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OpenBOR

OpenBOR 4.0 7556

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Chrome detects a virus in the latest release. It might be a false positive, but can someone please check what's the issue? I really want to try it out but I've had serious problems with malware last year (incuding stolen credentials and payment site logins), I'm not risking it...
 
Chrome detects a virus in the latest release. It might be a false positive, but can someone please check what's the issue? I really want to try it out but I've had serious problems with malware last year (incuding stolen credentials and payment site logins), I'm not risking it...

First I've heard of this, and I also use Chrome. Browsers these days have gone so stupid on security they couldn't tell the difference between a virus and my morning oatmeal.

Please send a SS of the alert you are getting.

DC
 
sorry, it was Opera, not Chrome. I don't even have Chrome on this PC
image_2024-01-20_143201603.png
Firefox downloads but the archive is always corrupt
image_2024-01-20_143439356.png
 
that's weird. It's also the first time I'm having this warning, might have to change browser definitions temporarily (high security settings because kids use the PC)
 
I have discovered a weird (even though easy to replicate) bug:

After landing from a RUNJUMP animation, as long as I don't input nothing else, pressing attack button triggers a RUNATTACK, even if my character is idling.

I could RUNJUMP, land on floor, stay idling for as long as I want (even triggering the SLEEP animation), and I'd still be able to RUNATTACK as soon as I hit the attack button.

Just for a quick clarification that might help, I'm also using both JUMPDELAY and JUMPLAND animations as well.
 
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I have discovered a weird (even though easy to replicate) bug:

After landing from a RUNJUMP animation, as long as I don't input nothing else, pressing attack button triggers a RUNATTACK, even if my character is idling.

I could RUNJUMP, land on floor, stay idling for as long as I want (even triggering the SLEEP animation), and I'd still be able to RUNATTACK as soon as I hit the attack button.

Sounds like the run flag isn't cleared on landing. Shouldn't be too hard to fix. I'm releasing a new version in next few days, will see if I can patch this before I do.

DC
 
@paulo.bender Buddy, what engine version are you using? I made a fix for the RUN flag some time ago but I don't know if it's in the build you are using.

EDIT: Please, post your "running" property adjustments too.
 
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I'm using the latest one available, 4.0 build 7556 (or something like that, I'm on at my PC right now), the same one that is lacking the blockpain logic.
 
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I hope this is the right place. may I suggest the option to use entities as UI elements? It would not only help me but also open up more customization options for beginners like me. animated or frame-based counters, meters, icons and much more would be possible with this, I would even give a template to the community
 
I hope this is the right place. may I suggest the option to use entities as UI elements? It would not only help me but also open up more customization options for beginners like me. animated or frame-based counters, meters, icons and much more would be possible with this, I would even give a template to the community

As I explained in your thread, you already can. I'm sorry, but no, I won't make entities into hard coded menu and load elements if that's what you're asking. It would require an unreasonable time and code expenditure when the functionality is already supported through scripts.

DC
 
As I explained in your thread, you already can. I'm sorry, but no, I won't make entities into hard coded menu and load elements if that's what you're asking. It would require an unreasonable time and code expenditure when the functionality is already supported through scripts.

DC
I understand, so how about something for models, like a special type that doesn't scroll? or is there something in the documentation I missed? I really don't want to make outlandish suggestions, but the relationships between the different game elements are quite unlike anything I've ever worked with. I also understand that scripts are a big selling point for advanced users but for OB beginners who don't know much about code it's a huge difficulty spike, especially if you consider how fragmented the wiki is.
I don't mean to sound ungrateful, I know this is all unpaid volunteer work and you shouldn't go out of your way unless it's for the greater good of the community. is there a discord or something where we can get help, share screens and whatnot? I think that would be a great learning resource for people like me and would keep us from filling the forums with newbie questions
 
I understand, so how about something for models, like a special type that doesn't scroll?

Two ways you can do this. Make the model a panel type then its speedf (don't use speed, that's legacy) controls the scroll speed. Or, just use Scroll <float>. That overrides the model's scroll speed.

I really don't want to make outlandish suggestions, but the relationships between the different game elements are quite unlike anything I've ever worked with. I also understand that scripts are a big selling point for advanced users but for OB beginners who don't know much about code it's a huge difficulty spike, especially if you consider how fragmented the wiki is.

The wiki articles are only about six months in. You just came at a time of transition for us documentation wise.

I know this is all unpaid volunteer work and you shouldn't go out of your way unless it's for the greater good of the community. is there a discord or something where we can get help, share screens and whatnot? I think that would be a great learning resource for people like me and would keep us from filling the forums with newbie questions

I don't want to be obtuse, but if you think Discord is better than a forum for technical support, we'll just have to agree to disagree. I could (and have) written entire peer reviewed research reports on why Discord is a terrible support venue. Even in our live chat rooms here, engine support questions are not allowed. Only social talk and project specific development discussion.

Now that said, yes, there are plenty of OpenBOR Discords out there, but I do not and will not support them. So if that's the route you choose, every bit of information you get will be second hand (and from observation - hopelessly erroneous).

DC
 
none of the suggested methods worked for me. panel type and speedf 0.0 or none type with scroll 0.0 and gravity/terrain off , both make the entity follow the level panels when the camera moves. any values other than 0 moves/scrolls the object and that's not the intended result.
I don't want to drag this into a help thread. I've asked this before in my own thread and if it's my fault it's not working, feel free to continue the discussion there.

I'm not saying a discord community is better or worse, just an alternative that has served me well in collaborative works. Naturally, I understand your concern with second-hand info that could lead to people blaming the engine for their own bad usage. all I really wanted is to learn faster
 
as I was studying ways to build levels in orthogonal/iso perspective I had an idea.

walls and basemaps in entities

this would allow a more modular approach for 2D and 2.5D, because we could make a bunch of tile sprites to define the level structure while still keeping the old panels for backgrounds.

since sprites don't have size constraints, tiles can be as big or as small as needed to build levels efficiently

walls can already be made with platform definitions but ramps are only achieved in level files.

think of this as embedded collision solids or an extension of the wall command to support ramps
 
walls and basemaps in entities
It's already possible using scripts to attach entities' position to wall/hole/basemap position. Below some examples:

C:
@cmd changeWall 0 10 20 5 10

C:
void changeWall(int id, int x, int z, int depth, int height)
{//Change defined wall by ID

    changelevelproperty("wall", id, "x", x);
    changelevelproperty("wall", id, "z", y);
    changelevelproperty("wall", id, "depth", depth);
    changelevelproperty("wall", id, "height", height);
}

void changeHole(int id, int x, int z, int depth, int height)
{//Change defined hole by ID

    changelevelproperty("hole", id, "x", x);
    changelevelproperty("hole", id, "z", y);
    changelevelproperty("hole", id, "depth", depth);
    changelevelproperty("hole", id, "height", height);
}

void changeBasemap(int id, int x, int z, int depth, int height)
{//Change defined basemap by ID

    changelevelproperty("basemap", id, "x", 9999);
    changelevelproperty("basemap", id, "z", 9999);
    changelevelproperty("basemap", id, "xsize", depth);
    changelevelproperty("basemap", id, "zsize", height);
}

There's some additional instructions in the manual.

1707355404263.png
 
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