to the same color map as player 1!
This is only happening when you start the game as player 2 and the player 1 joins later:


I will try to post this on github as well at some point.

Which latest working?
 
Both tests are made with OpenBOR_v3.0_Build_5516 from github and the bugs are there. Is there any newer OpenBOR Build to test?

Ah sorry, now i got your question right! I'm not sure which was the latest normally working version. I know that the bug was there on Build  4107. I will make some more tests with older OpenBOR Builds and i will let you know.
 
magggas said:
Both tests are made with OpenBOR_v3.0_Build_5516 from github and the bugs are there. Is there any newer OpenBOR Build to test?

Ah sorry, now i got your question right! I'm not sure which was the latest normally working version. I know that the bug was there on Build  4107. I will make some more tests with older OpenBOR Builds and i will let you know.

Tested and working.
You know that if you have 2 characters the nosame on 3rd character returns the first
 
White Dragon said:
Tested and working.
You know that if you have 2 characters the nosame on 3rd character returns the first

I'm not sure about what you mean with this  :-[
Just to make it clear, when i'm setting "nosame 1 1", it is then normal what happens on my both videos? If yes, then how should i use the command in the right way?

This is the manual description:
Code:
nosame {b1} {b2}

    With nosame set, a player can't pick the characters that are currently occupied by other players like some capcom games (for example, Cadillacs and Dinosaurs). For this reason, there's no warning message that tells you don't select the same character.
    ~{b1} Determines whether or not Player 2 and Player 1 can use the same character at the same time.
        0 (Default)= They can use the same player.
        1 = They can not use the same player.
    ~{b2} stands for different colourmap select (currently it is not forced). The second flag is for color map index. If active it will skip same map ONLY for same players.

Examples

NOSAME 1
NOSAME 1 2
NOSAME 0 2

By the way, i have tested all the nosame examples as well and i'm always getting the same results. And what game have you tested for both cases?
 
msmalik681 said:
https://www12.zippyshare.com/v/T63nBczQ/file.html

The above private build that worked for me.
Report on my GalaxyS5:
I can't remap buttons for my external pad. It's buggy and it doesn't allow me to remap nothing.
 
White Dragon said:
Tested and working.
You know that if you have 2 characters the nosame on 3rd character returns the first
It should work with 4 players or 3 as well IMO, thats a logical bug.All features should work for 4 players like they work for 2 players mode.
 
WhiteDragon, I've found a bug in the last releases build.

The characters recover MP way faster than in the previous builds. Like earn a whole bar in few seconds.
 
In last releases DC done many updates. I hope he can figure what is this mp recovery bug.


For controller bug I don't know how can solve it... I can't test...
We need to figure why the controller is not recognized.
The code seems OK.. According to SDL..
 
If DC's update changed mp behaviour would he not be the best person to look into why it is miss behaving.

@White Dragon
I noticed in SDLActivity.java there are keycodes for all keys buttons but none for dpad inputs are these handled elsewhere ?  Sorry if this is me just being a noob.

And you added SDLControllerManager.java will this not cause double gamepad checks ?
 
msmalik681 said:
If DC's update changed mp behaviour would he not be the best person to look into why it is miss behaving.

@White Dragon
I noticed in SDLActivity.java there are keycodes for all keys buttons but none for dpad inputs are these handled elsewhere ?  Sorry if this is me just being a noob.

And you added SDLControllerManager.java will this not cause double gamepad checks ?

I'm  busy with my real work so I hope that DC solve this mp charge bug.
You can help me and him to find the latest working build compiling the source code.


Mapping all buttons could be a possible solution. You need to discover the dpad buttons right mapping. In activity use ex. KEYCODE_DPAD_DOWN.

SDL controller manager is from sdl 2.0.6 to up
 
projectilehit  enemy obstacle

can still hit players.... this shouldn't happen...

This happens in which build? Because I had this on the past and the bug wasn't related with projectilehit but related with BLAST.
Once I get rid of all BLAST of my game, I didn't have this issue anymore.

yet it seems to be have been deleted as I cant locate it at all...
We never delete such kind of topics. The only topics which gets deleted are the useless ones, like fights.
 
magggas said:
White Dragon said:
Tested and working.
You know that if you have 2 characters the nosame on 3rd character returns the first

I'm not sure about what you mean with this  :-[
Just to make it clear, when i'm setting "nosame 1 1", it is then normal what happens on my both videos? If yes, then how should i use the command in the right way?

This is the manual description:
Code:
nosame {b1} {b2}

    With nosame set, a player can't pick the characters that are currently occupied by other players like some capcom games (for example, Cadillacs and Dinosaurs). For this reason, there's no warning message that tells you don't select the same character.
    ~{b1} Determines whether or not Player 2 and Player 1 can use the same character at the same time.
        0 (Default)= They can use the same player.
        1 = They can not use the same player.
    ~{b2} stands for different colourmap select (currently it is not forced). The second flag is for color map index. If active it will skip same map ONLY for same players.

Examples

NOSAME 1
NOSAME 1 2
NOSAME 0 2

By the way, i have tested all the nosame examples as well and i'm always getting the same results. And what game have you tested for both cases?

Hello guys, i have quoted myself because i'm still need an answer to my last question here about the nosame command. This is because at this point it's not clear to me anymore if nosame is working properly or not based on the answers i got so far from WD. So i'm not sure if i should post it on github because of that.

So please guys make sure to read again carefully my first post on previous page for both bugs with the command and watch the videos as well. Then again, if it's like "Tested and working", please tel me how you explain what happens on both videos and confirm at least what's going on here with more information if all that is normal or not.

To make things clear, i don't personally need this command anymore. I'm just trying to help on solving some remain old bugs on the enginge. So i don't mean someone to jump and fix it right now or something. I'm just trying to confirm what's going on, so i can post it on github for later look if there is a bug after all.
 
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