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Author Topic: OpenBoR v3.0 Build 2123  (Read 13519 times)
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BonusJZ
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« Reply #210 on: March 20, 2009, 10:24:36 am »

Quote
On a side note , if you want the script to run on all fall animations , it would be quicker to check for the falling aiflag instead of the animations.

Its just a info (not bug) - there must be some change as this one stop working from this version - I have corrected this already
« Last Edit: March 20, 2009, 10:29:46 am by BonusJZ » Logged

Kagekyo
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« Reply #211 on: March 21, 2009, 12:09:40 am »

Also this  pc controller input still not work properly  (holding attack and moving don't charge chargeattack - everything work on keyboard and with use of joytokey). I'm using psx pad on pc - can someone confirm this with different controllers

I had this issue as well with my USB Video Game Controller made by Phillips.  I wanted to play BonusJZ's Hyper Duel demo with a controller but I couldn't do the charging shot.  I wonder if the issue is related to the controller or to the OpenBor engine?  Charge attack type commands work fine on Mame and Winkawaks though.

The controller is also a piece of crap. Now after six months of usage the face buttons and directional pad are stuck so i have to play with an analog stick and L1/L2 R1/R2 only.  Tongue
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BonusJZ
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« Reply #212 on: March 21, 2009, 01:12:40 am »

Its for sure not your pad - the same was happen on one xbox openbor version - and it will occurs on every mod (holding attack1 button for 3 seconds then released should trigger attack3/chargeattack animation)
On PC its simple but little annoying solution of this - program called joytokey . I'm not sure why keyboard preserve button input along with direction movement and usb pad lose it (it will only work if you not use direction at all meantime charging)

joytokey:
http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm
« Last Edit: March 22, 2009, 12:51:43 pm by BonusJZ » Logged

Kagekyo
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« Reply #213 on: March 22, 2009, 01:22:53 am »

Thanks BonusJZ, i'll be sure to give joy2key a try.

Oh yeah, not to slight you developers but thanks for this latest OpenBor build.  The engine is so robust now!   cheers! You guys ROCK!

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Download modding skill! 

Here is what is on the menu at Kagekyo's Cafe

Escape From Cartoon Hell demo V2 available now!



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Bloodbane
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« Reply #214 on: March 22, 2009, 12:26:54 pm »

 Why latest version loads my mod waaay longer than it was? Strange, previously I could load RainBow with decent load speed, now when I'm loading a level it takes sooo long.
 Crime Buster seems loaded with same speed as before.
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OpenBoR Manual

"The more often enemies attack, the more open they are to counter attacks"
SX
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« Reply #215 on: March 22, 2009, 08:28:54 pm »

The slow motion effect and kill all enemies does not work while 2pspawn/3pspawn/4pspawn is used for the boss.

EDIT
This is because the boss does not spawn completely if only player 1 is in the game.

Looking into it.


The makeinv is not function and cause the parrow# does not display. The riseinv is also not function.


Fixed and checked code in.


Also made some other optimizations which in turn allows us to have a Max sprite limit of 65,537.  Which I believe is more than enough for any mod....lol  The raise was about 6.5 times more than previous value of 10,000.  I think I could still optimize it some more , but i will look into it later on.....
« Last Edit: March 22, 2009, 08:32:55 pm by SX » Logged

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