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OpenBOR v3.0 Build 6412

msmalik681

OpenBOR Developer
Staff member
Added my first function to openbor. We already had loadmodel to load a cached model into memory but now I have added unload_model to remove a model from memory.

example usage: unload_model("model_name");

Be careful using these as you could end up using more memory if you are loading models more then once.  From my tests this can not unload the first player model from memory.

Download: https://github.com/DCurrent/openbor/releases
 
Would somebody please tell me how to download this from an Android device? I've spent the last hour mucking around with the GitHub. Not sure what the deal is. Best I've been able to do so far is download the source.

Also can somebody please tell me what the last OBOR release that works with a Bluetooth controller (MOGA Pro specifically) is?
 
click on my download link then under assets the first link has the binaries you will find a android folder with a apk inside.
 
Thanks to both of you. I didn't notice that Assets was a link. Problem solved ☺️
Hoping that I can get it to work on Android with a bluetooth controller...
 
I don't know if we can request some additions to the next build like 8 directions detection, anim walk up forward, anim walk downforward, run upforward and downforward also,  anim duckpain.

Thanks for the devs for your great efforts on this engine!
 
kimono said:
I don't know if we can request some additions to the next build like 8 directions detection, anim walk up forward, anim walk downforward, run upforward and downforward also,  anim duckpain.

Thanks for the devs for your great efforts on this engine!

Wasn't duckpain added when we got duckrise? I can't remember.
But yeah, this makes sense.
 
BeasTie said:
I was sure we could unload model already, it wasn't a command, you just added a flag to load.

Sure, that meant the model was unloaded when the level was over. The new command is so you can do it at will.

DC
 
Does anyone have a problem with recent builds that if you have a lot of paks in the folder (where they fill antire list in pak selector) and you try to scroll down then it crashes when youre at the bottom, in some builds it crashes if i have over 7 paks, with others its that previous issue.
I remember playing with a lot of paks in folder but never had this issue, so id like to know is it just me or others have it too.
 
yes you are right anything bigger then the screen will crash.

The latest master build 7034 will crash if more then one pak file is in the paks folder.
 
This is weird I think. I'm on 7023 but the latest changed for menu (sdl/menu.c) dated back in 2019-01-24 in which Plombo did apply crash fix.

I have tested with 24 paks, and I can scroll up/down properly without crash. When I have tried on latest tip, I report back here.
 
I've got a simple suggestion : anim victory could be nice if it works too for enemies that defeat the player :).
 
kimono said:
I've got a simple suggestion : anim victory could be nice if it works too for enemies that defeat the player :).

This is a good suggestion. No promises - I had asked it not be added as it was in the first place so we could do it methodically and correctly. Unfortunately the developer who did it ignored me and kuldged the victory animation into place with an attack type that "hits" the player. Doing the same thing to enemies might not be feasible due to logic order. Will see what I can do though.

In the meantime, there are plenty of ways to do it yourself.
 
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