LavaLit
Home
Forum
WIKI
SVN
DOWNLOADS
Help
Donations
Login
Register
Donations
Quarterly Goal:
$90.00
Due Date:
Mar 31
Total Receipts:
$80.00
Below Goal:
$10.00
Site Currency:
USD
89%
Quarterly Donations
Feb-23
Demitri
EUR8.00
Feb-22
gloom
USD10.00
Feb-18
Darklighte...
USD10.00
Jan-31
MasterExpl...
USD10.00
Jan-28
LeeBrother
USD20.00
Jan-26
BurnKing
USD10.00
Jan-17
danno
USD20.00
Advertisement
Links
Advertisement
LavaLit
>
Forum
>
OpenBoR
>
Engine Center
>
OpenBoR v3.0 Build 2174
Pages: [
1
]
2
3
...
18
Go Down
« previous
next »
Print
Author
Topic: OpenBoR v3.0 Build 2174 (Read 17785 times)
0 Members and 2 Guests are viewing this topic.
SX
Administrator
Online
Posts: 2388
OpenBoR v3.0 Build 2174
«
on:
March 22, 2009, 11:35:43 pm »
Fixes:
2pspawn/3pspawn/4pspawn when used in conjunction with bosses.
Makeinv and riseinv fixed
Enhancments:
Max number of sprites we support is now 65534
Internal update to sound and sprite caching.
Many data type restructuring to decrease overall memory usage.
Script update for slowmotion:
Specifying slowmotion with a value higher than 1 will make it the new default duration after the first instance of the slowmotion has completed.
Example:
Script function sets slowmotion value with 2 and slowmotion_duration with value of 4.
After slowmotion with duration of 4 has been completed it will be reset to the value specified in slowmotion. Meaning the next time slowmotion is used by the engine internally for a boss kill it will use that value. Hence, you don't need to call the script function again to set it back to its default value of 2 seconds, if 2 is what you specified for enabling slowmotion in the first place. Nice little trick for using slowmotion once in a level and then having the engine use it for ending a level internally like we normally do.
*** 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.
*** Updated by SX @ 3-25-09
Build 2186
***
Features:
Level Specified Model Unloading from Memory after level completed.
Script Specified Model Unloading from Memory after level completed.
Enhanced Logging for Loading and Unloading of Level's and Models.
Commands Upgraded for a level's text:
load, spawn, item, 2pitem, 3pitem, 4pitem, weapon
Usage:
Code:
load Killer 1
Model Killer will be unloaded from memory after level is completed.
*** Update by SX @ 3-26-09
Build 2191
***
Features:
PSP Release. (Menu @ 95% Complete more to be done)
GP2X Release. (Compiles but since I don't own one I have no clue what issues are)
Fixes:
Select Player Screen is now referenced once again by loading order.
All Old Save files prior to 3.0 are no longer compatible with this PSP/GP2X release. Using them will cause instability and unexpected results.
Everyone must use all new files included with this release since menus have been redesigned. Especially PSP Version
Dreamcast and XBOX are to follow once I have completed them. No time-line at the moment but I am working on Dreamcast at the moment.
*** Update by SX @ 3-27-09
Build 2195
***
Changes:
If only 1 pak file exists we skip menu.
Increased size of sectors from 4096 to 8192. This should now allows pak files with long headers to load up. (Perhaps poeple are using directory/filenames longer than 7 characters or really deep paths?!?)
Fixes:
allowselect was broken for player selection.
PSP Menu file sorting caused an exception. We should pass by reference not a pointer.
sound_unload_sample() was being used on a per frame basis. Since we cache samples and return indexes, this allows for samples to be shared. Hence we should unload them until we exit the engine.
«
Last Edit: April 08, 2009, 04:44:49 pm by SX
»
Logged
OpenBOR Donation Box
baritonomarchetto77
Hero Member
Offline
Posts: 1012
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #1 on:
March 23, 2009, 04:42:50 am »
Many thanx Sumi !
Logged
My wished Features:
-
chars shadows over entities other than level "panel"
http://lavalit.com/index.php/topic,3212.0.html
-
loadmodel for players
just to load a player in the middle of the game... actually the entity loaded is not selectable even if type player is set
Damon Caskey
Administrator
Offline
Posts: 4069
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #2 on:
March 23, 2009, 09:08:36 am »
65,534, nice addition! Heh heh, non coders are gonna scratch their heads and think you pulled that number out of your butt.
Keep em' coming!
DC
«
Last Edit: March 23, 2009, 09:21:45 am by Damon Caskey
»
Logged
OpenBOR Wiki
.
Coming Soon:
Fatal Fury Chronicals
SX
Administrator
Online
Posts: 2388
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #3 on:
March 23, 2009, 09:40:16 am »
Sprite and sounds will all have a max of 0xFFFE (65534) and 0xFFFF (65535) will be used for checking to see if the element is not initialized. My goal is to only use unsigned short where it can be used in stead of using integer based sizes. Less Memory since its half the size of an integer and it would seem that its more than enough for what the engine and modder will ever use.
Logged
OpenBOR Donation Box
Damon Caskey
Administrator
Offline
Posts: 4069
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #4 on:
March 23, 2009, 09:48:45 am »
Yeah, those are pretty nice limits. My playable entities are averaging around 700 sprites total, so that means I could have almost 100 of them in a single module. More then I'd ever need, and I know I'm one of the community's more ambitious modders.
So you'll be applying this to frame limits as well? That is the one that is really biting OX, me and bonusjz right now. I imagine before too long we won't be the only ones.
DC
Logged
OpenBOR Wiki
.
Coming Soon:
Fatal Fury Chronicals
DJGameFreakTheIguana
Hero Member
Online
Posts: 2754
Credit to Vyck_St.Judas, Edited by me.
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #5 on:
March 23, 2009, 11:08:54 am »
yo...uh..sx. There's something up with the controls on my end, anything I push takes me out of my mod, and the log file doesn't say what the problem is.
Logged
Check out my trax and PM me if you want something done for your mod
My OpenBOR Mod:
Latest release: 9/07/09 - V6.8
Check out my other Demoes:
Chaotix Rage
Cosmic Damage
Megasonic remoded
Pierwolf
Full Member
Offline
Posts: 141
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #6 on:
March 23, 2009, 11:12:21 am »
Same for me, only that it takes me out immediately after showing the the open beats of rage dragon logo!!!
Logged
My current projects:
BonusJZ
Hero Member
Offline
Posts: 1090
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #7 on:
March 23, 2009, 12:21:00 pm »
Thanks SX
Have you guys try ed to remove savestates ...
As for sprites limit - its possible that the problem may be laying someware else as it still crushing in the same place (of course this level plays fine if placed as first)
OpenBoR v3.0 Build 2174, Compile Date: Mar 22 2009
Object engine init........... Done!
Input init................... 3 IN 1 Conversion-Box - 12 Buttons
Loading level 'data/levels/lv1.txt'
Total Ram: 1364578304, Free Ram: 1332518912, Used Ram: 32063488
Level loaded 'data/levels/lv1.txt'
Total Ram: 1364578304, Free Ram: 1330364416, Used Ram: 34217984
Loading level 'data/levels/lv1b.txt'
Total Ram: 1364578304, Free Ram: 1327149056, Used Ram: 37433344
Level loaded 'data/levels/lv1b.txt'
Total Ram: 1364578304, Free Ram: 1327939584, Used Ram: 36638720
Loading level 'data/levels/lv2.txt'
Total Ram: 1364578304, Free Ram: 1329025024, Used Ram: 35553280
Level loaded 'data/levels/lv2.txt'
Total Ram: 1364578304, Free Ram: 1326944256, Used Ram: 37695488
Loading level 'data/levels/lv2b.txt'
Total Ram: 1364578304, Free Ram: 1327202304, Used Ram: 37371904
Level loaded 'data/levels/lv2b.txt'
Total Ram: 1364578304, Free Ram: 1324421120, Used Ram: 40153088
Loading level 'data/levels/lv3a.txt'
Total Ram: 1364578304, Free Ram: 1322360832, Used Ram: 42217472
Level loaded 'data/levels/lv3a.txt'
Total Ram: 1364578304, Free Ram: 1324498944, Used Ram: 40112128
Loading level 'data/levels/lv3b.txt'
Total Ram: 1364578304, Free Ram: 1323720704, Used Ram: 40853504
********** An Error Occurred **********
* Shutting Down *
Total Ram:
1364
578304 Bytes
Free Ram:
1323
819008 Bytes
Used Ram:
40
759296 Bytes
Release level data........... Done!
Release graphics data........ Done!
Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
**************** Done *****************
Not enough memory for animations!buffer_packfile: 2604 bytes in 1 allocs
List_InsertAfter: 5364 bytes in 447 allocs
Instruction_InitViaToken: 57572 bytes in 389 allocs
Parser_AddInstructionViaToken: 15560 bytes in 389 allocs
NAME(s): 327 bytes in 78 allocs
Instruction_InitViaLabel#2: 8256 bytes in 64 allocs
Instruction_InitViaLabel#1: 9472 bytes in 64 allocs
Parser_AddInstructionViaLabel: 2320 bytes in 58 allocs
List_InsertBefore: 84 bytes in 7 allocs
Parser_Param_list2: 240 bytes in 6 allocs
StackedSymbolTable_PushScope: 160 bytes in 1 allocs
Script_Init#2: 1596 bytes in 1 allocs
font_load: 33540 bytes in 256 allocs
Total Leaked Bytes 137095
Makeinv still don't work and not displaying parrow properly
«
Last Edit: March 23, 2009, 12:27:27 pm by BonusJZ
»
Logged
Night Slashers X
NEW
TMNT - TWoS
Vampire Hunters
DJGameFreakTheIguana
Hero Member
Online
Posts: 2754
Credit to Vyck_St.Judas, Edited by me.
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #8 on:
March 23, 2009, 12:27:02 pm »
Thanks Bonus, My game works now
Logged
Check out my trax and PM me if you want something done for your mod
My OpenBOR Mod:
Latest release: 9/07/09 - V6.8
Check out my other Demoes:
Chaotix Rage
Cosmic Damage
Megasonic remoded
SX
Administrator
Online
Posts: 2388
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #9 on:
March 23, 2009, 01:48:57 pm »
Ohh, i have not increased the limit yet BonusJZ. I'm working on making them a linked list. I've already converted over the sprite handling to linked list and we've gained back almost 1 MByte!! So things are looking great for memory, using these lists instead of using arrays that are pre-allocated and most likely just wasting memory.
Logged
OpenBOR Donation Box
MCW
Hero Member
Offline
Posts: 1058
BOR = Beats Of Rage
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #10 on:
March 23, 2009, 01:50:59 pm »
Makeinv that cause parrow does not display and riseinv
still not fix
.
Rush counter will stop and reset while
reach 255 hits
.
Health value
higher than 1015814
will reset to 0.
Logged
Be a Good Reader,
Read the post from first word until to the last.
SX
Administrator
Online
Posts: 2388
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #11 on:
March 23, 2009, 02:04:42 pm »
Yep that is what i was afraid of..... MCW you are great at testing out these changes! I will fix those asap! I did not think those values you specified anyone used them that high.
Logged
OpenBOR Donation Box
MCW
Hero Member
Offline
Posts: 1058
BOR = Beats Of Rage
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #12 on:
March 23, 2009, 02:08:07 pm »
I use 2147483647 for enemy's health as a statue in training room.
Logged
Be a Good Reader,
Read the post from first word until to the last.
SX
Administrator
Online
Posts: 2388
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #13 on:
March 23, 2009, 02:09:04 pm »
What about rush counter? will 65535 be enough?
Logged
OpenBOR Donation Box
MCW
Hero Member
Offline
Posts: 1058
BOR = Beats Of Rage
Re: OpenBoR v3.0 Build 2174 - Latest Release
«
Reply #14 on:
March 23, 2009, 02:11:02 pm »
999 hit would be enough. It is 000003E7 in hex value.
Logged
Be a Good Reader,
Read the post from first word until to the last.
Pages: [
1
]
2
3
...
18
Go Up
Print
« previous
next »
Jump to:
Please select a destination:
-----------------------------
OpenBoR
-----------------------------
=> Discussions
=> Engine Center
===> Requests
===> Issues
===> Coding
=> Platform Center
===> PSP & PS3
===> Dreamcast
===> XBOX
===> Gp2x & Wiz
===> Dingoo
===> Wii
===> Windows
===> Linux
===> Macintosh
=> Mod Center
===> Completed
===> Demos
===> Wips
===> Reviews
=> OpenBoR Editor Project
=> Help & Resources
===> Tricks & Tutorials
===> Resources
===> Scripting
-----------------------------
Mugen
-----------------------------
=> Discussions
=> Modules
=> Help and Resources
===> Tricks & Tutorials
===> Resources
===> Scripting
-----------------------------
Hobbies
-----------------------------
=> Home Theater Setups
=> Arcade Systems
=> R/C Haven
=> Music - The Band
=> Art
===> Weekly Art Challenge
=> Out-Doors
-----------------------------
Video Games
-----------------------------
=> General
=> Guilds , Clans and Online Matchmaking
===> Borderlands
===> Left 4 Dead
===> World of Warcraft
=====> The Gods of Chaos
-----------------------------
General
-----------------------------
=> News
=> Discussions
=> Cinema
=> Television
Advertisement
Recent Topics
My Mod RocketViper...
by
yotatouch
[March 11, 2010, 09:46:29 pm]
New Bor Game Notic...
by
CHINESET850
[March 11, 2010, 09:45:23 pm]
Paxplode
by
Hanzo
[March 11, 2010, 09:25:06 pm]
Hyper Final Fight ...
by
Hanzo
[March 11, 2010, 09:21:50 pm]
SSFIV (Super Stree...
by
Orochi_X
[March 11, 2010, 09:07:50 pm]
Awesome Youtube Vi...
by
DJGameFreakTheIguana
[March 11, 2010, 08:28:01 pm]
Contra Demo 2
by
mgman
[March 11, 2010, 08:12:26 pm]
SDL linking
by
Plombo
[March 11, 2010, 08:06:34 pm]
My first MOD "ROCK...
by
DJGameFreakTheIguana
[March 11, 2010, 07:49:22 pm]
Contra mod (workin...
by
Mrgrill247
[March 11, 2010, 04:31:42 pm]
Online Status
Members
Total Members: 15115
Latest:
reakash
Stats
Total Posts: 60626
Total Topics: 4070
Online Today: 38
Online Ever: 117
(October 23, 2009, 03:29:26 pm)
Users Online
Users: 14
Guests: 30
Total: 44
ryomaneo
Orochi_X
NickyP
SX
UnownL
volcanic
Hanzo
yotatouch
CHINESET850
InsertNoun
Happy3120
DJGameFreakTheIguana
dafirus
Boogya
TinyPortal v1.0 beta 4 ©
Bloc
Loading...