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.
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:
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
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
