LavaLit

OpenBoR => OpenBoR Editor's => Topic started by: MatMan on June 20, 2009, 08:46:30 pm

Title: openBorStats Tool
Post by: MatMan on June 20, 2009, 08:46:30 pm
A useful application to help edit Entities, Characters and Levels in your openBor project.

Get it Here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81)

Features include.

"File Being Used Checker"
Will Scan the entire project for unused files and can be moved or copied to another folder.

"Stage Viewer"
  Displays holes and walls.
  Can view multiple bgLayers.
  Background/bglayers handles x/y Positioning and x/y spacing.
  Basic Entity placements.
To view stages....
Just expand the levels in the main tree and dbl click on a level design file from any set (They'll be purple).

"Test Factory"
Easily test a entity in a Tiny prebuild basic package.
This can help you test if the character is working properly and if the character is preforming the way you want it to, giving a quick way of tweaking him.
Read the readme on how to use it (just a couple of left clicks and one right click).

"Text Pad"
A powerful and functional editor has been added to help simplify character editing using the traditional notepad route but with plenty of usefull features that can show you details such as loading a picture when clicking on a remap line.
You can double click or press ctrl+return on any line and it will give you a detailed description on what that command does and how to use it.
It supports models.txt, levels.txt, level design files and character files.
NB! Don't forget about the F9 F10 Keys.

"Organised Project"
The main menu has been replaced with  a more sophisticated tree system that can display information in a organised manner.

"Character editor"
A Entity editor has been added that can easily help you pickup any bBox type errors.

"Glossary System"
No need to know any commands used by openBor or where each command should go anymore.
The Glossary system shows you all possible commands that can be used no matter what part of the entity your editing.
Missing Glossary commands, no problem. Just add or modify one as you see fit in the System Editor giving you the ability to change features as openBor changes.

"Color Coding"
Many area uses different colors to help easily identify certain features such as if a anim block contains a script or not.

"Images"
(http://lavalit.com:8080/index.php?action=dlattach;topic=3187.0;attach=6910;image)
(http://lavalit.com:8080/tp-images/dlmanager/listing/1249377908ss.jpg)
(http://lavalit.com:8080/tp-images/Image/1248798408StageViewer.jpg)
(http://lavalit.com:8080/tp-images/Image/1247057716openBorStatsv020.gif)
Title: Re: openBorStats Tool
Post by: CE on June 21, 2009, 08:02:26 am
Sweet! - I attached the files to this post to have them mirrored
Title: Re: openBorStats Tool
Post by: MatMan on June 21, 2009, 08:40:29 am
Shizam man, here v0.03 with even more details.

Additional details in the levels grid, just dbl click a entity.
Title: Re: openBorStats Tool
Post by: CE on June 21, 2009, 08:54:25 am
Great! - Attached the new version to this post:
Title: Re: openBorStats Tool
Post by: MatMan on June 21, 2009, 11:00:49 am
Question about attacks in an entity.

If I want 2 separate hits in an attack, would it look like.....
anim attack1
#Hit group number 1
  attack  11  23  35  12  6
  frame   data/chars/....
  attack  0  0  0  0  0   #Does this have to be entered?
  frame   data/chars/....
  frame   data/chars/....
#Hit group number 2
  attack  99  23  35  12  8
  frame   data/chars/....
  attack  99  23  35  12  8
  frame   data/chars/....


but if I write it like bellow, does it mean that its one long Hit group?
anim attack1
  attack  11  23  35  12  6
  frame   data/chars/....
  frame   data/chars/....
  frame   data/chars/....
  attack  99  23  35  12  8
  frame   data/chars/....
  attack  99  23  35  12  8
  frame   data/chars/....
Title: Re: openBorStats Tool
Post by: BonusJZ on June 21, 2009, 11:15:17 am
Yes you need to separate attack with null to be able deliver more hits to the same enemy in one animation
In your second example the later attack only replace previous and you dont be able to do multiple hits on same enemy.

Check also fastattack command which can be usefull in some cases (short delays in anim)

Title: Re: openBorStats Tool
Post by: MatMan on June 21, 2009, 12:47:14 pm
Another update  ;D This time giving details about entities such as each anims delay, total damage etc... Just dbl click on a Entity in the Entity tab.

I'll need some confirmation regarding the total hit counts as of the few paks I was testing with confirmed correct details.
Title: Re: openBorStats Tool
Post by: MatMan on June 22, 2009, 09:47:44 am
Another update...

Can easily edit files by just right clicking on an entity on the grid now.
Made sorting a little easier now, just hold in ctrl and left click on any column.

Added a Format Factory (although Factory might be to strong a word :'()
Format factory allows you to easily format a Entity text file. This will replace spaces where it should be a tab etc... Useful when applications don't save the file correctly.
Right clicking on a Entity in the Main Entity tab and or level Tab will allow you to format the Text file.
Title: Re: openBorStats Tool
Post by: Orochi_X on June 22, 2009, 10:16:10 am
Cool! This is starting to interest me , now.

Keep up the good work!
Title: Re: openBorStats Tool
Post by: Damon Caskey on June 22, 2009, 10:18:49 am
Yeah, this was kind of a novelty tool at first but is starting to get pretty practical. Keep up the good work!

DC
Title: Re: openBorStats Tool
Post by: MatMan on June 22, 2009, 10:20:09 am
Cool! This is starting to interest me , now.

Keep up the good work!

Glad you like it, let me know of any ideas you might have as I'm still new to the scene and got plenty to learn on what's needed to make life a whole lot simpler.
Title: Re: openBorStats Tool
Post by: MatMan on June 22, 2009, 05:20:24 pm
And one more release for luck..

This includes a simple editor that can automatically located Entity elements for you.
Title: Re: openBorStats Tool
Post by: Fightn Words on June 22, 2009, 08:03:39 pm
Very nice so far- question: what other features do you have planned for future releases?
Title: Re: openBorStats Tool
Post by: MatMan on June 22, 2009, 08:45:27 pm
Very nice so far- question: what other features do you have planned for future releases?

I've pretty much run out of ideas so far. Thing is that I've developed as far as I've worked with  on the LoR project, which is coming along nicely by the way.

Yes I would love to develop a graphical Entity editor but that would take to long to start one from scratch and I got no idea on whats needed to develop obeditor or even what to use to compile it (really havn't look hard into it).

As it is, openBor pretty much has stopped all my other projects especially Total Text Container which I actually use for work and is pretty Nb but stuff it. openBor freaking rox.

How openBorStats came about was that I got tired of manually going through each Entity file and writing down the details I was looking for, to be able to create a well balanced calculation for the game, might even add a difficulty calculator but I'm thinking to far ahead cause I'll need to understand alot more of openBor as I haven't even climbed into scripting.

However my idea on it has started to evolve to a sort of a central hub (so name might have to change) where by I can easily navigate between Entities and modify them, now that I think of it (ding ding ding, just got another idea), through the use of parameters etc give it the ability to call up 3rd party editors at certain points that would be used to edit it, or a single click that would pak it up and start running a demo etc...

Simply put, the more I work with openBor the more I will update it. Just started a 8gb sprites download. Things are about to get interesting  :cheers!:
Title: Re: openBorStats Tool
Post by: MatMan on June 24, 2009, 04:16:15 pm
Quick question about c++ scripts.

Do you or can you add scripts into the characters txt file. (ie data\char\malin\malin.txt) or do scripts go into a a separate file entirely and same is asked about the level files.
Title: Re: openBorStats Tool
Post by: Orochi_X on June 24, 2009, 04:29:08 pm
Yes , you can add script directly in to an entity.txt file....

You place them between @script and @end_script
Title: Re: openBorStats Tool
Post by: MatMan on June 24, 2009, 04:34:23 pm
Yes , you can add script directly in to an entity.txt file....

You place them between @script and @end_script

Thanx, really useful to know, plus will make adjustments to handle for future development.
Title: Re: openBorStats Tool
Post by: Orochi_X on June 24, 2009, 04:39:31 pm
No problem!

I was digging around for an example but you ninja'd me so , umm , here it is!

Code: [Select]
anim attack1
loop 0
delay 8
bbox 30 5 27 79
offset 37 90
@script
if(frame == 0){
void self = getlocalvar("self");
if(playerkeys(getentityproperty(self, "playerindex"), 0, "movedown"))
{
    changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW5"));
}
}
@end_script
frame data/chars/mai/P12_A075
offset 35 92
delay 3
bbox 32 10 43 76
        attack4 61 16 62 20 15 0 0 0 8 15
frame data/chars/mai/P12_A076
offset 35 82
bbox 27 6 52 72
frame data/chars/mai/P12_A077
        attack  0
offset 36 90
delay 7
bbox 30 5 27 79
frame data/chars/mai/P12_A075
offset 34 91
bbox 15 5 31 80
frame data/chars/mai/P12_A078

Title: Re: openBorStats Tool
Post by: MatMan on June 24, 2009, 04:47:14 pm
Can you place a script block inside a anim block or does it have to be either before it and/or after it and if its before it does it only work for that anim block and can you have multiple script blocks?

Sorry for bugging but I'm not actually looking into scripts at the moment (I'm sure there's resources on it), I'd just like to know plus minus how they work as i'm creating a character editor but I want to be able to add a area for scripts.
Title: Re: openBorStats Tool
Post by: Orochi_X on June 24, 2009, 04:57:02 pm
You need to place it before the frame(s) you want it triggered on so you can either do one large script at the beginning or several smaller ones...

Code: [Select]
#Musasabi no Mai
anim freespecial1
landframe 8
        loop    0
        delay   7
offset 53 113
bbox 15 13 19 52
@script
if(frame == 0){
void self = getlocalvar("self");
if(playerkeys(getentityproperty(self, "playerindex"), 0, "attack3"))
{
setentityvar(self, 4, 2);
}else{
                        setentityvar(self, 4, 0);
                }
changeentityproperty(self, "tosstime", getentityproperty(self, "tosstime") + 28);
}
@end_script
frame data/chars/mai/P12_A11F
offset 29 122
frame data/chars/mai/P12_A120
offset 35 150
frame data/chars/mai/P12_A121
offset 33 122
frame data/chars/mai/P12_A11E
offset 52 129
@script
if(frame == 4){
void self = getlocalvar("self");
int x = getentityvar(self, 4);
int dir = getentityproperty(self, "direction");
if(dir == 1)
{
changeentityproperty(self, "velocity", 7+x, 0, -8+(x/2));
}
else
{
changeentityproperty(self, "velocity", -7-x, 0, -8+(x/2));
}
}
@end_script
        delay   5
frame data/chars/mai/P12_A030
frame data/chars/mai/P12_A031
frame data/chars/mai/P12_A032
@script
if(frame == 7){
void self = getlocalvar("self");
updateframe(self,  4);
}
@end_script
frame data/chars/mai/P12_A032
offset 30 80
        delay   7
frame data/chars/mai/P12_A11E
offset 21 80
        frame   data/chars/mai/P12_A020
        delay   15
offset 27 57
bbox 15 13 19 52
frame data/chars/mai/P12_A026
        delay   8
offset 22 71
bbox 15 13 19 52
frame data/chars/mai/P12_A01E


I almost forgot! You can also call external functions by placing them in an animationscript (the path is definable in the character header , animationscript {path} ) and then calling it with @cmd

@cmd functionname arg arg arg

These are always fired on the frame defined immediately after @cmd
Title: Re: openBorStats Tool
Post by: MatMan on June 24, 2009, 05:02:56 pm
I presume that after a script + anime is done its ended by a empty line to indicated to openBor that a new (script+anime) or (anime) will start.
Title: Re: openBorStats Tool
Post by: MatMan on June 25, 2009, 08:14:24 am
Could anyone please tell me what the default value to the "z axis" is in the attack box (ie the value used when its null).
Title: Re: openBorStats Tool
Post by: Orochi_X on June 25, 2009, 09:41:23 am
It defaults to their grabdistance. That defaults to 36 if not declared , if memory serves.
Title: Re: openBorStats Tool
Post by: MatMan on June 25, 2009, 09:47:17 am
It defaults to their grabdistance. That defaults to 36 if not declared , if memory serves.

Cool, thanx.
Title: Re: openBorStats Tool
Post by: MatMan on June 25, 2009, 11:27:04 pm
Is the script engine case sensitive?
Title: Re: openBorStats Tool
Post by: Damon Caskey on June 26, 2009, 08:48:00 am
Partially at least. I don't know if function names are case sensitive but I do know variants are.

int X != int x

DC
Title: Re: openBorStats Tool
Post by: Bloodbane on June 27, 2009, 01:02:07 am
How openBorStats came about was that I got tired of manually going through each Entity file and writing down the details I was looking for, to be able to create a well balanced calculation for the game, might even add a difficulty calculator but I'm thinking to far ahead cause I'll need to understand alot more of openBor as I haven't even climbed into scripting.

 I keep thinking about balance definition and it turns out whatever it is, it's different and not same per person's view. So if you want to make balanced calculation, please explain what exactly you mean by balanced.
 Difficulty calculator is even tougher. Aggresive enemies aren't always hard, if you can perform counterattack, those enemies will be defeated easily and look like an idiot.
 And moreover, difficulty is relative to players too. Players are us not the character in the mod here.
Title: Re: openBorStats Tool
Post by: MatMan on June 27, 2009, 01:16:19 am
How openBorStats came about was that I got tired of manually going through each Entity file and writing down the details I was looking for, to be able to create a well balanced calculation for the game, might even add a difficulty calculator but I'm thinking to far ahead cause I'll need to understand alot more of openBor as I haven't even climbed into scripting.

 I keep thinking about balance definition and it turns out whatever it is, it's different and not same per person's view. So if you want to make balanced calculation, please explain what exactly you mean by balanced.
 Difficulty calculator is even tougher. Aggresive enemies aren't always hard, if you can perform counterattack, those enemies will be defeated easily and look like an idiot.
 And moreover, difficulty is relative to players too. Players are us not the character in the mod here.

It ain't a easy thing to get done but its always possible and every really advanced game has some sort of system they work of by using the engine rules, game genre rules etc.... but its something that I won't be really doing for a long while. it was just a idea.
Title: Re: openBorStats Tool
Post by: MatMan on June 27, 2009, 01:21:56 am
How does openBor calculate the Attack z Depth that is used in openBor. Lets say I set the z Depth to 40, does it measure (in a isometric view) from a point, 20 pixels in and 20 pixels out or is it more complicated than that?
Title: Re: openBorStats Tool
Post by: Bloodbane on June 27, 2009, 01:26:50 am
Quote
It defaults to their grabdistance. That defaults to 36 if not declared , if memory serves.

 Utunnels said it's grabdistance/3 or 36/3 for default.

Quote
Lets say I set the z Depth to 40, does it measure (in a isometric view) from a point, 20 pixels in and 20 pixels out or is it more complicated than that?

 No, it's 40 pixels in and out. And it's NOT isometric.
Title: Re: openBorStats Tool
Post by: MatMan on July 05, 2009, 12:04:51 pm
First release of the Character editor is ready and just waiting approval.

Pix.
Box Editor. http://sites.google.com/site/matmansite/Home/Image.jpg?attredirects=0 (http://sites.google.com/site/matmansite/Home/Image.jpg?attredirects=0)

Entity Editor. http://sites.google.com/site/matmansite/Home/Editor.jpg?attredirects=0 (http://sites.google.com/site/matmansite/Home/Editor.jpg?attredirects=0)

Glossary System. http://sites.google.com/site/matmansite/Home/Glossary.jpg?attredirects=0 (http://sites.google.com/site/matmansite/Home/Glossary.jpg?attredirects=0)
Title: Re: openBorStats Tool
Post by: Fightn Words on July 05, 2009, 01:42:41 pm
Also, the edited Dragons of Rage is in the downloads.
Title: Re: openBorStats Tool
Post by: Orochi_X on July 05, 2009, 04:59:40 pm
I've just approved the tool.

Grab it HERE (http://lavalit.com:8080/index.php?action=tpmod;dl=item280)
Title: Re: openBorStats Tool
Post by: MatMan on July 05, 2009, 05:01:44 pm
I've just approved the tool.

Grab it HERE (http://lavalit.com:8080/index.php?action=tpmod;dl=item280)

Cheers  :cheers!:
Title: Re: openBorStats Tool
Post by: nedflandeurse on July 05, 2009, 06:56:44 pm
If the editors work, I have no more reason of stopping the process of my wips!
Thanks!! :)
Title: Re: openBorStats Tool
Post by: MatMan on July 05, 2009, 07:00:57 pm
If the editors work, I have no more reason of stopping the process of my wips!
Thanks!! :)

I've done alot of testing (hence Dragons of Rage) and there has been no data loss at all from all the modules I've worked with but when working with text files there's always that small possibility that something does but let me know if it doesn't save correctly bugs etc... and I'll get on top of it.

Also, read the limitations in the readme file. I would like some feedback regarding the decimal issue.
Title: Re: openBorStats Tool
Post by: MatMan on July 06, 2009, 05:33:01 pm
Could any one please clarify if any of these files "data\levels.txt", "data\levels\lvl.....txt" or "data\scenes\sce.....txt" support code script in them as I can't find anything relating to that.
Title: Re: openBorStats Tool
Post by: MCW on July 06, 2009, 06:15:49 pm
Do you mean this?

http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=OpenBOR_Manual (http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=OpenBOR_Manual)
Title: Re: openBorStats Tool
Post by: MatMan on July 06, 2009, 06:24:05 pm
Do you mean this?

http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=OpenBOR_Manual (http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=OpenBOR_Manual)

.....if any of these files "data\levels.txt", "data\levels\lvl.....txt" or "data\scenes\sce.....txt" support code script in them, i'm aware that entitiy files can support code script.
Title: Re: openBorStats Tool
Post by: Orochi_X on July 06, 2009, 06:28:25 pm
You can define scripts in data/levels/levelname.txt

It goes in the header like entities......

levelscript {path}
endlevelscript {path}

On top of that , they will automatically use level.c and endlevel.c if they are placed in the scripts folder.

You can not use blocks of script in any of the files you mentioned.
Title: Re: openBorStats Tool
Post by: MatMan on July 06, 2009, 07:17:01 pm
You can define scripts in data/levels/levelname.txt

It goes in the header like entities......

levelscript {path}
endlevelscript {path}

On top of that , they will automatically use level.c and endlevel.c if they are placed in the scripts folder.

You can not use blocks of script in any of the files you mentioned.

Thank you,  :cheers!:
Title: Re: openBorStats Tool
Post by: MatMan on July 08, 2009, 08:57:33 am
New version has been uploaded.

updates include....
"Test Factory"
"Updated Text Pad"
"Updated Glossary system"
"Organised Project"

Thanx for approving.
Get it at http://lavalit.com:8080/index.php?action=tpmod;dl=item281 (http://lavalit.com:8080/index.php?action=tpmod;dl=item281)
Title: Re: openBorStats Tool
Post by: MatMan on July 08, 2009, 01:11:21 pm
Ignore the "Import" button in the System Editor as that's a debug feature and forgot to hide.

Just discovered a load error when opening Crime Buster Script Version. This is only in the area where you edit the characters bBox, this is a @cmd error. Will be fixed by the next version.
Title: Re: openBorStats Tool
Post by: DJGameFreakTheIguana on July 08, 2009, 07:38:02 pm
I'll give this new one a shot, I've already tried your first one. I gotta say this is a good tool. I don't think it can replace the OBEditor when it comes to setting Attack, Bboxes, and Offsets, but With visible frames while editing text, along with the list of commands you can use, it's a lot better than just using regular notepad, plus I don't have to open another window to see the manual when I need to. ;D
Title: Re: openBorStats Tool
Post by: MCW on July 08, 2009, 10:59:03 pm
I cannot view the character while double click on the highlighted character name. The [Access violation at address] message always pop-up while I double click.

The [Runtime error] message always pop-up after I close the openborstats.

Is this because I do not have enough memory in  my HDD to run the openborstats....

Title: Re: openBorStats Tool
Post by: MatMan on July 08, 2009, 11:09:25 pm
I cannot view the character while double click on the highlighted character name. The [Access violation at address] message always pop-up while I double click.

The [Runtime error] message always pop-up after I close the openborstats.

Is this because I do not have enough memory in  my HDD to run the openborstats....



Its very likely with the stats you mentioned before, however I'm in the process of replacing the gif module which I eventually realized had some memory problems and is the most likely thing causing your errors.
Title: Re: openBorStats Tool
Post by: Damon Caskey on July 09, 2009, 09:26:08 am
I haven't tried this yet MatMan, but one thing I would suggest is to add .png support if it isn't already there. Advanced modders generally prefer .png for its filesize and future
proofing.

Also, you'll want provision for file names with no extensions, as this is also supported by the engine and used in text files. Both of the following are supported:

"frame data/chars/andy0005.png"
"frame data/chars/andy0005"

Omitting the file extension has several advantages for modders, but it made the old editor useless for those who did, as it depended on extensions being provided.

DC



Title: Re: openBorStats Tool
Post by: MatMan on July 09, 2009, 09:37:25 am
I haven't tried this yet MatMan, but one thing I would suggest is to add .png support if it isn't already there. Advanced modders generally prefer .png for its filesize and future
proofing.

Also, you'll want provision for file names with no extensions, as this is also supported by the engine and used in text files. Both of the following are supported:

"frame data/chars/andy0005.png"
"frame data/chars/andy0005"

Omitting the file extension has several advantages for modders, but it made the old editor useless for those who did, as it depended on extensions being provided.

DC

I didn't release openBor supports PNG, nice one. does it do alpha transparency aswell cause png does that ever so nicely.

The new imageLayer that i'm working on now will be able to supports virtually any image format imaginable and is also a whole lot more memory efficient, with the old imageLayer the app crashes on my machine when I got over 200 frames in 1 anim block load but with the new system its handles it just fine and is also a bit faster.

Will have to update it that it handles files without extension aswell. Thanx for that.

Question? What good drawing apps are there to handle png color maps etc..

Update:
openBor Stats supports PNG and GIF now (+more).
openBor Stats supports images without extensions now.
Title: Re: openBorStats Tool
Post by: Damon Caskey on July 09, 2009, 01:07:49 pm
The .png alpha layer is not supported; several modes of transparency/blending are supported by OpenBOR, but they are part of the engine's functionality and are independent of file type.

In a nutshell, you can't do anything with a .png file in OpenBOR you couldn't do with .gif files. But you get the filesize benefits and are ready in case we ever do take more advantage of the format.

As for working with .png, I use Photoshop. I think it's obvious there is nothing better for the actual editing. For finalizing, it produces reasonably optimized .png files, certainly enough to beat any identical .gif image. There are other programs out that that can optimize the file even more, but I personally don't bother with them.

DC

Title: Re: openBorStats Tool
Post by: MatMan on July 09, 2009, 09:21:52 pm
Just a thought. If you don't use extensions, does that mean you have 4 extra characters to work with in the filename?
Title: Re: openBorStats Tool
Post by: Damon Caskey on July 10, 2009, 08:41:27 am
No. The extensions are still added internally.

DC
Title: Re: openBorStats Tool
Post by: MatMan on July 10, 2009, 08:44:06 am
No. The extensions are still added internally.

DC

Then what would the advantages be for Omitting the extensions?
Title: Re: openBorStats Tool
Post by: Orochi_X on July 10, 2009, 01:38:12 pm
Not having to rename everything if you decide to change formats halfway through a project....
Title: Re: openBorStats Tool
Post by: MatMan on July 10, 2009, 01:45:26 pm
Not having to rename everything if you decide to change formats halfway through a project....

O, ok.

I've got it my todo list to add something that will handle renaming of entities including the file's cause I want to add a features to be able to package your characters into a zip aswell as stages etc but that comes a little later though. Working on something very important right now  ;)
Title: Re: openBorStats Tool
Post by: Fightn Words on July 10, 2009, 01:49:45 pm
Just wait until you see what it is...
Title: Re: openBorStats Tool
Post by: MatMan on July 10, 2009, 01:52:38 pm
Just wait until you see what it is...

Lol, don't worry FW, u'll most prop get a demo 2nite  :wow!:
Title: Re: openBorStats Tool
Post by: Fightn Words on July 10, 2009, 01:58:24 pm
:laughing:

Quote
:wow!:

That's been my reaction lately.  :)
Title: Re: openBorStats Tool
Post by: MatMan on July 11, 2009, 07:44:06 am
Wip.

The test factory has been updated and is working properly now along with new features like a quick button to the error log and it doesn't prompt to overwrite files any more.
Title: Re: openBorStats Tool
Post by: MatMan on July 12, 2009, 09:55:15 am
New version is being upload.

This version does not contain the codeScript wizard as its not automatic enough yet, but I decided to release this as there's enough new features and bug fix's warranting it.

"Glossary System" updates
"Blank Extension support"
Additional "Image Formats"
"Character Editor" Updates
"Entity Load" Improvements
"Test Factory" update

Thanx for approving.
Get it at . http://lavalit.com:8080/index.php?action=tpmod;dl=item283 (http://lavalit.com:8080/index.php?action=tpmod;dl=item283)
Title: Re: openBorStats Tool
Post by: MatMan on July 15, 2009, 12:59:21 pm
New version being uploaded.

Its a small update that has a couple of bug fix's, deving is slow cause I've been busy creating a new game.
A large offset has been added in a selectable list. Really usefull feature.

Thanx for approving.
Get it at http://lavalit.com:8080/index.php?action=tpmod;dl=item284 (http://lavalit.com:8080/index.php?action=tpmod;dl=item284)

Oops.  :dunce: I forgot to add the large offset into the zip. get it at http://sites.google.com/site/matmansite/Home/offSet4.png?attredirects=0 (http://sites.google.com/site/matmansite/Home/offSet4.png?attredirects=0) and place it in the Res directory.
Title: Re: openBorStats Tool
Post by: maxman on July 15, 2009, 09:45:14 pm
Nice offset pic. :thumbs_up: I really like it. Keep up the good work. :cheers!:
Title: Re: openBorStats Tool
Post by: Fightn Words on July 16, 2009, 01:14:32 am
Really great program so far Matman. :cheers!:
Title: Re: openBorStats Tool
Post by: MatMan on July 16, 2009, 12:46:13 pm
Nice offset pic. :thumbs_up: I really like it. Keep up the good work. :cheers!:

Cheers maxman.

That large offset has so epically increased the speed at setting up new characters offsets that its hard to imagine doing it without it now. Still, i have couple of ideas to make things better but all in due time.

Dbl cheers Fightn Words.
Title: Re: openBorStats Tool
Post by: maxman on July 16, 2009, 05:42:50 pm
I have something in mind that it needs update. The thing needs a pointer for boxes just like the bor char editor and obeditor. It's whether there's a very big image or small image. 'Cause I have some big images for one of the chars. You can make a total size of the pic with 500x500 pixels for users. You can hold the left-click to drag... you know like obeditor and the total size of pixels like bor char editor.
Title: Re: openBorStats Tool
Post by: MatMan on July 16, 2009, 05:47:45 pm
I have something in mind ........

I'm not sure what you mean but if its about being able to move the bbox and attack box with the use of the mouse then its in my todo list but not a priority and will be done some time in the future.
Title: Re: openBorStats Tool
Post by: MatMan on July 18, 2009, 09:32:49 am
New version is being uploaded.

V0.24
-----
Various bug fixes.
Added range to the character editor.

Thanx for the approval.

Get it at http://lavalit.com:8080/index.php?action=tpmod;dl=item285 (http://lavalit.com:8080/index.php?action=tpmod;dl=item285)
Title: Re: openBorStats Tool
Post by: MatMan on July 25, 2009, 05:30:15 pm
Could I please get some confirmation regarding the Level design files.

Background/Bglayer:
I noticed that you can have multiple bglayers, does this mean that each bglayer gets overlayed above the previous one.

Panel:
Multiple panels essentially get indexed and then gets placed by the use of order.

FrontPanel:
Multiple front panels get laid next to the previous one and then repeats from the first one again.
Title: Re: openBorStats Tool
Post by: DJGameFreakTheIguana on July 26, 2009, 06:06:40 pm
Yo Mat, I've ran into a bit of a bug with a script I'm using for 2D stages in SGMB. When I copy and paste this into any file whether it's notepad or Stats, when I save and open it with stats, it's messed up. Check it:

Copied script:
Spoiler
Quote
anim idle
   loop   1
   delay   12
   offset   120 137
        followanim 4
@script
void self = getlocalvar("self");
int b = getentityproperty(self, "base");
int a = getentityproperty(self, "a");
if(a > b){
performattack(self, openborconstant("ANI_JUMP"), 0);
changeentityproperty(self, "animpos", 4);
}
@end_script
      bbox  95  95  46  42
#      drawmethod  436  436  0  0  0  -1  -1
   frame   data/chars/Omega/Idle0.gif
      @cmd changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
   frame   data/chars/Omega/Idle1.gif
   frame   data/chars/Omega/Idle2.gif
   frame   data/chars/Omega/Idle3.gif
   frame   data/chars/Omega/Idle4.gif
   frame   data/chars/Omega/Idle5.gif
After Stats:
Spoiler
Quote
anim   "animpos", 4);
   }   
   @end_script   
   bbox   95 95 46 42
#      drawmethod  436  436  0  0  0  -1  -1
   frame   data/chars/omega/idle0.gif
   @cmd   changeentityproperty getlocalvar("self") "Subject_to_Platform" 1
   frame   data/chars/omega/idle1.gif
   frame   data/chars/omega/idle2.gif
   frame   data/chars/omega/idle3.gif
   frame   data/chars/omega/idle4.gif
   frame   data/chars/omega/idle5.gif
Spoiler
Quote
anim   idle
   loop   1
   delay   12
   offset   120 137
   followanim   4
@script
void self = getlocalvar("self");
int b = getentityproperty(self, "base");
int a = getentityproperty(self, "a");
if(a > b){
performattack(self, openborconstant("ANI_JUMP"), 0);
It kinda makes this script a hassle. :oops:
Title: Re: openBorStats Tool
Post by: Bloodbane on July 27, 2009, 02:14:39 am
Quote
Background/Bglayer:
I noticed that you can have multiple bglayers, does this mean that each bglayer gets overlayed above the previous one.

 Yes, we can have multiple bglayers. Background will be the most back one while bglayers will be infront of it. Order of bglayer defines overlaying order i.e the last bglayer will be the most front one.

Quote
Panel:
Multiple panels essentially get indexed and then gets placed by the use of order.

 Correct.

Quote
FrontPanel:
Multiple front panels get laid next to the previous one and then repeats from the first one again.

 Correct.
 I should add that OpenBoR skips the transparent part of frontpanel.
Title: Re: openBorStats Tool
Post by: MatMan on July 27, 2009, 02:17:56 pm
Yo Mat, I've ran into a bit of a bug with a script..........

I'll take a look at it asap.

Thanx for the reply BloodBane.

Update:
The error has been fixed and will be ready by the next release.
Title: Re: openBorStats Tool
Post by: MatMan on July 28, 2009, 12:03:13 pm
New version is being uploaded.

This was released before I wanted to but It might be a while before I can carry on developing on this.  :(

NB! background images have to have a transparent color set else the images wont be transparent in the stage viewer.

(http://lavalit.com:8080/tp-images/Image/1248798408StageViewer.jpg)

Thanx for the approval.
Get it at http://lavalit.com:8080/index.php?action=tpmod;dl=item288 (http://lavalit.com:8080/index.php?action=tpmod;dl=item288)
Title: Re: openBorStats Tool
Post by: Fightn Words on July 28, 2009, 03:02:42 pm
This is the first OpenBor application to have both levels & an entity's section- great work MatMan.
Title: Re: openBorStats Tool
Post by: MatMan on August 02, 2009, 11:29:02 am
I had a couple of hours to spend on this today....

Stage viewer updates
  Can handle multiple bgLayers now.
  Background/bglayers handles x/y Positioning and x/y spacing.
  Refresh background has been fixed.
  Basic Entity placements.

Download V025 then overwrite it with this one. This is an update.

To view stages....
Just expand the levels in the main tree and dbl click on a level design file from any set (They'll be purple).

NB! background images have to have a transparent color set else it wont be transparent in the stage viewer.
Title: Re: openBorStats Tool
Post by: MatMan on August 03, 2009, 03:25:30 am
I'm not a 100% sure on how the spawning of units works exactly, could someone please elaborate for me please.

Spawn Enemy
         #{x} {z} {a}
coords -10  150   0
at  100

Does this mean that when my character gets to exactly a 100 pixels on the map then the enemy will spawn at 90 pixels and will spawn from a 150 pixels below the top of the screen from its central offset point? or does it mean that the enemy will spawn 10 pixels behind the visible screen?
Title: Re: openBorStats Tool
Post by: BonusJZ on August 03, 2009, 04:08:56 am
Well both are correct but second one is more precise in practise:
So in this example enemy will be spawned 10 pixel off screen on the left side (x)  , 150 pixel conted from the top of panel size (z) and the appear straight on ground (a) when player reach 100 pixel counted from level begin (at)

Keep in mind that every screen at given position have its resolution/coordinates (320x240 / 480x272 etc) regardless of panel length or height:

Code: [Select]
These are the coordinates at wich the character will spawn
 relative to scroll posistion. The first number is the x coordinate,
the second number is the y coordinate of the screen. So to spawn
a character in the top left of the screen you need coords 0 160.
Between x coordinates 0 and 320 an enemy will fall out of the air
(objects and items suddenly appear). To have a character walk into
the screen you must use a x coordinate of about 350 (to let him
walk in from the right) of -30 (to let him walk in from the left).

Ps : Check me TMNT first level to better understand how "z" work with large panels (2412x812 pixels)
Title: Re: openBorStats Tool
Post by: MatMan on August 03, 2009, 04:15:18 am
Nice one thanx. Really usefull.

Also just found MrQ's state tutorial. http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Easy_Enemies_Grouping_On_Stages_Tutorial (http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Easy_Enemies_Grouping_On_Stages_Tutorial)
Title: Re: openBorStats Tool
Post by: BonusJZ on August 03, 2009, 04:30:31 am
So next time prior look before asking most basic question ....

http://www.senileteam.com/boredit/borlevels.html (http://www.senileteam.com/boredit/borlevels.html)
Title: Re: openBorStats Tool
Post by: Fightn Words on August 03, 2009, 12:48:42 pm
Any more future plans for levels (just curious) or any other aspects?
Title: Re: openBorStats Tool
Post by: MatMan on August 03, 2009, 01:00:24 pm
Any more future plans for levels (just curious) or any other aspects?

At the moment I'm doing updates to the application according to what part of the mod I'm busy with. So as you can guess I'm busy with a stages, well I've just finished one and it uses multi background layers with yPostioning etc.... to use as little memory as possible for my poor little psp phat. You'll notice I've done a new version(V0.27) which you can get a few posts back.

I do want to eventually noob friendly the autoscript engine for every1 to use as it does work and I have been using it alot and does make life so much easier with scripting but there's a couple of repetitive boring code I need todo to get it noob friendly which I'm just not in the mood for at the moment, I really just want to carry on modding me game.
Title: Re: openBorStats Tool
Post by: maxman on August 03, 2009, 06:00:51 pm
I like the look of the stage design in OpenBorStats. This is better than using the old bor level editor. :) It doesn't let me choose levels, I end up guessing with inputs without the editor like what I did to my project before the release of my demo. I will download it later. Thanks alot. ;)
Title: Re: openBorStats Tool
Post by: MatMan on August 03, 2009, 06:10:51 pm
I like the look of the stage design in OpenBorStats. This is better than using the old bor level ............
I kinda liked Bored V8 but the thing kept crashing on me and it didn't support multiple bglayers.

Unfortunately I won't be adding a option to load stages other than getting them from the main tree cause of the way it gathers the idle images from the project. Its also one of the reasons why it only took me one a couple of hours todo the last set of features.

Hopefully I'll be adding a mapping feature, also the wait points, groups and image flipping which in turn will fix the small problem (at least i think its small) of having to have a transparent color set but all in due time.

I hope that this app is helping your mods.
Title: Re: openBorStats Tool
Post by: MatMan on August 04, 2009, 05:14:08 am
ok, I'm still not getting the placement of spawns properly.... My placements are still falling from the sky. These are my settings.

Spoiler
My resolution is 480x272

In my Level.txt file i have my z value as z       235     320.

This is my spawned item at the moment.
spawn   gen1
coords   380 240 10
at      350

I have also tried these.
coords 380 10
coords 380 240
coords 380 300
coords 380 300 100



And all of the above ones and ones I've not shown here still keep falling the characters from above the ground. >:(

I've read the tutorial plenty of times and understand what is needed but its just no go here. any advice please
Title: Re: openBorStats Tool
Post by: BonusJZ on August 04, 2009, 05:56:19 am
Read with understanding I have explained it already :
Quote
Keep in mind that every screen at given position have its resolution/coordinates (320x240 / 480x272 etc) regardless of panel length or height:
so try something more than 480
Title: Re: openBorStats Tool
Post by: MatMan on August 04, 2009, 06:34:48 am
Read with understanding I have explained it already :
Quote
Keep in mind that every screen at given position have its resolution/coordinates (320x240 / 480x272 etc) regardless of panel length or height:
so try something more than 480

When i do that the fall below the screen. but they still fall.
Title: Re: openBorStats Tool
Post by: BonusJZ on August 04, 2009, 06:54:04 am
O boy , o boy use last parameter (default "a" is around 300 to make entity jump/fall on ground when spawned in screen borders) .
Also anim spawn make entity appear straight on ground
Title: Re: openBorStats Tool
Post by: MatMan on August 04, 2009, 06:01:58 pm
Update...
V0.28
-----
Fixed a bug that didn't pick up the last set in the level.txt file. So if you only had one set then it wouldn't appear in the main tree list.
Some code optimisations.
Delay and Loop in character editor auto adds them selves now.
Variable "entity" in the system editor works now.
Title: Re: openBorStats Tool
Post by: MatMan on August 06, 2009, 08:19:51 am
new version...

V0.29
-----
Updates to the character editor
  Fixed the attack box to be able to handle up to attack20. This also fix's a nasty bug when editing anything other than "attack" through the character editor.
  Added Blast, Shock, Burn, Freaze and steal to attack box detection and editing.
  Fixed a bug that wouldn't update the location of the offset picture in certain conditions.
  Various small improvements.
Title: Re: openBorStats Tool
Post by: MatMan on August 07, 2009, 07:17:24 am
Question about the fgLayer/frontpanel.

Does the fglayer work exactly the same as frontpanel (except with the additional options) or does it overlap previous fglayer layers like the bglayer does?
Title: Re: openBorStats Tool
Post by: baritonomarchetto77 on August 07, 2009, 09:00:55 am
Nice to see this proj is still on the run  :)
Title: Re: openBorStats Tool
Post by: MatMan on August 07, 2009, 12:21:13 pm
Ok, drawing lines landed up being a load easier than I thought it would be but drawing them to accurately represent holes and walls the way openBor engine works it landed up being a real slept and I'm not 100% sure if its totally accurate but it does seem to reflect it when you play the game.

V0.30
-----
Added support for holes and walls in the stage viewer. (say that five times without laughing, i dare yeah!)
Title: Re: openBorStats Tool
Post by: vies on August 07, 2009, 02:16:32 pm
Wow, you're an updating machine aren't you? I'm definitely giving this a try when I get home tonight. Just wish I'd read this topic sooner.
Title: Re: openBorStats Tool
Post by: MatMan on August 07, 2009, 02:24:06 pm
Wow, you're an updating machine aren't you? I'm definitely giving this a try when I get home tonight. Just wish I'd read this topic sooner.

Fortunately and unfortunately (depending on what angle you look at it) I have alot of free time at the moment.  ;)

I Decided this morning that I wanted to give drawing walls and holes with code a go (I don't normally code graphics) and was pretty fun and Its gonna be usefull even though I don't have any stages at the moment that would use it but its nice to have it , just in case.
Title: Re: openBorStats Tool
Post by: MatMan on August 07, 2009, 03:29:04 pm
Just came across a bug with the stage viewer.

If your stage has images without extension (why?) then it will goto a infinite loop. This has been fixed and will be ready for the next release.
Title: Re: openBorStats Tool
Post by: MCW on August 08, 2009, 09:52:14 am
Have you working with drawmethod/nodrawmethod?
Title: Re: openBorStats Tool
Post by: MatMan on August 08, 2009, 10:12:40 am
Have you working with drawmethod/nodrawmethod?

nope. I don't even know what that does?

Edit.
Just took a look at it and its not likely that I'll do that.
Title: Re: openBorStats Tool
Post by: MatMan on August 08, 2009, 02:09:19 pm
Just something to remember.

All files and directories must be located without "spaces" in them. It doesn't matter how long the file/directories names are but openBor Stats doesn't handle spacing in file names anywhere.
Title: Re: openBorStats Tool
Post by: MatMan on August 09, 2009, 02:46:10 pm
V0.31
-----
Fixed a bug that wouldn't load non extensioned images in the stage viewer.
Supports more levels now.
Added image previews in the editor quick preview for "spawn" entries.
You can press CTRL+Left arrow/Right arrow to copy previous/next frame setting in the character editor now. If you have your cursor on a attack box (lets say x) then you press Crtl+Left arrow then it will copy the previous frames details.
Fixed a bug that would cause a error message if "spawn" enties where in uppercase letters.
Added platform "preview" to the character editor.
Title: Re: openBorStats Tool
Post by: MatMan on August 10, 2009, 04:37:20 pm
V0.32
-----
Fixed "center image" location in character editor.
Fixed image re-sizing bug.
Various small improvments.
Title: Re: openBorStats Tool
Post by: BonusJZ on August 12, 2009, 07:19:36 am
Are the support for empty extensoin ben added ?
(http://img43.imageshack.us/img43/6101/ostv32.png)
[Config]
LastDir=
LevelDir=
EntityRow=1
LevelRow=1
LastLevel=Please select one from the drop down list or manually type a level with a valid path and press return!
BlankFiles=png
pencolor=clBlack
penwidth=2
depthAngel=10
[charEditor]
location=0
offsetpic=0
bBoxList=1
[Projects]



Title: Re: openBorStats Tool
Post by: MatMan on August 12, 2009, 12:18:54 pm
Are the support for empty extensoin ben added ?
...............


Just tested it. It seems that png extension less files is not fully working yet.
It does support gif though.

Will look into.


Title: Re: openBorStats Tool
Post by: BonusJZ on August 12, 2009, 01:04:46 pm
Well it display both good as soon as extensions are added to txt files - without them it doesn't matter if they are gifs or png (black square)
Title: Re: openBorStats Tool
Post by: MatMan on August 12, 2009, 03:18:55 pm
There's a "invalid point operation" error that occurs in the new openBor Stat which has been fixed and will be ready by the next release.

A fix for the time being is to disable hints by going to the Character editor and un-ticking "show hints"
Title: Re: openBorStats Tool
Post by: MatMan on August 13, 2009, 01:46:14 am
quick release
Title: Re: openBorStats Tool
Post by: MatMan on August 15, 2009, 06:20:34 am
V0.33
-----
Fixed extensionless image loading. Only supports gif and png. More can be added on request.
Fixed some floating point bugs
Title: Re: openBorStats Tool
Post by: kaino on August 17, 2009, 02:12:06 am
you rox bro really nice work  :cheers!:
Title: Re: openBorStats Tool
Post by: MatMan on August 19, 2009, 02:56:13 pm
Thanx kaino  :cheers!:

Well my mod is coming along nicely and I've pretty much finished creating my first boss that I must say is a very interesting enemy to kill so I decided to work out some kinks on my app.....

V0.34
-----
Fixed error on anim types without any frames.
System Editor Tree can be highlighted when typing on.
No need to restart once saving in the system editor.
Fixed a bug that didn't load png's in the quick preview throughout the application.
Minimises to tray now.
Title: Re: openBorStats Tool
Post by: MatMan on August 22, 2009, 05:52:17 am
It appears that some anti virus apps are picking up a false signal regarding a induc virus.

The reason why this is happening is cause openBor Stats uses UPX and at times it gets confused and is picked up as a virus.

Here is a non UPX'ed version to download.

Edit.
I've re-uploaded openBor Stats without the UPX and won't be UPX'ing it anymore.
Title: Re: openBorStats Tool
Post by: MatMan on August 22, 2009, 07:11:33 am
I've realised that the walls where somewhat incorrectly displayed for a while now and it was irritating me, so.........

V0.35
-----
Walls, holes and platforms are properly drawn now.
Fixed a few minor bugs.
Title: Re: openBorStats Tool
Post by: DJGameFreakTheIguana on August 23, 2009, 04:56:02 pm
SO does this mean the stage BGs and spawns will show up in that bottom window now? I got stats to finally open up a stage txt last night and nothing showed up. all the last versions with it just crashed.
Title: Re: openBorStats Tool
Post by: MatMan on August 23, 2009, 06:58:19 pm
SO does this mean the stage BGs and spawns will show up in that bottom window now?.....

I've tested the stage viewer on about 22 different mods and they all work fine.

You'll have to post what the stage's code looks like otherwise I'll just guess and miraculous fix it for you.

Edit
Also, there must not be any spaces in your file path at all.
Title: Re: openBorStats Tool
Post by: DJGameFreakTheIguana on August 24, 2009, 12:34:21 am
Quote
Also, there must not be any spaces in your file path at all.
lol, know that.
anyway, I have the stage with me now, and for the record, the newer version froze on me when I tried to load it....
The stage txt is Cyber:
Spoiler
music      data/music/remix.bor

#bgspeed 3 1
#background    data/Bgs/Cyber/BG-2.gif   0 0 0  395 0 0 8 1 1 1

bglayer    data/Bgs/Cyber/BG-0.gif 0.5  0  0  320    0 0 3 1 1

bglayer    data/Bgs/Cyber/0-0.gif    0  0 80  280  780 0 3 1 1

bglayer    data/Bgs/Cyber/BG-2.gif   0  0  0  395    0 0 8 1 1 1
bglayer     data/Bgs/Cyber/BG-1.gif 0.9  0  0  -80    0 0 1 1 1

panel      data/Bgs/Cyber/Panal.gif

order   aaaa

direction both
settime 0
notime 1
Cameratype 1




#---------------------

group 5 8
at   100

spawn   Zack
coords   380 160
at   100

spawn   Sara
coords   380 160
at   68

spawn   KBoxer
coords   380 160
at   30

spawn   donovan
coords   380 160
at   39

spawn   Cliff
coords   380 160
at   274

spawn   Signal
coords   380 160
at   65

spawn   Jack
coords   380 160
at   101

spawn   Muffy
coords   380 160
at   139

spawn   Meat
coords   40 200
at   0

spawn   Meat
coords   90 190
at   0

spawn   Cliff
coords   380 160
at   245

spawn   Goldie
coords   380 160
at   183

spawn   Bigben
coords   380 160
at   194

spawn   Galsia
coords   380 160
at   26

spawn   Signal
coords   380 160
at   40

spawn   Rae
coords   380 160
at   174

spawn   donovan
coords   380 160
at   113

spawn   donovan
coords   380 160
at   94

spawn   Cindy
coords   380 160
at   74

spawn   Keada
coords   380 160
at   182


spawn   Meat
coords   140 200
at   0

spawn   Meat
coords   100 190
at   0

spawn   Keada
coords   380 160
at   99


spawn   Zack
coords   380 160
at   24




Title: Re: openBorStats Tool
Post by: Bloodbane on August 26, 2009, 05:41:11 am
Quote
#background    data/Bgs/Cyber/BG-2.gif   0 0 0  395 0 0 8 1 1 1

 Why did you disable the main background, DJ?
Title: Re: openBorStats Tool
Post by: MatMan on August 26, 2009, 07:59:35 am
Quote
Also, there must not be any spaces in your file path at all.
lol, know that.
......................

Everything looks fine, I also have a stage that only uses the bglayers like you did.

Again.... Also, there must not be any spaces in your file path at all

What is your current file path in windows?
Title: Re: openBorStats Tool
Post by: DJGameFreakTheIguana on August 26, 2009, 10:25:46 pm
Quote
Again.... Also, there must not be any spaces in your file path at all

What is your current file path in windows?
oh wait... I just figured out what path you meant...... and this is the path here, but at home it's not in an extra folder:
Quote
C:\Documents and Settings\Owner\Desktop\OpenBOR\Sega Genesis Mega Brawler
I'll fix that and get back to you.
EDIT:
and it turns out that avast just deleted because it detected a virus, but that was V28. I'll try again, but if it's deleted again, I'll have to go home to try it.
but will it work like this:
Quote
C:\Documents and Settings\Owner\Desktop\OpenBOR\SGMB

EDIT2:
Good news is, 1. Avast didn't delete V35, and 2. I finally got a visual on the stage after setting my path like this:
Quote
C:\SGMB\Data
but I may do it differently at home though. One last thing, the entities show the pink color behind them and I see no option to turn that off. do you have any plan to fix that in the future. doesn't make a big difference, just wanna know.
Title: Re: openBorStats Tool
Post by: Fightn Words on August 26, 2009, 10:53:55 pm
If there are any spaces anywhere in the file path it won't work,
Quote
C:\Documents and Settings\Owner\Desktop\OpenBOR\SGMB
so no. No spaces.

Quote
C:\SGMB\Data
Yeah, this would work.

You don't know how long it took just to figure this little 'bug' out. I had this same error with one PAK & we had no idea what the issue was.

Title: Re: openBorStats Tool
Post by: DJGameFreakTheIguana on August 26, 2009, 10:58:11 pm
I see what he means now. I thought he was talking about paths IN the data folder, rather then the path TO the data folder. it's cool now though, and I hope this makes Making stages easier, cause BORed doesn't support BGLayer, nor does it change the stage when you set the Background inputs like X and Z Position and spacing.
Title: Re: openBorStats Tool
Post by: MatMan on August 27, 2009, 04:06:08 am
It is in my todo list to have it to pickup the first color index as the transparent color but till then you will have to physically set the transparent color on the idle images and background images for it to be transparent in openBor Stats.

IE. open the image, save image and checkbox the select transparent color using irfanview.

Title: Re: openBorStats Tool
Post by: MatMan on August 27, 2009, 04:23:05 am
Small fix but this really did cause me some headaches.

V0.36
-----
Fixed didn't save on exit bug in the character editor.
Title: Re: openBorStats Tool
Post by: MatMan on August 27, 2009, 05:20:16 pm
This update is dedicated to DARK HAYABUSA who's English is not the best in the world but has made some of the most detailed backgrounds in the openBor community with his angel-o game.

It is very difficult to explain how much work has gone behind these backgrounds and a simple still image can not show how cool it looks in game.

V0.37
-----
Stage viewer updates..
  Supports fglayer.(z depth not supported nor is alpha)
  xRepeat works in both bgLayer/fglayer commands (yRepeat not supported).
  Fixed a crash bug regarding front panels.
Title: Re: openBorStats Tool
Post by: DARK HAYABUSA on August 28, 2009, 01:12:34 am
This update is dedicated to DARK HAYABUSA who's English is not the best in the world but has made some of the most detailed backgrounds in the openBor community with his angel-o game.
Thanks man! He did not think it would be bad!
I am delighted that served extra effort for something really useful for everyone! :cheers!:
Title: Re: openBorStats Tool
Post by: MatMan on August 31, 2009, 06:24:05 pm
V0.38
-----
Added staircase builder to the level editor (Right click anywhere on the map).
Gives a warning if a space has been found in the project directory.
Title: Re: openBorStats Tool
Post by: maxman on September 01, 2009, 05:19:00 am
Added staircase builder to the level editor (Right click anywhere on the map).
Gives a warning if a space has been found in the project directory.
Oh really?!!! :wow!: How is it like?
Title: Re: openBorStats Tool
Post by: MatMan on September 02, 2009, 09:29:34 am
Some improvements.

V0.39
-----
Fixed a bug that wouldn't save properly when creating a new frame in the character editor.
Various code improvements.
Title: Re: openBorStats Tool
Post by: Kolbek on September 02, 2009, 01:44:39 pm
Could this help me with my Ghouls and Ghosts game? Like with ladders and multiple platforms?
Title: Re: openBorStats Tool
Post by: MatMan on September 02, 2009, 01:50:31 pm
Multiple platforms yes but ladders nope, I'll need some information on how ladders will be possible in openBor todo anything like that.
Title: Re: openBorStats Tool
Post by: Kolbek on September 02, 2009, 04:12:01 pm
Hey, if you could figure that out, it would help me and LBF allot with the GNG game! we gotta try and get that figured out somehow...
Title: Re: openBorStats Tool
Post by: Bloodbane on September 03, 2009, 02:51:46 am
 Making ladders is tough work IMO. We need a way to 'define' the ladder so it can be 'grabbed' by other entities latter. The former mostly includes ladder size.
 After that, we need to define 'grab ladder' rules (how entity grabs a ladder), 'in ladder' animations (animation played when grabbing ladder) and 'exiting ladder' conditions, IOW conditions which can end 'in ladder' state.
Title: Re: openBorStats Tool
Post by: maxman on September 11, 2009, 09:14:56 am
I find out about using the staircase in Obstats that you make walls in it. I can go down but I can't go up because I found out that it's a wall blocking an entity from going upstairs. I can't make it "platform" on the stairs.
Title: Re: openBorStats Tool
Post by: wiequadrat on September 22, 2009, 12:53:19 am
hi. i just tried using your tools. it's great and really help me define the bbox and offset. (just wishing i can drag the box using mouse)

btw in my screenshot you can notice that the thumbnails are resize correctly but the width of the container component still using the original width. my char size is 512x512. so it can make the horizontal scrolling a bit hard (especially for 32 frames)

(http://img190.imageshack.us/img190/1745/openborstatf.th.jpg) (http://img190.imageshack.us/i/openborstatf.jpg/)
Title: Re: openBorStats Tool
Post by: MatMan on September 22, 2009, 02:45:03 am
Hi Maxman
I don't know what you talking about mate? Could you please re-iterate.

Hi wiequadrat.
Fixed the spacing problem.

New Version out.
Just some general code improvements.
Title: Re: openBorStats Tool
Post by: maxman on September 22, 2009, 03:02:50 am
Hi Maxman
I don't know what you talking about mate? Could you please re-iterate.
I'm mentioning about each box in gray line (?) for staircase. What I mean is, you see the wall box. The top part is where you walk, right? The box with gray line blocks an entity from going. I realized it's from wall. Beginning first box small (maybe 5 pixels width and 10 length), second box 10 (x), 10 (y), third 15, 5. Can't explain in words. I fixed the stairway like that. I forgot how many pixels I put. I remember dragging on a frame on a platform and move around and make stairway.

P.S.: How about a diagonal walkway (walkable area)? Think of a stairway or escalator for example.
Title: Re: openBorStats Tool
Post by: MatMan on September 22, 2009, 03:11:50 am
Yes thats how walls work (if i understand you correctly).

PS. I don't think that you can use walls as escalaters/hill sides, Its just not made like that but I could imagine with a little tweaking it could happen, for that you will need to put in a request for openBor itself.
Title: Re: openBorStats Tool
Post by: DARK HAYABUSA on September 22, 2009, 03:55:51 am
I'm mentioning about each box in gray line (?) for staircase. What I mean is, you see the wall box. The top part is where you walk, right? The box with gray line blocks an entity from going. I realized it's from wall. Beginning first box small (maybe 5 pixels width and 10 length), second box 10 (x), 10 (y), third 15, 5. Can't explain in words. I fixed the stairway like that. I forgot how many pixels I put. I remember dragging on a frame on a platform and move around and make stairway.

P.S.: How about a diagonal walkway (walkable area)? Think of a stairway or escalator for example.
I thought of something similar or rather on irregular ground, something like the Sonic Green Hill stage of sega genesis, but as far as check with some of the boys seems to be impossible with the current commands. :hmm:
Title: Re: openBorStats Tool
Post by: wiequadrat on September 25, 2009, 12:49:47 pm
nice. but on some refresh occasion the container sometimes still expand. such when i "copy bbox from before" then the 1 frame on that control expand (but the thumbnail still shrink perfectly)

(http://img180.imageshack.us/img180/7180/openborstat2.th.jpg) (http://img180.imageshack.us/i/openborstat2.jpg/)

and i notice that the big bbox and abox not optimized for large width height. such as when i reach max width and i keep expanding the width.... the transparent box frame visually moving right.... and i notice the thumbnail still looks fine. (at first i though the x and y changes, but it's not. so only visually moving but the coords not)
Title: Re: openBorStats Tool
Post by: MatMan on September 25, 2009, 02:22:28 pm
I'll take a look at the thumbnail size issue.

The problem with the AtBox is that the PNG file that gets used for the red frame is limited in size and does not get stretched which i'll take a look at but for now the best fix will be to downsize the view IE set the image view size as 1x  or even less.
Title: Re: openBorStats Tool
Post by: MatMan on October 03, 2009, 07:21:04 am
Uploaded a new version 0.41.

All that was really done was that I enabled the auto-scripter. It is not entirely complete but seeing that its unlikely that I will be doing any more openBor stuff I decided to release it as it is usable.

The only thing that really might be a problem with the auto-scripter is that it doesn't detect if script is allready being used and cause of that it also doesn't auto integrate itself into existing scripts.

So if you have no scripts in your project then its not a problem.

PS! Read the text files supplied on how to use it for noobs(whats script? people) and guru's(scripting people).

Enjoy.
Title: Re: openBorStats Tool
Post by: Damon Caskey on October 03, 2009, 08:47:54 am
This just reminded me;

MatMan, I tried this out the other day, and found that it does not display png files when there is no extension (it might do this with .gid too, but I only use png).

I changed the config file for blank extensions like your readme me said, and there was no effect. Mind having a look at that?

DC
Title: Re: openBorStats Tool
Post by: MatMan on October 03, 2009, 09:48:51 am
Just tested it (png) and works fine but I did just notice that when it has no extension then it doesn't give a small preview when in the editor mode.

Will look into that but it fully works when your in the frames mode (bbox's and such).

I'm running xp and I do know that the component does a extension register so it might be possible that it doesn't work on another OS, havn't tested it though.
Title: Re: openBorStats Tool
Post by: Damon Caskey on October 03, 2009, 09:53:42 am
I was in Vista... that might have been the problem. I'll give it a shot in XP and let you know.

Thanks!
DC
Title: Re: openBorStats Tool
Post by: BonusJZ on October 04, 2009, 05:41:05 pm
Quote
Just tested it (png) and works fine but I did just notice that when it has no extension then it doesn't give a small preview when in the editor mode.
Just notice - thats a good one...
http://lavalit.com:8080/index.php/topic,3187.msg49758.html#msg49758 (http://lavalit.com:8080/index.php/topic,3187.msg49758.html#msg49758)
Title: Re: openBorStats Tool
Post by: Skumocide on October 04, 2009, 06:45:47 pm
Uploaded a new version 0.41.

All that was really done was that I enabled the auto-scripter. It is not entirely complete but seeing that its unlikely that I will be doing any more openBor stuff I decided to release it as it is usable.

Sad news  :( well, I wish to thank you for the superb job you've done! Thanks to you now a lot more people can mod.
Title: Re: openBorStats Tool
Post by: MatMan on December 05, 2009, 05:08:03 pm
If anyone's interested in continuing developed of openBorStats then please let me know and I'll upload the source.

App was written in Delphi 7.
Title: Re: openBorStats Tool
Post by: yotatouch on December 05, 2009, 05:22:00 pm
Hey Matman, i have a request about openBorStats Tool.

I don't know if you have the project to continue to add new features or not but i wanted to know something:
When i use the soft and make some modifications on my chars.txt, after saving the anims order in the .txt change.

I wanted to know if there is a way do not change the positions of the anims.
Thanks.
Title: Re: openBorStats Tool
Post by: DJGameFreakTheIguana on December 05, 2009, 07:41:06 pm
I actually like that it changes the anim order, it makes them easier to find in a big file. Maybe there could be an option for chaning the anim order?

There's is one thing I'd like to see though. Is it possible that stats doesn't erase anything with number symbol(#) on it? I use it for reminders and things I'm not changing at that instant, and it messes me up when it's deleted.
Title: Re: openBorStats Tool
Post by: yotatouch on December 05, 2009, 08:18:34 pm
There's is one thing I'd like to see though. Is it possible that stats doesn't erase anything with number symbol(#) on it? I use it for reminders and things I'm not changing at that instant, and it messes me up when it's deleted.
I toldly agree with that, i forget to mention it and indeed it's a little problematic.
The choice to change or not the anim order is indeed a good option. Fix those points will make the tool close from perfect.
Title: Re: openBorStats Tool
Post by: MatMan on December 06, 2009, 07:22:16 am
Adding a option not to sort the anim groups can easily be done but maintaining the comments will be a little tricky (scratch that, actually it will be very easy), I didn't design it to compensate for comments cause I didn't think that  openBorStats was gonna become a editor.
Title: Re: openBorStats Tool
Post by: Plombo on December 06, 2009, 01:36:03 pm
If anyone's interested in continuing developed of openBorStats then please let me know and I'll upload the source.

App was written in Delphi 7.

Would you mind uploading the source? Being able to modify it would be useful for a few things I'm experimenting with at the moment.  I might even release a new version.
Title: Re: openBorStats Tool
Post by: wiequadrat on December 07, 2009, 10:13:23 am
Adding a option not to sort the anim groups can easily be done but maintaining the comments will be a little tricky (scratch that, actually it will be very easy), I didn't design it to compensate for comments cause I didn't think that  openBorStats was gonna become a editor.

yes i found missing comment , the 1st day i use it. so to compensate it, i usually open my textfile in notepad++ and openborstat.

do everything in openborstat and then copy paste the related code in notepad++. never ever save in openborstat or else "missing comment". after saving the text , then just load it again in openborstat and voila ... new model text file.... just don't save it again.
 >:D.

if only the source code in visual basic. i have experience in vb6. oh well right now my mod is stopping due to unknown error. (i probably will format my os in christmas holiday)
Title: Re: openBorStats Tool
Post by: MatMan on December 07, 2009, 02:22:04 pm
source code uploaded.
Title: Re: openBorStats Tool
Post by: Plombo on December 07, 2009, 06:01:06 pm
Thanks!
Title: Re: openBorStats Tool
Post by: renzen on January 25, 2010, 09:30:40 am
omg... I've been using Notepad way too long to edit...
Title: Re: openBorStats Tool
Post by: stevie.forever on May 11, 2010, 03:51:33 pm
I'm using the openborstats tool to editing my levels but i can't get my levels pics to come up.can someone plz let me know what to do next?i have a pic below.thanx
Title: Re: openBorStats Tool
Post by: bWWd on August 04, 2010, 02:57:55 pm
Will this be updated ? Its very useful but i wish it had  some hints in level editor so when you click on txt file and on coords of some entity then editor would show you which one it is on level or better yet ability to move entities with mouse like in BORed.
Title: Re: openBorStats Tool
Post by: Plombo on August 04, 2010, 04:45:22 pm
It won't be updated for a while, if at all.  MatMan left the community.  He released the source code, but as far as I know no one has decided to continue the project.  I'm planning to make a few changes to it eventually, but I haven't gotten around to it yet.  (Plus the source is written in a programming language that I'm not fully familiar with.)
Title: Re: openBorStats Tool
Post by: borkjh on March 22, 2011, 06:42:42 am
openborstates tool stage viewer is not work in my computer!!! :'(
What's Wrong?
Title: Re: openBorStats Tool
Post by: MatMan on March 22, 2011, 08:10:03 am
What does it do??
Title: Re: openBorStats Tool
Post by: borkjh on March 22, 2011, 10:23:03 am
like this.
(http://i1080.photobucket.com/albums/j329/borkjh/error2.jpg)
(http://i1080.photobucket.com/albums/j329/borkjh/error.jpg)
Title: Re: openBorStats Tool
Post by: MatMan on March 22, 2011, 10:34:27 am
If you take notice of that warning it states that space's are bad for openbor and openborstats.

You'r project would have to be moved to a folder that has no space's....

something like

c:\games\openbor\mygame\data.....

The way you have it right now is "c:\documents and setting\admini....." which has many space's allready. So that = bad for openborstats.

I never bothered fixing that cause file-names and folders are also a limitation to openbor itself to some degree.

Title: Re: openBorStats Tool
Post by: Plombo on March 22, 2011, 04:27:37 pm
I never bothered fixing that cause file-names and folders are also a limitation to openbor itself to some degree.

But OpenBOR doesn't have a limitation on the folders where mods can be stored and run from.  So if you run it from a subdirectory of "C:\Documents and Settings", it still works fine. :)
Title: Re: openBorStats Tool
Post by: MatMan on March 25, 2011, 05:27:50 pm
New version out. http://lavalit.com:8080/index.php?action=tpmod;dl=item303 (http://lavalit.com:8080/index.php?action=tpmod;dl=item303)

V0.42
-----
Added option to directly edit a entity from the level editor. (Right click on a entity item in the glossary tree)
Added: Basic drag & drop entities from the glossary tree to the stage in the level editor.
Added rangeX box to be shown in the frame list in the character editor.
Added more shortcut keys (Helps when editing between Entities's and Level's).
Fixed Test factory (openBor would open but it didn't run the game ....... but does now).
Fixed the stage designer's reload/redraw feature.
Updated some functions in the glossary.
Various code improvements.
Title: Re: openBorStats Tool
Post by: bWWd on March 25, 2011, 09:57:13 pm
Each time when i click on entity which is displayed on the stage then it adds new coords to it and after some tries it displays error ,violation address 00404246 .
Is this normal ?
When i want to move it somewhere else and drag it from one place on stage to another then it adds "spawn" entity under it in txt file,such entity doesnt exist.
Title: Re: openBorStats Tool
Post by: rafhot on March 26, 2011, 04:26:25 am
i have same problem bwwd reported here too

once i placed anything on stage screen i cant move it or change it... every time a get the error message
i cant edit too
Title: Re: openBorStats Tool
Post by: MatMan on March 26, 2011, 05:19:34 am
Each time when i click on entity which is displayed on the stage then it adds new coords to it and after some tries it displays error ,violation address 00404246 .
Is this normal ?
When i want to move it somewhere else and drag it from one place on stage to another then it adds "spawn" entity under it in txt file,such entity doesnt exist.

I see what the problem is. Its a small bug that will be fixed on the next version. (Fixed)

For now all that works is dragging the entity from the glossary list to the screen.

Edit.
A new version is up.
Ps, openborstats doesn't support dragging and dropping of existing entities on the stage, ie you can't move a character from here to there, I'm busy working on this feature now.
Title: Re: openBorStats Tool
Post by: MatMan on March 30, 2011, 11:20:54 am
V0.43
-----
Added function to draw "Body and Attack box's" using mouse, at the moment it doesn't show the box while dragging. Either click on "add/set bbox" or press "Ctrl" for bodybox and "Shift" for attack when your mouse is over the entity draw screen.
Added button that will execute the currently selected project's associated openbor.exe and a drop down to view the log files.
Pressing CTRL+SHIFT+(left arrow/right arrow) on the bbox edit box's won't give a pop up.
Added more shortcut keys.
Updates to the glossary system.
Various code improvements.
Complete rewrite of the mug................................. (Read the histroy.txt file to see what this cool feature is.)
Title: Re: openBorStats Tool
Post by: Damon Caskey on March 30, 2011, 11:24:05 am
Approved and available in Downloads (http://lavalit.com:8080/index.php?action=tpmod;dl=item418). Keep it coming!  :cheers!:
Title: Re: openBorStats Tool
Post by: bWWd on March 30, 2011, 01:02:13 pm
I want to disable front layers in stages but i cant,i refresh and theyre still there,i have panels disabled,i have everything disabled except background and entities .and front panels still are visible covering everything with magenta.
I dont know how to switch between drawing bbox and drawing attack box,different mouse button could solve the problem ,or shortcut,i cant find a way to do that quickly.
With this tool making mods is a pleasure,do you think it would be possible to move enemies around on stages to change their offset preserving AT coords?
In Obeditor its very simple,you can force AT and make stages from scratch so you can put enemies on stage and all of them would have forced AT,then you move forward and put new value for forced AT and keep adding more stuff,its fastest way to create stages in good order.
Title: Re: openBorStats Tool
Post by: MatMan on March 30, 2011, 01:32:25 pm
Quote
I want to disable front layers in stages
I changed a few things in the way stage loads in starting working on dragging and dropping of characters, must of broke something.
Quote
I dont know how to switch between drawing bbox and drawing attack box,different mouse button
Yeah, I was thinking of adding something like that and I will but I'm jumping between modding and deving and I'm trying to spend most of my time on modding. For now till I make a visible change for you guys, this is how it works. Taking a look at the attachment you'll notice the yellow high light, this is the area where you hold (for about a second or until you see the offset, bbox,attackbox,range disappear) ctrl go's into body box and hold shift for a second for setting an attack box.

Quote
With this tool making mods is a pleasure,do you think it would be possible to move enemies around on stages to change their offset preserving AT coords?
The way im deving is through the way i'm modding. So if I'm doing things on characters I change things for characters in openborstats and when I start with stages (which is real soon) I will start updating the stage. I did start looking into making it drag and drop (preserving the coods etc..) but it was giving me a bit of a headache.
Title: Re: openBorStats Tool
Post by: bWWd on April 03, 2011, 11:34:25 am
This is what happened with my script in idle anim after changing paths to its 2 frames (i removed 2 frames with delete and used ctrl+V to paste frames) then after saving it made my script useless and game hangs itself
Code: [Select]
@script
void self = getlocalvar("self");
  if (frame == 0){
changeentityproperty(self, "velocity", 0, 0, 0);
}
  if (frame == 1){
        changeentityproperty(self, "animation", openborconstant("ANI_ATTACK1"));
}
@end_script


 into this :
Code: [Select]
@script
void self = getlocalvar("self");
  if (frame == 0){
changeentityproperty(self, 0 0 0 0 0 0 0 0 0 0
}
  if (frame == 1){
changeentityproperty(self, 0 0 0 0 0 0 0 0 0 0
}
@end_script


Here is whole txt, try to replace frames in anims and save.

Code: [Select]
name spir2
type    obstacle
shadow 0
health  1
nolife  1
noatflash 1
gfxshadow 1
  candamage    enemy obstacle



































anim attack1
quakeframe 1 3 8
@script
void self = getlocalvar("self");
  if ((getentityproperty(self, "direction")==1)&&(frame == 0)){
changeentityproperty(self, "velocity", 2.8, 0, 0);
}
if ((getentityproperty(self, "direction")==0)&&(frame == 0)){
changeentityproperty(self, "velocity", -2.8, 0, 0);
}
@end_script
loop 0
delay 3
offset 32 138
bbox 21 25 46 114
subentity dust
summonframe 0 0
hitfx data/sounds/beat2.wav
sound data/sounds/spir2.wav
frame data/chars/lorentz/sp2.gif
burn 29 34 68 87 10 1 0 0 19 19
dropv 3 5
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 0 0 0 0
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 29 34 68 87 10 1 0 0 19 19
dropv 3 5
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 0 0 0 0
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 29 34 68 87 10 1 0 0 19 19
dropv 3 5
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 0 0 0 0
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 29 34 68 87 10 1 0 0 16 15
dropv 3 5
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
burn 0 0 0 0
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif
frame data/chars/lorentz/sp3.gif
delay 100
frame data/chars/lorentz/sp2.gif
@cmd killentity getlocalvar("self")
frame data/chars/lorentz/sp3.gif
frame data/chars/lorentz/sp2.gif

anim fall
@script
    void self = getlocalvar("self");
    if(frame==0)
    {
   setglobalvar("spir2",1);
    }
@end_script
jumpframe 0 5 -3
quakeframe 0 1 12
subentity pause
summonframe 0 240 270 0 1
loop 0
delay 30
offset 49 138
frame data/chars/lorentz/fall1.gif
frame data/chars/lorentz/fall1.gif

anim idle
@script
void self = getlocalvar("self");
  if (frame == 0){
changeentityproperty(self, 0 0 0 0 0 0 0 0 0 0
}
  if (frame == 1){
changeentityproperty(self, 0 0 0 0 0 0 0 0 0 0
}
@end_script
loop 1
delay 16
offset 42 136
bbox 23 25 46 114
frame data/chars/lorentz/idle.gif

anim spawn
@script
void self = getlocalvar("self");
if(frame == 0 + getglobalvar("spir2") == 1){
killentity(self);
}
  if ((getentityproperty(self, "direction")==1)&&(frame == 1)){
changeentityproperty(self, "velocity", 0.9, 0, 0);
}
if ((getentityproperty(self, "direction")==0)&&(frame == 1)){
changeentityproperty(self, "velocity", -0.9, 0, 0);
}
@end_script
loop 0
delay 9
offset 42 136
bbox 0 0 0 0
frame data/chars/lorentz/w1.gif
frame data/chars/lorentz/w2.gif
frame data/chars/lorentz/w3.gif
frame data/chars/lorentz/w4.gif
frame data/chars/lorentz/w3.gif
frame data/chars/lorentz/w2.gif
frame data/chars/lorentz/w1.gif
frame data/chars/lorentz/w2.gif
frame data/chars/lorentz/w3.gif
frame data/chars/lorentz/w4.gif
frame data/chars/lorentz/w3.gif
frame data/chars/lorentz/w2.gif
bbox 21 26 46 114
frame data/chars/lorentz/w1.gif
frame data/chars/lorentz/w2.gif
frame data/chars/lorentz/w3.gif
frame data/chars/lorentz/w4.gif
frame data/chars/lorentz/w3.gif
frame data/chars/lorentz/w2.gif

#|edited by openBor Stats v 0.43


I would prefere if this editor would never interfere with stuff within @script and  @end_script
Title: Re: openBorStats Tool
Post by: MatMan on April 06, 2011, 02:49:28 pm
Will look into it....

edit

Quote
I want to disable front layers in stages

Fixed..

Quote
Something visible to show drag of bbox/attackbox

Done.....

Quote
@script and  @end_script error

should be fixed now...
Title: Re: openBorStats Tool
Post by: MatMan on April 07, 2011, 06:20:39 am
Updated...

V0.44
-----
Shows a visual representation while adding bbox/attackbox via the mouse.
Fixed draw layer in level design. report by "bWWd"
Fixed open txt button file in character editor.
Fixed another "@script and  @end_script" error report by "bWWd"
Will do a search in the glossary tree while typing. (so if you start typing "atchain" then it will start searching for it)
Improved mu............
Title: Re: openBorStats Tool
Post by: Damon Caskey on April 07, 2011, 09:30:42 am
Sounds awesome, but where is it? I don't see it in Downlaods or the upload que, and OP does not seem to have a link.

DC
Title: Re: openBorStats Tool
Post by: MatMan on April 07, 2011, 10:28:26 am
Forgot to add the link.

http://lavalit.com:8080/index.php?action=tpmod;dl=item418 (http://lavalit.com:8080/index.php?action=tpmod;dl=item418)

Remember it's only the update so you need to overwrite/unzip the previous version.
Title: Re: openBorStats Tool
Post by: MatMan on April 12, 2011, 07:11:35 pm
V0.45
-----
Fixed search in glossary tree. Press return to search the next similar item.
If you start editing in the editor and its a blank line then it will do a search in the glossary for the nearest match. Once type justkeep  press right arrow to keep searching and find the specific one that you want.
If you click on a frame in the frame list of the entity editor and you are in the text editor mode it will find the frame for you inside the text area.

get it at....
http://lavalit.com:8080/index.php?action=tpmod;dl=item418 (http://lavalit.com:8080/index.php?action=tpmod;dl=item418)
Title: Re: openBorStats Tool
Post by: DJGameFreakTheIguana on April 12, 2011, 07:31:13 pm
Yo matman, I haven't looked at this topic in a while or kept up with Stats, but did you ever fix the errors with stats erasing lines with the # mark and script commands, if you even knew about'em?

X)
Title: Re: openBorStats Tool
Post by: MatMan on April 12, 2011, 07:37:49 pm
Yo matman, I haven't looked at this topic in a while or kept up with Stats, but did you ever fix the errors with stats erasing lines with the # mark and script commands, if you even knew about'em?

X)

I think so, bWWd posted a topic with a example and I tested that and did a fix for him which should hopefully fix all @script @end_script errors. However I don't use the @script @end_script at all but only  use the @cmd system and I've had no problems with them at all.

If you'r still having problems with any please send me the text file or even just the anim block and I'll fix it up.
Title: Re: openBorStats Tool
Post by: Damon Caskey on April 12, 2011, 07:39:18 pm
How goes .png and no extension support?

DC
Title: Re: openBorStats Tool
Post by: MatMan on April 12, 2011, 07:44:31 pm
How goes .png and no extension support?

DC

I thought that was fixed a millenia ago. I'll take a look into it and see if I can spot something wrong.
Title: Re: openBorStats Tool
Post by: DJGameFreakTheIguana on April 12, 2011, 07:45:00 pm
I think so, bWWd posted a topic with a example and I tested that and did a fix for him which should hopefully fix all @script @end_script errors. However I don't use the @script @end_script at all but only  use the @cmd system and I've had no problems with them at all.

If you'r still having problems with any please send me the text file or even just the anim block and I'll fix it up.
Will do. I'll download your latest version and see how it goes.  :)

X)
Title: Re: openBorStats Tool
Post by: MatMan on April 15, 2011, 01:57:08 pm
Hey DC. Could you please post a character where you know if cause a no png image load error (with some pictures aswell) as I just fixed a bug that might be related to the png bug.


In other news......Just added icon support in the main screen.

Title: Re: openBorStats Tool
Post by: Damon Caskey on April 15, 2011, 02:34:17 pm
Hey DC. Could you please post a character where you know if cause a no png image load error (with some pictures aswell) as I just fixed a bug that might be related to the png bug.


In other news......Just added icon support in the main screen.



I can't right now, but when I get home will give it a run.

DC
Title: Re: openBorStats Tool
Post by: MatMan on April 23, 2011, 04:54:40 pm
V0.46
-----
Added entity icons in the main menu.
Few other fix's.
Added "File in Use checker". Will scan the entire project directory and check if a file is being used in game. Then it can be copied or moved to another directory.

Get it at...
http://lavalit.com:8080/index.php?action=tpmod;dl=item418 (http://lavalit.com:8080/index.php?action=tpmod;dl=item418)


Edit..
Removed over 10 000 files from my MixMasters mod which means that it has been pakked now and can be downloaded http://lavalit.com:8080/index.php?action=tpmod;dl=item306 (http://lavalit.com:8080/index.php?action=tpmod;dl=item306).
Title: Re: openBorStats Tool
Post by: MatMan on April 28, 2011, 08:38:37 am
V0.47
-----
Added entity overlay option in character editor. Usefull if you would like to align projectile's, special fx and grab animations.
Updated "Test factory" to include Entity dependencies. So if a entity has a "load" (projectile) command in its header it will automatically add it into the models.txt file.
Fixed a bug that could cause problems with the "@cmd" command.
Fixed a bug that would duplicate attacks in a frame.

Get it at...http://lavalit.com:8080/index.php?action=tpmod;dl=item418 (http://lavalit.com:8080/index.php?action=tpmod;dl=item418)
Title: Re: openBorStats Tool
Post by: rafhot on April 28, 2011, 05:41:43 pm
thank you,   this tool is always getting better!


i dont know if you do requests but if you could
can you make a visual life bar creator?

thank you for the good work!
Title: Re: openBorStats Tool
Post by: MatMan on April 28, 2011, 08:29:07 pm
Quote
i dont know if you do requests but if you

Yup, I Do.

Quote
........ could can you make a visual life bar creator?

Lol, I literally started on that today (Check Attachment).....
Title: Re: openBorStats Tool
Post by: Plombo on April 28, 2011, 08:43:44 pm
Added "File in Use checker". Will scan the entire project directory and check if a file is being used in game. Then it can be copied or moved to another directory.

I haven't tried it yet, but how does this deal with file paths that are hardcoded into the engine but not referenced within the mod?
Title: Re: openBorStats Tool
Post by: MatMan on April 28, 2011, 10:33:05 pm
Took that into consideration and I added a function that checks for those files....I think I got all of them, this is my list....

Spoiler
searchforfile(datadir+'\bgs\logo.gif', 'openBor');
  searchforfile(datadir+'\bgs\select.gif', 'openBor');
  searchforfile(datadir+'\bgs\title.gif', 'openBor');
  searchforfile(datadir+'\bgs\titleb.gif', 'openBor');
  searchforfile(datadir+'\bgs\complete.gif', 'openBor');
  searchforfile(datadir+'\bgs\hiscore.gif', 'openBor');
  searchforfile(datadir+'\bgs\loading.gif', 'openBor');

  searchforfile(datadir+'\models.txt', 'openBor');
  searchforfile(datadir+'\levels.txt', 'openBor');
  searchforfile(datadir+'\video.txt', 'openBor');
  searchforfile(datadir+'\script.txt', 'openBor');
  searchforfile(datadir+'\pal.act', 'openBor');
  searchforfile(datadir+'\lifebar.txt', 'openBor');
  searchforfile(datadir+'\menu.txt', 'openBor');

  searchforfile(datadir+'\scripts\level.c', 'openBor');
  searchforfile(datadir+'\scripts\endlevel.c', 'openBor');

  searchforfile(datadir+'\scenes\ending.txt', 'openBor');
  searchforfile(datadir+'\scenes\gameover.txt', 'openBor');
  searchforfile(datadir+'\scenes\howto.txt', 'openBor');
  searchforfile(datadir+'\scenes\intro.txt', 'openBor');
  searchforfile(datadir+'\scenes\logo.txt', 'openBor');
  searchforfile(datadir+'\scenes\select1.txt', 'openBor');

  searchforfile(datadir+'\sprites\arrow.gif', 'openBor');
  searchforfile(datadir+'\sprites\font.gif', 'openBor');
  searchforfile(datadir+'\sprites\font2.gif', 'openBor');
  searchforfile(datadir+'\sprites\font3.gif', 'openBor');
  searchforfile(datadir+'\sprites\font4.gif', 'openBor');
  searchforfile(datadir+'\sprites\font5.gif', 'openBor');
  searchforfile(datadir+'\sprites\font6.gif', 'openBor');
  searchforfile(datadir+'\sprites\font7.gif', 'openBor');
  searchforfile(datadir+'\sprites\hole.gif', 'openBor');
  searchforfile(datadir+'\sprites\shadow1.gif', 'openBor');
  searchforfile(datadir+'\sprites\shadow2.gif', 'openBor');
  searchforfile(datadir+'\sprites\shadow3.gif', 'openBor');
  searchforfile(datadir+'\sprites\shadow4.gif', 'openBor');
  searchforfile(datadir+'\sprites\shadow5.gif', 'openBor');
  searchforfile(datadir+'\sprites\shadow6.gif', 'openBor');

  searchforfile(datadir+'\sounds\1up.wav', 'openBor');
  searchforfile(datadir+'\sounds\beep.wav', 'openBor');
  searchforfile(datadir+'\sounds\beep2.wav', 'openBor');
  searchforfile(datadir+'\sounds\get.wav', 'openBor');
  searchforfile(datadir+'\sounds\fall.wav', 'openBor');
  searchforfile(datadir+'\sounds\jump.wav', 'openBor');
  searchforfile(datadir+'\sounds\timeover.wav', 'openBor');
  searchforfile(datadir+'\sounds\block.wav', 'openBor');
  searchforfile(datadir+'\sounds\go.wav', 'openBor');
  searchforfile(datadir+'\sounds\land.wav', 'openBor');
  searchforfile(datadir+'\sounds\money.wav', 'openBor');

  searchforfile(datadir+'\music\complete.bor', 'openBor');
  searchforfile(datadir+'\music\gameover.bor', 'openBor');
  searchforfile(datadir+'\music\menu.bor', 'openBor');
  searchforfile(datadir+'\music\plane.bor', 'openBor');

If I'm missing any please let me know. Kudo's ;D
Title: Re: openBorStats Tool
Post by: rafhot on April 29, 2011, 12:11:44 am
nice! im looking for the next release so!
Title: Re: openBorStats Tool
Post by: MatMan on April 29, 2011, 03:14:27 am
V0.48
-----
Add "Level Hud Designer". Easily design the placement of players health,icons,bars etc....

Please note that it only reads from the level file and doesn't write to it. All you need todo is copy the resulted data (bottom right) and paste it into your level.txt file

Get it at ..... http://lavalit.com:8080/index.php?action=tpmod;dl=item418 (http://lavalit.com:8080/index.php?action=tpmod;dl=item418)


Edit....
It seems that its reading capability for some existing mods might not align porperly due to the fact that they most probably ain't properly commanded (according to the wiki). Will look into it but the creating of the Hud works perfectly.
Title: Re: openBorStats Tool
Post by: rafhot on April 29, 2011, 04:20:57 am
how you are fast!
 i will have a long night today playing with lifebars!:P

thank you!
Title: Re: openBorStats Tool
Post by: rafhot on April 29, 2011, 04:45:24 am
i got an error when i try, saying its not a int value
Title: Re: openBorStats Tool
Post by: MatMan on April 29, 2011, 04:56:25 am
yeah, i Noticed this with some mods. From what I can see so far is that some mods have 10 integer values in the p1namej  command and according to the wiki there should only be 8. Among other incorrectly formatted values (according to the wiki)

Now openbor stats only checks for eight but doesn't automatically remove any additional non used values (in the hud designer) at the moment (which I most probably will add to prevent these errors).

But if you align the lifebars, health etc in openbor stats and save the change's in your level files (remember copy and paste) it will always load properly in openborstats and in the game, which I have tested.

Edit...
What game are you trying this on, has it been released then I'll take a look at it for specifically.
Title: Re: openBorStats Tool
Post by: rafhot on April 29, 2011, 05:01:36 am
the mod im using is not here anymore :(
but he was the base for super fightin spirit and they have the same lifebars


my level txt header is this:
Spoiler
lbarsize 180    10   0   1

mpbarsize 30 4 1
timeloc    150   30     0     0       1
p1life    20   4
p1mp     165     48

p2life    260   4
p2mp     405    48

p3life    20   220
p3mp     165    264

p4life    260   220
p4mp     405    264

p1icon    165   19
p2icon    405   19
p3icon    165   235
p4icon    405   235
timeicon data/sprites/timer.gif -80 0
hiscorebg   1
noslowfx    1    
rush 1 1 HITS! 4 5 MAX-HITS 2 2
p1rush 20 87 30 50 20 30 120 30
p2rush 260 87 260 50 260 30 356 30
p3rush 20 200 30 164 20 250 120 250
p4rush 260 200 260 164 260 250 356 250
maxplayers  4

and i also have a lifebar.txt and this file have:
Spoiler
colormagic      0       50     200
colormagic2      0      100     255
whitebox   255   125   0
blackbox   200     0      0
color25     255   255   0
color50     255   255   0
color100     255   255   0
color200     255   255   0
color300     255   255   0
color400     255   255   0
color500        255     50      50

i hope it helps:P
Title: Re: openBorStats Tool
Post by: MatMan on April 29, 2011, 05:48:42 am
New version up which should prevent integer errors.

Testing from what you gave me seems to work fine.

Please note that the hud viewer doesn't retireve its icons from the current selected project. It retrieves them from openborstats\res directory, which you can easily replace yourself.
Title: Re: openBorStats Tool
Post by: Damon Caskey on April 29, 2011, 08:05:03 am
That is truly awesome. One of the biggest pains to me is dealing with the HUD. Kind of ironic I suppose, given that I'm the one who coded all of its extra functionality.

 :laughing:

DC
Title: Re: openBorStats Tool
Post by: MatMan on April 29, 2011, 10:50:39 am
It think that in the history of of windows applications that there is no other application with so many scroll box's, i rate it should be nominated in the Guinness book of records:)

It was a major/ pain doing the HUD the old fashion way and it was alot of repetitive work making this editor and I only handled positioning of these things, I don't wont' imagine how much work you went through getting it working the way it works in the game.

I think if I changed it so that you can load icons from the game itself, being able to invisible more or all non used options it would become a whole lot better.
Title: Re: openBorStats Tool
Post by: MatMan on April 29, 2011, 12:56:23 pm
Quick update..

Won't crash if no project is loaded.
Added ability to add vertical/horizontal lines.

Get it at....http://lavalit.com:8080/index.php?action=tpmod;dl=item418 (http://lavalit.com:8080/index.php?action=tpmod;dl=item418)
Title: Re: openBorStats Tool
Post by: MatMan on May 14, 2011, 05:16:39 am
Re-uploaded OpenborStats (needs to be approved)...

Get it at.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81)
Title: Re: openBorStats Tool
Post by: MatMan on May 22, 2011, 12:26:17 pm
V0.49
-----
Fixed a Bug when directories/files where called attack,burn,shock etc... and would be considered as a attack.
Landrame won't be considered to be a frame now.
Fixed RangeY display. (Was very wrong)

Get it .....http://lavalit.com:8080/index.php?action=downloads;sa=view;down=87 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=87)

Edit.....
I had to edit the upload cause I accidentally placed it in the completed mods section. Which I have changed now.

Could on of the admins please re-approve it. Cause it was an edit I think that you have to goto the link provided above and dis-approve it and then re-approve as I believe it doesn't goto the approval need list once edited.
Title: Re: openBorStats Tool
Post by: imaninja1991 on July 26, 2011, 08:52:36 pm
Hey Matan, sometimes when i'm editing a character, I go back and see a few of my frames from attack 1 are missing. This happens almost all the time now, and sometimes when i'll add a certain move or freespecial, even after saving, i'll go back and the freespecial will be gone.  :( Not sure if this happens just with me or if it's a common thing.
Title: Re: openBorStats Tool
Post by: MatMan on July 28, 2011, 11:08:16 pm
I thought that i fixed this bug, will re-open it and do a fix.

What happens is when you right click and add a new animation then sometimes it won't add it properly into memory and won't be saved as a result, however all other existing animations changes will be saved.

A work around for now is to first create your animations then save then close the character editor form and re-open it by dbl clicking the character. If the animations are there then you are safe in the knowledge that you won't loose anything.
Title: Re: openBorStats Tool
Post by: imaninja1991 on July 29, 2011, 06:32:31 am
I thought that i fixed this bug, will re-open it and do a fix.

What happens is when you right click and add a new animation then sometimes it won't add it properly into memory and won't be saved as a result, however all other existing animations changes will be saved.

A work around for now is to first create your animations then save then close the character editor form and re-open it by dbl clicking the character. If the animations are there then you are safe in the knowledge that you won't loose anything.

I'm sorry to say but things have gone all seriously messed up in my life at the moment, so I won't be doing anything on OpenBorStats for a while.

Take all the time you need Matman, hope things get better.
Title: Re: openBorStats Tool
Post by: MatMan on August 08, 2011, 04:39:11 am
V0.50
-----
Fixed another bug that would associate script commands like "performattack, ani_attack, ani_burn etc.." as attack box's in the editor.
Added set Off-Set via mouse.
Fixed a Bug that would loose newly created animations.
Updates to script, commands etc....

Get it ...... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=87

Could one of the admins please re-approve.

Thanx for the approval. :cheers!:
Title: Re: openBorStats Tool
Post by: imaninja1991 on August 08, 2011, 08:19:01 am
Thanks Matman.  :cheers!:
Title: Re: openBorStats Tool
Post by: Sindor on August 08, 2011, 12:10:55 pm
Merci Mat  ;)
Title: Re: openBorStats Tool
Post by: bWWd on August 11, 2011, 12:32:44 am
i cant see the stage displayed with all chars on it, i can only see stage elements in the middle window but nothing appears in the last window(bottom one).Also offset.png is missing
Title: Re: openBorStats Tool
Post by: MatMan on August 11, 2011, 05:03:53 pm
i cant see the stage displayed with all chars on it, i can only see stage elements in the middle window but nothing appears in the last window(bottom one).Also offset.png is missing

You need to download the Full version, first unzip and then download the latest version and unzip and over-write all files.

This was done to minimize update file size's.
Title: Re: openBorStats Tool
Post by: bWWd on August 11, 2011, 10:41:38 pm
It works but i still cant see the stages with all spawns when im opening fightin spirit
Title: Re: openBorStats Tool
Post by: rafhot on August 12, 2011, 12:55:26 am
for me i cant see the stage too because of my enemy sprites are not green so they block my vision with all those colored backgrounds for each enemy i think only the green background ones are transparent to openbor stats
dont know if it is the same problem bwwd have but i think it is another thing
Title: Re: openBorStats Tool
Post by: MatMan on August 12, 2011, 04:41:06 am
You need to physically set each first idle image of every character transparent colour. OpenBorStat doesn't automatically use the first colour as its transparent colour.

Yeah sux a bit but I finally have found how to fix that but its a bit of a hack that I still need to apply.
Title: Re: openBorStats Tool
Post by: SonicFiasco on September 02, 2011, 01:12:23 am
i just downloaded the last one, and everytime i want to change the idle or the bbox it gives me a message that files are missing, how do i fix this?
Title: Re: openBorStats Tool
Post by: MatMan on September 02, 2011, 12:15:07 pm
You need to download the full version, it tells you this in the description of where you downloaded this.

Ps! Reading isn't a crime.
Title: Re: openBorStats Tool
Post by: SonicFiasco on September 02, 2011, 12:43:34 pm
indeed i didnt read it lol , sorry, and thanks i got it to run now :cheers!:
Title: Re: openBorStats Tool
Post by: MatMan on September 02, 2011, 01:02:19 pm
Cool man.

Happy editing  ;D
Title: Re: openBorStats Tool
Post by: MatMan on September 19, 2011, 12:30:10 pm
V0.51
-----
Fixed another Bug that would associate directories/files/scripts that where called attack,burn,shock etc... and would be considered as a attack.
Can import/extract openbor pak files now. "File>>Import Pak"
Updated system file.

get it.... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81

Could one of the admins please re-approve!

Thanx for the approval!!!
Title: Re: openBorStats Tool
Post by: tushantin on November 13, 2011, 04:30:51 pm
Hello! Is there any possibility to get a Linux executable? OpenBorStats under Wine is crazy.  :-[
Title: Re: openBorStats Tool
Post by: MatMan on November 13, 2011, 06:02:21 pm
Sorry bud. I don't have linux on any of my systems. Its been a real long time since I've used linux myself.

I think that the biggest problem is the virtual list that I use, It doesn't have linux support as far as I know and it will require almost an entire gui re-write to get a linux happy version of openBorStats.

If you could tell me whats happening and maybe I could make a change or two to get it working on wine for you.
Title: Re: openBorStats Tool
Post by: tushantin on November 15, 2011, 01:31:09 am
It just doesn't work as expected under wine. Looks glitchy, feels slow, and the Bboxes and ABoxes blink weirdly

I'm running Ubuntu 11.10. While I'm not a programmer, would you have the sourcecode I could borrow? I'll see if I can compile it.
Title: Re: openBorStats Tool
Post by: MatMan on November 15, 2011, 06:13:17 pm
You can get an old version (Need to upload the latest sometime) at sourceforge http://sourceforge.net/projects/openborstats/ but I doubt it will help as you need delphi to run and compile.
Title: Re: openBorStats Tool
Post by: BeasTie on November 26, 2011, 05:48:05 am
Took that into consideration and I added a function that checks for those files....I think I got all of them, this is my list....

Spoiler
searchforfile(datadir+'\bgs\logo.gif', 'openBor');
  searchforfile(datadir+'\bgs\select.gif', 'openBor');
  searchforfile(datadir+'\bgs\title.gif', 'openBor');
  searchforfile(datadir+'\bgs\titleb.gif', 'openBor');
  searchforfile(datadir+'\bgs\complete.gif', 'openBor');
  searchforfile(datadir+'\bgs\hiscore.gif', 'openBor');
  searchforfile(datadir+'\bgs\loading.gif', 'openBor');

  searchforfile(datadir+'\models.txt', 'openBor');
  searchforfile(datadir+'\levels.txt', 'openBor');
  searchforfile(datadir+'\video.txt', 'openBor');
  searchforfile(datadir+'\script.txt', 'openBor');
  searchforfile(datadir+'\pal.act', 'openBor');
  searchforfile(datadir+'\lifebar.txt', 'openBor');
  searchforfile(datadir+'\menu.txt', 'openBor');

  searchforfile(datadir+'\scripts\level.c', 'openBor');
  searchforfile(datadir+'\scripts\endlevel.c', 'openBor');

  searchforfile(datadir+'\scenes\ending.txt', 'openBor');
  searchforfile(datadir+'\scenes\gameover.txt', 'openBor');
  searchforfile(datadir+'\scenes\howto.txt', 'openBor');
  searchforfile(datadir+'\scenes\intro.txt', 'openBor');
  searchforfile(datadir+'\scenes\logo.txt', 'openBor');
  searchforfile(datadir+'\scenes\select1.txt', 'openBor');

  searchforfile(datadir+'\sprites\arrow.gif', 'openBor');
  searchforfile(datadir+'\sprites\font.gif', 'openBor');
  searchforfile(datadir+'\sprites\font2.gif', 'openBor');
  searchforfile(datadir+'\sprites\font3.gif', 'openBor');
  searchforfile(datadir+'\sprites\font4.gif', 'openBor');
  searchforfile(datadir+'\sprites\font5.gif', 'openBor');
  searchforfile(datadir+'\sprites\font6.gif', 'openBor');
  searchforfile(datadir+'\sprites\font7.gif', 'openBor');
  searchforfile(datadir+'\sprites\hole.gif', 'openBor');
  searchforfile(datadir+'\sprites\shadow1.gif', 'openBor');
  searchforfile(datadir+'\sprites\shadow2.gif', 'openBor');
  searchforfile(datadir+'\sprites\shadow3.gif', 'openBor');
  searchforfile(datadir+'\sprites\shadow4.gif', 'openBor');
  searchforfile(datadir+'\sprites\shadow5.gif', 'openBor');
  searchforfile(datadir+'\sprites\shadow6.gif', 'openBor');

  searchforfile(datadir+'\sounds\1up.wav', 'openBor');
  searchforfile(datadir+'\sounds\beep.wav', 'openBor');
  searchforfile(datadir+'\sounds\beep2.wav', 'openBor');
  searchforfile(datadir+'\sounds\get.wav', 'openBor');
  searchforfile(datadir+'\sounds\fall.wav', 'openBor');
  searchforfile(datadir+'\sounds\jump.wav', 'openBor');
  searchforfile(datadir+'\sounds\timeover.wav', 'openBor');
  searchforfile(datadir+'\sounds\block.wav', 'openBor');
  searchforfile(datadir+'\sounds\go.wav', 'openBor');
  searchforfile(datadir+'\sounds\land.wav', 'openBor');
  searchforfile(datadir+'\sounds\money.wav', 'openBor');

  searchforfile(datadir+'\music\complete.bor', 'openBor');
  searchforfile(datadir+'\music\gameover.bor', 'openBor');
  searchforfile(datadir+'\music\menu.bor', 'openBor');
  searchforfile(datadir+'\music\plane.bor', 'openBor');

If I'm missing any please let me know. Kudo's ;D

This feature is awesome It's just what I've needed for years, I just thought I'd let you know it moved a couple of music files like gameover but i think it's just because im using .ogg files now.

Edit: Seems it also moved some .gif's that weren't used in animation frames but were referenced in a remap, just a heads up not a complaint.    I've been living in the dark ages, going to start using your tool for modding, I realise too I should of been using this for learning scripting.
Title: Re: openBorStats Tool
Post by: MatMan on November 26, 2011, 07:49:43 am
Quote
This feature is awesome It's just what I've needed for years, I just thought I'd let you know it moved a couple of music files like gameover but i think it's just because im using .ogg files now.
The file in use checker will almost certainly allways move a couple of files it shouldn't but that's the reason why you can't delete the files and besides openBor tells you quickly if your missing a file.

At the moment it doesn't support openBor commands.....
..that have multiple files in them (such as remap)
..files only found in script

I'll have to add the ogg music files to that list aswell,

Quote
I realise too I should of been using this for learning scripting.
All I wanted todo initially was add something that could allow the basic user to be able to use script without needing to know how to script. What I really need todo is add a feature that hides shows the scripts that can't be used in your character file (such as Script Animation>>miscnames>>namefemalemedieval) so that it is less confusing as it is at the moment it has alot of commands that shouldn't be shown in the list (should still be in the script file though).
Title: Re: openBorStats Tool
Post by: MatMan on December 23, 2011, 12:48:12 pm
Hi Guys.

No openBorStats update but here is a systems command updates. Includes all the latest changes to openbor (up to about 3600).

Just overwrite the existing one.

Get the system update in the first post or click here (http://lavalit.com:8080/index.php?action=dlattach;topic=3187.0;attach=8051) )
Title: Re: openBorStats Tool
Post by: thenerd on February 24, 2012, 11:26:58 am
I love your editor Matman,
Just a question, is there the possibility to play animations? I mean in the character frame editor would be great to press the play button and see how the animation look like

Title: Re: openBorStats Tool
Post by: thenerd on February 24, 2012, 11:46:46 am
when I try to test a character with test factory and press run it doesn t start and the log tells that could not load flash.txt... is that a common problem? how to solve it?

also the stage viewer doesnt visualize anything, do I need to install any net.framework java plugin or similar??

bytheway am on winxp sp2
Title: Re: openBorStats Tool
Post by: MatMan on February 24, 2012, 04:39:56 pm
Great news guys. Seem like StrongARM has decided to join the openBorStats project and he is developing on it and hopefully will add loads more cool features to the editor.

Get the new version here http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81 (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81)

Can one of the admins please approve.

V0.53
-----
Few memory leaks fixed. (Thanx to StrongARM)
Added a Wall calculator in the level editor, although I got no ideas how it works. (Thanx to StrongARM)
Using latest system.xml aswell.

Quote
Just a question, is there the possibility to play animations? I mean in the character frame editor would be great to press the play button and see how the animation look like
Is in my todo list but just need to get it done.

Quote
when I try to test a character with test factory and press run it doesn t start and the log tells that could not load flash.txt... is that a common problem? how to solve it?
You can set default paramaters such as knifes, stages etc within "openBorStats\Tools\Test" as that is the default settings that get used.

Quote
also the stage viewer doesnt visualize anything, do I need to install any net.framework java plugin or similar??
You need to save the first image of each idle image's transparency color. OpenBorStats doesn't yet automatically detect the first color to use as the transparency color. (hopefully someday).

Title: Re: openBorStats Tool
Post by: thenerd on February 24, 2012, 05:39:17 pm
tnx man I m gonna check them out
Title: Re: openBorStats Tool
Post by: MatMan on February 24, 2012, 06:09:31 pm
Quote
also the stage viewer doesnt visualize anything...
You most probably have space's in a folder somewhere causing this problem....
Title: Re: openBorStats Tool
Post by: Nozomi on February 24, 2012, 08:24:07 pm
I'm begineer of openbor modding.
Can I learn openbor modding with this tool well?
Title: Re: openBorStats Tool
Post by: MatMan on February 25, 2012, 03:55:38 am
Quote
Can I learn openbor modding with this tool well?
Most definitely, with its in-build database of openBor commands and almost all of them containing descriptions (even more than the Manuel) and the way the application tries to filter commands showing only the appropriate commands depending what section your editing, for instance if your editing the heading section of a characters stats or editing a level file and then there is the visual aspect of the application that removes the need from jumping from a drawing application to see what the coordinates are suppose to be and some extra other usefull in-build tools like the mugen thingy and more.

Get the new version here http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81

Can one of the admins please re-approve..
Title: Re: openBorStats Tool
Post by: MatMan on February 25, 2012, 06:12:12 am
Sorry guys, reverted back to the older version (0.51), to many features have been broken (Now that I've been looking into it).

Sorry for bugging the admins but can you please re-approve the old version again found over Here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81)
Title: Re: openBorStats Tool
Post by: MatMan on February 25, 2012, 12:28:32 pm
Here is a small but usefull update.....

V0.53
-----
Fixed a bug in the variable returner that didn't return proper values. (Check attachment)
Loads of updates to system file.
Fixed a few bugs.

Get the new version here http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81

Can one of the admins please re-approve..

Thanx for the approval  ;D
Title: Re: openBorStats Tool
Post by: USSCrazybat on February 29, 2012, 11:34:59 am
for all of this tool's novelties, it lacks a lot of necessities. For one, there is no "Play" button when editing animations, no "change image", etc. And it's needlessly complicated. What's infuriating is that the very practical, very useful Obeditor is VERY unstable, and quits out randomly. That is useful, with a drag and draw function for boxes, a simple swapout of images, insertion of entities into stages, etc. What's stopping you from putting any of those functions in this much more stable tool?
Title: Re: openBorStats Tool
Post by: MatMan on February 29, 2012, 02:05:53 pm
Quote
For one, there is no "Play" button when editing animations
Not really a necessity but a nice to have.

Quote
no "change image"
K?

Quote
And it's needlessly complicated
I believe Notepad has alot less buttons so consider using that.

Quote
with a drag and draw function for boxes
openBorStats has this functionality.

Quote
What's stopping you from putting any of those functions
What's stopping you?
Title: Re: openBorStats Tool
Post by: MatMan on March 13, 2012, 07:41:16 pm
I've added a "Animate Feature" to the character editor.

I'm not entirely sure what openBor's timer calculation is so its most probably not a 100% accurate. Please check it out and let me know if there's any problems...

There is a "Extra" button at the top with a drop down menu. Clicking a item in the menu will maintain the last selected item if you press the button again.

Download the update from the attachment... (removed)
Title: Re: openBorStats Tool
Post by: MatMan on March 14, 2012, 04:51:32 pm
V0.54b
---------
Character editor can now "Animate".
Fixed some bugs.

Improved animation accuracy.

Get the new version http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81

Can one of the admins please re-approve..
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on March 15, 2012, 02:50:34 am
second. I'd really like to try out this animate button. could save me lots of trial and error.
Title: Re: openBorStats Tool
Post by: MatMan on March 15, 2012, 02:14:19 pm
Quote
......could save me lots of trial and error.
That it does. I've done alot of testing and it's timing is pretty accurate aswell.

Get the new version http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81

Can one of the admins please re-approve..

Thanx for the approval  ;D
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on March 15, 2012, 10:18:47 pm
AHA!!! ;D Success!!! Thank You.
Title: Re: openBorStats Tool
Post by: MatMan on March 16, 2012, 04:27:40 pm
Added a "P Transparency" option in the stage viewer.

Its a skanky way of doing transparency and it doesn't always work however it is usefull in some games.

Another hint is to disable the front panel viewing (Front check box) cause for some reason in some games it doesn't go transparent.

Let me know if it works for you.

Edit
removed from attachment
Title: Re: openBorStats Tool
Post by: BeasTie on March 18, 2012, 04:24:59 am
Great updates! Just ran it quick to try it while have time. Transparency on the entities in stage viewer is going to be helpful. Not sure if I got the PTrans goin right yet thou.
Title: Re: openBorStats Tool
Post by: MatMan on March 18, 2012, 08:04:12 pm
Quote
Not sure if I got the PTrans goin right yet thou
I've really spent and wasted alot of time (and I mean alot) trying to get that blasted transparency to work properly (even StrongARM couldn't get it working properly) but there's just forever problems but I've left it as a option for this reason (I'm still using the old method) but it has been usefull when quickly viewing other games.

 I might add a option so that you select the transparency color from the image itself.
Title: Re: openBorStats Tool
Post by: bWWd on March 19, 2012, 02:17:52 pm
Animate button is great, very nice, i have small problem with it when i view fall animation and i have frame with 300 delay in it, then when i go to walk animation after i played fall anim then it plays walk with this 300 delay instead of proper delay that's set in walking animation frames, it fixes itself after third loop or so and speeds up.
Title: Re: openBorStats Tool
Post by: MatMan on March 19, 2012, 05:51:20 pm
Kinda fixed. It will now default to 7 when you change animation.

Until i do an upload just select the last frame then start the animation.
Title: Re: openBorStats Tool
Post by: MatMan on March 21, 2012, 03:57:25 pm
V0.55
-----
Character editor can now increase/decrease off-set x and y values by amount specified for all frames in a animation.
Few bug fixes.
Added a "P Transparency" option in the level editor. (recommend switching the front panel view of while using, this isn't very accurate).

Get the new version http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81

Could one of the admins please re-approve..

Thanx for the approval.
Title: Re: openBorStats Tool
Post by: BeasTie on April 15, 2012, 03:00:13 am
Thanks for the recent updates :thumbs_up:

Just a heads up, entities don't show up level editor when you have script commands.

example,

spawn Enemy
spawnscript data/scripts/noscpos.c
coords 100 100
at 0
Title: Re: openBorStats Tool
Post by: MatMan on April 15, 2012, 08:56:20 am
Will look into it.

Hell, I didn't even know that you could select scripts for a character in a level file.
Title: Re: openBorStats Tool
Post by: BeasTie on April 16, 2012, 07:17:38 am
Quote from: MatMan
Hell, I didn't even know that you could select scripts for a character in a level file.
[/quote

hehe, I know right? neither did I until Bloodbane showed me this script.
Title: Re: openBorStats Tool
Post by: MatMan on April 19, 2012, 08:48:54 am
V0.56
-----
When a frame has a delay of more than 199 it will then temporarily reset to 9 during animation.
All messeages in the character editor has been moved to the status bar at the bottom.(no speech bubbles)
The level hud designer can now select its player icon from the projects entity list.

Get the new version http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81

Could one of the admins please re-approve..
Title: Re: openBorStats Tool
Post by: nedflandeurse on April 20, 2012, 06:29:27 am
Any chance to see some basic tutorial how to use it?
A little video 5minutes... :blushing:
Title: Re: openBorStats Tool
Post by: bWWd on April 20, 2012, 07:03:28 am
Read OpenBOR manual, then OpenBORStats would be easier to understand.
Tutorial:
- open pak,
- edit character or stage
- save. Thats it
To learn OpenBOR its good to open some mods and change some values in commands inside character txt file but first look up in manual what command youre editing.
Title: Re: openBorStats Tool
Post by: MatMan on April 20, 2012, 07:07:36 pm
Quote
Any chance to see some basic tutorial how to use it?
A little video 5minutes...
Maybe someday. Don't really see why though as the app is pretty straight forward (seems i'm wrong on this).

Quote
To learn OpenBOR its good to open some mods and change some values in commands inside characte
Yeah, bWWd is right. Take a old game and edit it, especially something that has miss-aligned bboxes (like original Dragons of Rage). Its the way I learned.


Get the new version http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81

Could one of the admins please re-approve..
Title: Re: openBorStats Tool
Post by: BeasTie on April 20, 2012, 09:57:25 pm
I think what's confusing people is this part of obstats.
(http://s15.postimage.org/fkppm446f/obstats.jpg) (http://postimage.org/image/fkppm446f/)

Is this meant to have any functionality or is it simply an index/glossary of commands etc. ?

Also there's things like this section 'Entity Overlay' isn't quite obvious what it's intended for (confused with this too)
(http://s15.postimage.org/fkppm446f/obstats.jpg) (http://postimage.org/image/fkppm446f/)

Title: Re: openBorStats Tool
Post by: rafhot on April 21, 2012, 12:22:12 am
one thing that i like much to do and i miss in opnebor stats is the option to allow me to keep my comments in the code

it always delete everything i wrote to test or remember myself  #this command if for.. yada yada

#freespecial4 is for bla bla bla...
i always like to take some notes but openborstats delete all my notes

can you make an option to allow it to not delete my comments?

thanks :)
Title: Re: openBorStats Tool
Post by: Fightn Words on April 21, 2012, 01:57:16 am
Quote
I think what's confusing people is this part of obstats.
(http://s15.postimage.org/fkppm446f/obstats.jpg)

That's one of the most useful parts! Think about this: for those of us who are either absent minded or can't be bothered to memorize the Manual, or just as a reminder of functions, it's incredibly useful to be able to reference it immediately. Personally, I'd rather have it because the alternative would be opening the manual from your browser, a completely separate program. That would mean allot of Alt+Tab BS that's completely avoidable.
Title: Re: openBorStats Tool
Post by: MatMan on April 21, 2012, 06:54:18 am
Quote
I think what's confusing people is this part of obstats.
Really? I guess as a developer I'm kinda used to that type of thing as all programming apps has something like that.

Quote
'Entity Overlay'
Tha main function of it is one word......."Alignment" I have been using it like crazy these last few weeks in making sure that all animations are aligned properly. So you select attack and then you overlay the same characters idle image over it and check if the feet position are aligned and then you move the offset of all frames there after appropriately.

This has immensely  improved my Mixmasters game ( the game has had alot done to it since the last release) but there are still a few enemies that I need to update but you can still see some improvements with the latest videos I have done ( compare ken with a older video).

Then you can use it also with "throw" moves and also attack moves that uses special effects (like echo's, blade glow etc) and see if each character frame is aligned with the effects frame.

I should add the P Trans command to it for easier alignment.

Quote
functionality or is it simply an index/glossary of commands
It also has functionality, such as if you double click on the "frame" command you can select a file from the pc and then it will convert it to the openBor file locator format or the "com" command which will give you a joystick to work with, etc.
I still want to add a proper grep search feature for it though. Ie, you search pallete then it will list all commands that works with pallete's.

Quote
comments in the code
Comments are usefull but the only place I use comments is in the level file with things like bglayer and wall commands. Truth be told it literally would be 1 line of code to remove the delete command but then there will/could be a whole host  of problems that will emerge all over and most of them won't be obvious and will cause data loss. it won't be hard to fix but time consuming and as its not something I don't really care about (would be nice to have), I'm not willing to spend the time on getting it to work properly.

Quote
That's one of the most useful parts! (glossary)
This was one of the main things that I had in mind when I started converting openBorStats to a editor.

Get the new version http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81

Could one of the admins please re-approve..
Title: Re: openBorStats Tool
Post by: bWWd on April 21, 2012, 07:08:54 am
I think what's confusing people is this part of obstats.
(http://s15.postimage.org/fkppm446f/obstats.jpg) (http://postimage.org/image/fkppm446f/)

Is this meant to have any functionality or is it simply an index/glossary of commands etc. ?

This part is actually helping, commands are listed there to read what they do if you dont have manual at hand.
Title: Re: openBorStats Tool
Post by: BeasTie on April 22, 2012, 12:34:06 am
@Fightn, MatMan, bWWd
Yeah that's how I've been using it, I agree it's very useful.  I just thought it might be that people are seeing all this when they first run it and see all this and they're confused/intimidated by it.

The other thing is thou double clicking items in this section brings up a window named 'System Editor' which seemed like there could be more functionality here.  And example under the section 'Script Animation' when you double click you seem to get script examples or ready made scripts.  I just figured it was stuff over my head not being that familiar with script, have not messed with any of this as thought i might edit something and brake my mod.

Anyhow some of this stuff leads ya to think there's a more advanced way to use this tool perhaps, and that I'm totally missing something, I agree thou the tool is pretty straight forward otherwise. Be cool to see how some advanced modders use it.

As far as a tutorial I don't think people wan't a step by step on making a mod but rather a quick rundown of what things are and their intended use, like it was said thou most of it is straight forward once you have experience with modding.  But I find even programs I've used for years I suddenly one day I'll notice some functionality that should of been obvious the whole time leaving me like :doh!:

But yeah for myself I just figured anything advanced in obstats is just eluding me due to in-experience with script and what are still rather new additions to the engine for me.


Quote
'Entity Overlay'
Tha main function of it is one word......."Alignment" I have been using it like crazy these last few weeks in making sure that all animations are aligned properly. So you select attack and then you overlay the same characters idle image over it and check if the feet position are aligned and then you move the offset of all frames there after appropriately.

This has immensely  improved my Mixmasters game ( the game has had alot done to it since the last release) but there are still a few enemies that I need to update but you can still see some improvements with the latest videos I have done ( compare ken with a older video).

Then you can use it also with "throw" moves and also attack moves that uses special effects (like echo's, blade glow etc) and see if each character frame is aligned with the effects frame.

I should add the P Trans command to it for easier alignment.

Nice, I wasn't quite sure but it thought it was along those lines, or was perhaps something like entity binding ( so hadn't messed with it).  This is actually exactly what I need also to clean up DOOM, when I onion skinned the sprites in the past they don't look to nice animated when offsetted as you normally would.  Now I'm trying to use the original sprites without offsetting them and resizing the canvas. Using an old Doom editor I pulled the offsets that the original game used, it works much better for most sprites, walking anims etc. more like the original game, but there's some weirdness.  Something to do with how the original game worked but the offsets for enemies etc. is at their knees rather then at their feet, other stuff I won't explain but basically the sprites weren't quite built for this kind of environment.  (sorry for this long explanation already) Gfxshadows end up weird thou if using exact offsets from original DOOM, it takes some tweaking and it can start to be a pain with being consistent, so this will definitely help me checking over things.
Title: Re: openBorStats Tool
Post by: MatMan on April 23, 2012, 08:23:44 am
Quote
'System Editor' which seemed like there could be more functionality here
I have plans to do alot more with it, just need todo it.

Quote
. is at their knees rather then at their feet,
yeah, now that you mention that I do recall it being there when I used to do doom editing.

By the way, I have update stats "entity overlay" to have proper transparency (uses irfanview to convert the image) so alignment is a breeze.
Title: Re: openBorStats Tool
Post by: maxman on April 23, 2012, 06:16:11 pm
I just downloaded the version 0.56 exe. I don't wanna say this, but my antivirus just detected it a little while ago that it's got a malicious malware. So it got automatically removed. I'll download one past version older than the current one and wait for your update of this program.
Title: Re: openBorStats Tool
Post by: BeasTie on April 23, 2012, 10:46:21 pm
Yeah I got this too, my antivirus is avast.  It says it located virus Win32:Induc, no problems with 0.55, figured is false detection so i just shut down avast long enough to run it.

@MatMan - Sweet, all the updates are great, sadly I been too busy most the year to do any serious work on anything.
Title: Re: openBorStats Tool
Post by: MatMan on April 24, 2012, 06:58:03 am
False positive guys. No virus's .
Title: Re: openBorStats Tool
Post by: BeasTie on April 24, 2012, 07:06:46 am
Yeah np, assumed it was, I submitted it as false positive to avast. 
Title: Re: openBorStats Tool
Post by: maxman on April 25, 2012, 10:48:47 pm
Hey MatMan. I have a problem with the pink mark blocking me from going through. I tried going through but can't because of that thing in code I circled in the attachment below. The version I'm using for coding is 049. Do you know how it works for going through? I really need help on this.

EDIT: Looks like it's limited to 4100 pixels in width. I have a stage with over 8000 pixels wide I'm using.
Title: Re: openBorStats Tool
Post by: MatMan on April 26, 2012, 09:27:03 am
Sorry man, I don't know what that dot is.

Quote
I have a problem with the pink mark blocking me from going through.
Going through what?

Quote
tried going through but can't because of that thing in code I circled in the attachment below
??????????

Quote
I really need help on this
Love to help mate but I really don't understand what you talking about.

Quote
Looks like it's limited to 4100 pixels in width.
I'm not sure why it would have any sort of limit but I'll have to take a look into it but until then, you might consider cropping the image into 3 or 4 parts.

Quote
The version I'm using for coding is 049.
by the way, openBorStats is at v0.56 now.
Title: Re: openBorStats Tool
Post by: maxman on April 26, 2012, 05:25:24 pm
Sorry man, I don't know what that dot is.
It's just hard for me to explain since you don't understand what I'm trying to say. That dot in code, it is like a stop sign and you can't go to the end of the level.

Quote
Going through what?
End of the level.

Quote
??????????
I'm talking about the pink dot. It's not letting me walk through the end of the level.

Quote
Love to help mate but I really don't understand what you talking about.
The pink dot. It's like a gate or a barricade you can't move on.

Quote
I'm not sure why it would have any sort of limit but I'll have to take a look into it but until then, you might consider cropping the image into 3 or 4 parts.
I did the cropping but I haven't put them up for levels. I will try and see how it works.

Quote
by the way, openBorStats is at v0.56 now.
Did you fix it? If so, I'll download it and make sure if it doesn't have a virus. The last time I downloaded was a few days ago and my antivirus removed it automatically.

I'm not trying to argue but state the fact about the problem.
Title: Re: openBorStats Tool
Post by: MatMan on April 26, 2012, 05:41:18 pm
Quote
I'm talking about the pink dot. It's not letting me walk through the end of the level.
This sounds like its a openBor problem, not a openBorStats problem (as you don't actually get to play a character in there)

Quote
The pink dot. It's like a gate or a barricade you can't move on.
Are you trying to add a temporary stop obstacle  and once you kill everyone or break the obstacle then  you can carry on walking?

If so then you need to create the wall in the entity editor and not the stage editor. (Check Mixmasters box's, totems etc) If this is what you talking about.

Quote
I did the cropping but I haven't put them up for levels. I will try and see how it works.
Let me know if it works.

Quote
Did you fix it? If so, I'll download it and make sure if it doesn't have a virus. The last time I downloaded was a few days ago and my antivirus removed it automatically.
No virus's mate. Avast has had false positives before with stats (I also recently did a full scan on my system).
Title: Re: openBorStats Tool
Post by: maxman on April 27, 2012, 01:13:14 am
You're right, MatMan. It's an OpenBOR problem, not OBStats. I thought there was a problem with it. Anyway, I figured out to crop the images from a whole. ;D It works. But when I put all separate images in the panels over the background, they look they're farther away from each other. I'm still working on it.
Title: Re: openBorStats Tool
Post by: rafhot on May 15, 2012, 02:33:07 pm
hello

it is possible to increase the maximum size of the blue and red boxes?

the maximum size is smaller than the sprites im using in my current mode, so with this its getting hard to do  the boxes properly with real big ray beams and giant characters
Title: Re: openBorStats Tool
Post by: BeasTie on May 15, 2012, 11:31:56 pm
@MatMan - Another good addition would be a ZOOM in/out  function for model/entity editor, for when working with very small or big sprites.   While I'm here just will mention I've noticed that the X/Y coords shown in the editor won't display when you mouseover on attackbox/bbox or the reticule that marks the offsets. They only display fine when there is no boxes or offsets in the way, just mentioning it because it prevents you from using it to work out attack range by eye within stats.

Don't want to bother you with requests for trivial stuff, but my other two ideas for the editor were.

- Ability to have more than one character  or level editor screen open at once.
(for comparing/copying from chars etc. atm can just run 2 instances of stats at once but there's a danger of saving/editing in the wrong one and undoing changes.)

- Access to the 'Extra' text files like video.txt, menu.txt script.txt from main screen.

Just ideas thou, not really important.

Everytime I run the app I think how awesome it is that we have such a powerful tool available, any kind of editor was a pipe dream years ago. Thanks again for all the hard work dude.
Title: Re: openBorStats Tool
Post by: MatMan on May 16, 2012, 05:42:08 am
Quote
it is possible to increase the maximum size of the blue and red boxes?
Yup, go into the RES directory and copy all the files in the ".\Res\Box Large" to the ".\Res" directory. The png component that I use can't bloody well stretch png images so I have to use a fixed size.

Quote
Another good addition would be a ZOOM in/out  function for model/entity editor,
It does, check attachments. Although I don't think it  can properly zoom out (negative value)  it had a alignment bug or something, can't remember

Quote
X/Y coords shown in the editor won't display
Yup, its irritated me more than once as well, need to fix that.
Edit...
a workaround for now is you can remove all the box's (via add bbox, press ctrl etc..) then you will be able to see the co-ords.

Quote
Ability to have more than one character  or level editor screen open at once.
Good idea and wouldn't take to much work. Will look into it.

Quote
Access to the 'Extra' text files like video.txt, menu.txt script.txt from main screen.
Yeah, that main page needs allot of work, including adding/removing characters (with templates), set a entity as active/disabled etc.

Quote
Just ideas thou, not really important.
Its what makes applications great.

Quote
Everytime I run the app I think how awesome it is that we have such a powerful tool available, any kind of editor was a pipe dream years ago. Thanks again for all the hard work dude.|
Thanx  ;D
Title: Re: openBorStats Tool
Post by: BeasTie on May 17, 2012, 09:48:27 am
:doh!: Doh, I'm an idiot forgot about that -  I probably should of said thou ability to zoom in/out with the mouse wheel/scroll, but now I just noticed it does do that but only seems to let me do when first open a char, once i click something else cant seem to get it to re focus and scroll with mouse again.
Title: Re: openBorStats Tool
Post by: troop21 on May 17, 2012, 08:50:23 pm
Downloaded this twice, AVG keeps on saying the exe file has a virus called win32 induc.a, anyone know anything about this?

EDIT: Nevermind guys, just saw the other thread, feeling just a little stupid here...
Title: Re: openBorStats Tool
Post by: MatMan on May 18, 2012, 06:20:40 am
Quote
I probably should of said thou ability to zoom in/out with the mouse wheel/scroll,
Good idea.

Quote
but now I just noticed it does do that but only seems to let me do when first open a char, once i click something else cant seem to get it to re focus and scroll with mouse again.
I must be misunderstanding something here cause I have never had it that one frame its at double size then the next selected frame it resets to normal size. Could you please add some pics of the problem.
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on May 18, 2012, 05:10:17 pm
http://www.youtube.com/watch?v=QHOBzuCbC8w&feature=relmfu
can this be hardcoded into the "test" program function?
Title: Re: openBorStats Tool
Post by: MatMan on May 19, 2012, 09:19:59 am
http://www.youtube.com/watch?v=QHOBzuCbC8w&feature=relmfu
can this be hardcoded into the "test" program function?
Yup but I have no idea on how to use it/start it etc. if you send me a detailed how to then I can look into it.
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on May 19, 2012, 11:54:30 am
DC made this last year I think. It looked awesome, I just dont know enough about script to use it properly. 

How to use:
http://www.caskeys.com/dc/?p=565

Debug:
 http://www.caskeys.com/dc/wp-content/uploads/2010/09/debu0001_0001.pdf

Bind:
http://www.caskeys.com/dc/wp-content/uploads/2011/02/script_bind0017_2011_06_08.h

I hope that's all you need but I may be very wrong.
Title: Re: openBorStats Tool
Post by: Die_In_Fire on June 14, 2012, 10:40:47 am
I have problems with the .exe, the program doesn't start...

need help here...
Title: Re: openBorStats Tool
Post by: BeasTie on June 14, 2012, 11:13:37 am
It's a false virus alert, you're security software is blocking it from starting.
Title: Re: openBorStats Tool
Post by: Die_In_Fire on June 14, 2012, 11:58:28 am
Thanks Beastie, after a while I was able to "exclude" the file from the scan.

thanks  :dunce:
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on June 14, 2012, 04:28:01 pm
Having difficulty with the entity overlay function.
I can select an entity, but the Animation and frame remain blank no matter what i do.
I've seen the examples here, and people say it works. I've downloaded multiple versions to no avail. 
I still encounter the same issue. Is this something I myself am doing wrong or can fix?
Title: Re: openBorStats Tool
Post by: BeasTie on June 15, 2012, 01:35:39 am
I had this problem at first too.  I worked it out thou, do it in this order.

- Choose the model you want in entity overlay tab.

- Tlick 'Show Overlay'

- Try to choose the animation but you cant...

- Click to Choose the model again in entity overlay.

- Should now be able to choose the animation and change frame number.
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on June 16, 2012, 03:11:24 am
I'm going to try this right now!
Thanks again Beastie! :cheers!:
Title: Re: openBorStats Tool
Post by: MatMan on June 16, 2012, 07:51:35 am
Another way to get it working is to click the show check box and select a entity from the list twice.

Its a bug that needs to fixed.
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on June 16, 2012, 03:33:29 pm
It's still kind of wonky, but It works now.  :cheers!:
Title: Re: openBorStats Tool
Post by: core10120003 on August 10, 2012, 01:36:07 am
Will this bee a good tool to make my game from nothing ?
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on August 10, 2012, 01:52:48 am
Probably a matter for debate. My preference is to use a very small demo, and replace everything step by step. Then add all the bells and whistles that make you project unique.  ;)
To each his own though.
Title: Re: openBorStats Tool
Post by: MatMan on August 23, 2012, 01:20:01 pm
Quote
My preference is to use a very small demo, and replace everything step by step.
#
Yup. I would recommend this process as when I wrote it I worked on this methodology. You can start from scratch but you'll really need to know how openbor works.
Title: Re: openBorStats Tool
Post by: MatMan on August 31, 2012, 04:32:20 pm
V0.57
-----
"Character editor"..
..The offset arrow button remembers last clicked option from its drop down list.
..Entity Overlay is always transparent now and works a little better to.
..Added a description display below the info tree.
"Level Editor"..
..Bg/Fg Layer xRepeat wont repeat over a 100 now.

Get the update over here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81)
Title: Re: openBorStats Tool
Post by: MatMan on September 07, 2012, 12:37:19 pm
V0.58
-----
"Main Window"
Shows other files found in the .\Data directory (video, menu, script).
"Character editor"..
..Anim list will warn you now if it has a unknown anim name in the list.
Updated System File.
"System Editor"
..Can export all function to html (just remember to copy the css to where ever you save the html file to).
"Level Editor"
..Fixed bug when entity had a spawnscript with it.
"Extract Pack"
..Now you can choose where the pak file gets extracted to.

Get the update over here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81)
Title: Re: openBorStats Tool
Post by: Segatron on September 08, 2012, 04:36:16 am
Cool tool you've made thanks
Title: Re: openBorStats Tool
Post by: MatMan on September 08, 2012, 09:03:03 am
Quote
Cool tool you've made thanks

Double cool man.....doing some more updates to it ......right.....now.
Title: Re: openBorStats Tool
Post by: BeasTie on September 08, 2012, 12:32:04 pm
:thumbs_up: sweet, thanks as always.
Title: Re: openBorStats Tool
Post by: MatMan on September 09, 2012, 07:21:13 am
V0.59
-----
"System"
..Added details to "Video", "Menu" and "Script" into the glossary.
..Added option to not sort the character anim list (need to set "charEditor">>"sortedTree" to 0 in the ini, if its not there start the app, close and restart and it should of been automatically added). Please note that I have not tested this, so let me know if it works.
"Main Window"
..Can now add characters/entities from templates now. (Player/Enemy Minimum Anim added so far).
....Right Click anywhere on the main screen and select add.
....The templates can be found in .\res\EntityTemplates\ (it means you can easily add your own templates aswell)


Get the update over here (http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81)
Title: Re: openBorStats Tool
Post by: nsw25 on September 09, 2012, 05:26:58 pm
Ive downloaded openbor stats and its a valuable tool to visually see what changes you do to bbox and attack boxes. It has helped me fix my first project alot.

Is there a way to keep the animations visable when editing bbox and attacks ??? every time i click on the code the images disappear down below in openbor stats. so i have to keep jumping from editing to reclicking which move type im editing to see.

Also now some sound in game is messed up since ive used openbor stats. When i click on the wav file itself the sounds fine but now when its in game its messed up...anyone else have that issue ?

Title: Re: openBorStats Tool
Post by: MatMan on September 09, 2012, 05:34:21 pm
I'm not fully sure as to what you mean....

if you mean your editing the bbox/attackbox etc while you in the editor (tab) mode located at the top left middle then no ...

but dude, goto the Frames (tab) mode located at the top left middle and then you can just visually edit and see the bbox changes while changing them in real time and also you can change it using the mouse, press ctrl for bbox and shift for attack, don't hold them in or you can press dropdown button at the top right.

remember you need to be in the character editor mode.

As for the sound. no ideas. openBorStats has absolutely no sound functionality so it never touch's sound files.
Title: Re: openBorStats Tool
Post by: nsw25 on September 09, 2012, 06:45:17 pm
I'm not fully sure as to what you mean....

if you mean your editing the bbox/attackbox etc while you in the editor (tab) mode located at the top left middle then no ...

but dude, goto the Frames (tab) mode located at the top left middle and then you can just visually edit and see the bbox changes while changing them in real time and also you can change it using the mouse, press ctrl for bbox and shift for attack, don't hold them in or you can press dropdown button at the top right.

remember you need to be in the character editor mode.

As for the sound. no ideas. openBorStats has absolutely no sound functionality so it never touch's sound files.

yeah thats the type of feature i was looking for, nice work man. it makes it all so much easier :)
Title: Re: openBorStats Tool
Post by: MatMan on September 15, 2012, 08:06:36 am
openBorStats can now export its glossary into a html now so here is a wiki of commands in openBor.

Just to let you guys know that I'm currently working on making the character editor drag and droppable (meaning you can just drag files from explore into the window)
Title: Re: openBorStats Tool
Post by: maxman on September 15, 2012, 09:28:58 am
That's pretty good, MatMan! Man, I forgot all about the HTML skills from school. Too bad for me I forgot. :P :thumbs_down: I am wondering if I could add it to the OpenBOR compilation I have. Dunno. I could wait for one of the admins to copy it to the web. Thanks a lot for the contribution here. :)
Title: Re: openBorStats Tool
Post by: MatMan on September 16, 2012, 04:20:29 am
Quote
I am wondering if I could add it to the OpenBOR compilation I have.

Yeah, its everything I've collected from all over and its what openBorStats uses. I will try and make the export look better somewhere along the line.
Title: Re: openBorStats Tool
Post by: MatMan on September 16, 2012, 09:46:06 am
V0.60
-----
"System"
..Loads of updates to the glossary.
....New commands added.
....More consistent formating in the descriptions.
....Started adding descriptions to the "Script Animation" section.
......Done "EntitySpawn" Section.
..Added search Function in the Editor.
"Character Editor"
..Major Speed improvements.
..Can now drag n drop images onto the animation frame list (It will only add frames at the end of the animation list, will do improvements).
....Will automatically copy the file to the correct folder.

Get the update http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on September 29, 2012, 12:23:41 am
Maybe I can find help...
I dont know what i did, but for whatever reason, OBS no longer displays anything in the level editor.
More specifically, the text is still all there, all the checks at the top are still selected, but none of the backgrounds or enemies show up in the viewer.
Do i change a setting? Is there some other way I can fix this?
Odds are I've just done something stupid, But I'd really like to be able to continue my work now that i have a couple free days. As always Any help with the matter would be awesome.
Title: Re: openBorStats Tool
Post by: nsw25 on September 29, 2012, 12:35:29 am
Yes if someone could explain how to use the level editor thatd be great. Its always blank for me 2.
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on September 30, 2012, 01:38:47 am
Ok so, near as i can tell the immediate error message that pops up is that there are spaces in my text file and images may not be displayed properly. Now to find those spaces, or an error log that points to them.
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on September 30, 2012, 02:45:45 am
Problem fixed!
@NSW25: When OBS starts, you have to select a path to load your data folder from.
This was my path: C:\Users\user\Desktop\Bor tester2\data
See the problem?
The space between "bor" and "tester" Is the space referenced by the error  message.
On you remove the space - C:\Users\user\Desktop\Bortester2\data, the background images work just fine.
Try looking for the space in your path and let
 me know how it goes for you brother.  ;)
And thanks again to MatMan for a program that does friggin everything. I was only able to find it by using the file in use checker from the tools menu.  :cheers!:
Title: Re: openBorStats Tool
Post by: MatMan on October 03, 2012, 12:55:02 pm
Hi guys.

If you would like a work around for the comments problem you can use the ";" symbol. The downside is that the log will produce a a unknown command with it but openBor will work fine with it.
Title: Re: openBorStats Tool
Post by: nsw25 on October 05, 2012, 08:50:30 am
yup fixed now. though i dont know what the level editor does exactly beside show where enemies are placed, would be good if you could drag them and move them around level or something... can you ?
Title: Re: openBorStats Tool
Post by: MatMan on October 05, 2012, 10:47:10 am
Not at the moment no.  :teary_eyed:
Title: Re: openBorStats Tool
Post by: kasumifan on October 12, 2012, 10:38:29 pm
hello, i just started using openborstats i love it but how do i make .pak file? Extracting .pak file works but i don';t see a button to create .pak file. Thanks
Title: Re: openBorStats Tool
Post by: nsw25 on October 12, 2012, 10:56:33 pm
hello, i just started using openborstats i love it but how do i make .pak file? Extracting .pak file works but i don';t see a button to create .pak file. Thanks

you need to use 'makepak' if your data folder is in the same bigger folder as makepak it will work. Just click on the 'makepak' item in your bor mod folder and it will run and compile your contents of your data folder into a pak file.
Title: Re: openBorStats Tool
Post by: kasumifan on October 13, 2012, 08:06:38 am
thank you so much for replying. so put the makepack file into the same folder as my mod and ran it. But it says packer.exe is not compatible with windows 64bit which is what i have. What should i do?

nvm i got it working
Title: Re: openBorStats Tool
Post by: MatMan on October 16, 2012, 10:34:58 am
I'll add the make a a pak file option somewhere along the line.......only problem is SKYRIM....... :wow!:
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on October 16, 2012, 05:26:06 pm
AHAHAAAHAAHAHAAHAHAAHAHAAHAHAAAA!!!  :cheers!:
Title: Re: openBorStats Tool
Post by: nsw25 on October 26, 2012, 07:54:00 am
does anyone else get this problem ?

(http://s8.postimage.org/kngddasy9/attckboxes.jpg)

[img=http://s8.postimage.org/kngddasy9/attckboxes.jpg] (http://postimage.org/image/kngddasy9/)

i edit the attack boxes on the big image but as you can see the lower, smaller images have attack boxes different- and durring gameplay the atack boxes arent right...
Title: Re: openBorStats Tool
Post by: bWWd on October 26, 2012, 01:05:46 pm
Check txt file an maybe you have 2 identical bbox/hitbox commands.If you need help then always post txt file or its parts so we could help you to fix this.
Title: Re: openBorStats Tool
Post by: MatMan on October 26, 2012, 01:16:35 pm
This a new bug that has happened since I moved the bbox's (at the bottom) to the new scaling system. I need to update the algorithm for them to align properly. Once this has been done then you will be able to smoothly zoom in and out instead of the chunky multiplies.

The main/editing/central part still uses the old system so that displays properly.


Edit.
PS, you should use the largest crosshair during editing (select at top of char editor), really makes a difference, do a restart to take effect.

Misunderstood the question. but I believe Beastie had this problem, if you are creating the bbox's/attbox's with the mouse then you have to drag from top to down and left to right, if you drag any other direction then it will display correctly but won't work in openBor. (something i need to fix)
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on October 26, 2012, 02:48:53 pm
Not really a big deal at all, but OBS doesn't count Duckattack as an animation.  : P  :laughing:
Title: Re: openBorStats Tool
Post by: maxman on October 26, 2012, 07:16:37 pm
Not really a big deal at all, but OBS doesn't count Duckattack as an animation.  : P  :laughing:
Otherwise, you would need to use any Freespecial animation with a command for a Duck animation I guess. I wonder if it could work with either in script or non-script.
Title: Re: openBorStats Tool
Post by: Vyck_St.Judas on October 27, 2012, 12:05:54 am
OH! no, no. The engine recognises the animation just fine. The OBS tool just doesn't have it in the standard animation list. That's why I had said it was no big deal.  ;D. It's like missing a tiny spot of frosting on a delicious cake. It's one of those things only a baker would worry about.  ;)
Title: Re: openBorStats Tool
Post by: MatMan on October 27, 2012, 04:49:59 am
Added Duck attack to the system editor, so it will be there from the next version onwards.

I always thought that slide was duck attack.

Edit..

You can easily add it using the system editor if you don't feel like waiting.
Title: Re: openBorStats Tool
Post by: Damon Caskey on October 27, 2012, 06:29:50 am
Added Duck attack to the system editor, so it will be there from the next version onwards.

I always thought that slide was duck attack.

You may already know by now, but just in case:

OpenBOR has default duck/slide actions.

Slide: Dwn + Jump
Run Slide: Dwn + Jump (Running)
Duck Attack: Dwn + Attack ("2D" stage)
Title: Re: openBorStats Tool
Post by: MatMan on October 27, 2012, 12:55:33 pm
V0.61
-----
"System"
..Updated glossary.
..Added about 30 examples and descriptions in the script animations section.
Few changes here and there.

Get the update .... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81
Title: Re: openBorStats Tool
Post by: nsw25 on October 28, 2012, 03:07:55 am
in regards to the attack boxes spazzing out on smaller images are they the actual placement of hit boxes and the big images is incorrect ? i dont move or create hitboxes by mouse i use the tables on the right side. should i change all my hitboxes so they look right on smaller images below but not right in the bigger image from now on ? have some issues with a few attacks being way off, and some bboxes

(http://s7.postimage.org/krjqysorb/attackboxes.jpg) (http://postimage.org/image/krjqysorb/)
Title: Re: openBorStats Tool
Post by: MatMan on October 28, 2012, 05:09:10 am
The image in the centre is correct, not the bottom ones. Or try use the previous version of openBorStats to prevent this problem.
Title: Re: openBorStats Tool
Post by: Die_In_Fire on November 17, 2012, 02:05:00 pm
hi, can someone please explain me how to edit a level with oborstats?? actually what I want to do is to learn how to set walls, platforms, and holes. I have done it in the past with notepad, but I think is time for me to start using oborstats and see how I can work faster with it.

what I did was this: I browsed my data folder, and then press F5 for the level editor, but see the attached image... there's nothing...

and when I tried to load a char, an error window appeared, see attached file number 2

 :dunce:

Title: Re: openBorStats Tool
Post by: BeasTie on November 17, 2012, 09:09:23 pm
I don't know why it gets that error, seems to be something with recent version (not sure if this is a reason, but try not to edit when the mod is already running in openbor)

To edit levels you need to double click the level under the levels branch.  (only levels included in a set will be shown)

If there is spaces in your directory names then images wont show up, stats should warn you when you first load the mod

So for example if your directory structure is like C:\OpenBOR\My MOD\data you need to change it too
C:\OpenBOR\My_Mod\data
Title: Re: openBorStats Tool
Post by: Die_In_Fire on November 17, 2012, 09:55:18 pm

If there is spaces in your directory names then images wont show up, stats should warn you when you first load the mod

So for example if your directory structure is like C:\OpenBOR\My MOD\data you need to change it too
C:\OpenBOR\My_Mod\data

 :doh!:

that's it!! I'll move the files to a folder without spaces when I get home... thanks!  :cheers!:
Title: Re: openBorStats Tool
Post by: nsw25 on November 17, 2012, 10:04:57 pm
but you cant edit anything in levels using OpenBor stats, all it does is show you where enemies will be spawned, you cant physically move them around or items etc... not yet anyways ;) (hint hint)
Title: Re: openBorStats Tool
Post by: Die_In_Fire on November 17, 2012, 11:29:38 pm
that's no problem, my problems are regards to walls/holes/platforms. I can do them but it's very time consuming, that's why I'll try oborstats  ;)
Title: Re: openBorStats Tool
Post by: salvo00786 on November 18, 2012, 04:35:08 am
Hi...
1) why when i try to import mugen sprites i get some errors and not all sprites are ripped?
these errors are truncate sff or subheaders ecc

2) it's possible to import sprites of different colour.
when i play mugen i can change the colour of the char. each char have various palette file with various colours. it's possible import all the sprites with one of this palette file?
Title: Re: openBorStats Tool
Post by: MatMan on November 19, 2012, 12:37:51 am
@Die in Fire.
The only realy advantage of using the editor is that you can quickly re-align walls (etc) by changing attributes and refreshing the stage. you also have a the X and Y co-ords that make things easier for you.
The way I do is have a commented line showing the description of the wall above it and work around it, a usefull hint is to never have any of the wall(etc) co-ords to be 0.
As for using the shortcuts, allways have a project open and you have to have selected (dbl clicked) at least one of the relavent functions all ready loaded (so a level for the level edit etc).

@salvo00786
You'll have to be more specific as to what is missing?
Yeah, I wrote a separate app to be able to import mutli colours, been wanting to merge it into openBorStats but as it is of yet, it won't work as a automatic thing.
Title: Re: openBorStats Tool
Post by: BeasTie on November 19, 2012, 01:09:41 am
usealy mugen chars have the palette files in the chars folder.  Just apply each palette to an existing sprite and use them as remaps/alterate palettes. 

or you can point to one as the main palette (in16/32bit mode)

Code: [Select]
palette {path}

    ~This is to set default palette for this entity. ONLY compatible with truecolor mode (see video.txt above)!.
    ~{path} is the location of the image whose palette will be used as default palette. The {path} is relative to OpenBoR.
    ~If truecolor mode is set but this command is not declared, the 1st image/frame of the entity will be used instead.
    ~Usually used in conjunction with 'alternatepal' below. But sometimes it can be used to change default palette entity is using
    ~If path is set to none, alternate palettes are ignored and allows each frame (see 'frame' in animation data below) to use its own palette
    ~Useful to create effect libraries without having to design public palette for all of those effects
Title: Re: openBorStats Tool
Post by: MatMan on November 22, 2012, 08:29:53 pm
V0.62
-----
Fixed a character load bug.
All drop down buttons with a menu will remeber last used item chosen from that menu and will be used as the click on the button.
Improvements to "Character Template Creator"..
..Can now select what directory to save the new entity.
..Added 1 template (4 Total).

Get the update .... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81
Title: Re: openBorStats Tool
Post by: MatMan on November 24, 2012, 10:34:37 pm
I spotted a bug with the new character/entity adder. Has been fixed and hpefully will be updated this monday.
Title: Re: openBorStats Tool
Post by: maxman on November 25, 2012, 01:38:19 am
Ummmm, MatMan. I don't know if this problem was posted here, but before I let you update for your next release, you can take a look at this problem. Correct me if I didn't see the problem was discussed in this thread.
Title: Re: openBorStats Tool
Post by: Die_In_Fire on November 28, 2012, 02:20:28 am
How can edit walls on oborstats??

the level editor show me the walls and the level, but I don't know how to change the parameters on the program

edit: also I got this error when I wanted to use the character editor (see attached image)  :(

Title: Re: openBorStats Tool
Post by: MatMan on November 28, 2012, 03:12:55 am
You edit the walls in the text editor part of the level editor. There is no wall/hole editor thingy magingy.

What the level editor does is display the result of your input (hit refresh, the green circle button).

My recommendation is take an example from some game then paste and alter it.

That error is most probably related to the fact that you don't have a entity loaded into the character editor (dbl click on a entity on the main tree listing).

Title: Re: openBorStats Tool
Post by: MatMan on November 28, 2012, 10:05:11 pm
Sorry guys will try remember to bring the update friday.

Does anyone here know how the mugen file format works, specifically I would like to know how the soundfx work on it. Would like to know so that I can include it into the importer.
Title: Re: openBorStats Tool
Post by: BeasTie on November 28, 2012, 11:04:28 pm
this is one of the mugen tools, SND2WAV.EXE

Sounds should be OpenBoR ready after conversion.
Title: Re: openBorStats Tool
Post by: MatMan on November 29, 2012, 12:20:47 am
I think i might have this.

If i remember correctly it doesn't export the sound files from the mugen char pack/file? The only way that I know of is using that mugen character editor (can't remember what its called)
Title: Re: openBorStats Tool
Post by: BeasTie on November 29, 2012, 12:38:25 am
actually I think I gave you a different one than I thought.  This one has it's own GUI.  Could just include it with stats I guess.

Edit: NVM this one sucks, it exports to a single .wav file
Title: Re: openBorStats Tool
Post by: MatMan on December 02, 2012, 03:38:12 am
v0.63
-------

Fixed creating new entity bug.
updated new entity templates.

Get it .... http://lavalit.com:8080/index.php?action=downloads;sa=view;down=81
Title: Re: openBorStats Tool
Post by: Die_In_Fire on December 02, 2012, 03:40:03 am

You edit the walls in the text editor part of the level editor. There is no wall/hole editor thingy magingy.

What the level editor does is display the result of your input (hit refresh, the green circle button).

My recommendation is take an example from some game then paste and alter it.

That error is most probably related to the fact that you don't have a entity loaded into the character editor (dbl click on a entity on the main tree listing).

Thanks for the explanations  :cheers!:
Title: Re: openBorStats Tool
Post by: BeasTie on December 02, 2012, 05:16:49 am
I downloaded the new one twice, but got 'unexpected end of archive' when I opened the .ZIP
Title: Re: openBorStats Tool
Post by: MatMan on December 02, 2012, 05:20:55 am
oops, seems like the zip i brought to work is corrupted. :'(

Will re-upload a working one sooooooooon. :cheers!:
Title: Re: openBorStats Tool
Post by: BeasTie on December 02, 2012, 05:24:31 am
NP, cheers for update, this new char template thing sounds handy, was still using v0.61
Title: Re: openBorStats Tool
Post by: MatMan on December 02, 2012, 05:45:49 am
I've actually used it alot this last week or so (the obstacle decoration template) and the best thing is that anyone can create there own templates aswell.
Title: Re: openBorStats Tool
Post by: MatMan on December 02, 2012, 08:10:06 pm
Re-uploaded openBorStats

V0.63
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Fixed Entity add bugs.
Made a option to loads (some) images via threading. Its faster but isn't fully stable yet, it won't cause any data loss. Look for the setting in the ini file (Config>>Threaded=1)
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