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OpenBoR v3.0 Build 2223
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Topic: OpenBoR v3.0 Build 2223 (Read 9688 times)
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Saint Antuan
Sr. Member
Offline
Posts: 264
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #30 on:
April 09, 2009, 02:18:16 pm »
Quote from: BonusJZ 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
Yes, i want to say if i can load in each level 20 news enemys or entitys (i said 20 for example) and i put 10 levels this mod have like 200 entitys or enemys differents and "old" mod have only 20 entitys from models.txt like maximum
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Die_In_Fire
Hero Member
Offline
Posts: 734
avatar by Maxman
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #31 on:
April 09, 2009, 06:01:29 pm »
Quote from: BonusJZ 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
Thanks Bonus, works perfect, except for some details: some colours are messed up (dragons, bad brothers, bitter knight), I don't know if its a problem of my OS, the mod or the engine
but gameplaywise works perfect (well, gillius grab the elfs, but I think thats a mistake of the mod)
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kbandressen
Developer
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Posts: 1312
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #32 on:
April 09, 2009, 06:13:05 pm »
So can anyone give me an explanation for this part of the spawning code?
Quote
case TYPE_NONE:
e->nograb = 1;
if(e->modeldata.subject_to_gravity<0) e->modeldata.subject_to_gravity = 1;
//e->base=e->a; //complained?
if(e->modeldata.no_adjust_base<0) e->modeldata.no_adjust_base= 1;
if(validanim(e,ANI_WALK))
{
if(e->direction) e->xdir = e->modeldata.speed;
else e->xdir = -(e->modeldata.speed);
e->think = anything_walk;
ent_set_anim(e, ANI_WALK, 0);
}
break;
As far as I can see, it doesn't do anything that couldn't be done with script if desired and is not what the modder will want 99% of the time, forcing to write more script to counteract it. Unless there's a really good reason for it be there, I think it should be commented out.
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Make your levels interesting or I will tell you to make your levels interesting!
Orochi_X
Administrator
Offline
Posts: 2868
Destroyer of Worlds
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #33 on:
April 09, 2009, 06:19:28 pm »
I think utunnels is responsible for that.........
Something to do with weird sub type behaviour or something. I'm not sure.
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* Orochi_X says : " Sore ga doushita? "
BonusJZ
Hero Member
Offline
Posts: 1090
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #34 on:
April 09, 2009, 06:58:24 pm »
Quote
Thanks Bonus, works perfect, except for some details: some colours are messed up (dragons, bad brothers, bitter knight), I don't know if its a problem of my OS, the mod or the engine but gameplaywise works perfect (well, gillius grab the elfs, but I think thats a mistake of the mod)
I have only updated video resolution mode to new values .... seams like you need change also "truecollor 1" to more recent "ColourDepth 32bit" in video.txt
«
Last Edit: April 09, 2009, 07:06:59 pm by BonusJZ
»
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kbandressen
Developer
Offline
Posts: 1312
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #35 on:
April 10, 2009, 03:08:47 am »
Quote from: Orochi_X on April 09, 2009, 06:19:28 pm
I think utunnels is responsible for that.........
Something to do with weird sub type behaviour or something. I'm not sure.
I don't think it was utunnels. This code is giving my type_none entities velocity when they spawn and it wasn't there last time I worked on stuff. I'll wait a little bit longer for somebody to tell me what it's for, but it should be commented out unless there's a really good reason. All it does is make type_none entities more of a nuisance to use as far as I can see.
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Make your levels interesting or I will tell you to make your levels interesting!
Bloodbane
Hero Member
Offline
Posts: 4178
Dark Dragon
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #36 on:
April 10, 2009, 11:05:47 am »
Quote from: masterderico on April 08, 2009, 07:46:13 pm
-With "Skipselect" : Game crash on "continue"
-Without "Skipselect" : Game works perfect on continue.
Thats it... Skipselect + Continue is the issue.[/b]
That's because 'skipselect' didn't define what hero to play as so when you continued, OpenBoR crashed cause it can't find anyone to play as.
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OpenBoR Manual
"The more often enemies attack, the more open they are to counter attacks"
masterderico
Hero Member
Offline
Posts: 1026
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #37 on:
April 10, 2009, 11:12:16 am »
Quote from: Bloodbane on April 10, 2009, 11:05:47 am
Quote from: masterderico on April 08, 2009, 07:46:13 pm
-With "Skipselect" : Game crash on "continue"
-Without "Skipselect" : Game works perfect on continue.
Thats it... Skipselect + Continue is the issue.[/b]
That's because 'skipselect' didn't define what hero to play as so when you continued, OpenBoR crashed cause it can't find anyone to play as.
Why this happen ? In other builds of OB 3.0, Continue + Skipselect works fine with the same game...
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SX
Administrator
Offline
Posts: 2388
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #38 on:
April 10, 2009, 07:34:44 pm »
I will look into skipselect now....
But just an fyi, I've finally fixed an annoying memory leak..... when unloading animations.
I will be in chat room.... if anyone wants to talk about skipselect.
I need example of how to use skipselect but it seems that the player model might not be loaded.... which would cause the crash.... just guessing on what could be the issue here.....
«
Last Edit: April 10, 2009, 08:13:09 pm by SX
»
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OpenBOR Donation Box
MCW
Hero Member
Offline
Posts: 1058
BOR = Beats Of Rage
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #39 on:
April 10, 2009, 08:40:22 pm »
Please fix the star bug that turn the victim back facing attacker.
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Read the post from first word until to the last.
Spit-Nick
Newbie
Offline
Posts: 10
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #40 on:
April 11, 2009, 12:45:40 pm »
First I thank all the work you have done for this engine SX.
In version 2 the OpenBOR the psp when you had many Paks (over 18) I read all the system; now in version 3, read all but the system only recognizes up to 18 (let's say you have 30 Paks folder and when pak will open the openbor he read all but recognizes only the first 18), would he recognize all that are in the folder?
About pak Golden Axe Remake, he is the very small screen in the psp, I used the BonusJZ (thx!) and the pak was cool, but the bug has the colors ...
Sorry for my bad English ... rsrs
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SX
Administrator
Offline
Posts: 2388
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #41 on:
April 11, 2009, 03:46:12 pm »
New Build 2227 is up fixed memory leaks and water crash and other crash/memory related issues.
skipselect not an issue, just an fyi, must use names of player models and not integer values.
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OpenBOR Donation Box
masterderico
Hero Member
Offline
Posts: 1026
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #42 on:
April 11, 2009, 03:48:13 pm »
Thx for the support SX! You really rock.
All my problems is gone!!!
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mctuna
Full Member
Offline
Posts: 175
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #43 on:
April 12, 2009, 03:44:57 pm »
Street of Rage XXX not work psp
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psp
MCW
Hero Member
Offline
Posts: 1058
BOR = Beats Of Rage
Re: OpenBoR v3.0 Build 2223 - Latest Release
«
Reply #44 on:
April 13, 2009, 12:57:06 am »
Thank you for the new release. But...
The
skipselect
is causing the
nojoin
crash while player intend to join in the stage.
If the
skipselect
is removed, other player can push start but stuck at the character select while the
nojoin
is input.
How to do:
1) Input
skipselect none none none none
2) Input
select {select_screen_txt_path}
3) Input
nojoin
,
at 0
in the stage.txt
4) Begin the stage with player 1, then try push start on player 2 to join in the stage
Also remember this:
Quote from: MCW on April 10, 2009, 08:40:22 pm
Please fix the star bug that turn the victim back facing attacker.
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Read the post from first word until to the last.
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