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Author Topic: Crime Buster v2.5  (Read 29484 times)

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Offline darknior

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Re: Crime Buster v2.5
« Reply #105 on: June 02, 2012, 09:00:23 pm »
Yes but all supports have not all versions :(
On xBox we only have an old 2.0 or the last 3.0 :(

If the bug can be fixed, it is cool for everybody :p

Offline Bloodbane

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Re: Crime Buster v2.5
« Reply #106 on: June 04, 2012, 04:12:22 am »
i was re playing this great game today and notice that in the sewer stages the boss  disapears on his spawn animation and dont come back...

and the player got struck

 Which boss would that be? ninja with doppels or ninja which goes to ceiling and drop bombs(what do you call this?)?
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline rafhot

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Re: Crime Buster v2.5
« Reply #107 on: June 04, 2012, 10:50:25 am »
i tryed both ways in the sewer, but the boss just spawn, so i cannot see what he does

but when the boss spawn

rupp i think is the name of him, or other twins by other path

they do his spawn animation, the boss life bar appears but they jump and don't come back, i guess is because they have invisible stance animations but something happen that broke this in most recent openbor releases

Offline utunnels

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Re: Crime Buster v2.5
« Reply #108 on: June 04, 2012, 08:49:18 pm »
Sounds like some gravity / dive related thing.
However I don't have this mod right now, which level txt they are in?

Offline rafhot

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Re: Crime Buster v2.5
« Reply #109 on: June 04, 2012, 09:06:28 pm »
i think is stage 5  in the sewers

Offline utunnels

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Re: Crime Buster v2.5
« Reply #110 on: June 04, 2012, 09:31:27 pm »
 :doh!:

I should ask which enemy.

Do you mean Rapp?

Offline rafhot

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Re: Crime Buster v2.5
« Reply #111 on: June 04, 2012, 09:57:54 pm »
yes this one and the variations of him too that apears if you take the alternate path i dont remember the name of the others 2 maybe their are just alias for the same character also


Offline utunnels

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Re: Crime Buster v2.5
« Reply #112 on: June 04, 2012, 10:51:00 pm »
It is interesting, looks like the spawn animation will never finish for some mysterious reason, because I saw an empty.gif there.

---------

Edit*

Oh, there are many animations that use empty.gif, hmm.
« Last Edit: June 04, 2012, 10:59:16 pm by utunnels »

Offline utunnels

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Re: Crime Buster v2.5
« Reply #113 on: June 05, 2012, 01:21:33 am »
OK, just tested the mod.
It seems the problem is caused by the dependence on range.

Code: [Select]
anim idle
loop 1
offset 1 1
delay 1
frame data/chars/misc/empty.gif
        @cmd    attack1 0 15 10 "ANI_FOLLOW2"
        @cmd    target 3 1 0 0 1
        @cmd    dash
        @cmd    clearL
frame data/chars/misc/empty.gif

Place the cmds in the first frame and it will be OK, like this, for some reason.

Code: [Select]
anim idle
loop 1
offset 1 1
delay 1
        @cmd    attack1 0 15 10 "ANI_FOLLOW2"
        @cmd    target 3 1 0 0 1
        @cmd    dash
        @cmd    clearL
frame data/chars/misc/empty.gif

Offline darknior

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Re: Crime Buster v2.5
« Reply #114 on: June 05, 2012, 04:35:37 am »
Thanks, but i'm not sure to understand fine :(
Some update possible by one guy who understand how to correct all the game ?
Thanks

Offline Bloodbane

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Re: Crime Buster v2.5
« Reply #115 on: June 06, 2012, 12:22:30 am »
 :laughing:

 Rapp surely fooled you. I can tell you that he gives the illusion that he jumps and walks on the ceiling. the truth is he acts on ground like any enemy. After he jumps on ceiling, he drops down, that explains why it takes some time for him to attack after he jumps.

 I'll test this guy in latest build

(some time later)

 You're right utunnels, that one frame in IDLE causes the bug. Thanks!
 I thought I could avoid first frame bug with that but it turns out it causes bug instead

@darknior: Hey, you should believe utunnels! he's one of the coders here.
« Last Edit: June 06, 2012, 02:02:21 am by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline utunnels

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Re: Crime Buster v2.5
« Reply #116 on: June 06, 2012, 08:17:43 pm »
I figured out that the walk animation is adjusted every frame just in case a backward walk is needed (fixing the infamous backward run/walk bug). So usually only the first frame of the idle is played, and when it happens to play the second, the player is usually not in range.

Dont rely on me. :laughing:
Maybe bb will revisit this mod and make an upate someday.

Offline rafhot

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Re: Crime Buster v2.5
« Reply #117 on: June 07, 2012, 01:07:14 am »
i remove the sprite in the idle animation and repacked the game

then i start to kill the boss again and when his life reached more and less 50% he goes away again leaving his lifebar

then when i loaded again my save state the scripts for move commands seems to have buged, and enemies started to have strange behaviors like if some scripts are working wrong...

then i quite openbor and started again and everything was ok...when i loaded my save state  until i reach rapp again, then when he reached about 50% hp he goes away and everything happens as before
« Last Edit: June 07, 2012, 01:09:35 am by rafhot »

Offline utunnels

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Re: Crime Buster v2.5
« Reply #118 on: June 07, 2012, 01:18:36 am »
Sounds like some global values are not cleared.

OpenBOR now no longer clear global variables in menu screen so modders need to clear then when they want. This fixes major memory leak issue if some arrays or sprites are stored using script variables, though it may cause bugs for old mods.


Offline MatMan

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Re: Crime Buster v2.5
« Reply #119 on: June 07, 2012, 07:26:45 am »
Quote
OpenBOR now no longer clear global variables in menu screen so modders need to clear then when they want. This fixes major memory leak issue if some arrays or sprites are stored using script variables, though it may cause bugs for old mods.
Might be recommended to have this feature on by default and can be set of as a function in the models.txt or script.txt file.

 



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