White Dragon said:[BUGS]
1) stopchannel/querychannel doesn't work properly.
2) if you setidle (performattack too) and nograb == 1 then nograb will be = 0 (reset nograb on setidle/performattack)
3) wall bug: if you perform an attack with performattack (in the air or on base) near a wall and this attack move the character forward,
he'll cross the wall.
4) strange speedy effect when engine changes continuously lasthitc variant
5) cansave 2 bug
6) IMPORTANT: Random Crashes (no logs) (on character attack collision)!!
7) IMPORTANT: when engine use performattack(), if a player press a button (ex attack/move) instantly before performattack()
the character does an action (ex attack/move).
8 ) NOSAME bug
[BUGS (Wii)]
1) new wiimotes don't work (to be used libogc 1.8.9 or higher).
2) with a big number of player/weapons the game crashes (caching/RAM problem) (same problem on psp too)
3) Alpha transparency doesn't work properly!
[SUGGESTIONS]
1) Introduce readInt() func to read properly the bor.hi file (hiscore).
2) stop any last sound played. not only sounds played by playsample (hitfx, pause snd, etc...)
3) add offscreenkill in script
4) Change wall height by script
5) Add diagonal movement to bglayer/fglayer
6) Add a way to change only the spawn anim for certain enemies (simulated now with spawnscript/weapon)
7) Retrieve frame numbers of an animation by script!!
8 ) Add diagonal platforms
9) Improve Exception Handling (anti no-log crashes)
[SUGGESTIONS (Android)]
1) add Bluetooth joystick detect to enable multiplayer mode (or/and add wifi gaming).
White Dragon said:
Need specifics.1) stopchannel/querychannel doesn't work properly.
2) if you setidle (performattack too) and nograb == 1 then nograb will be = 0 (reset nograb on setidle/performattack)
3) wall bug: if you perform an attack with performattack (in the air or on base) near a wall and this attack move the character forward,
he'll cross the wall.
4) strange speedy effect when engine changes continuously lasthitc variant
5) cansave 2 bug
6) IMPORTANT: Random Crashes (no logs) (on character attack collision)!!
7) IMPORTANT: when engine use performattack(), if a player press a button (ex attack/move) instantly before performattack()
the character does an action (ex attack/move).
8 ) NOSAME bug
[BUGS (Wii)]
1) new wiimotes don't work (to be used libogc 1.8.9 or higher).
2) with a big number of player/weapons the game crashes (caching/RAM problem) (same problem on psp too)
3) Alpha transparency doesn't work properly!
1) Introduce readInt() func to read properly the bor.hi file (hiscore).
2) stop any last sound played. not only sounds played by playsample (hitfx, pause snd, etc...)
3) add offscreenkill in script
4) Change wall height by script
5) Add diagonal movement to bglayer/fglayer
6) Add a way to change only the spawn anim for certain enemies (simulated now with spawnscript/weapon)
7) Retrieve frame numbers of an animation by script!!
8 ) Add diagonal platforms
9) Improve Exception Handling (anti no-log crashes)
1) add Bluetooth joystick detect to enable multiplayer mode (or/and add wifi gaming).
6) IMPORTANT: Random Crashes (no logs) (on character attack collision)!!
icon data/chars/owlbear/icon.gif 1
dieicon data/chars/owlbear/icondie.gif
Damon Caskey said:1) stopchannel/querychannel doesn't work properly.
Need specifics.
int stop_last_sound() {
int playid = openborvariant("sample_play_id");
int channel;
//if(playsample(yousampleid)) setentityvar(self, "lastchannel", openborvariant("sample_play_id"));
if ( playid ) {
channel = querychannel(playid);
if ( channel >= 0 ) stopchannel(channel);
}
return playid;
}
Damon Caskey said:2) if you setidle (performattack too) and nograb == 1 then nograb will be = 0 (reset nograb on setidle/performattack)
Shouldn't be a problem once I know the version.
Damon Caskey said:3) wall bug: if you perform an attack with performattack (in the air or on base) near a wall and this attack move the character forward,
he'll cross the wall.
Are you using the "move" command or setting velocity? If it's "move" this isn't a bug; it's just the way the engine works to save processing power. You can make the walls "thicker", but the best method is not to use "move" at all; it is an outdated method. We can discuss this further in its own topic.
Damon Caskey said:4) strange speedy effect when engine changes continuously lasthitc variant
Specifics please.
Damon Caskey said:8 ) NOSAME bug
? I haven't seen this one.
Damon Caskey said:1) Introduce readInt() func to read properly the bor.hi file (hiscore).
Nice idea. No promises, but I'll see what I can do.
Damon Caskey said:add offscreenkill in script
I think it may already be available as an openborvariant. If it isn't, shouldn't be any problem at all to add.
I can answer this, i think :-[ :White Dragon said:[SUGGESTIONS (Android)]
1) add Bluetooth joystick detect to enable multiplayer mode (or/and add wifi gaming).
CRxTRDude said:
- Wi-Fi gaming - What do you mean by this? If you mean network gaming, you would need to make a netcode, a bigger change to the source is also needed to make sure everything is streamlined for network play.
case CMD_MODEL_LANDFRAME:
newanim->landframe.frame = GET_FRAME_ARG(1);
value = GET_ARG(2);
if(value[0])
{
newanim->landframe.ent = get_cached_model_index(value);
}
else
{
newanim->landframe.ent = -1;
}
value = GET_ARG(3);
if(value[0])
{
newanim->landframe.start = GET_FRAME_ARG(3);
}
else
{
newanim->landframe.start = 0;
}
break;
if(self->animation->landframe.frame >= 0 //Has landframe?
&& self->animation->landframe.frame <= self->animation->numframes //Not over animation frame count?
&& self->animpos >= self->animation->landframe.start
&& self->animpos < self->animation->landframe.frame) //Not already past landframe?
{
...
int volume_at(int x){
int distFromScreen = x - advancex;
if(distFromScreen < 0) distFromScreen *= -1;
float factor = 1 - (distFromScreen * 0.0007);
if(factor < 0.2) factor = 0;
int vol = savedata.effectvol * factor;
return vol;
}
if(anim->soundtoplay && anim->soundtoplay[f] >= 0)
{
int vol = volume_at(self->position.x);
if(vol > 0) sound_play_sample(anim->soundtoplay[f], 0, vol, vol, 100);
// advancex.
// self->position->x
}
else if(attack->hitsound >= 0)
{
t = 100 - (noslowfx ? 0 : (force - 5));
if(t > 100)
{
t = 100;
}
else if(t < 60)
{
t = 60;
}
int vol = volume_at(self->position.x);
if(vol > 0) sound_play_sample(attack->hitsound, 0, vol, vol, t);
}
Damon Caskey said:Let me finish the current animation changes I'm making before we add more, and I'll look into these.
I'll have to so a flat no for now on the auto volume (WD, this goes for you too, leave the sound code alone), because I already have specific plans for that. You'll like it, I promise.
DC
basemap 3486 580 -89 4 0 50
Total Ram: 4168376320 Bytes
Free Ram: 1122594816 Bytes
Used Ram: 3649536 Bytes
debug:nativeWidth, nativeHeight, bpp, Hz 1366, 768, 24, 60
OpenBoR v3.0 Build , Compile Date: Dec 12 2016
Game Selected: ./Paks/bor.pak
FileCaching System Init...... Disabled
Initializing video............
Reading video settings from 'data/video.txt'.
Initialized video............. 320x240 (Mode: 0, Depth: 16 Bit)
Loading menu.txt............. Done!
Loading fonts................ 1 2 3 4 5 6 Done!
Timer init................... Done!
Initialize Sound..............
Loading sprites.............. Done!
Loading level order.......... Command 'p{' not understood in level order!Done!
Loading model constants...... Done!
Loading script settings...... Done!
Loading scripts.............. Done!
Loading models...............
Cacheing 'Flash' from data/chars/misc/flash/flash.txt
Cacheing 'dust' from data/chars/misc/dust/dust.txt
Cacheing 'dustb' from data/chars/misc/dust/dustb.txt
Cacheing 'Leon' from data/chars/leon/leon.txt
Cacheing 'Sonia' from data/chars/sonia/sonia.txt
Cacheing 'Trevor' from data/chars/trevor/trevor.txt
Cacheing 'Simon' from data/chars/simon/simon.txt
Cacheing 'Richter' from data/chars/richter/richter.txt
Cacheing 'Kreiger' from data/chars/kreiger/kreiger.txt
Cacheing 'Julius' from data/chars/julius/julius.txt
Cacheing 'Eric' from data/chars/eric/eric.txt
Cacheing 'Jonathan' from data/chars/jon/jon.txt
Cacheing 'Charlotte' from data/chars/char/char.txt
Cacheing 'Maria' from data/chars/maria/maria.txt
Cacheing 'Blitz' from data/chars/blitz/blitz.txt
Cacheing 'NOwl' from data/chars/owl/NOwl.txt
Cacheing 'Fb01' from data/chars/misc/spells/Fb01.txt
Cacheing 'Fb02' from data/chars/misc/spells/Fb02.txt
Cacheing 'FireBlast' from data/chars/misc/spells/FireBlas.txt
Cacheing 'Ice' from data/chars/misc/spells/Ice.txt
Cacheing 'MagicSeal' from data/chars/misc/spells/MagiSeal.txt
Cacheing 'PAxe' from data/chars/misc/subweap/PAxe.txt
Cacheing 'PCross' from data/chars/misc/subweap/PCross.txt
Cacheing 'knife1' from data/chars/misc/weap/knife1.txt
Cacheing 'axe1' from data/chars/misc/weap/axe1.txt
Cacheing 'cross1' from data/chars/misc/weap/cross1.txt
Cacheing 'holy1' from data/chars/misc/weap/holy1.txt
Cacheing 'PStBall' from data/chars/misc/subweap/PStBall.txt
Cacheing 'PKuni' from data/chars/misc/subweap/PKuni.txt
Cacheing 'PSpear' from data/chars/misc/subweap/PSpear.txt
Cacheing 'PBomrade' from data/chars/misc/subweap/PBomrade.txt
Cacheing 'rain' from data/chars/misc/rain.txt
Cacheing 'Leosp' from data/chars/leon/leosp.txt
Cacheing 'BPetir' from data/chars/blitz/bpetir.txt
Cacheing 'Dirk' from data/chars/kreiger/dirk.txt
Cacheing 'm1' from data/chars/maria/m1.txt
Cacheing 'm2' from data/chars/maria/m2.txt
Cacheing 'm3' from data/chars/maria/m3.txt
Cacheing 'BloodSkel' from data/chars/blodskel/blodskel.txt
Cacheing 'Specter' from data/chars/specter/specter.txt
Cacheing 'Hantu' from data/chars/specter/hantu.txt
Cacheing 'FlyZombie' from data/chars/zombie/flyzomb.txt
Cacheing 'FloatZombie' from data/chars/zombie/flozomb.txt
Cacheing 'ZombieLegs' from data/chars/zombie/zombleg.txt
Cacheing 'Zombie' from data/chars/zombie/zombie.txt
Cacheing 'ZombieKeeper' from data/chars/zombkeep/zombkeep.txt
Cacheing 'Bat' from data/chars/bat/bat.txt
Cacheing 'FishHead' from data/chars/merman/fishhead.txt
Cacheing 'Merman' from data/chars/merman/merman.txt
Cacheing 'Mhead' from data/chars/mhead/mhead.txt
Cacheing 'bonep' from data/chars/bonep/bonep.txt
Cacheing 'Bonehead' from data/chars/bonep/boneh.txt
Cacheing 'MinionBat' from data/chars/gbat/mbat.txt
Cacheing 'Partisan' from data/chars/ghost/partisan.txt
Cacheing 'PhSkull' from data/chars/phskull/phskull.txt
Cacheing 'PhSkullR' from data/chars/phskull/phskullR.txt
Cacheing 'HeatShade' from data/chars/shade/heatshad.txt
Cacheing 'Simon_Wraith' from data/chars/skeleton/simonwr.txt
Cacheing 'Skeleton' from data/chars/skeleton/skelet.txt
Cacheing 'Skeleton_Knight' from data/chars/skelknit/skelknit.txt
Cacheing 'WereSkeleton' from data/chars/wereskel/wereskel.txt
Cacheing 'Grakul' from data/chars/armor/grakul.txt
Cacheing 'Cerebus' from data/chars/cerebus/cerebus.txt
Cacheing 'DarkMage' from data/chars/necrom/darkmage.txt
Cacheing 'GiantBat' from data/chars/gbat/gbat.txt
Cacheing 'Graham' from data/chars/graham/graham.txt
Cacheing 'GrAxe' from data/chars/armor/graxe.txt
Cacheing 'bpfb' from data/chars/bonep/bpfb.txt
Cacheing 'bpflame' from data/chars/bonep/bpflame.txt
Cacheing 'BFBall' from data/chars/gbat/bfball.txt
Cacheing 'Fire' from data/chars/misc/espells/fire.txt
Cacheing 'Bone' from data/chars/skeleton/bone.txt
Cacheing 'CFBall' from data/chars/misc/espells/cfball.txt
Cacheing 'GrBlast' from data/chars/misc/espells/grblast.txt
Cacheing 'Meteo' from data/chars/misc/espells/meteo.txt
Cacheing 'ShadeFire' from data/chars/misc/espells/shadfire.txt
Cacheing 'ShFireS' from data/chars/misc/espells/shfireS.txt
Cacheing 'WSpit' from data/chars/misc/espells/wspit.txt
Cacheing 'GPillar' from data/chars/graham/gpillar.txt
Cacheing 'DemonBall' from data/chars/graham/demonbal.txt
Cacheing 'DemonHole' from data/chars/graham/demhole.txt
Cacheing 'WDragon' from data/chars/wdragon/wdragon.txt
Cacheing 'Rib' from data/chars/wdragon/rib.txt
Cacheing 'Rib2' from data/chars/wdragon/rib2.txt
Cacheing 'RBase' from data/chars/wdragon/rbase.txt
Cacheing 'Time' from data/chars/misc/time.txt
Cacheing 'Meat' from data/chars/misc/meat.txt
Cacheing 'WAxe' from data/chars/misc/subweap/waxe.txt
Cacheing 'WCross' from data/chars/misc/subweap/wcross.txt
Cacheing 'WHolyW' from data/chars/misc/subweap/wholyw.txt
Cacheing 'WStBall' from data/chars/misc/subweap/wstball.txt
Cacheing 'WKuni' from data/chars/misc/subweap/wkuni.txt
Cacheing 'WSpear' from data/chars/misc/subweap/wspear.txt
Cacheing 'WBomrade' from data/chars/misc/subweap/wbomrade.txt
Cacheing 'ZombSpawner' from data/chars/misc/spawners/zombspwn.txt
Cacheing 'FlyZombSpawner' from data/chars/misc/spawners/fzomspwn.txt
Cacheing 'MedHeadSpawner' from data/chars/misc/spawners/medhspwn.txt
Cacheing 'BatSpawner' from data/chars/misc/spawners/batspwn.txt
Cacheing 'PhSkullSpawner' from data/chars/misc/spawners/phskspwn.txt
Cacheing 'MermanSpawner' from data/chars/misc/spawners/mermspwn.txt
Cacheing 'Sdie' from data/chars/misc/die/sdie.txt
Cacheing 'Bdie' from data/chars/misc/die/bdie.txt
Cacheing 'Gdie' from data/chars/misc/die/gdie.txt
Cacheing 'Pdie' from data/chars/misc/die/pdie.txt
Cacheing 'Edie' from data/chars/misc/die/edie.txt
Cacheing 'BR' from data/chars/skeleton/BR.txt
Cacheing 'BA' from data/chars/skeleton/BA.txt
Cacheing 'BS' from data/chars/skeleton/BS.txt
Cacheing 'BL' from data/chars/skeleton/BL.txt
Cacheing 'Brazier1' from data/chars/misc/candles/brazier1.txt
Cacheing 'Brazier2' from data/chars/misc/candles/brazier2.txt
Cacheing 'Candle1' from data/chars/misc/candles/candle1.txt
Cacheing 'Candle2' from data/chars/misc/candles/candle2.txt
Cacheing 'RCBPlat' from data/bgs/ruincast/rcbplat.txt
Cacheing 'RCPlat' from data/bgs/ruincast/rcplat.txt
Cacheing 'RCPlat2' from data/bgs/ruincast/rcplat2.txt
Cacheing 'RCWall' from data/bgs/ruincast/rcwall.txt
Cacheing 'Plat50' from data/chars/misc/platform/plat50.txt
Cacheing 'Plat320' from data/chars/misc/platform/plat320.txt
Cacheing '1spawn' from data/chars/misc/1spawn.txt
Cacheing '2spawn' from data/chars/misc/2spawn.txt
Cacheing 'Branch' from data/chars/misc/branch.txt
Cacheing 'Cameraoffset' from data/chars/misc/camoff.txt
Cacheing 'delay' from data/chars/misc/delay.txt
Cacheing 'Empty' from data/chars/misc/empty.txt
Cacheing 'Spotlight1' from data/chars/misc/spotlit1.txt
Cacheing 'Spotlight2' from data/chars/misc/spotlit2.txt
Cacheing 'Gelap' from data/chars/misc/gelap.txt
Cacheing 'ClimbSpot' from data/chars/misc/climbspot.txt
Cacheing 'RCLight' from data/bgs/ruincast/rclight.txt
Cacheing 'LevelEnd' from data/chars/misc/levelend.txt
Cacheing 'Chalice' from Data/chars/misc/Chalice/Chalice.txt
Cacheing 'SimonB' from Data/chars/SimonB/SimonB.txt
Cacheing 'bushes' from Data/bgs/Level1/SubLvl1-1/bushes.txt
Cacheing 'lv1-1pan' from Data/bgs/Level1/SubLvl1-1/lv1-1pan.txt
Cacheing 'Tree' from Data/bgs/Level1/SubLvl1-1/Tree/Tree.txt
Cacheing 'trees2' from Data/Chars/trees2/trees2.txt
Cacheing 'trees3' from Data/Chars/trees3/trees3.txt
Cacheing 'trees4' from Data/Chars/trees4/trees4.txt
Cacheing 'trees5' from Data/Chars/trees5/trees5.txt
Cacheing 'mech' from Data/Chars/mech/mech.txt
Cacheing 'backgr' from Data/Chars/backgr/backgr.txt
Cacheing 'Crow' from Data/chars/crow/Crow.txt
Cacheing 'Thunder' from Data/chars/misc/Thunder/Thunder.txt
Cacheing 'open-empty' from data/chars/misc/open-empty.txt
Cacheing 'Level1-2' from Data/bgs/Level1/SubLvl1-2/Level1-2/Level1-2.txt
Cacheing 'trees1' from Data/bgs/Level1/SubLvl1-2/Level1-2/trees1/trees1.txt
Cacheing 'trees2' from Data/bgs/Level1/SubLvl1-2/Level1-2/trees2/trees2.txt
Cacheing 'treesa' from Data/bgs/Level1/SubLvl1-2/Level1-2/treesa/treesa.txt
Cacheing 'treesb' from Data/bgs/Level1/SubLvl1-2/Level1-2/treesb/treesb.txt
Cacheing 'treesc' from Data/bgs/Level1/SubLvl1-2/Level1-2/treesc/treesc.txt
Cacheing 'treesd' from Data/bgs/Level1/SubLvl1-2/Level1-2/treesd/treesd.txt
Cacheing 'Basemap-height88' from data/chars/misc/platform/basemap88.txt
Cacheing 'plat64' from data/chars/misc/platform/plat64.txt
Cacheing 'window' from Data/chars/misc/WindowOpen/window.txt
Cacheing 'Heart' from Data/chars/misc/Hearts/Heart.txt
Cacheing 'smallheart' from data/chars/misc/hearts/smallheart.txt
Cacheing 'floorcrash' from Data/chars/misc/FloorCrash/floorcrash.txt
Cacheing 'floorcrashed' from data/chars/misc/floorcrash/floorcrashed.txt
Cacheing '1stroom' from data/bgs/level1/1stroom.txt
Cacheing '2ndroom' from data/bgs/level1/2ndroom.txt
Cacheing 'warg' from Data/chars/warg/warg.txt
Cacheing 'plat01long' from Data/bgs/Level1/st1plats/plat01long.txt
Cacheing 'platshort' from data/bgs/level1/st1plats/platshort.txt
Cacheing 'plat02long' from Data/bgs/Level1/st1plats/plat02long.txt
Cacheing 'block' from data/bgs/level1/st1plats/block.txt
Cacheing 'stair_l' from data/chars/misc/ladder/stair_l.txt
Cacheing 'stair_r' from data/chars/misc/ladder/stair_r.txt
Cacheing 'ladder_l' from data/chars/misc/ladder/ladder_l.txt
Cacheing 'ladder_r' from data/chars/misc/ladder/ladder_r.txt
Cacheing 'plat352' from data/bgs/level1/st1plats/plat352.txt
Cacheing '16x8' from data/chars/misc/platform/16x8.txt
Loading 'Flash' from data/chars/misc/flash/flash.txt
Loading 'dust' from data/chars/misc/dust/dust.txt
Loading 'dustb' from data/chars/misc/dust/dustb.txt
sound_load_sample can't load sample from file 'data/chars/leon/at3.wav'!
sound_load_sample can't load sample from file 'data/chars/leon/at3.wav'!
sound_load_sample can't load sample from file 'data/chars/leon/at3.wav'!
sound_load_sample can't load sample from file 'data/chars/leon/at3.wav'!
Loading 'Leon_Belmont' from data/chars/leon/leon.txt
Loading 'Sonia_Belmont' from data/chars/sonia/sonia.txt
sound_load_sample can't load sample from file 'data/chars/misc/weap/knife1.wav'!
sound_load_sample can't load sample from file 'data/chars/misc/weap/knife1.wav'!
Loading 'Simon_Belmont' from data/chars/trevor/trevor.txt
Loading 'Richter_Belmont' from data/chars/richter/richter.txt
Loading 'Kreiger_Blitz' from data/chars/kreiger/kreiger.txt
Loading 'Julius_Belmont' from data/chars/julius/julius.txt
Loading 'Eric_Lecarde' from data/chars/eric/eric.txt
Loading 'Jonathan_Morris' from data/chars/jon/jon.txt
Loading 'Charlotte_Aurin' from data/chars/char/char.txt
Loading 'Maria_Renard' from data/chars/maria/maria.txt
sound_load_sample can't load sample from file 'data/chars/richter/ric_as.wav'!
sound_load_sample can't load sample from file 'data/chars/richter/ric_as.wav'!
sound_load_sample can't load sample from file 'data/chars/richter/ric_as.wav'!
sound_load_sample can't load sample from file 'data/sounds/sword02.wav'!
sound_load_sample can't load sample from file 'data/sounds/sword02.wav'!
sound_load_sample can't load sample from file 'data/sounds/sword02.wav'!
sound_load_sample can't load sample from file 'data/chars/richter/ric_as.wav'!
sound_load_sample can't load sample from file 'data/chars/richter/ric_as.wav'!
sound_load_sample can't load sample from file 'data/chars/richter/ric_as.wav'!
sound_load_sample can't load sample from file 'data/chars/richter/ric_hit.wav'!
sound_load_sample can't load sample from file 'data/chars/richter/ric_hit.wav'!
sound_load_sample can't load sample from file 'data/chars/richter/ric_die.wav'!
Loading 'Blitz' from data/chars/blitz/blitz.txt
Loading 'NOwl' from data/chars/owl/NOwl.txt
Loading 'fb01' from data/chars/misc/spells/Fb01.txt
Loading 'fb02' from data/chars/misc/spells/Fb02.txt
Loading 'FireBlast' from data/chars/misc/spells/FireBlas.txt
Loading 'Ice' from data/chars/misc/spells/Ice.txt
Loading 'MagicSeal' from data/chars/misc/spells/MagiSeal.txt
Loading 'PAxe' from data/chars/misc/subweap/PAxe.txt
Loading 'PCross' from data/chars/misc/subweap/PCross.txt
Loading 'knife1' from data/chars/misc/weap/knife1.txt
Loading 'axe1' from data/chars/misc/weap/axe1.txt
Loading 'cross1' from data/chars/misc/weap/cross1.txt
Loading 'holy1' from data/chars/misc/weap/holy1.txt
Loading 'PStBall' from data/chars/misc/subweap/PStBall.txt
Loading 'PKuni' from data/chars/misc/subweap/PKuni.txt
Loading 'PSpear' from data/chars/misc/subweap/PSpear.txt
Loading 'PBomrade' from data/chars/misc/subweap/PBomrade.txt
Loading 'Rain' from data/chars/misc/rain.txt
Loading 'leosp' from data/chars/leon/leosp.txt
Loading 'BPetir' from data/chars/blitz/bpetir.txt
Loading 'dirk' from data/chars/kreiger/dirk.txt
Loading 'm1' from data/chars/maria/m1.txt
Loading 'm2' from data/chars/maria/m2.txt
Loading 'm3' from data/chars/maria/m3.txt
Loading 'bpfb' from data/chars/bonep/bpfb.txt
Loading 'WAxe' from data/chars/misc/subweap/waxe.txt
Loading 'WCross' from data/chars/misc/subweap/wcross.txt
Loading 'WHolyW' from data/chars/misc/subweap/wholyw.txt
Loading 'WStBall' from data/chars/misc/subweap/wstball.txt
Loading 'WKuni' from data/chars/misc/subweap/wkuni.txt
Loading 'WSpear' from data/chars/misc/subweap/wspear.txt
Loading 'WBomrade' from data/chars/misc/subweap/wbomrade.txt
Loading 'sdie' from data/chars/misc/die/sdie.txt
Loading 'bdie' from data/chars/misc/die/bdie.txt
Loading 'gdie' from data/chars/misc/die/gdie.txt
Loading 'pdie' from data/chars/misc/die/pdie.txt
Loading 'edie' from data/chars/misc/die/edie.txt
Loading 'BR' from data/chars/skeleton/BR.txt
Loading 'BA' from data/chars/skeleton/BA.txt
Loading 'BS' from data/chars/skeleton/BS.txt
Loading 'BL' from data/chars/skeleton/BL.txt
Loading 'SimonB' from Data/chars/SimonB/SimonB.txt
Loading models............... Done!
Object engine init........... Done!
Input init................... No Joystick(s) Found!
Done!
Create blending tables....... Done!
Save settings so far........ Done!
Level Loading: 'data/levels/level01.txt'
Total Ram: 4168376320 Bytes
Free Ram: 1077846016 Bytes
Used Ram: 52514816 Bytes
********** An Error Occurred **********
* Shutting Down *
Out of memory!
Allocation of size -1760 failed in function 'generate_basemap' at openbor.c:13833.