I never touched the gyroscope code White Dragon was the last one to edit it but as i said it may have changed when i updated the sdl code
msmalik681 said:I never touched the gyroscope code White Dragon was the last one to edit it but as i said it may have changed when i updated the sdl code
Everything is the same as the original 6391, except for the fixes I made in the controllers (Windows build) and the multihit issue (all builds).So what are the known issues with this build ?
As a new member contributing to the engine development, the first step is to gradually develop small fixes and a few improvements/additions to solve simple problems.And what is the plan with this version, will your changes be added to the Github builds, or will they try to use this as a base as and then review further additions and changes to ensure no conflicts/issues arise.
Yeah, we have the same goal buddy. I will continue analyzing the engine to develop more solutions, but as a new contributor I have to go slowly and carefully to avoid mistakes.It would be great to have one version of engine with no issues, I know this may be impossible but we can hope.
Kratus said:[......
oldyz
Now I understand better. About the "direction up/down", I've read the manual and it seems that these directions never were good to use as "left/right". After the other problems are solved, I can take a look.
Kratus said:I don't know how your elevator level is working, but if you plan to make it the same as the Streets of Rage series, I suggest trying moving a panel entity in the "Z" axis to simulate a "fake" elevator movement.
You can check it in the SOR2X game, here's the link:
https://drive.google.com/drive/u/1/folders/1YhRvW0lV-CNU68BPboJEB-R3VMEQMByF
Kratus said:About the gyro I'm also looking for a solution, and for the "Continue bug" I need more information to help you. First we need to confirm if it's really a bug.
#skull deco# BOR3.0 build 6392
bglayer data/bgs/lift2/backe 0 1.182 0 0 0 0 -99999999 -999999999 1 0 0 0 0 0 1.1
#skull deco# OpenBOv3.0 4153 April 22 2015
#bglayer data/bgs/lift2/backe 0 0.82 0 0 0 0 -99999999 -999999999 1 0 0 0 0 0 1.1
#
#chain walls FG# BOR3.0 build 6392
bglayer data/bgs/lift2/back 0 1.57 0 0 0 0 -99999999 -999999999 1 0 0 0 0 0 0.7
#chain walls FG# OpenBOv3.0 4153 April 22 2015
#bglayer data/bgs/lift2/back 0 0.43 0 0 0 0 -99999999 -999999999 1 0 0 0 0 0 0.7
#
#chains# BOR3.0 build 6392
bglayer data/bgs/lift2/backa 0 1.8 0 0 0 0 -99999999 -999999999 1 0 0 0 0 0 1.1
#chains# OpenBOv3.0 4153 April 22 2015
#bglayer data/bgs/lift2/backa 0 0.2 0 0 0 0 -99999999 -999999999 1 0 0 0 0 0 1.1
#
#walls# BOR3.0 build 6392
bglayer data/bgs/lift2/backb 0 1.304 0 0 0 0 -99999999 -999999999 1 0 0 0 0 0 1.1
#walls# OpenBOv3.0 4153 April 22 2015
#bglayer data/bgs/lift2/backb 0 0.7 0 0 0 0 -99999999 -999999999 1 0 0 0 0 0 1.1
#
#lift shaft# BOR3.0 build 6392
bglayer data/bgs/lift2/backc 0 1.5 0 0 0 0 -99999999 -999999999 1 0 0 0 0 0 1.1
#lift shaft# OpenBOv3.0 4153 April 22 2015
#bglayer data/bgs/lift2/backc 0 0.5 0 0 0 0 -99999999 -999999999 1 0 0 0 0 0 1.1
#
#lift mech# BOR3.0 build 6392
bglayer data/bgs/lift2/backd 0 1.399 0 0 0 0 -99999999 -999999999 1 0 0 0 0 0 1.1
#lift mech# OpenBOv3.0 4153 April 22 2015
#bglayer data/bgs/lift2/backd 0 0.6 0 0 0 0 -99999999 -999999999 1 0 0 0 0 0 1.1
nsw25 said:i finally tested with 2 controllers.
1 controller is fine, but as soon as you open a game with 2 controllers it will no longer work.
this is an old issue and seems your version hasnt fixed it![]()
try remappingnsw25 said:I am using 2 of USB SNES style controllers.
p1 no longer works and p2 beacomes p1 configured.
heres the old topic
http://www.chronocrash.com/forum/index.php?topic=4005.0
Damon Caskey to not derail the topic, I will contact you by inbox then, because I am waiting for a solution for this issue since long time.Also, O Ilusionista, like we talked about I believe I know a way to get you backward compatibility with DOT.
Damon Caskey said:That said, the one thing I was trying to hold off on (controller issues), I no longer have a problem inserting fixes. So far as I can tell Plombo has moved on to coding different game projects, and after this long I think we can say he's unofficially retired from OpenBOR. I mean that with absolutely NO disrespect - he's forgotten more than I'll ever know about low level coding, and IMO is second only to SX in terms of importance to the engine. And even if that wasn't true he has NO obligations here. It's just that I can't keep turning down control fixes in hopes his will get finished.
Plombo if its the WII port that is holding us to go on, I honestly to drop the Wii port and move on. The Wii port can't run the most up to date and/or good games anyway. I don't see a good reason to keep the WII port, if you ask me.Recently, I've been thinking it might not be too bad to just rebase the work I had, merge it, and let someone else improve the Wii control code if they're interested. It's not even completely broken on the Wii; it's just a bit buggy.