LavaLit
Home
Forum
WIKI
SVN
DOWNLOADS
Help
Donations
Login
Register
Donations
Quarterly Goal:
$90.00
Due Date:
Sep 30
Total Receipts:
$10.00
Below Goal:
$80.00
Site Currency:
USD
11%
Quarterly Donations
Jul-18
mozenwrath...
EUR10.00
Jul-1
LeeBrother
USD10.00
Advertisement
Links
Advertisement
LavaLit
>
Forum
>
OpenBoR
>
Engine Center
>
OpenBoR v3.0 Build 2244 - 2289 w/SecurePAK Support
Pages: [
1
]
2
3
...
7
Go Down
« previous
next »
Print
Author
Topic: OpenBoR v3.0 Build 2244 - 2289 w/SecurePAK Support (Read 13209 times)
0 Members and 1 Guest are viewing this topic.
SX
Administrator
Offline
Posts: 2461
OpenBoR v3.0 Build 2244 - 2289 w/SecurePAK Support
«
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
OpenBOR Donation Box
CE
Administrator
Offline
Posts: 1018
Working on Rage of the Streets v2
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
Reply #1 on:
April 24, 2009, 02:49:00 PM »
Testing the Dreamcast build right now. - Thanks for the release, SX
EDIT:
Quote from: SX on April 24, 2009, 02:29:49 PM
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
Administrator
Offline
Posts: 2461
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
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.
Logged
OpenBOR Donation Box
CE
Administrator
Offline
Posts: 1018
Working on Rage of the Streets v2
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
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
«
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
Hero Member
Offline
Posts: 723
working on Ghouls and Ghosts with Kagekyo
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
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
Administrator
Offline
Posts: 1018
Working on Rage of the Streets v2
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
Reply #5 on:
April 24, 2009, 03:04:50 PM »
Quote from: CE on April 24, 2009, 02:55:55 PM
EDIT
: Okay, the new binary seems to run super smooth on Dreamcast, but the sound issues are still present
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
Administrator
Offline
Posts: 2461
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
Reply #6 on:
April 24, 2009, 03:12:56 PM »
Quote from: CE on April 24, 2009, 02:49:00 PM
Testing the Dreamcast build right now. - Thanks for the release, SX
EDIT:
Quote from: SX on April 24, 2009, 02:29:49 PM
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.
Logged
OpenBOR Donation Box
CE
Administrator
Offline
Posts: 1018
Working on Rage of the Streets v2
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
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
Administrator
Offline
Posts: 2461
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
Reply #8 on:
April 24, 2009, 03:38:20 PM »
Correct, this only effects platforms to which we save logfiles too.
Logged
OpenBOR Donation Box
mctuna
Full Member
Offline
Posts: 176
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
Reply #9 on:
April 24, 2009, 03:48:53 PM »
Thank you SX
Logged
psp
talic
Full Member
Offline
Posts: 161
I kill you, and the Night!!!
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
Reply #10 on:
April 24, 2009, 04:04:27 PM »
Quote from: Kolbek 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
same question here
Logged
SX
Administrator
Offline
Posts: 2461
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
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).
Logged
OpenBOR Donation Box
Kolbek
Hero Member
Offline
Posts: 723
working on Ghouls and Ghosts with Kagekyo
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
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
Administrator
Offline
Posts: 1018
Working on Rage of the Streets v2
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
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
Hero Member
Offline
Posts: 723
working on Ghouls and Ghosts with Kagekyo
Re: OpenBoR v3.0 Build 2244 w/SecurePAK Support - Latest Release
«
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
Pages: [
1
]
2
3
...
7
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
Jennifer (WIP)
by
jbrodack
[July 31, 2010, 02:11:35 AM]
Castlevania/Contra...
by
Bloodbane
[July 31, 2010, 02:05:43 AM]
Are There any Mods...
by
borkjh
[July 31, 2010, 01:52:02 AM]
Contra Demo 2
by
Bloodbane
[July 31, 2010, 01:40:20 AM]
Blank 2D mod
by
Bloodbane
[July 31, 2010, 12:56:09 AM]
2 Player versus mo...
by
Bloodbane
[July 31, 2010, 12:41:56 AM]
hypothetical quest...
by
Bloodbane
[July 31, 2010, 12:36:44 AM]
Hyper Final Fight ...
by
borkjh
[July 31, 2010, 12:30:45 AM]
Mobile Suit Z-Gund...
by
Shin Kazahara
[July 31, 2010, 12:27:09 AM]
NEW CHARACTER FOR ...
by
DrStrange
[July 31, 2010, 12:14:08 AM]
Online Status
Members
Total Members: 17793
Latest:
TRiPh2039
Stats
Total Posts: 67003
Total Topics: 4515
Online Today: 33
Online Ever: 117
(October 23, 2009, 03:29:26 PM)
Users Online
Users: 6
Guests: 13
Total: 19
osst
borkjh
jbrodack
TCgamerboy2002
DrVs
Bloodbane
TinyPortal v1.0 beta 4 ©
Bloc
Loading...