Manual Updates

Is the manual like a wiki page can anyone update it? Now I am trying to finish my DD mod I am using it very often and would like to update any inconsistencies.
 
I have a mediawiki account I made for our wiki page I can not log into this one for some reason.  I don't understand why this manual is not on our own wiki page ?
 
Because it was always hosted at DCEmulation. The manual is duplicated in both place, so we won't lose it.
Any changes to the manual must be done in both places.
 
Just create an account in both wiki's and edit it
But please follow the standart we are using:
- edits should be done in both wikis
- you must put a brief explanation about what modifications you have done on top
 
So i goto the manual on your signature and try to log in and it wont accept my username and password for my global mediawiki account and I am stuck.

If there is another page for the manual please link it here.
 
Ok but the one in your sig has no option to register again where is the second manual I cant find it on our wiki
 
The DC Emulation Wiki is not open to public sign ups lucky for me the admin there made a exception for me.  This in my opinion is a problem the Openbor manual should a be a community effort (not that the current contributors are doing a bad job) but if I am the only one thinking this then I guess it is not a issue.
 
Because some people were adding wrong information at it. That is why.

I do prefer a manual with missing information rather that a manual with wrong information.

Also, this topic is intended to be used to record manual updates, not to discuss about it.
 
Hello,

I wonder if someone can add  in the openbor manual a line for custom screen resolution syntax? I've spent some time to find it, and it seems to work with newer versions:
Code:
Syntax: video [value] {X}x{Y} = Custom
Also, I searched an error "Invalid animation name line xxx" and didn't found it. I just have to adjust maxfollow to a superior number, the error mention was confusing.

Thanks for your hard work ;)
 
UPDATE - 2019/06/04
5c03591b756d1.jpg


• Added more info about LOAD (level command)
load {name} {bi}
*~Used to load a model whose name is {name} in current level.
*~{bi} determines if model stays in memory or not after current level ends.
**0 = Nothing. The model is left alone (IOW, remains loaded) and loop moves on. This is the default action.
**1 = Unload model only. The model is unloaded, but the sprites are not. Pretty pointless unless the model has a lot of script attached to it.
**2 = Unload sprites only. The mode remains loaded, but its sprites are removed from memory.
**3 = You'll notice there there is no third option, but because bitwise logic is in play, 3 effectively means "1 and 2" - model and sprites are unloaded.

*~This command is for loading weapons models or other entities which shouldn't be loaded until this command is executed. It's useful for memory usage control.
*~Don't forget to load {name} with 'know' in models.txt!
*~Like other level objects, this command must be followed by 'at' (see above) and also counted by 'group'.
Based on DC's explanation here http://www.chronocrash.com/forum/index.php?topic=2022.msg52063#msg52063

• Fixed GET animation explanation (it works for enemies too):
GET {players, enemies}
*~Optional.
*~Played when the character picks up an item.
Do it works for NPC too? I never tried it.

• Added depreciated info in COLOURDEPTH
colourdepth {int}bit
~ DEPRECIATED. All modules are displayed with a 32bit color screen
~This command is for activating true color mode.
~Accepted values for {int}bit are 8bit, 16bit and 32bit. Yes, 'bit' must be typed too.
~It's 'colour' not 'color'.

• Added info about maxfollows (and others) to avoid the "invalid animation name" error.
If you are receiving an error "Invalid animation name line xxx" , you need to rise the value of the max animations you use for each type. For example, if you have MAXFOLLOWS 4 and try to use FOLLOW10, you will receive that error and you need to change the MAXFOLLOWS to 10. No need to change the others if you aren't using more animations than the max value.



By the way, the link to the legacy manual had changed:
https://dcemulation.org/index.php?title=OpenBORManual

magggas  since you are more experienced with weapons, can you confirm if this is true?
http://www.chronocrash.com/forum/index.php?topic=1895.msg59226#msg59226
 
Yes, NPCs can use GET. They'll pick up health items and any weapons they're able to use.

NPCs use the same AI routine as enemy types. Generally if an enemy can do something, NPC can too.

DC
 
O Ilusionista said:
magggas  since you are more experienced with weapons, can you confirm if this is true?
http://www.chronocrash.com/forum/index.php?topic=1895.msg59226#msg59226

Guess my words have to credibility here  :(

Also if you use "load path/to/model.txt 3" option then when the enemy is unloaded even if they are defined in the next level it will not load the model and the engine will crash.
 
maxman said:
**2 = Unload sprites only. The mode remains loaded

That's model, right?
Yeah, that was a typo from the original post. I will fix that.
Shame on you, DC! lol

Damon Caskey said:
Yes, NPCs can use GET. They'll pick up health items and any weapons they're able to use.

NPCs use the same AI routine as enemy types. Generally if an enemy can do something, NPC can too.

DC

Thanks for the info.

msmalik681 your words do have credibility, don't get me wrong. I am just trying to verify the information, since I don't have enough knowledge with weapons and Magggas has a lot.

Also if you use "load path/to/model.txt 3" option then when the enemy is unloaded even if they are defined in the next level it will not load the model and the engine will crash.

That is supposed to happen because, unless I am mistaken, when you unload an entity, there is no more trace of it on the memory anymore and it's gone for good. IOW, the engine doesn't even KNOW it anymore.

What I need to confirm (and maybe Damon Caskey can give a hand here) is what happens when you try to load the same entity with a different setting (so we can unload it) - will the engine take this different setting in action or will it ignore the command because the entity was already loaded?

To clarify:
Let's say we have an enemy called BOB and I KNOW him at the models.txt
Then on the first stage, I used a stage SPAWN to call him (and the engine will automatically LOAD him).
But, after the 3rd stage, I won't use him anymore and I add "load BOB 3" in the stage file, so it will get unloaded after that stage.

Since BOB was already loaded - and I know the engine will ignore when you try to load something which was already loaded - will the engine take that extra setting (3) in play and unload the entity or it will simply skip it, because we are trying to load (unload in fact) something which was already loaded into the memory?

In other words, I want to unload BOB after that stage. I could use LOAD NAME 3, or I can use SPAWN NAME 1 (to unload it after the stage ends) or even the new function that Malik had implemented on the engine.
 
If you use "load bob 3" then the engine will crash if you try to load stage 3 again for example if you reset the game after game over.
 
msmalik681 said:
If you use "load bob 3" then the engine will crash if you try to load stage 3 again for example if you reset the game after game over.

If i got this right and the “bomb 3” is a name, it actually should always crashing when using something like that. It actually has to be like “load bomb_3”  or “load bomb3” instead.

Oups sorry, now i readed again the topic more carefully, so ignore what i said above.


O Ilusionista
Yes i do have some good experience with weapons, but to be honest i still never actually used them with NPCs  ;D
But we now got the answer from DC already anyway so..  ;)
 
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