Best Manual?

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Chakan923

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Hi, first post here. Used to be fairly active over on Lavalit when it was around, and I'm still trying to complete my mod, 5+ years in the making. Anyway, I just needed to know... Is the manual over on DCEmulation really outdated? Has there been more features implemented since March of last year?
 
Can we at least start a decent thread then to keep track of changes and stuff that needs adding/updating? Then you can simply copy from the thread later.  Instead we have scattered info all over the place and sometimes additions to engine aren't even mentioned anywhere.
 
Not to get surly about this, but the lack of consolidated information falls on YOUR shoulders (meaning the community). The OpenBOR team simply cannot do this ourselves. We need the community to step up and and take part. Several attempts shave been made through the years to get that kind of thing going, but it all winds up the same. Everyone talks a big game about wanting to contribute or having updated manuals/info, but when the opportunity is presented you can hear the crickets.

I even went as far as to set up an entire wiki just for OpenBOR, and it has been all but ignored from day one. I'm not really willing to modify the forum or provide stickies, links, whatever for yet another thread promising to keep track of everything until there is a bit of support for what's already in place.

DC
 
Can we at least start a decent thread then to keep track of changes and stuff that needs adding/updating?

This is the main issue. There are new versions which comes almost everyweek, but we have no clue about what changed.

Everyone talks a big game about wanting to contribute or have updated manuals/info, but when the opportunity is presented you can hear the crickets.

I will do my best to update your wiki. About Blood's one, we can't update it, right?
 
Damon Caskey said:
Not to get surly about this, but the lack of consolidated information falls on YOUR shoulders (meaning the community). The OpenBOR team simply cannot do this ourselves. We need the community to step up and and take part. Several attempts shave been made through the years to get that kind of thing going, but it all winds up the same. Everyone talks a big game about wanting to contribute or having updated manuals/info, but when the opportunity is presented you can hear the crickets.

I even went as far as to set up an entire wiki just for OpenBOR, and it has been all but ignored from day one. I'm not really willing to modify the forum or provide stickies, links, whatever for yet another thread promising to keep track of everything until there is a bit of support for what's already in place.

DC

In my opinion, the wiki is too... Not hard, but, "undesirable" to navigate. The DCEmulation manual is easier to navigate, it's all on the same page and you can easily find most anything you're looking for without having to search a thousand pages. No offense intended. I would update the DCE page, but it hasn't been updated since March of last year. I'm sure all kinds of new features have been implemented since then.

Maybe if a page can be created on the wiki like the DCE manual, mixed with the ability to be freely edited by the community, we could have a manual that is consistently updated.
 
I'm just saying we should start another thread where people can post whenever they notice an error or something that needs updating, missing commands, typos etc.  Then it's all in one place and can be copied from there later by anyone with access to manual/wiki etc. 

Bloodbane used have a thread for this before on lavalit, not long before it went down.  Recently I've seen a few things mentioned that were missing, but they were in various topics.  A thread to send people too for these comments is all I mean.



I've created an offline version of Bloodbane's manual, it's up to date with what's online now.  I could continue amending changes to this as they come and share it along.  I had been keeping a list of updates, thou I didn't add anything extra to the manual so it would be the same as the online version.

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There can't be too many people that would be confident in their knowledge to update the manual, but if there was a detailed change log and descriptions of new commands each update then they could be easily copied to manual/wiki by anyone.

 
we should start another thread where people can post whenever they notice an error or something that needs updating, missing commands, typos etc.

I agree with this.
And also if anyone wants to help, you could post commands which should be added in manual in this form:

command {parameter1} {parameter2} {parameter3} ... (until last parameter)
- (what this command is for)
- (what does each parameter do)
- (your own comment if you'd like) :)

Fugue usually add the last one when he was in charge with manual. I have added mine as well :)
 
I also think we'll need people to read over the current one and check over existing commands in case they might be missing new/additional parameters etc.

Also a new addition would be to list some of the built in script commands like '@cmd projectile'
 
Somethings I remember for now (yellow is missing):


• Noquake {bi} {bi}
The second value makes the entity to not be affect with quake


•added support for the >>, <<, &, |, and ^  operators to the script engine.  They work the same way that they do in C.  All shifts are unsigned, not arithmetic.

•upport for alpha masks for fonts.  The naming convention is data/scripts/fontmask, data/scripts/fontmask2, etc. for font, font2, etc.  The masks themselves work the same way as they do for frames of entity animations.


• Since version 3822.
Remove usesave from openborvariant. Add save file handling functions instead.
New command nocmdcompatible in script.txt[/b]
nocmdcompatible 1 #default 0

When nocmdcompatible is enabled, the engine will try to merge @cmd within the same frame, which may not be compatible with old mod, so use with caution.


@cmd f1
@cmd f2
@cmd f3
frame data/chars/ffff/1.gif



Before:

if(frame==3)
{
    f1();
}
if(frame==3)
{
    f2();
}
if(frame==3)
{
    f3();
}


Now:

if(frame==3)
{
    f1();
    f2();
    f3();
    return;
}


• Since 3838
Infinite sound samples are supported. File paths are always in cache, so unload and reload a sample won't change the id. Script function stopchannel to stop a sound sample by channel id. Use openborvariant("sample_play_id") to retrieve last playid. Use querychannel(playid) to find active channel (or -1 if not found). In this way you can keep trace when the channel is stopped or overridden.

• Since version 3849
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.


• Since 3842
New animation command sync opened to modder. Using sync {animation name} will make the two animation synchronize with each other. For exmpale, in a horse riding stage, you can make idle and walk switch seamlessly.

Better to check the topic, there are more things there, like the include
http://www.chronocrash.com/forum/index.php?topic=448.0

• Since 3938
Update hasplayed property automatically after a player is spawned. Add a second parameter for nosame command, which stands for different colourmap select (currently it is not forced).

nosame {bi} {bi}

bi 1 - Determines whether or not Player 2 and Player 1 can use the same character at the same time.

bi 2 - which stands for different colourmap select


• Since 3934
Remove usesave from openborvariant. Add save file handling functions instead.

• Since 3229
Remove load game option from load game menu, just choose the save slot instead.

Do anyone remember anything else?
 
Didn't read your full post O, but I have these:

in level.txt:
type 2 : It will skip HUD logic and most game over logic, you'll need an end level item or jumptobranch script to exit the level.


since build 3890: Old noquake command now takes second parameter, which means the entity itself ignores quake.
In another word, it acts like a background/bglayer instead of a panel.
Example:name bg01
type none
scroll 1
noquake 0 1

about Lavalit... what happened with the backup stuff SX had? to move the info left in Lavalit to here. There were some very useful threads.
 
SaintJudas said:
Does that mean theres a backpain or backfall now? If, for example, char facing right, enemy attackbox makes contact with player bbox on left half of bbox from offset?

This should be good, but you would need a backpain, backfall and backrise.
 
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