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Author Topic: New: OpenBoR v3.0 Build 2123  (Read 11403 times)

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Offline SX

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New: OpenBoR v3.0 Build 2123
« on: February 27, 2009, 10:07:42 pm »
It has been a great ride thus far working with other talented Developers, Testers, Mod Creators and Players.  I tell you this community has surpassed my every hope!  Though I was not around in the beginning of OpenBOR, I sure will be around for a very long time!!!

So the time has come for another engine release (Windows Only, Consoles are to soon follow), but not just any release....   Its OpenBOR v3.0   :cheers!:  So without any further delay here are the details for this release.


New Features:



SX:


  • Stereo Support
  • Menu Redesign
  • BGM Player for BoR Audio
  • Internal Restructuring of video mode handling


OX:



Levelname.txt header commands:


  • noscreenshot - Disables the screenshot function for the current stage. Useful for freeing up an extra button. I currently use it to bring up an in-game move list.
  • nopause - Disables pausing the game for the current stage. Not really reccomended for normal stages. Use it in custom menus , select screens and the like.
  • Both of the above are on a per stage basis and will need to be set in every stage that you wish to disable the relevant function


Entity.txt header commands:


  • mpset - A new {stabletype} as been added. Setting it to 4 will cause MP to gain up to max. Once there , it will steadily drop to {stableval}. When that is reached , the cycle starts over.
  • guardpoints - When this is used , successfully blocking an attack will cost you and a certain amount of guardpoints will be subtracted. If that value falls to or below zero , the next block attempt will fail , causing you to play a special animation. guardpoints will steadily increase back to the value you originally set over time
  • guardrate - How quickly your guardpoints will recover.
  • riseattacktype - determines how the entity handles rise attacks. 0 (default) will only use thhe default riseattack anim. 1 will use the new dynamic riseattack animations and will revert back to the default animation if the corresponding riseattack# is not present. 3 If the corresponding rise attack does not exist , the entity will not try to perform one and will just rise.

Attack commands:


  • guardcost - the number of points to remove from the opponent's guardpoints if they block the attack.


Properties added to get/changeentityproperty:


  • guardpoints/maxguardpoints - guardpoints is the current value. Maxguardpoints is the maximum total this entity has.
  • jugglepoints/maxjugglepoints - jugglepoints is the current value. Maxjugglepoints is the maximum total this entity has.
  • mpset - changeentityproperty only. You have to call all the factors seperately if you want to find them with getentityproperty. They are as follows..  mp , mpstable , mpstableval , mprate , mpdroprate , chargerate


New animations:


  • guardbreak - This will be played when the entity blocks an attack but their guardpoints are currently equal to or below 0.
  • riseattack# - Dynamic rise attacks. They correspond to the attack type recieved. THey include riseattackb and riseattacks for burn and shock attack types respectively.

DC:



Entity.txt header commands:


  • Palletes (remaps) - Maximum number of palettes per model increased to 30.


Script Additions:


  • onfall - Fires immediately after entity is put into fall state (thus can adjust fall velocity, bounce, etc.). Returns self, attacker, damage, and drop.
  • ondeath - Fires when entity receives lethal damage. Returns self, attacker, damage, and drop.
  • didhitscript - Now also fires when an item is collected to aid in item scripting. Item is treated as attacker, collecting entity is defender.


Properties added to get/changeentityproperty:


  • mapcount - Total number of palettes for model (includes default). Get only.
  • hmapl - Model's hmap lower bound.
  • hmapu - Model's hmap upper bound.


Bug Fixes:



SX:


  • To many to list....lol
  • All Memory Leaks fixed.
  • Enhanced Error handling greater Stability.


OX:


  • Steal type attacks can now knock down the opponent.
  • Enemies are no longer immune to grabs after performing a rise attack.


DC:


  • Extra rise animations bug fixed.
  • Function openborconstant now works with following:
    TYPE_PANEL
    ANI_RISE#/B/S
    ANI_RISEATTACK#/B/S
    ANI_BLOCKPAIN#/B/S
    ANI_CHIPDEATH
    ANI_GUARDBREAK
    ANI_SLIDE
    ANI_RUNSLIDE
    ANI_DUCKATTACK

Here are a few Notes about v3.0 that everyone should read as well.

1.  Support for Video.txt has changed.  Forcemode command no-longer exists.  We nolonger allow for video mode switching on the fly.  Only Scaling and Filtering adjustments can be made.  We have also removed some supported resolution while adding new ones to the list.  So be prepared if old modules no longer work or the engine does not startup correctly.  Just unpack the modules and update the value for the respective resolution.

2. Just as a reminder for all you new and existing Mod Creators.  Don't forget to download the newer version of Wav2BoR v1.1.  The reason for that upgrade was Stereo Support.  You can test your BOR audio files with the built in BGM Player in OpenBOR v3.0, Just create a new PAK file and place your music.bor in the music directory and repack the module.

/data/music/*.bor

Or use the bor plugin for Winamp since it does support stereo as well.

Download OpenBOR v3.0 Build 2123
Download Wav2BOR v1.1
Download video.txt



We now have an Engine that supports 8, 16, 32 Bit Video Modes, Stereo Support, what next on the list..... Multiplayer support  :P
« Last Edit: March 01, 2009, 01:19:57 am by Damon Caskey »

Offline Orochi_X

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Re: New: OpenBoR v3.0 Build 2123
« Reply #1 on: February 28, 2009, 05:14:56 pm »
I've added my stuff to both this thread and the release discussion/feedback thread.

I've now locked this news post and moved all previous replies to the discussion thread to keep everything tidy.


* Orochi_X says : " Sore ga doushita? " :looney:

 



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