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Author Topic: MixMasters V0.53a  (Read 41147 times)

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Offline Damon Caskey

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Re: MixMasters V0.02
« Reply #15 on: April 08, 2011, 04:49:11 pm »
I believe I have the issue fixed, I had left out a couple of strings here and there. Compile the latest SVN and give it a try. Unfortunately this meant I didn't get knockdowncount open to change, and I'm out for the day. I'll see about it tomorrow morning.

Quote
I realized that eventually it might not work on the psp because of memory problems. If there was a disable anim group function via script then there will not be a reason to dbl load some characters.

Double loading a model adds very little memory consumption because the engine is optimized to reuse resources.

Also, I seriously doubt you had to do that anyway. I have added several features specifically designed to allow reuse of models. A single model can be several versions of a PC, NPC, and enemy, all at the same time. I think you just need to experiment a bit more.  

;)

DC

*edit* Among other things, look closely at the energycost property group and the code that runs it. There is a flag called disable that might interest you.
« Last Edit: April 08, 2011, 04:56:21 pm by Damon Caskey »
OpenBOR Wiki.

Coming Soon:
Spoiler
Fatal Fury Chronicals


Offline ALUCARD2009

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Re: MixMasters V0.02
« Reply #16 on: April 08, 2011, 05:05:28 pm »
your mod seems fantastic but the game doesn't work on psp. ;)

Originally it was designed for psp but I had to sell my psp phat long ago but decided to keep the resolution as my laptop is wide screen.

I realized that eventually it might not work on the psp because of memory problems. If there was a disable anim group function via script then there will not be a reason to dbl load some characters.

Did you try it on the phat or slim?


it was on psp slim! ;)

Offline MatMan

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Re: MixMasters V0.02
« Reply #17 on: April 08, 2011, 05:17:09 pm »
Quote
I believe I have the issue fixed, I had left out a couple of strings here and there.

Its usually something like that :)

Quote
Double loading a model adds very little memory consumption because the engine is optimized to reuse resources.

I recall you saying something like that age's ago.....still cooooool :)

Quote
Also, I seriously doubt you had to do that anyway. I have added several features specifically designed to allow reuse of models. A single model can be several versions of a PC, NPC, and enemy, all at the same time. I think you just need to experiment a bit more. 

This is possible and i'll have to take a look into those functions that you mention...maybe a clue or two would help......The way i got it now is that some characters have different attack style's depending on the difficulty. For an easy example....if you take a look at talbain the talbaie entity tend's to attack standing up but the talbaih tends to attack while ducking.

I did think of adding a script where it would decide depending on things like health, distance etc... while during an attack it just would change to another attack anim and I still might do this

Quote
*edit* Among other things, look closely at the energycost property group and the code that runs it. There is a flag called disable that might interest you.

I'm aware of energycost and I'm still deciding whether I want to use it or not. The script that I use does mp first and if there is non left then it will goto health but it will only remove health at 50% of its mp cost thats left as it is I'm still thinking of if I should completely stop the special move or maybe just do a 50% damage of original special move or something else....still thinking about.... it is only V0.02 as it is but I do hope that people like it or at least see its potential :cheers!:

But one of the reasons of releasing this is to get feedback and ideas.

Quote
it was on psp slim!
Thats a big disappointment, I was really hoping that it would work, i'm not entirely sure why it would not work. Does it have a log error....also please make sure that you are using v 3 build 3330 as any previous version and version after (up to V3 B3332) after WILL NOT WORK.

Please try with v3 build 3330 again as this is the only version the game works with. thanx.
« Last Edit: January 07, 2012, 03:34:54 am by MatMan »

Offline Damon Caskey

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Re: MixMasters V0.02
« Reply #18 on: April 08, 2011, 05:59:52 pm »
I'm aware of energycost and I'm still deciding whether I want to use it or not. The script that I use does mp first and if there is non left then it will goto health but it will only remove health at 50% of its mp cost thats left as it is I'm still thinking of if I should completely stop the special move or maybe just do a 50% damage of original special move or something else....still thinking about.... it is only V0.02 as it is but I do hope that people like it or at least see its potential :cheers!:

But one of the reasons of releasing this is to get feedback and ideas.

The disable flag works separately from MP/HP. It let's you disable/enable the move by entity type in any combination. As an example, maybe a Player can do Freespecial2, but an enemy/NPC can't. Or maybe a level 1 enemy can't use it, but a level 2+ can. Combine with script and you can give the same model access to entirely different move sets and switch them on the fly. All without interfering with MP/HP consumption.

Quote
Please try with v3 build 3330 again as this is the only version the game works with. thanx.

3335 didn't work?

DC
« Last Edit: April 08, 2011, 06:02:21 pm by Damon Caskey »
OpenBOR Wiki.

Coming Soon:
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Fatal Fury Chronicals


Offline MatMan

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Re: MixMasters V0.02
« Reply #19 on: April 08, 2011, 06:13:12 pm »
Quote
3335 didn't work?

From what I can see the auto builder only execute once a day or maybe once ever 2 day's.

So once it's been build then I'll have a go.
« Last Edit: September 07, 2012, 05:15:03 pm by MatMan »

Offline ALUCARD2009

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Re: MixMasters V0.02
« Reply #20 on: April 08, 2011, 06:39:24 pm »
sorry my friend,it was tested with 2851,3192 and 3330 and it didn't work.

Total Ram: 58720256 Bytes
 Free Ram: 56270548 Bytes
 Used Ram: 2449708 Bytes

OpenBoR v3.0 Build 3330, Compile Date: Apr  5 2011

Game Selected: ms0:/PSP/GAME/OpenBOR/Paks/MYMOD.PAK

FileCaching System Init......   pak header is too large: 661504
Disabled
Initializing video............

 I'm sorry to inform your PSP has crashed. The exception has
 been logged to a file. Please include OpenBOR.ELF within the
 Modules directory and the log file generated to www.LavaLit.com



 Exception Details:


 Exception - Bus error (data) / OpenBOR.text + F0228
 EPC       - 088F4228
 REPC      - 000F0228
 Cause     - 1000001C
 Status    - 20008613
 BadVAddr  - FF7FBDBC


 zr:00000000 at:08940000 v0:00000000 v1:00000100
 a0:0BBBF748 a1:0000000C a2:00000000 a3:0BBBF748
 t0:00000000 t1:DEADBEEF t2:00000001 t3:DEADBEEF
 t4:08946668 t5:DEADBEEF t6:DEADBEEF t7:DEADBEEF
 s0:00000000 s1:0000002F s2:08940000 s3:08940000
 s4:08940000 s5:00000000 s6:DEADBEEF s7:DEADBEEF
 t8:DEADBEEF t9:DEADBEEF k0:0BBBFF00 k1:00000000
 gp:08937ED0 sp:0BBBF748 fp:0BBBFEA0 ra:08814AFC

Offline MatMan

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Re: MixMasters V0.02
« Reply #21 on: April 08, 2011, 07:23:45 pm »
Quote
Game Selected: ms0:/PSP/GAME/OpenBOR/Paks/MYMOD.PAK

Did you pak this game.......as it is at the moment this game CAN NOT be pakked because there's to many files.... actually there is alot of un-used files at the moment and I should eventually remove them all and then it should be hopefully be able to pak them but I will eventually create more entities and it will come to a point that it won't work but that might be a long while from now.

I will look into reducing file count.

Offline ALUCARD2009

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Re: MixMasters V0.02
« Reply #22 on: April 08, 2011, 07:41:45 pm »
i understand!thanks!

Offline MatMan

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Re: MixMasters V0.03
« Reply #23 on: April 08, 2011, 08:03:21 pm »
v 0.03
Fixed a problem in the boss rush stage that would generate to many bosses.
Added "buy mp" shop item.
Fixed a few gfx problems.
Fixed purchasing item miss-information.
Disabled openbor ingame save system.
Few character fix's.

Please note. If your updating from v0.02 then you MUST DELETE "Saves\bor\save.txt" else the game will just crash.

get it at http://lavalit.com:8080/index.php?action=tpmod;dl=item306
« Last Edit: April 08, 2011, 08:05:30 pm by MatMan »

Offline DJGameFreakTheIguana

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Re: MixMasters V0.03
« Reply #24 on: April 08, 2011, 08:19:33 pm »
Yo Matman, I downloading this mod right now, but I'll have to play it later on account of this PC acting up, but I look forword to it though.

P.S. Are there any general Grevious sprites? He's one of the few star wars characters who interest me, and I don't know jack about star wars.  :laughing:

X)

Offline MatMan

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Re: MixMasters V0.03
« Reply #25 on: April 08, 2011, 08:32:55 pm »
Yo Matman, I downloading this mod right now, but I'll have to play it later on account of this PC acting up, but I look forword to it though.

P.S. Are there any general Grevious sprites? He's one of the few star wars characters who interest me, and I don't know jack about star wars.  :laughing:

X)

i completely despised the recent star wars movies but out of all the crap that came out of the 3 uber super duber crap movies "general Grevious" was uber cool and unfortunatly there is no "general Grevious" in the game but as you gave me the great idea of him Ill look into it and see if i can find him somewhere out there on the net.

PS! if your interested in seeing how and why the recent star wars was ssoooooooooooooooooooooooo f_cking crap check this link for the most accurate review of how trully crap it was http://redlettermedia.com/plinkett/star-wars/star-wars-episode-1-the-phantom-menace/. check all the reviews out (about 6 clips of 30 mins each).

Star wars the shot revers shot movie of the decade. Truly beyond the measure of uber crappness.
« Last Edit: April 08, 2011, 08:35:48 pm by MatMan »

Offline DJGameFreakTheIguana

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Re: MixMasters V0.03
« Reply #26 on: April 08, 2011, 08:40:50 pm »
Well, I guess I'll have to check de crapiness some time then.

About Grevious though, I kinda had the idea to add him to the mod myself sometime. I've had an interest to add new characters to old mods for some time now, but never made a move on it.

X)

Offline MatMan

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Re: MixMasters V0.03
« Reply #27 on: April 08, 2011, 08:48:34 pm »
I foudn this site that has a g g to downlload but you need to have a micorsoft live account to download it, which i don't.  http://www.freewebs.com/deathnintendo/characters.htm If you get it send to me if you don't mind and i'll do something about it :)

Offline MatMan

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Re: MixMasters V0.03
« Reply #28 on: April 10, 2011, 05:46:43 am »
Game works with "OpenBOR v3 3335" now :cheers!:

Offline nocturnus

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Re: MixMasters V0.03
« Reply #29 on: April 10, 2011, 10:47:05 am »
wowwwwwwww !!! but how can i play with this game?

 



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