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
Pages: 1 [2] 3 4 5   Go Down
  Print  
Author Topic: OpenBoR v3.0 Build 2223  (Read 9657 times)
0 Members and 1 Guest are viewing this topic.
masterderico
Hero Member
*****
Offline Offline

Posts: 1026



« Reply #15 on: April 08, 2009, 07:29:13 pm »

@masterderico 
dont cry try to reproduce it

@naota
Just tested - confirm :water background cause crash on pause
@bonus: Reproduce ? Crash when i press start on continue. this happen with skipselect on. what more i can tell ? ps: what u mean "reproduce" ?
« Last Edit: April 08, 2009, 07:37:23 pm by masterderico » Logged
BonusJZ
Hero Member
*****
Offline Offline

Posts: 1090



WWW
« Reply #16 on: April 08, 2009, 07:38:08 pm »

For example remove it and try again ....
Logged

masterderico
Hero Member
*****
Offline Offline

Posts: 1026



« Reply #17 on: April 08, 2009, 07:46:13 pm »

Yes, lets go ;

-With "Skipselect" : Game crash on "continue"
-Without "Skipselect" : Game works perfect on continue.


Thats it... Skipselect + Continue is the issue.


Logged
SX
Administrator
*****
Offline Offline

Posts: 2388



WWW
« Reply #18 on: April 08, 2009, 07:49:33 pm »

Water + Pause fixed.

I will look into skipselect.
Logged

DJGameFreakTheIguana
Hero Member
*****
Online Online

Posts: 2754


Credit to Vyck_St.Judas, Edited by me.


« Reply #19 on: April 08, 2009, 08:22:02 pm »

Yo, OpenBOR crashed when I exited a game, right after the game over sign it just crashed. It had to be a set issued Cause I exited before and it worked fine.
Ok, I tried all the sets again, and I crashed on my first set, the third time I Tested all the sets and nothin happend, so i guess it random.
Here's my levels file if it helps, The first set is the last one that crashed, last time it was the third one.
Logged

naota
Jr. Member
**
Offline Offline

Posts: 50


...


« Reply #20 on: April 08, 2009, 08:23:31 pm »

@naota
Just tested - confirm :water background cause crash on pause (not the bglayer ones - which I use - they works fine) . And how your knifes

Im changing the water for layers and the knives are now functioning normally

thanks guys  cheers!
Logged

BonusJZ
Hero Member
*****
Offline Offline

Posts: 1090



WWW
« Reply #21 on: April 09, 2009, 09:00:34 am »

Quote
Ok, I tried all the sets again, and I crashed on my first set, the third time I Tested all the sets and nothin happend, so i guess it random.
Here's my levels file if it helps, The first set is the last one that crashed, last time it was the third one.
It could be some entity that cause it - try to pick a level on which it happen and remove them in order (one at a time).

« Last Edit: April 09, 2009, 09:45:21 am by BonusJZ » Logged

SX
Administrator
*****
Offline Offline

Posts: 2388



WWW
« Reply #22 on: April 09, 2009, 10:59:05 am »

Seems we still have an issue with copied models......   We lose the pointer and cause a memory leak.   Working on it.....
Logged

masterderico
Hero Member
*****
Offline Offline

Posts: 1026



« Reply #23 on: April 09, 2009, 11:09:50 am »

Seems we still have an issue with copied models......   We lose the pointer and cause a memory leak.   Working on it.....

This is related with a continue issue too ?
Logged
Die_In_Fire
Hero Member
*****
Offline Offline

Posts: 734


avatar by Maxman


« Reply #24 on: April 09, 2009, 11:13:16 am »

Golden Axe Remake 320x240 still crash after choosing a char on vista


Panel load error in 'data/levels/wilderne/wilderne.txt'!buffer_packfile: 3087 bytes in 1 allocs
Total Leaked Bytes 3087
Logged

BonusJZ
Hero Member
*****
Offline Offline

Posts: 1090



WWW
« Reply #25 on: April 09, 2009, 11:58:26 am »

There is also GoldenAxeRemake24bit - just tested it and load without problem (win XP) .

http://www.4shared.com/file/97615507/cf5aca07/GoldenAxeRemake24.html
Logged

Saint Antuan
Sr. Member
****
Offline Offline

Posts: 264



WWW
« Reply #26 on: April 09, 2009, 01:37:47 pm »

A Level's text:
Code:
load ImAnEnemy 1

I want use this option but i have some questions:
-You load ImAnEnemy in level.txt, but you still declare it on model.txt to say:
 "load ImAnEnemy     data/chars/example/ImAnEnemy.txt" for example???
Or you can say where is located ImAnEnemy.txt in level.txt??
-If "ImAnEnemy" entity spawn another entity with:
       Entity "name"
       spawnframe 1 0 0 0
You have to load "name" entity in level.txt too? and how you say location for this entity?? (name)

Thanks Smiley
 
Logged

BonusJZ
Hero Member
*****
Offline Offline

Posts: 1090



WWW
« Reply #27 on: April 09, 2009, 01:45:41 pm »

Re read first post again
In models.txt you load only entities that are needed on every level .
Theoretically nothing changes (load entities as you use to) - but now you can remove them from memory after level ends with level.txt header command:
load nameofentity 1

(example could be level 1 boss that are not used on next levels)

music      data/music/lv1.bor
notime 1
settime 0
background   data/bgs/lv1/back1
panel      data/bgs/lv1/a1
panel      data/bgs/lv1/a1b
order   ab
load bossone 1

spawn   something
coords   360 220
at   50
spawn   bossone
coords   350 160
at   120
spawn   something
coords   380 200
at   200
« Last Edit: April 22, 2009, 03:36:36 am by BonusJZ » Logged

Saint Antuan
Sr. Member
****
Offline Offline

Posts: 264



WWW
« Reply #28 on: April 09, 2009, 02:02:15 pm »

Ok thanks Smiley
If i have to charge all entitys in ram like allways this dont works for psp like i though, i was thinking  i only have to load players in models.txt and in each level the enemys and objects for this level and then remove from memory and charge in next level anothers entitys for this level.

If my max entity for psp was 20 (for example) now is 20 too, sorry i understood i can load in each level 20 differents entitys and then unload them from ram, with this i could load unlimiited differents entitys for psp

Sorry for my mistake, is because i dont speak english very good.

Thanks  Wink
Logged

BonusJZ
Hero Member
*****
Offline Offline

Posts: 1090



WWW
« Reply #29 on: April 09, 2009, 02:09:13 pm »

Quote
with this i could load unlimiited differents entitys for psp
Only remmember that psp (or xbox) don't have unlimited memory - now you have at your disposal - lets say max 50 mb per level (compared to before - 36 mb for all game/levels its big difference)
« Last Edit: April 09, 2009, 02:15:10 pm by BonusJZ » Logged

Pages: 1 [2] 3 4 5   Go Up
  Print  
 
Jump to:  

Advertisement

Recent Topics

[March 11, 2010, 09:25:06 pm]

[March 11, 2010, 09:21:50 pm]

[March 11, 2010, 09:07:50 pm]

[March 11, 2010, 08:28:01 pm]

[March 11, 2010, 08:12:26 pm]

[March 11, 2010, 08:06:34 pm]

[March 11, 2010, 07:49:22 pm]

[March 11, 2010, 04:31:42 pm]

[March 11, 2010, 03:13:00 pm]

[March 11, 2010, 11:53:36 am]

Online Status

Members
  • Total Members: 15115
  • Latest: reakash
Stats
  • Total Posts: 60623
  • Total Topics: 4069
  • Online Today: 38
  • Online Ever: 117
  • (October 23, 2009, 03:29:26 pm)
Users Online
TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 5.761 seconds with 41 queries.

Google visited last this page February 21, 2010, 07:02:50 am