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Author Topic: Streest of rage 4-DEMO  (Read 2243 times)
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Plombo
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« Reply #30 on: August 05, 2010, 06:46:36 PM »

For when estrara finished this piece of the game as mola

Does anyone here understand any of that post? crazy Huh?
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bibi2010
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« Reply #31 on: August 05, 2010, 06:51:00 PM »

Pardon fabric with the translators that I have that I say that all that stays for juegar to the complete game
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maxman
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« Reply #32 on: August 06, 2010, 07:19:23 AM »

For when estrara finished this piece of the game as mola
I think he means if this mod is going to be done as a complete version, then it'll be a masterpiece as a legend. I don't speak Spanish, but according to Google Translator, it says like this, "For when he finished playing this piece estrara as mola." Anyway, I copied his post and went to "translate into" section to use Spanish. Then there was Spanish translation and I copied it and went to "translate into" section again to choose English. This is what made me guess it.
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Favorite mods from now:
A Tale of Vengeance
Art of Fighting: Beats of Rage Remix III
BurnKingdom
Denjin Makai Zero
Double Dragon Gaiden
Fire Emblem (by NickyP)
Rhythm of Destruction: Street Fighter Edition
Valdivia Ransom (demo)
Jennifer

Whoever doesn't understand text speaks, ask me and I'll translate (for you) to English.

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Dragon Duo (on WIP)
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FelipeOF
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« Reply #33 on: August 30, 2010, 04:08:48 PM »

For when estrara finished this piece of the game as mola
I think he means if this mod is going to be done as a complete version, then it'll be a masterpiece as a legend. I don't speak Spanish, but according to Google Translator, it says like this, "For when he finished playing this piece estrara as mola." Anyway, I copied his post and went to "translate into" section to use Spanish. Then there was Spanish translation and I copied it and went to "translate into" section again to choose English. This is what made me guess it.

He is asking,
"when will this game be finished?"
Sorry if i'm not using correct use of grammar, i'm Mexican and my english it's not good as it used to be..

Anyways, i just have a question,
Does anyone already tried this on a PSP? Because i own a MacBook and the only way i can play OpenBOR Mods it's in my PSP Phat.. or if you can tell me a way to run correctly Open BOR for Mac i will be very grateful..

@bibi2010:
Haz uso correcto de la ortografía a la hora de usar Traductores para evitar este tipo de problemas con ellos, ya que a la hora de traducir no te traducen las palabras con errores ortográficos.

Saludos!

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Plombo
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« Reply #34 on: August 30, 2010, 07:38:28 PM »

Anyways, i just have a question,
Does anyone already tried this on a PSP? Because i own a MacBook and the only way i can play OpenBOR Mods it's in my PSP Phat.. or if you can tell me a way to run correctly Open BOR for Mac i will be very grateful..

The daily snapshots include an OSX build.  It's in the "Darwin" folder. Smiley
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ALUCARD2009
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« Reply #35 on: August 31, 2010, 03:08:28 PM »

someone can tell me what is the configuration(openbor engine???) to play this game on wii,please? Wink
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FelipeOF
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« Reply #36 on: August 31, 2010, 03:41:47 PM »

Anyways, i just have a question,
Does anyone already tried this on a PSP? Because i own a MacBook and the only way i can play OpenBOR Mods it's in my PSP Phat.. or if you can tell me a way to run correctly Open BOR for Mac i will be very grateful..

The daily snapshots include an OSX build.  It's in the "Darwin" folder. Smiley

I downloaded this a few weeks ago, and since then, i can't get it to work.. every time i run the App it shows an Error Screen..
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Plombo
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« Reply #37 on: August 31, 2010, 04:12:40 PM »

What does the error screen say?
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FelipeOF
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« Reply #38 on: August 31, 2010, 11:41:55 PM »

It just say that Open BOR can't be opened and that i need to contact the developer to see if is compatable with my Mac Version.

This is the error log:
Code:
Process:         OpenBOR [157]
Path:            /Users/felipe/Desktop/DARWIN/OpenBOR.app/Contents/MacOS/OpenBOR
Identifier:      com.lavalit.openbor
Version:         ??? (???)
Code Type:       X86 (Native)
Parent Process:  launchd [78]

Date/Time:       2010-08-31 20:38:44.643 -0700
OS Version:      Mac OS X 10.6.4 (10F569)
Report Version:  6

Interval Since Last Report:          635560 sec
Crashes Since Last Report:           4
Per-App Crashes Since Last Report:   2
Anonymous UUID:                      B6927575-6DA8-4583-9ACB-DA33D4DBE4C3

Exception Type:  EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Crashed Thread:  0

Dyld Error Message:
  Library not loaded: /opt/local/lib/libvorbisfile.3.dylib
  Referenced from: /Users/felipe/Desktop/DARWIN/OpenBOR.app/Contents/MacOS/OpenBOR
  Reason: image not found

Model: MacBookPro5,5, BootROM MBP55.00AC.B03, 2 processors, Intel Core 2 Duo, 2.53 GHz, 4 GB, SMC 1.47f2
Graphics: NVIDIA GeForce 9400M, NVIDIA GeForce 9400M, PCI, 256 MB
Memory Module: global_name
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x8D), Broadcom BCM43xx 1.0 (5.10.91.27)
Bluetooth: Version 2.3.7f1, 2 service, 19 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en1
Serial ATA Device: ST9250315ASG, 232.89 GB
Serial ATA Device: HL-DT-ST DVDRW  GS23N
USB Device: Built-in iSight, 0x05ac  (Apple Inc.), 0x8507, 0x24400000
USB Device: Internal Memory Card Reader, 0x05ac  (Apple Inc.), 0x8403, 0x26500000
USB Device: BRCM2046 Hub, 0x0a5c  (Broadcom Corp.), 0x4500, 0x06100000
USB Device: Bluetooth USB Host Controller, 0x05ac  (Apple Inc.), 0x8213, 0x06110000
USB Device: Apple Internal Keyboard / Trackpad, 0x05ac  (Apple Inc.), 0x0236, 0x04600000
USB Device: IR Receiver, 0x05ac  (Apple Inc.), 0x8242,
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bWWd
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« Reply #39 on: September 01, 2010, 09:44:48 PM »

Artwork is very nice and gameplay is good too,i thought it will be slow but is fun to play,too bad it doesnt work on psp even when changing videomode.Probably memory because of big sprites and im on slim.
Stages look beautiful.
----------
OK actually this mod runs on psp ,BUT long filenames prevent it to run unmodified.

it have such filenames as attackbackward_03.gif
Isnt there a section in manual to never make such long filenames.
« Last Edit: September 01, 2010, 10:21:07 PM by bWWd » Logged

Bloodbane
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Dark Dragon


« Reply #40 on: September 02, 2010, 04:55:39 AM »

Quote
Isnt there a section in manual to never make such long filenames.

 There is but I'm thinking to update that section cause we have advanced packer which supports long filenames now.
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OpenBoR Manual

"The more often enemies attack, the more open they are to counter attacks"
borkjh
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« Reply #41 on: September 02, 2010, 05:01:11 AM »

That looks like Beats of rage HD!!!! That game graphic is so great!!! in_love
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bWWd
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« Reply #42 on: September 02, 2010, 10:05:24 AM »

Quote
Isnt there a section in manual to never make such long filenames.

 There is but I'm thinking to update that section cause we have advanced packer which supports long filenames now.
But it doesnt change anything ,the fact that it supports long names is not a good thing,it allows mistakes like this to happen and mod doesnt work anyway because of too long filenames.This demo was distributed as data folder not pak file and psp doesnt accept long filenames.
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Plombo
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« Reply #43 on: September 02, 2010, 04:59:28 PM »

But it doesnt change anything ,the fact that it supports long names is not a good thing,it allows mistakes like this to happen and mod doesnt work anyway because of too long filenames.This demo was distributed as data folder not pak file and psp doesnt accept long filenames.

Yes it does, it changes a lot.  OpenBOR supports long filenames.  Almost every file in my unreleased mod has a filename 10+ characters long, and they all work fine.  Any mod with long filenames packed using borpak will work fine; it's simply not true that "psp doesnt accept long filenames" or "mod doesnt work anyway because of too long filenames".  Every platform accepts long filenames since the packfile code is cross-platform.  Distributing mods as a data folder is a issue with the module's distribution method, not with the engine itself.

In fact, technically speaking, the engine itself has supported long filenames ever since it stopped being a DOS program; the only reason long filenames didn't work in packfiles was because the PAK files were made with a DOS program.  Since borpak isn't a DOS program, it can create PAK files with non-8.3 filenames, and any non-DOS version of OpenBOR can play such PAK files just fine.
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bWWd
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« Reply #44 on: September 02, 2010, 06:18:39 PM »

So why it stopped for me on first long gif file (i checked log to figure out reason of crash)on PSP and when i changed this entity gifs to short filenames then they loaded ok and game stopped at next long filename ?
You can change accepting long filenames but you wont change operating system limitation when recognizing filenames,i had issues with long filenames on psp before when i was making folders,psps does not accept long filenames.
Supporting long filenames is wrong,because if one would like to play openbor mod in DOS or like me on PSP then he would not be able to,not using long filenames should be priority for people wanting compatibility on all platforms.
It works in windows and linux ok,but does not work on psp.
PSP does not support long filenames ,i have experience with that problem before not in openbor mods.Thats why i am against letting people use long filenames and warn them in BOR.PAK about possible errors when using long filenames during  playing on some platforms.
Like i said ,long filenames support is not really a big deal and does not change anything for good, but can be dealbreaker and you wont play your mod on psp when using names like "jumpattack_frame_03.gif".Its so much easier and faster to use ja3.gif.
If it would be up to me ,i would disable long names and wont let convert mod to pak file using long filenames,and there never would be problems like this.Its just a long filename,its quite odd reason to not be able to play a mod on psp.
« Last Edit: September 02, 2010, 06:34:18 PM by bWWd » Logged

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