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DD Tokki

Well-known member
Question.
I was using openbor build 6391, but if I skip the original select and apply the specified select to the level and clear the game, the score and live etc. are not reset, and when the game is restarted, the record at the time of clearing remains.
Is there any way to solve this?
 
just tested on 6391 on linux the game finished and any new game would have a new score. If you changed to 6391 from a older version its recommended to delete your saves folder.

If you get v3 of my Sp tech demo it has only 1 enemy per stage and 2 stages it uses 6391 and you should see that the score resets when you start a new game.
 
just tested on 6391 on linux the game finished and any new game would have a new score. If you changed to 6391 from a older version its recommended to delete your saves folder.

If you get v3 of my Sp tech demo it has only 1 enemy per stage and 2 stages it uses 6391 and you should see that the score resets when you start a new game.

blendfx 1 1 1 1 1 1 1


set Grouping

skipselect
select data/select.txt


file data/levels/example1.txt

file data/levels/example2.txt



With the skip select and new selects defined in the level, this problem occurs in the 6000 series, and it seems to be a problem that does not occur in the previous version of the 4000 series. I just tested it myself, and when I tested by moving SP master v3 to build 6391, the same problem occurred.
 
Last edited:
your right this is a bug and should be reported on github.

for now here is a workaround first give your first stage for all modes the branch name start (or whatever you like).

example:
C-like:
blendfx 1 1 1 1 1 1 1

set    Grouping

skipselect

select data/levels/select.txt

branch    start
file    data/levels/example1.txt

Then add a file in scrips folder called level.c with this:
C-like:
void main()
{
    if(openborvariant("current_branch") == "start")
    {
    changeplayerproperty(0,"score",0);
    changeplayerproperty(1,"score",0);
    changeplayerproperty(2,"score",0);
    changeplayerproperty(3,"score",0);
    }
}
 
your right this is a bug and should be reported on github.

for now here is a workaround first give your first stage for all modes the branch name start (or whatever you like).

example:
C-like:
blendfx 1 1 1 1 1 1 1

set    Grouping

skipselect

select data/levels/select.txt

branch    start
file    data/levels/example1.txt

Then add a file in scrips folder called level.c with this:
C-like:
void main()
{
    if(openborvariant("current_branch") == "start")
    {
    changeplayerproperty(0,"score",0);
    changeplayerproperty(1,"score",0);
    changeplayerproperty(2,"score",0);
    changeplayerproperty(3,"score",0);
    }
}
thank you If I have multiple branches, like 'branch start' , do I have to provide the scripts individually?
 
your right this is a bug and should be reported on github.

for now here is a workaround first give your first stage for all modes the branch name start (or whatever you like).

example:
C-like:
blendfx 1 1 1 1 1 1 1

set    Grouping

skipselect

select data/levels/select.txt

branch    start
file    data/levels/example1.txt

Then add a file in scrips folder called level.c with this:
C-like:
void main()
{
    if(openborvariant("current_branch") == "start")
    {
    changeplayerproperty(0,"score",0);
    changeplayerproperty(1,"score",0);
    changeplayerproperty(2,"score",0);
    changeplayerproperty(3,"score",0);
    }
}
thank you When restarting after clearing, the score is reset. Instead, the live is inherited by initializing only the score in the script.
1657793530090.png
 
Last edited:
Man I had no idea there was such a heavy bug in the latest stable release.

edited the level.c to also reset the lives.
C-like:
void main()
{
    if(openborvariant("current_branch") == "start")
    {// this script will run before any level with the branch name "start"
        int i;

        for(i=0;i<4;i++)
        {// reset lives and score for all 4 players
            if(getplayerproperty(i,"name"))
            {//firdt check if there is a valid player
            changeplayerproperty(i,"score",0); // reset the score
            changeplayerproperty(i,"lives",3); // set the lives here i set 3.
            }
        }
    }
}
 
Man I had no idea there was such a heavy bug in the latest stable release.

edited the level.c to also reset the lives.
C-like:
void main()
{
    if(openborvariant("current_branch") == "start")
    {// this script will run before any level with the branch name "start"
        int i;

        for(i=0;i<4;i++)
        {// reset lives and score for all 4 players
            if(getplayerproperty(i,"name"))
            {//firdt check if there is a valid player
            changeplayerproperty(i,"score",0); // reset the score
            changeplayerproperty(i,"lives",3); // set the lives here i set 3.
            }
        }
    }
}
thank you. I've tried applying random numbers to Live and it works fine from the start.
1657816806946.png
 
Man I had no idea there was such a heavy bug in the latest stable release.
@msmalik681

Yeah, I can confirm this bug. It seems that some internal engine variables are not reset when the "skipselect" is used.
Similar to your script, in the SORX I'm using a script to reset some things like score, lives and continues, which sometimes are not reset too.
 
your right this is a bug and should be reported on github.
Yeah, its a known bug. If I am not wrong, it was reported already.
I can't remember if its the same bug or a new one, but I solved by using a fake cutscene, like this:

#--------------------------------------------------#GREECE

scene data/scenes/history/scene03mg.txt
scene data/scenes/unlock/unlock_nc.txt

scene data/scenes/fake.txt
skipselect
select data/select/sel1.txt

z 80 280 0
file data/levels/underwater1.txt

next

scene data/scenes/history/scene04lyra.txt

scene data/scenes/fake.txt
skipselect
select data/select/sel1.txt

scene data/scenes/targets/target_attuma.txt
 
Yeah, its a known bug. If I am not wrong, it was reported already.
I can't remember if its the same bug or a new one, but I solved by using a fake cutscene, like this:
It's true, thanks to remember. It seems that some variables are reset when the cutscene is played, it can give some light to look for a fix in the source.

We found this cutscene solution in this topic:
 
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