OpenBOR v3.0 Build 4682 (Android/PSP/WII/WINDOWS)

Status
Not open for further replies.

O Ilusionista

Captain 100K
I think it's better to start a new topic showing what is new. I've posted about in OpenBOR page at FB too.

27867022_1712818415474011_2752210666908656951_n.png


Discontinued Ports
===================

Dreamcast, GP2X, and Wiz platforms are officially discontinued. We have not actually compiled a new release for the DC in almost two years. It's time to move on.

ADDITIONS
===================


* Added "game_time" to script accessible engine variants.

int game_time = Openborvariant(“game_time”);
changeopenborvariant(“game_time”, game_time);

Acceptable range is 0-99. Any value exceeding range in either direction will be overwritten to nearest acceptable value on the next engine cycle.

* added lashit support for DOL and a read only entityprop "die_on_landing" to know if the entity is dying for DOL

* Added "gameover()" function, to force - guess what - a game over. Read the manual for more informantion

* damageonlanding damage calculation and reaction -  new version of  openbor uses a right damage calculation. Old builds are wrong, the new damage on landing now works with offense and defense factor. So if you have "offense  all 1.45" and you use a damageonland of 35, it will mutiply the damage by 1.45.

* changelevelproperty now can be used to move or modify walls and holes using script, like this:

Code:
	@script
   	changelevelproperty("wall",0,"z", 1);
	changelevelproperty("wall",1,"z", 1);
	@end_script


FIXES
===================


- spawn bug
- nodropen bug with enemies  with weapnloss 3
- damageonlanding/fall animation
- uninitialized vars
- skipselect loading prev savegame (no more score and/or life count reset when using a slipselect

DOWNLOAD: https://github.com/DCurrent/openbor/releases
 
if i have 1 game in the paks folder the emulator runs the game automatically. if i have more than one game OpenBOR crashes & gives me a blue screen :( on the previous version i was using this did not happen, i could load up OpenBOR & choose my game :( anyone know why?

PSP-1000
6.60 PRO-C CFW

EDIT:
only build 4432 & below work for me
 
Fixes
more fixes...

New
Implement high quality scaling for OpenGL
- added "starvelocity" animation command.

Useful to set a custom velocity for each of 3 stars launched.
example:
custstar star
starvelocity 10.0 20.0 30.0
throwframe 0 50

if starvelocity is not setted then the engine will work by default.
 
nsw25 said:
i am getting the following crash when I die in aftermath mode on the Urban Lockdown version I sent you

Code:
********** An Error Occurred **********
*            Shutting Down            *

There's an exception while executing script 'endlevel' Total Ram: 2147483647 Bytes
 Free Ram: 2147483647 Bytes
 Used Ram: 141697024 Bytes

Level Unloading: 'data/levels/zom.txt'
Total Ram: 2147483647 Bytes
 Free Ram: 2147483647 Bytes
 Used Ram: 142159872 Bytes

here is endlevel script which forms part of story mode script

Code:
#include "data/scripts/story/story_clear.c"

void main()
{
    clearStory();
    setglobalvar("zoomentity", NULL());
    changeopenborvariant("slowmotion", 0);
}

I have not this crash.
Check your script or please check latest working from github (compile by yourself)
 
Wd, I am using the last version you had compiled and seam there's a issue with half of fame, take a look


I am having a crash with an entity I didn't had before, but I think it's the same space bug mentioned before.
 
O Ilusionista said:
Wd, I am using the last version you had compiled and seam there's a issue with half of fame, take a look


I am having a crash with an entity I didn't had before, but I think it's the same space bug mentioned before.

mmm... what space bug?
please help me to know what is the latest working build and link me it from github

please Plombo and DC help me to fix these bugs.

Maybe you can't use same save file.
Save new and test...

ps.PSP bug is fixed!!
 
I was using the latest version you had compiled for android, because I can't compile the Android version yet.

The space bug its the one which happens when it detects a a invisible character which is not a space (I think NSW was the first to have it). It never happened before, maybe it's something with DC's file path patch, i dunno.

I've opened the txt in notepad++ and found those characters, now it's working. The load game works too. Maybe that space bug had corrupted the save game (I had deleted all save games before upgrading and I've deleted them again).

So far,  everything is fine. I will be testing the Android version now, since I updated it on my phone and I will report anything wrong.

Again, thanks for your hard work.
 
WD, I got a nasty bug in Android version.

If you pause and turn off the screen, when you turn it on again (happens if you haven't paused too), you got a black screen, with no response from the android buttons (back, home, etc). You either have to wait a lot or force the app to close.

I think it's related to the same psp issue (32bits pixel format).

I am using the latest compiled android version (I can't compile it, I had no luck with it).

This wasn't happening in the build I was using (4432).

Whenever you have a chance, please compile your fixed version for android and psp, so we can test it.
 
First thing, the PSP bug is NOT fixed. White Dragon just restored the old 8 and 16 bit modes, which by extension changes the default engine behavior for handling color tables. WD, that is a shotgun remedy. Restoring outdated code bloat is not how we fix bugs. I am reverting that change. Do not put it back.

I'll contact Plombo, as I recall he knew a thing or two about the PSP and might be able to help us with a real fix.

DC
 
Damon Caskey said:
First thing, the PSP bug is NOT fixed. White Dragon just restored the old 8 and 16 bit modes, which by extension changes the default engine behavior for handling color tables. WD, that is a shotgun remedy. Restoring outdated code bloat is not how we fix bugs. I am reverting that change. Do not put it back.

I'll contact Plombo, as I recall he knew a thing or two about the PSP and might be able to help us with a real fix.

DC

Yes, ok DC.
and test the Android bug too.
I can't compile and test for Android in these days...
For now the psp fix is a workaround.

Maybe is caused by same issue.
 
White Dragon said:
...Maybe is caused by same issue.

I think you are right. O'Ill and I were discussing on Github, and Plombo did respond to say he could take a look. I am opening an issue ticket for it.

DC
 
tested on windows
for some reason it does not happen in all mods


you can see what I tell you quickly if you try the mod and let them eliminate you
http://www.mediafire.com/download/8g58dute5cpw0hl/Final_Fight_+X.rar

using the compilation v 4682
note: It is not the one that is included in the rar
 
If this doesn't happens with all the mods, maybe it's something related to the Final Fight module.

I will test my mod once I can.
 
OpenBOR v3.0 Build 4665 version works correctly, something has changed  ??? ???

your mod of Avengers United Battle Force works correctly does not occur that problem
 
after looking and trying I realized that I had to add noshare in levels.txt so that it would not happen.

noshare {bi}
• ~Determines whether or not Player 2 and Player 1 both use the same credits. If set to 1, each player will have their own supply of credits.

Is it essential to do it?
 
If my mod works, then its not a bug. Because I often block and release when other players can join in the game in the fly (call an helper and you will notice it).

Yes, I use noshare 1.
 
Status
Not open for further replies.
Back
Top Bottom