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Author Topic: OpenBoR v3.0 Build 2244 - 2289 w/SecurePAK Support  (Read 11079 times)
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SX
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« on: April 24, 2009, 02:29:49 pm »


Devbuild 2289 by DC, Changes:


Up until this point we had player respawn scripts, we had level spawn scripts, but for whatever reason there was no entity spawn event script. That hole has been plugged.

  • onspawnscript: Fires as entity is spawned. The days of relying on animation or update scripts to initialize your entity properties are over. This script runs immediately before level spawn scripts, so any custom actions or properties you might set for level spawns are not overridden. Returns following variants:

    -Self: Calling entity.


Devbuild 2284 by DC, Changes:


Note: Includes non backward compatible changes from build 2277.

Movement and "blocked" script events refined and finished.

  • onmovexscript: Fires whenever entity moves on X  (horizontal) axis. Returns following variants:

    -Self: Calling entity.

  • onmovezscript: Fires whenever entity moves on Z ("in" and "out" of screen) axis. Returns following variants:

    -Self: Calling entity.

  • onmoveascript: Fires whenever entity moves on Y (vertical) axis. Returns following variants:

    -Self: Calling entity.

  • onblocksscript: Fires whenever entity movement is blocked by screen boundary. Returns following variants:

    -Self: Calling entity.

  • onblockwscript: Fires whenever entity movement is blocked by wall. Returns following variants:

    -Self: Calling entity.

  • onblockoscript: Fires whenever entity movement is blocked by obstacle. Returns following variants:

    -Self: Calling entity.
    -Obstacle: Obstructing entity.

  • onblockzscript: Fires whenever entity movement is blocked by Z boundary. Returns following variants:

    -Self: Calling entity.

  • onblockascript: Fires whenever entity movement is blocked vertically by obstacle (i.e, jumps into from below). Returns following variants:

    -Self: Calling entity.
    -Obstacle: Obstructing entity.

Note: All of these scripts fire repeatedly at the engine's current framerate (same as update.c) as long as their respective conditions are met. For example, if player is blocked by screen, but continues to "push", onblocks will also continue to fire.


Devbuild 2277 by DC, Changes:


Note: These are subject to "breaking" changes.

Two new scripts for dealing with movement events. This will further reduce the need for "update.c" when creating location/velocity based features. More coming soon:

  • onscreenscript: Fires whenever entity is blocked by screen boundaries. Will fire continuously as long as entity attempts to move past screen.

    -Self: Self, entity blocked by screen.

  • onmovexzscript: Fires each time entity's X or Z coordinates (location) change. Think of this as an update script, but that only fires when entity is actually moving along X or Z axis.

    -Self: Self, entity changing coordinates.


Devbuild 2260 by DC, Changes:


  • Small update, but very handy for anyone using bound effects. The ondeathscript will now fire on entities killed by bindentity() function. Returns following local vars:

    -Self: Self, the bound entity.
    -Attacker: Entity self was bound to.
    -Force: Not applicable, always returns 0.
    -Drop: Not applicable, always returns 0.
    -Type: Not applicable, always returns ATK_NORMAL.


Changes:

  • Moved DebugInfo Option from video options to system options
  • Added new option in System Options to Disable File Logging.  Which improves load times if you are not concerned about log files and in-gameplay logging slowdown.  Default Enabled.
  • New Default CPU speed for PSP is 333 MHz
  • Packfile and soundmix libraries are now shared across all platforms.
  • SecurePAK is supported in the Build


Windows, PSP, GP2X and Dreamcast are included in this release.
« Last Edit: May 21, 2009, 05:50:27 pm by Damon Caskey » Logged

CE
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« Reply #1 on: April 24, 2009, 02:49:00 pm »

Testing the Dreamcast build right now. - Thanks for the release, SX Smiley


EDIT:


Changes:

  • Added new option in System Options to Disable File Logging.  Which improves load times if you are not concerned about log files and in-gameplay logging slowdown.  Default Enabled.

- May I ask you to allow modders to disable this via txt ?
« Last Edit: April 24, 2009, 02:50:59 pm by CE » Logged

http://www.dreamcast-scene.com/index.php/Main/OpenBoRManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://www.lavalit.com/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it
SX
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« Reply #2 on: April 24, 2009, 02:51:48 pm »

Ohhh actually i haven't added securepak support to Dreamcast yet.....   sorry about that, i will try to merge dreamcast file caching to the one that is shared across all platforms to benefit from those changes.
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CE
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Working on Rage of the Streets v2


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« Reply #3 on: April 24, 2009, 02:55:55 pm »

Wasn't there a [Dreamcast specific] disadvantage of some sort to the cross platform file caching ?

EDIT: Okay, the new binary seems to run super smooth on Dreamcast, but the sound issues are still present  Sad
« Last Edit: April 24, 2009, 03:01:32 pm by CE » Logged

http://www.dreamcast-scene.com/index.php/Main/OpenBoRManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://www.lavalit.com/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it
Kolbek
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« Reply #4 on: April 24, 2009, 03:01:42 pm »

Cool another update! Thank u!

One question, please forgive if it is a stupid question...

Since this is an update, has the DC's 16/32 Bit modes been implemented yet?
Is that still to be announced?

Thanks and sorry if that was a stupid question

Eghh...also has widescreen been enabled? That might be another dumb question...
sorry again
« Last Edit: April 24, 2009, 03:03:38 pm by Kolbek » Logged

Kagekyo (LBF) and Kolbek teamup: (Suicide Squad)

Currently Making a Brand new 2D Ghouls and Ghosts Game!!!

Past games created:
Escape from Cartoon Hell :by Kolbek and Kagekyo
CE
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Posts: 1018


Working on Rage of the Streets v2


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« Reply #5 on: April 24, 2009, 03:04:50 pm »

EDIT: Okay, the new binary seems to run super smooth on Dreamcast, but the sound issues are still present  Sad

I just did a test and it's really only the music this time. In your initial Dreamcast upload a few days ago, it was exactly the other way around, so the sfx wasn't working properly (distortion, echoing), but the music was.

Logged

http://www.dreamcast-scene.com/index.php/Main/OpenBoRManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://www.lavalit.com/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it
SX
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Posts: 2388



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« Reply #6 on: April 24, 2009, 03:12:56 pm »

Testing the Dreamcast build right now. - Thanks for the release, SX Smiley


EDIT:


Changes:

  • Added new option in System Options to Disable File Logging.  Which improves load times if you are not concerned about log files and in-gameplay logging slowdown.  Default Enabled.

- May I ask you to allow modders to disable this via txt ?



No because, when an exception occurs on PSP I need the logfile to track down the error, otherwise I might not be able to reproduce the issue.  But again its only helpfull if you have logging enabled.  But perhaps a user runs into a crash, then enables logging to find out why its crashing the second time they run it.  If I made this modder controlled, then their would be no way for the user to report the issue.
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CE
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Working on Rage of the Streets v2


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« Reply #7 on: April 24, 2009, 03:21:53 pm »

Think I got confused there. This doesn't affect Dreamcast in any way whatsoever, so there's nothing to gain by disabling it, ... right ? ^ ^
« Last Edit: April 24, 2009, 03:24:37 pm by CE » Logged

http://www.dreamcast-scene.com/index.php/Main/OpenBoRManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://www.lavalit.com/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it
SX
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Posts: 2388



WWW
« Reply #8 on: April 24, 2009, 03:38:20 pm »

Correct, this only effects platforms to which we save logfiles too.
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mctuna
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« Reply #9 on: April 24, 2009, 03:48:53 pm »

Thank you SX
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talic
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« Reply #10 on: April 24, 2009, 04:04:27 pm »

Cool another update! Thank u!

One question, please forgive if it is a stupid question...

Since this is an update, has the DC's 16/32 Bit modes been implemented yet?
Is that still to be announced?

Thanks and sorry if that was a stupid question

Eghh...also has widescreen been enabled? That might be another dumb question...
sorry again

same question here  cheers!
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SX
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« Reply #11 on: April 24, 2009, 04:50:46 pm »

New Build 2244a is up.

1.  Crash Fix, when too many mods are found within menu we crash.
2.  Changes, we can now have unlimited amount of mods to be listed (Memory Restricted).
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Kolbek
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working on Ghouls and Ghosts with Kagekyo


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« Reply #12 on: April 24, 2009, 05:12:10 pm »

I feel like im in the movie Ghost...

lol

Logged

Kagekyo (LBF) and Kolbek teamup: (Suicide Squad)

Currently Making a Brand new 2D Ghouls and Ghosts Game!!!

Past games created:
Escape from Cartoon Hell :by Kolbek and Kagekyo
CE
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Posts: 1018


Working on Rage of the Streets v2


WWW
« Reply #13 on: April 24, 2009, 05:15:27 pm »

I think SX would let us know if there were any updates or bugfixes to the Dreamcast port.

@SX: I think the RAR archive isn't properly uploaded. I get a CRC error when unpacking.
Logged

http://www.dreamcast-scene.com/index.php/Main/OpenBoRManual


How to mod:
1 Pick an interesting game: There are plenty of 8-bit/16-bit classics waiting for a remake
2 Rip your own sprites & stages
3 Use a custom palette: http://borrevolution.vg-network.com/tutorial.htm
4 Check your offsets: http://www.lavalit.com/index.php?topic=1099.0


Did you know?
Using void main()
{
playgif("data/my.gif", 0, -4, 1);
}

as spawnscript streams a GIF anim instead of loading it
Kolbek
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Posts: 681


working on Ghouls and Ghosts with Kagekyo


WWW
« Reply #14 on: April 24, 2009, 05:19:22 pm »

I know, I just wasnt sure if it was included or not... I sometimes dont notice these things, so I ask.
Logged

Kagekyo (LBF) and Kolbek teamup: (Suicide Squad)

Currently Making a Brand new 2D Ghouls and Ghosts Game!!!

Past games created:
Escape from Cartoon Hell :by Kolbek and Kagekyo
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