OpenBOR v3.0 Build 6203 (Android/PSP/WII/WINDOWS)

Status
Not open for further replies.
I have found a way for the engine to automatically update the working directory based on the mod name.  Default will still be "sdcard/openbor/".  Now i just need a way to sign the apk then I can make a tutorial on the process for a custom android release.
 
I had a issue with the release 6203 it would crash when trying to load any windows pak so I downloaded the latest trunk version and my mod loaded OK but when I am playing other player 1 entities spawn in and start floating around the screen besides that it seems fine I thought it would be a good idea to show this bug in effect.

 
White Dragon said:
mmm.. ok
1) it always happens?
2) with all the games?
3) could you check what is the latest working version?

this was the latest trunk build and it only is happening with my mod also if there is more then 1 pak in the paks folder it will close on start up and will not reach the paks selection menu.

my mod was working on older builds also there is no reason for the shutdown in logs.
 
I had this happen long time ago too with some suspicious scripting involved, i would check this character first to pinpoint when it happens.
 
If you watch the video it seems quite random.

I have pin pointed the bug to happen when a knife is thrown.  In place of a knife you get Kazuya lol even if you pick another character it is still Kazuya as player 1 (not really player 1 just shown like that).

I am reviewing the new boomerang scripts as they were added close to knife in the source code. boomerang model command
 
msmalik681 said:
If you watch the video it seems quite random.

I have pin pointed the bug to happen when a knife is thrown.  In place of a knife you get Kazuya lol even if you pick another character it is still Kazuya as player 1 (not really player 1 just shown like that).

I am reviewing the new boomerang scripts as they were added close to knife in the source code. boomerang model command

maybe the bug is for a script that changes at "joining" openborvar... check in your mod. however this is not a openbor bug but a mod bug I think...
 
it is every instance of throwframe i will test with other mods

Edit: Crime Busters spawned a hitflash instead of a knife.

Edit2: "custknife" will work but "knife" will not this is 100% a bug.

Edit3: Build 6196 was the last working build for "knife" just before the boomerang update. attached image showing comparison side by side nothing changed on the mod just replaced the exe and deleted the saves folder before each test.

[attachment deleted by admin]
 
White Dragon said:
I fixed I hope...

All fixed thanks for the support WD I was looking over the code to see if I could find the bug but it was beyond my current level.  In my edits of the source code I deleted the changes I made for the android port by mistake and I wanted to cry.  But I have a rough idea how I did it and I am sure I can do it again.

Since the last release was so broken why don't you make a new release.
 
Ok msmalik thanks.
I know that to code can be very hard...
But I think that you are  good programmer and you can do many good things to this engine.
Don't worry if it's so hard at the beginning... You need to improve yourself and I'm sure that you can do it!!  ;)
Don't give up.
Thanks to help me to fix this engine.
Ps. For some. Bugs this is hard for me too..
Some time I think that I can't do it... But... Patience... I'm happy you can help us!  ;)
 
Thanks WD I hope some day I will make some worthy contributions to the engine.  I already have my own private line of engine fixes I want to add like:

  • fixing the juggle points script
  • unloading models by script
  • spawn enemy with a weapon equipped from level file
  • android full / custom apk support
  • 1 vs 1 system (like mugen)
  • add any memory saving optimisations

Fixing the psp resolution issue was on the list but I have done that  ;D Sometimes I think I am too old for this (turning 37 tomorrow) but then I remember how much I love this stuff.  Seeing openbor as a commercial game making engine is also amazing.

Edit:  One more thing did DC say we should not change the source code until he was finished with his property project ?

Added release for Openbor Build 6212.
 
msmalik681 said:
Edit:  One more thing did DC say we should not change the source code until he was finished with his property project ?

Not the whole source code, just the core engine and script logic. Ports and bug fixes are fair game. My project is a massive overhaul to script access and large portions of the engine. Any changes or additions to either are likely to conflict with what I'm doing. Plus a lot of things being talked about are already part of my overhaul anyway, so at best it would just be overlap.

I had to step back for a bit to complete a family project, but it is coming along and I'll be back at OpenBOR the moment it's done.

DC
 
msmalik681 said:
Damon Caskey said:

I cant wait for this update . . . but I guess I have to.

LOL, me too. I was ripping of code like a manic trying to get it done, but family stuff has to come first. I'll be back in it soon.

DC
 
It was just pointed out to me my psp displaymode update has "1,965 additions and 1,964 deletions" on "openbor.c" I only changed a few lines I am not sure why this happend.  Is this any cause for alarm and did I do anything wrong ?
 
Hi!
The engine crashes if you kill a boss and the stage have any remaining unspawned or alive enemies. This not happens if you kill the boss after killing all regular enemies until the last. This happens in 6196, 6203 and 6212 builds
 
Status
Not open for further replies.
Back
Top Bottom