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Author Topic: Bug Archive  (Read 46957 times)

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Offline Plombo

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Re: Bug Archive
« Reply #405 on: February 17, 2010, 10:15:34 pm »
I think I've just figured it out.  When I tried replacing levels.txt and running Infection, this was the log file when OpenBOR closed:
Code: [Select]
OpenBoR v3.0 Build 2695, Compile Date: Feb 17 2010

Game Selected: ./Paks/Infection.spk

Initialize Video.............. 480x272 (Mode: 1, Depth: 16 Bit)
Loading menu.txt............. Done!
Loading fonts................ Done!
Timer init................... Done!
Initialize Sound..............
Failed to load: data/sounds/block.wav

Loading sprites.............. Done!
Loading level order..........
********** An Error Occurred **********
*            Shutting Down            *

Total Ram: 894390272 Bytes
Free  Ram: 887226368 Bytes
Used  Ram: 7163904 Bytes

Release level data........... Done!
Release graphics data........ Done!
Release game data............


Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!

**************** Done *****************

Command ']i\UfU\c????cUd<UfU\c??\YfUc!' not understood in level order!

FW's problem is that OpenBOR is trying to decrypt the unencrypted video.txt file in the data folder.  And when the first video.txt it tries doesn't work, OpenBOR doesn't open the correct one at all and sticks with the defaults, which is why the mod is at 320x240.
« Last Edit: February 17, 2010, 10:19:51 pm by Plombo »

Offline SX

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Re: Bug Archive
« Reply #406 on: February 17, 2010, 11:39:42 pm »
I thought it was the other way around.... where he needed to use a local video.txt for it to work on his system... because the one included in the spk file was failing on him for whatever reason.

Offline Fightn Words

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Re: Bug Archive
« Reply #407 on: February 17, 2010, 11:45:01 pm »
What it was-

SecurePak mod:
no video.txt (in the data folder) = runs the way you want it to run, normal colors, normal resolution
with video.txt = forces 8-bit color & 320X240

I'd wondered if that wasn't the problem since the engine somehow knew which resolution to put the mod at. Are SecurePak mods supposed to have their own video.txt by design? Well at any rate, thank you for figuring that out.

« Last Edit: February 17, 2010, 11:49:45 pm by Fightn Words »

Offline SX

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Re: Bug Archive
« Reply #408 on: February 18, 2010, 01:20:32 am »
Oh... yeah you shouldn't be overriding a spk's video.txt  especially a securepak mod... because all the data is encrypted and it would expect the video.txt to also be encrypted regardless if its in the pak or outside within a data folder.

Offline retroben

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Re: Bug Archive
« Reply #409 on: March 01, 2010, 10:44:47 pm »
< I changed my profile

Got OpenBOR wii 2716 and it still doesn't work  >:(  :teary_eyed:  :'(
I Became A member so I can get pak files for OpenBOR on the wii.

Please support BanjoKazooie/BanjoTooie on virtual console petition.



http://www.petitiononline.com/BanjoVC/petition.html

Offline Plombo

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Re: Bug Archive
« Reply #410 on: March 03, 2010, 11:13:15 pm »
Huh? When did it stop working?  :(

Can you give more detail on how it's not working?

Offline Bloodbane

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Re: Bug Archive
« Reply #411 on: March 04, 2010, 03:00:03 am »
 I have tried couple solutions and here are the results:

2. For some reason, entity loses x velocity after reaching apex from being tossed with script. I don't understand why.

 Seems like tossed entity reverts to its speed after reaching apex. It's solved by applying the tossing speed to entity's speed.
 I still wish some explanation why though.

Quote
3. Now, shooting in Contra mod is broken. What I do is spawning type none entities with attackbox and set their velocity with script. The result is it can move up or down but can't move left or right at all.

 Funny thing about this bug is that this doesn't happen with enemies. They can shoot type none entities fine.
 I solved this by using pshot type and apply shot speed to projectile speed.

 Icarus bug really breaks my vertical levels, literally I could even hear broken windows. I could solve it by setting offscreenkill but that means I can't use offscreenkill for real purpose :(.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline nsw25

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Re: Bug Archive
« Reply #412 on: December 01, 2012, 07:13:04 pm »
There is a bug with current engine build (3740) when i do a specific 'special' attack (attack and jump together) which causes enemies to freeze on screen it crashes the game. works fine in older engine releases. And nothing comes up in log report
« Last Edit: December 01, 2012, 07:23:23 pm by nsw25 »
My current project: Simpsons treehouse of horror
My very first mod: Evil dead 2 redux

Offline utunnels

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Re: Bug Archive
« Reply #413 on: December 01, 2012, 08:09:31 pm »
Yeah, I see.

That is because the engine tries to set frozen map while the enemy doesn't have the corresponding remap.

I'll look into it.

-----------

BTW, are you using fmap for the enemy?
« Last Edit: December 01, 2012, 08:15:09 pm by utunnels »

Offline nsw25

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Re: Bug Archive
« Reply #414 on: December 01, 2012, 08:26:49 pm »
Yeah, I see.

That is because the engine tries to set frozen map while the enemy doesn't have the corresponding remap.

I'll look into it.

-----------

BTW, are you using fmap for the enemy?

no im not, i tried to set up fmap before but did it wrong and couldnt get the hang of it. i want to though beacuse the enemies revert to original sprite colour when i freeze them even if they are a different remap. Is there a way to define a frozen animation in the character text file ?
My current project: Simpsons treehouse of horror
My very first mod: Evil dead 2 redux

Offline utunnels

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Re: Bug Archive
« Reply #415 on: December 01, 2012, 09:12:06 pm »
Post a entity txt, let me see how do you set it up.

---------------------

Edit*

Nevermind.

If you are not using fmap you'd better set it to -1, otherwise it changes to default color table when frozen.

« Last Edit: December 01, 2012, 09:27:22 pm by utunnels »

Offline nsw25

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Re: Bug Archive
« Reply #416 on: December 01, 2012, 10:33:32 pm »
Post a entity txt, let me see how do you set it up.

---------------------

Edit*

Nevermind.

If you are not using fmap you'd better set it to -1, otherwise it changes to default color table when frozen.

what do you mean ? so put in each enemy text file
fmap -1
My current project: Simpsons treehouse of horror
My very first mod: Evil dead 2 redux

Offline utunnels

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Re: Bug Archive
« Reply #417 on: December 01, 2012, 10:45:42 pm »
Yeah, that should do the trick.

Offline Bloodbane

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Re: Bug Archive
« Reply #418 on: December 02, 2012, 12:20:07 am »
 So will you fix this bug? freeze attacks work fine in previous build even though enemies don't have frozen map.

 While we are on subject of bugs, I'd like to report this too. This takedamagescript doesn't work right:

Code: [Select]
void main()
{// Blink effect script
    void self = getlocalvar("self"); //Get calling entity.
    int Health = getentityproperty(self,"health");

    if (Health > 0){
changeentityproperty(self, "colourmap", 1);
changeentityproperty(self, "maptime", 20 + openborvariant("elapsed_time"));
    }
}

 Enemy did get its palette/map changed but it never reverts to previous palette/map.
« Last Edit: December 02, 2012, 01:14:35 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 nsw25

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Re: Bug Archive
« Reply #419 on: December 02, 2012, 02:03:51 am »
Yeah, that should do the trick.

Thanks i can confirm fmap -1 works
My current project: Simpsons treehouse of horror
My very first mod: Evil dead 2 redux

 



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