Time to Move on?

So, what kind of things you would like to throw out which will make old mods not compatible ? Will it be possible to convert openbor mods to new engine easily?
 
The thought of an humble member of this forum.

I'd like to see a new intuitive BOR

Interface and simple controls with which to create games for newbies, interface and advanced controls for Hardcoders/Modders.

I'd like to see a modular BOR

possibility of working with internal-external plugins that expand the potential of the main engine.

Ability to create custom plugins by hardcoders

I'd like to see a BOR backwards compatible.

Possibility of conversion pak, in different formats (Linux=bin, Android=apk, Win=exe, etc.), or plugin compatibility for older pak.

With a plugin, possibility of creating a compiler that converts old code instructions, scripts, etc., in the new codes for the new engine. (porting or adapting the old code)

Happy seniors, happy  juniors, happy all :D

Would it be possible? Or is it just an idea of ​​a madman (me)?

(the idea was born, thinking about Gimp and Android New Dalvik machine - ART)

ps: Can i suggest this other idea?

BorNext =  BORn (Born) + Next (NextGen) = old and new in the future= new birth. (with reference to the phonetical origins of the father)

I'd like to read this name in the next version :)

Sorry for my english, google traslate..
 
bWWd said:
Would it be possible to place older openbor version inside of data folder and use it if there is some kinds of command in models.txt or something?
So engine would be actually a launcher and everything will be inside of pak file ? You know to use older versions even on newest builds unless modder takes care of it and place newest ersion in his data folder. Its only 2MB not a big deal but could solve some problems at least on pc and compuers where ram isnt a problem.
I think this is a great compromise.
Current games and projects would default to the final v3.999, while newer gen would fork out to v4.0+ engine.
Heck, even if the .exe could double in size, holding both v3 and v4, I think it wouldn't hurt.
And if someday more man power arrives to help with the coding, and there was enough request, they could fix the bugs (essentially continuing the development of v3.99991, alongside the "new" engine). Why not? People still do stuff for the Dreamcast. ;)

 
bWWd said:
So, what kind of things you would like to throw out which will make old mods not compatible ? Will it be possible to convert openbor mods to new engine easily?

Quoting for emphasis. I think us "oldbies" could use this info before we properly make a decision.  :)
 
Why not just call it the Chronocrash engine? It'd certainly help new people find the official site, while establishing the line between OpenBor and the new cleaned up engine.
You don't have to throw away the old stuff either. You could easily just separate it in the forum like normal OpenBoR and Mugen are now. If people want to add to OpenBoR on the development end, they can go right on ahead. If they want to contribute to the new thing, do that too. It's still the same community. Honestly though, I would like to see that Script Template you made implemented as normal out of the box features.
 
 
SaintJudas said:
Why not just call it the Chronocrash engine?

Duuuuude....

tmnt-2014-michelangelo-mind-blown.gif
 
This sounds like a good idea and i support it but from what I can tell DC your just removing any out dated commands.  so will mods still be made same but all commands used have to be the correct and updated commands is this right ?  I am sure this will make your job easier and less bugs sounds great. Can i ask what else we can expect from the change ?

examples: lower ram usage, little to no ram leaks or faster loading ?

I think Openbor v4 would be the best name for the new update.
 
I want to break my rule for now and let me say something. This is about if you continue with a new engine, there is a feature that I think isn't really that much emphasized most of the time in OpenBOR, version control.

The fact that you have a BOR.txt that you can edit the name of the mod, the author, the version number, is it a demo or not and all that variables. If that's possible, then you can also add a icon image for the game, probably an icon.png that can be read by the menu to display an icon beside the name of the pakfile.

When that's possible, then the menu needs redesigning, the lower right part where there are the PS, XBOX, OpenDingux icons, they can be removed (I think it doesn't have any purpose other than showing where it's available) and you can add the statistics such as the name of the mod, the author and version and other things. This would be like the emulators where they show the info about the game, the hardware it's designed from and how many players and all that.

That's it, for that I rest my case again.
 
As someone who have been involved in intricate software development evolution in the past (non OpenBOR related) , struggling to get things done with old & heavy codebase, etc, I encourage this initiative.

From experience, it's always worth it to revamp a codebase (even if it's just one part). That's the right way to get things moving forward.  Furthemore, "predicted obstacles" & resulting problems always seem more of pain than they actually are.

I'm sure there is no real issue with finished mods. And I too think somehow embedding both engines binaries in one (old & new) and adding a flag in new modules (so as to tell the launcher code to run it with new engine) is the way to go.
 
NickyP said:
bWWd said:
So, what kind of things you would like to throw out which will make old mods not compatible ? Will it be possible to convert openbor mods to new engine easily?

Quoting for emphasis. I think us "oldbies" could use this info before we properly make a decision.  :)
this
 
I Vote: Move on.

DC must be frustrating to devote their already limited time on something that every update features three+ bugs that for every attempt to fix more bugs triggers ("work" in this way is inhumane).
We must note that the idea of ​​DC to leave the source code organized and rethink functionality is advantageous for the survival of future engine since ...
-ALL The MODs created starting from ??/??/2015 will really have backwards compatibility with the most current builds up to The End of Time.

The transaction could be made ​​as follows ... Until 25/12/2014, DC would try to solve "all" the bugs reported so far, then launch the ultimate version OpenBOR III Build 4100.
Starting in 2015 to begin work on ChronoCrash / OpenBOR IV.

The way it is currently going, we would only trying to dry ice ... For ...
-Developers: Rarely arise, interested in fixing bugs and adding features to an engine with a Source Code-Confused.
-Modders: Currently, each 200 members comes 01 with interest and time.
-Players: "Always" will exist as long as the MOD is interesting and that the engine runs properly on the platform that will be used.


Damon Caskey ...
How long can lead to terms in this "new" engine, all features present in the latest Build?
It'd be more or less what you want to do in coding? ...
====================
Name = Gilius
Heath = 200
Speed ​​= 6
Type = Player
Shadow = GFX or 0/1/2/3/4/5/6/7/8/9.

[Data / Chars / Gilius] // folder where all the pictures of char.
[Data / Chars / Gilius / Sound] // folder where the sounds of char.

Anim: Walk // Walk Animation.
Loop = 1
Delay = 7
ABox 0 = 0
Dbox = 68 130
Offset = 26 14
Snd = KWS.ogg
G.Walk1.pcx
G.Walk2.pcx
G.Walk3.pcx

Anim: Attack {1} // Run Attack
Com = F, F, a
Damage = 10
Snd = G.AtkS.ogg // Sound of animation.
HitFX = G.HitS.ogg
G.Atk1.pcx
G.Atk2.pcx
G.Atk3.pcx

Anim: Attack 2 // Decapitation
Com = D, F, DF, z
Damage = 15
MPCost = 18
EnergyCost = 5
ABox 0 = 0
Dbox = 90 130
Snd = G.AtkS.ogg // Sound of animation.
G.Atk1.pcx
G.Atk2.pcx
G.Atk3.pcx
====================

Ilusionista ...
Try contacting the VirtuallTek (if available / willing) to along with DC / Others develop a "definitive" tool to create MODs.
 
It will be a while yet, but I have already started working on some things. Just been buried in my work and classes - again good problems to have, but still slows me to a trickle on here.

I appreciate all the input and am reading it over very carefully, even if I haven't given a lot of detailed response.

DC
 
I also got a huge suggestion as well, this time it's about the libraries that are used for the new update. Is the game using SDL2, then it needs to be updated to 2.0.3 so that compatibility can be maximal (especially in Android where there are lots of better functionality than 2.0.0 build of SDL2).
 
Reading the statements and your own situations DC, I'll say this: It's best to do what works best for you and your real life situations, and if you truly think this will work out better for the engine itself, and with you being the one man show here(Which makes me appreciated your efforts more), I say go along with the changes, I can say for myself that I'll manage, even if I have to rework Sega Brawlers because of it. My only concern is that I still use use the old OBeditor tool for a lot of my work, so will this mean I'll have to find a new way to work on mods once this thing gets going? Unless OpenBOR Stats gets updated.

On another note DC, it would be a good change, if it's possible, to make scripts and other complicated commands a little less, complicated. I'm ashamed to say I'm still weak in that department, but even then, you could also try incorporating other functions that would make it easier to emulate classic action games, like unique functions from games like Shinobi or Comix Zone, or this rom hack fo Sonic 2 that allows you to play as Team Sonic or Chaotix and can switch your team members on the fly at the push of a button. Of course, that's only if it's possible, not an order.

Aside from that, I wish there was a way I can help but I'm still out of my league here, so as suggested, do what you think works best for you and the engine DC, I'll follow either way.

X)
 
In fact the engine isn't open beats of rage anymore, there are many changes since the lavait days.

You can made another opensource engine, an alternative more generical beat em'up maker or engine.

you can added a lot of new things and many people can help with the embeded code.

Now is more for shoot em up, adventures, rpg and plattform games not only a clone of street of rage.

If the name mathers just call it "the beat em up engine" -emup engine-
only on chronocrash.
 
As someone who just hangs out here and plays mods, but doesn't build them, I would still like to say what I feel. I don't see any problems or confusion if the name where something different but similar Like OpenBor_Advanced etc... People want to play older mods then download OpenBor, you want to play Advanced Mods then download OpenBor_Advanced. Not everything has to be squeezed into one package. Hardrive space is a thing of the past & so people can have 2 diff versions on there comp. Mugen has 4 versions and people rarely get confused as to what version to get. If they do get confused, then that's what forums are for.
 
IMO the engine name have to make reference to the initial Openbor or at least bor, but be identifiable. Perhaps something like

***Bor

or

Openbor***
 
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