OpenBOR v3.0 Build 6330 (Android/PSP/WII/WINDOWS)

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White Dragon

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OpenBOR build 6330

NEWS:
added joystick rumble mode for all SDL ports configurable by options (Wii port is now configurable too).
added vibration for virtual touchpad configurable by options.
added Plug'N'Play with connection/disconnection log data
added permanent keys: touchpad for Android and keyboard for all ports that use keyboard (Windows etc..)
added "rising" and "risingattack" to aiflag
added backpain new animations:
*backrises, backriseb, backriseattackb, backriseattacks,
*backshock, backburn, backburnpain, backshockpain,
*backblockpain, backblockpains, backblockpainb
all activable via "backpain 1" on entity header
added "prevanimationid" to getentityproperty useful to know previous animation ID
added aiflag "ducking" to entityproperty
added animations: DUCKING (before DUCK animation) and DUCKRISE (after DUCK animation)
added DUCK and DUCKATTACK to A.I. control
for enemy that use DUCK you can use "range {min} {max}" animation command for custom DUCK when the entity is in that custom range..
added "edge" to entityproperty. It's 1 if an entity is on edge of a wall/platform/hole
added edgerange to model command:
set edgerange {x} {z} (float values) to set the edge detection in horizontal/depth distance
edgerange available via script by entityproperty too
added EDGE and BACKEDGE animation to have an unbalanced animation for an entity at the edges of wall/platform/hole
added VICTORY pose animation: actived when you defeat all bosses in a level.
added LOSE and FALLLOSE animations: actived when you got a time-over
added new attack ATK_LOSE for custom attacks
added lose attack command into animations
added "numbosses" (total count) and "bossescount" (bosses left)  to openborvariants
added checkbase(x, z, y, entity_to_exclude) to check the base in a given point of level. Generally entity_to_exclude is self but this param is optional.
added subtype: boomerang
added boomerang {name} command to entity header to define default boomerang entity
added custboomerang {name}
added model command boomerangvalues {acceleration} {horizontal_distance}
so...
Code:
BOOMERANG RECAP:

model keys:
- subtype boomerang
- aimove boomerang

model commands:
- boomerang {name}
- boomerangvalues {acceleration} {horizontal_distance}

animation commands:
- custboomerang {name}

animations:
- getboomerang
- getboomeranginair
*** use range {min} {max} to get the boomerang by range

openbor script:
changed access to boomerang props in openbor script:
get/change entityproperty "boomerang" "acceleration" {val}
get/change entityproperty "boomerang" "hdistance" {val}

--- EXAMPLES ---
using subentity and spawnframe example:
- for player set type npc, for enemies set type enemy
- subentity boomerang
- spawnframe 0 5 0 30

using custboomerang example:
- custboomerang boomerang
- throwframe 0 30

IMPROVEMENTS:
- start logo and menu into fullscreen for Android
- improved upper attack animation that now it uses logic like a normal attack (attackthrottletime, nextattack time, min_noatk_chance, etc..)
- fixed many crashes at menus...
- fixed ram visualization for windows and android
- fixed time-over
- fixed credits display
- many, many and... many bugs fixed!!

INTERNAL:
- more clean code
- support for new GCC8+ compilers
- fixed namespace conflicts
- updated SDL for all ports
- new windows C/C++ compiler: Mingw-w64 (used by SDL and MAME project too..)
- many improvements on main code and ports code..

PS.: This is a my present for you before my regards..  ;)

DOWNLOAD: https://github.com/DCurrent/openbor/releases
 
White Dragon, really thanks for all your help and additions. Those new animations will be very hand.

I really liked this:
added "prevanimationid" to getentityproperty useful to know previous animation ID
This could be extremely useful!

I will test and report what I found.
 
Wow, thanks a lot WD!! Perfect, tested build 6312 and no bugs. I ´ve seen that build 6312 is removed and now downloading 6315 to test.
 
White Dragon, I was testing the latest version on Windows and I've noticed that it consumes more RAM than the build I was using.

Build 4432 (ignore the total ram, it was wrong on that build, focus on Used Ram)
pXnhrVz.png

135Mb

Build 6315
fn1k1K8.png

158mb

Is this normal?
 
Wii build will crash into a black screen with multiple pak files inside paks folder and pak selection menu no longer appears. Games will only work 1 at a time loaded inside pak folder.

Please fix this issue and bring the pak selection menu back.

Also, EXIT goes back to Wii main menu and not homebrew menu. Not sure when this changed but its been happening on all recent builds.
 
MaxBeta said:
Wii build will crash into a black screen with multiple pak files inside paks folder and pak selection menu no longer appears. Games will only work 1 at a time loaded inside pak folder.

Please fix this issue and bring the pak selection menu back.

Also, EXIT goes back to Wii main menu and not homebrew menu. Not sure when this changed but its been happening on all recent builds.

Exit it's normal.
for crash I thinks this is not a bug. From my tests it's all ok with multiple paks too!!
 
O Ilusionista said:
White Dragon, I was testing the latest version on Windows and I've noticed that it consumes more RAM than the build I was using.
...

Is this normal?

It's normal and more accurate  ;)
 
Thanks. So far, no bug found.
I am curious about Victory. It works fine. But I would like to understand how kill boss work.
Because when you kill an entity with BOSS 1 setting, automatically all other entities dies too.

Is there a way to trigger/force it by script?
 
MaxBeta said:
Wii build will crash into a black screen with multiple pak files inside paks folder and pak selection menu no longer appears. Games will only work 1 at a time loaded inside pak folder.

Please fix this issue and bring the pak selection menu back.

there was a issue like this for windows port it was recently fixed maybe that is the same issue here.
 
msmalik681 said:
MaxBeta said:
Wii build will crash into a black screen with multiple pak files inside paks folder and pak selection menu no longer appears. Games will only work 1 at a time loaded inside pak folder.

Please fix this issue and bring the pak selection menu back.

there was a issue like this for windows port it was recently fixed maybe that is the same issue here.

For me multiple paks on Wii works so I can't reproduce the issue. Can you do some tests with Wii or emulator msmalik?
This is my last free day.
Byeee
 
Love the new animations additions! Amazing work White Dragon and msmalik681.
prevanim ID is interesting :)
Victory animation, finally after so many years  ;D
 
@White Dragon
Just tested my wii build 6315 with 3 paks in the pak folder and as MaxBeta described the wii loaded a black screen and nothing else.

@MaxBeta
What was the last working build.
 
O Ilusionista said:
Thanks. So far, no bug found.
I am curious about Victory. It works fine. But I would like to understand how kill boss work.
Because when you kill an entity with BOSS 1 setting, automatically all other entities dies too.

Is there a way to trigger/force it by script?

yes, if a level has 5 bosses, the victory pose is actived after that the latest boss is defeated.
from next releases you can get these values from openbor variants with "numbosses" (total count) and "bossescount" (bosses left)
 
yes, if a level has 5 bosses, the victory pose is actived after that the latest boss is defeated.
]
Now we can have more than one BOSS per level? But killing a BOSS won't trigger the slowdown?

About my other question, is there a way to trigger that "kill all enemies" behaviour that happens when you kill a boss, which prevents any further enemy to join that level?
 
White Dragon said:
msmalik681 said:
@White Dragon
Just tested my wii build 6315 with 3 paks in the pak folder and as MaxBeta described the wii loaded a black screen and nothing else.

I can't reproduce that bug...

Are you using a real wii or emulator ?
 
O Ilusionista said:
yes, if a level has 5 bosses, the victory pose is actived after that the latest boss is defeated.
]
Now we can have more than one BOSS per level? But killing a BOSS won't trigger the slowdown?

About my other question, is there a way to trigger that "kill all enemies" behaviour that happens when you kill a boss, which prevents any further enemy to join that level?

More than a boss was implemented yet
 
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