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Author Topic: OpenBoR v3.0 Build 2174  (Read 17810 times)
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Die_In_Fire
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avatar by Maxman


« Reply #30 on: March 24, 2009, 09:53:44 am »

future version will support stereo for sound effects?
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SX
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« Reply #31 on: March 24, 2009, 10:35:20 am »

future version will support stereo for sound effects?

It already does since the initial release of 3.0.  Engine supports adpcm and wav(s) that are stereo.  Unless you found an issue I'm not aware of.
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BonusJZ
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« Reply #32 on: March 24, 2009, 10:51:18 am »

I have tryed to use sfx with:
44100 16 stereo
8000 16 stereo
and they was not playing


« Last Edit: March 24, 2009, 10:58:59 am by BonusJZ » Logged

SX
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« Reply #33 on: March 24, 2009, 11:00:00 am »

New Build 2179 has been posted.  Refer to main post.

*** Updated by SX @ 3-24-09 Build 2179 ***

Features:
  • No more Sprite Limits
  • No more Animation Limits
  • No more Frame Limits
  • No more Model Limits
  • No more Player Model Limits
  • No more Model Cached Limits
  • Plus many more structure optimizations


Fixes:
  • rush is now unsigned short == 65535 .
  • health & mp is now int == −2,147,483,648 to +2,147,483,647


Seems we have gotten that much closer of having a fully dynamic engine.  Don't be surprised if loading times increase slightly since now we have to allocate/free/modify memory on the fly.
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SX
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« Reply #34 on: March 24, 2009, 11:00:25 am »

I have tryed to use sfx with:
44100 16 stereo
8000 16 stereo
and they was not playing

I will look into it.
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BonusJZ
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« Reply #35 on: March 24, 2009, 11:07:26 am »

8 000 8 bit stereo works - but I need to make them much louder to actually hear them

Are sfx loaded all time in memory or streamed like music ?
« Last Edit: March 24, 2009, 11:23:55 am by BonusJZ » Logged

SX
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« Reply #36 on: March 24, 2009, 11:21:10 am »

They are loaded into memory and not streamed.
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talic
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I kill you, and the Night!!!


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« Reply #37 on: March 24, 2009, 12:13:40 pm »

New Build 2179 has been posted.  Refer to main post.

*** Updated by SX @ 3-24-09 Build 2179 ***

Features:
  • No more Sprite Limits
  • No more Animation Limits
  • No more Frame Limits
  • No more Model Limits
  • No more Player Model Limits
  • No more Model Cached Limits
  • Plus many more structure optimizations


Fixes:
  • rush is now unsigned short == 65535 .
  • health & mp is now int == −2,147,483,648 to +2,147,483,647


Seems we have gotten that much closer of having a fully dynamic engine.  Don't be surprised if loading times increase slightly since now we have to allocate/free/modify memory on the fly.

Update!  cheers! cheers! cheers!
"No more Model Limits" this mean that i can add all the players and enemies i want?
PD:
sorry for my english.
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DJGameFreakTheIguana
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Credit to Vyck_St.Judas, Edited by me.


« Reply #38 on: March 24, 2009, 12:20:35 pm »

Again, this is a good update,
in my sega mod, I made 3 copies of every char: Player, Brawlers(Enemies who fight everything) and Enemies, but when I tried to load up all the enemies, BOR Crashed and said "not Enough Memory" so hopefully I can do this now Grin
There may be a script for it but I don't know it. Tongue
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BonusJZ
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« Reply #39 on: March 24, 2009, 12:44:41 pm »

Yea I was able to pass the 3 stage without animation limit problem on pc (right now on 4 stage memory use display 55~65 MB so its working).
Thanks SX  cheers!
Quote
There may be a script for it but I don't know it. Tongue
This ones that are known dint work anyway because i still have them in every level.txt and still memory rise with every new level - so they are not delated from it (and should stay around memory use from first level if they are work)

« Last Edit: March 24, 2009, 03:16:51 pm by BonusJZ » Logged

SX
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« Reply #40 on: March 24, 2009, 12:48:22 pm »

I'm trying my best, and there are still limits in place, I'm hoping I can remove them all in the hopes of running your test mod.
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MCW
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BOR = Beats Of Rage


« Reply #41 on: March 24, 2009, 01:31:57 pm »

Makeinv that cause parrow does not display and riseinv still not fix.

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SX
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« Reply #42 on: March 24, 2009, 01:36:56 pm »

Makeinv that cause parrow does not display and riseinv still not fix.

Could i have an example text file so i can replicate the issue.  I thought I nailed it but it seems I'm not....  Any help to what and where these options should be added would greatly help.


I could easily place the code back and make it work again, but old logic was an ugly loop that is a performance hog and would make all platforms slow down when multiple enemies died at the same time.
« Last Edit: March 24, 2009, 01:42:14 pm by SX » Logged

MCW
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BOR = Beats Of Rage


« Reply #43 on: March 24, 2009, 01:45:36 pm »

makeinv {seconds} {noblink}
{second} - duration of invincible time and how long the parrow# is visible.
{noblink} - default to 0. 1 to disable blink effect.

riseinv {seconds} {noblink}
{second} - duration of invincible time while rise from fall.
{noblink} - default to 0. 1 to disable blink effect.
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SX
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« Reply #44 on: March 24, 2009, 02:05:04 pm »

This is my fault.  I made mistake in thinking I checked in the fix.  New build has been posted with fix in main post.
« Last Edit: March 25, 2009, 12:04:38 pm by SX » Logged

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