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Author Topic: bug with cancel  (Read 1114 times)

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Offline hagith

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bug with cancel
« on: July 01, 2012, 04:00:01 pm »
I am encountering a strange bug with openbor.

The engine freezes at loading screen when i use 5 cancels with my character.
But if if make a pack and play with OpenBOR v3.0 Build the game loads and it works(Windows openbor).But still freezes when i exit it.

Is there a limitation with cancels ?
My editor might be old i use neo_editor. Is there a way to uptade my editor or download a more recent one?

It is problematic to edit ,pack, and test it's such a waste of time.

thanks


Offline Bloodbane

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Re: bug with cancel
« Reply #1 on: July 02, 2012, 12:01:17 am »
Code: [Select]
Is there a limitation with cancels ?
 The only limitation cancel has is that maximum freespecials. I'm not quite sure what Orochi_X (coder of cancel) meant when he solved cancel issue before but one thing I could suggest you is to raise that limit with this command:

maxfreespecials

 Set this in models.txt to something like 15 or 20. Hopefully that would solve your problem.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline hagith

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Re: bug with cancel
« Reply #2 on: July 02, 2012, 03:38:55 am »
Thank you bloodbane but apparently this has nothing to do with maxfreespecial.It was already increased.

I did test and it seems strange,the bug occurs when i use multiple time the same cancels in different anim.
And nothing is written in Logs.

i post an example see spoiler

Spoiler
anim attack3
   delay   4
   cancel  4 6 0 D F A freespecial7
   cancel  4 6 0 D U A freespecial8
   offset  39 117
   bbox    23 22 40 97
   sound data/sounds/guile/hu.wav
   frame   data/chars/guile/A3000.gif
   frame   data/chars/guile/A3001.gif
   attack  66 30 39 35 8 0 0 0 6
   frame   data/chars/guile/A3002.gif
   attack  0
   delay   7
   frame   data/chars/guile/A3003.gif
   frame   data/chars/guile/A3004.gif
   frame   data/chars/guile/A3005.gif


anim freespecial4#HOP KICK
   delay   5
   offset  35 123
   bbox    12 27 41 95
   cancel  8 10 0 D F A freespecial7
   sound   data/sounds/punch.wav
   frame   data/chars/guile/hopkick000.gif
   move    8
   frame   data/chars/guile/hopkick001.gif
   bbox    25 8 34 75
   frame   data/chars/guile/hopkick002.gif
   attack  54 30 73 30 8 0 0 0 6
   frame   data/chars/guile/hopkick003.gif
   attack  0
   delay   6
   frame   data/chars/guile/hopkick004.gif
   frame   data/chars/guile/hopkick005.gif
   bbox    12 27 41 95
   move    0
   frame   data/chars/guile/hopkick006.gif

   delay   2
   offset  30 95
   bbox    15 32 47 68
   sound   data/sounds/land.wav
   frame   data/chars/guile/get000.gif
   frame   data/chars/guile/get001.gif
   frame   data/chars/guile/get002.gif
   frame   data/chars/guile/get001.gif
   frame   data/chars/guile/get000.gif

Like this it works perfectly but if i add cancel  8 10 0 D U A freespecial8 Bor won't launch.


anim freespecial4#HOP KICK
   delay   5
   offset  35 123
   bbox    12 27 41 95
   cancel  8 10 0 D F A freespecial7
   cancel  8 10 0 D U A freespecial8
   sound   data/sounds/punch.wav
   frame   data/chars/guile/hopkick000.gif
   move    8
   frame   data/chars/guile/hopkick001.gif
   bbox    25 8 34 75
   frame   data/chars/guile/hopkick002.gif
   attack  54 30 73 30 8 0 0 0 6
   frame   data/chars/guile/hopkick003.gif
   attack  0
   delay   6
   frame   data/chars/guile/hopkick004.gif
   frame   data/chars/guile/hopkick005.gif
   bbox    12 27 41 95
   move    0
   frame   data/chars/guile/hopkick006.gif

   delay   2
   offset  30 95
   bbox    15 32 47 68
   sound   data/sounds/land.wav
   frame   data/chars/guile/get000.gif
   frame   data/chars/guile/get001.gif
   frame   data/chars/guile/get002.gif
   frame   data/chars/guile/get001.gif
   frame   data/chars/guile/get000.gif

anim freespecial 4 is a cancel from a followanim if that helps.

freespecial 7 and 8 are animations which mimic Street fighter  supers with super freeze and an delayed animation with alpha.They could somewhat cause bugs but the same thing happens with basic cancel(simple anim).Its kind of solved but i wanted to share it to see if someone could try this and tell me if it's a bug .
« Last Edit: July 02, 2012, 03:55:43 am by hagith »

Offline utunnels

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Re: bug with cancel
« Reply #3 on: July 02, 2012, 04:55:19 am »
By any chance, are you using windows 64bit?

Offline hagith

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Re: bug with cancel
« Reply #4 on: July 02, 2012, 06:53:12 am »
not written in dxdiag.I am on xp pro so i'd say 32 considering the 64 version is rare.

Offline utunnels

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Re: bug with cancel
« Reply #5 on: July 02, 2012, 09:21:32 am »
Odd, I heard of similar unstable issues recently.
Maybe I should find a time take another look at those memory allocation logic, sounds the issues are related somehow.

Offline Die_In_Fire

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Re: bug with cancel
« Reply #6 on: July 02, 2012, 01:21:31 pm »
OpenBOR v3.0 Build the game loads and it works(Windows openbor).But still freezes when i exit it.



i have that same problem using any builds, currently using build 3709. but i don' think in my case is related to cancels. when I want to exit i have to press enter ofr the "pause" and then have to click on the "x" of the window, but if I select "end game" or wherever, it freezes.

under windows xp

Offline hagith

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Re: bug with cancel
« Reply #7 on: July 03, 2012, 05:52:29 am »
i use the build 3709 and the problem is a little bit different  but now mponly does'nt work anymore  :laughing: any way to fix mponly or the cmd has changed ?
« Last Edit: July 03, 2012, 06:07:26 am by hagith »

Offline utunnels

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Re: bug with cancel
« Reply #8 on: July 06, 2012, 03:55:08 am »
How is that cancel problem going in 3711?

Offline hagith

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Re: bug with cancel
« Reply #9 on: July 06, 2012, 02:46:34 pm »
ha i didn t see that it's a new version i 'll try

Edit:
Perfect it doesn't freeze anymore.But mponly still doesn't work. Is it obsolete now ?
« Last Edit: July 06, 2012, 03:08:39 pm by hagith »

Offline utunnels

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Re: bug with cancel
« Reply #10 on: July 06, 2012, 08:19:41 pm »
Quote
energycost {int} {mponly} {disable}

~Can be used in player's SPECIAL, SPECIAL2, and FREESPECIAL(#) animations.
~{mponly} controls where this attack drains it's energycost from. It works exactly same with 'mponly' command below.
~{disable} controls entities which can't use animation in which this command is declared. Useful to use same weapon models for players, NPCs and enemies with special abilities limitation.
0 = None (default). Every entity can use this animation
1 = All entities
2 = Enemies and NPCs
3 = Players and NPCs
4 = Players and Enemies
~When the attack is performed, (int) will be subtracted from one of the player's stats. Which one depends on several factors:
~If the player has enough MP to use the attack, it comes from their MP.
~If they don't have enough MP, but have enough HP to make up the difference and the attack is not set to 'mponly', their MP will be drained and the anything left will be taken from HP.
~If the player has 'mponly' set to 2 or simply don't have an MP bar, this will always come from the player's health.
~This command also work with enemies. Since enemies don't have MP, this command will only drain health.
~If the user does not have more than {int} life remaining, they can't perform the attack. If they have a CANT animation, they will play that instead.
~Defaults to 6 for SPECIAL and 0 for anything else.


http://dcemulation.org/?title=OpenBORManual



mponly is not obsolete, but it can be overriden, so if you still use it, put it behind energycost or mpcost.

« Last Edit: July 06, 2012, 08:22:10 pm by utunnels »

Offline hagith

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Re: bug with cancel
« Reply #11 on: July 07, 2012, 06:02:56 am »
My mponly was written before my mpcost  :)

Thank you  :cheers!:

Offline mtrain

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Re: bug with cancel
« Reply #12 on: December 04, 2012, 03:58:28 pm »
Here is the code of attack that using mp only:

Spoiler
anim    freespecial2
   energycost   9 1
   hitfx   data/sounds/P1.wav
   loop   0
   delay   5
   offset   300 295
   cancel 4 4 0 a freespecial3
   frame   data/chars/player/5.gif
   frame   data/chars/player/6.gif
   frame  data/chars/player/7.gif
      delay  20
      attack1  343  86  183  156  1  0  0  0  15  15
   frame  data/chars/player/8.gif
      delay  10
      Attack1  0
   frame  data/chars/player/8.gif
   frame  data/chars/player/21.gif
   frame  data/chars/player/22.gif

But when player have not enough mp, OpenBor crushes without marks in log and instead of playing CANT animation. What is the problem?

here is the player header code:

Spoiler
name   playerw
health   200
mp   10
speed   17
running   34 7 1.4 1 0
type   player
gfxshadow   1

weapons playerbk playerw player

diesound data/chars/player/D.wav
icon   data/chars/player/icon.gif

weapnum      2
modelflag    1
weaploss    2

grabdistance 85

throw   7 5

antigravity -40

throwframewait   2

animationscript data/scripts/slambb.c

palette      data/chars/player/pal/01.gif

alternatepal   data/chars/player/pal/a5.gif
alternatepal   data/chars/player/pal/a4.gif
alternatepal   data/chars/player/pal/a3.gif
alternatepal   data/chars/player/pal/a2.gif

com a2 freespecial5

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Offline utunnels

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Re: bug with cancel
« Reply #13 on: December 04, 2012, 06:41:02 pm »
That energycost in freespeical2 has nothing to do with freespecial3.

What is your setup for freespecial3?


BTW, cant animation logic was removed years ago. Let me see if we can restore it, but there're some problems need to be solved.

Offline mtrain

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Re: bug with cancel
« Reply #14 on: December 04, 2012, 08:12:39 pm »
freespecial3 is the same as 2nd and 4th:

Spoiler
anim    freespecial3
   energycost   9 1
   hitfx   data/sounds/P1.wav
   loop   0
   delay   5
   offset   300 295
   cancel 4 4 0 a freespecial4
   frame   data/chars/player/5.gif
   frame   data/chars/player/6.gif
   frame  data/chars/player/7.gif
      delay  20
      attack1  343  86  183  156  1  0  0  0  15  15
   frame  data/chars/player/8.gif
      delay  10
      Attack1  0
   frame  data/chars/player/8.gif
   frame  data/chars/player/21.gif
   frame  data/chars/player/22.gif

anim    freespecial4
   energycost   9 1
   hitfx   data/sounds/P1.wav
   loop   0
   delay   5
   offset   300 295
   frame   data/chars/player/5.gif
   frame   data/chars/player/6.gif
   frame  data/chars/player/7.gif
      delay  20
      attack1  343  86  183  156  1  0  0  0  15  15
   frame  data/chars/player/8.gif
      delay  10
      Attack1  0
   frame  data/chars/player/8.gif
   frame  data/chars/player/21.gif
   frame  data/chars/player/22.gif
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