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OpenBOR

OpenBOR 4.0 7556

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I know engine 4 is still at early stage.
Is it a good time to migrate from OpenBOR Build 6.3.9.1 to this engine 4?
Will there be a alot of changes that I need to do in order to migrate my project?
Thank you
 
I know engine 4 is still at early stage.
Is it a good time to migrate from OpenBOR Build 6.3.9.1 to this engine 4?
Will there be a alot of changes that I need to do in order to migrate my project?
Thank you
Although the build 7556 is not the most stable (the 7612 is currently the best IMO), I think it's better than any v3 build mainly due to the controller fixes.
 
Although the build 7556 is not the most stable (the 7612 is currently the best IMO), I think it's better than any v3 build mainly due to the controller fixes.
I've tried to run engine 4, but it started and then closed without any error log.
It seems like it only loaded 10% of my stuff then stopped. Do I have to modify my current project to make it work. FYI, my attacks are in still in this format
xxxx damage knockpower block flash pause z
Thank you
 
I've tried to run engine 4, but it started and then closed without any error log.
It seems like it only loaded 10% of my stuff then stopped. Do I have to modify my current project to make it work. FYI, my attacks are in still in this format
xxxx damage knockpower block flash pause z
Thank you
Indeed you may need to do some changes in your game because certain features work in a different way, usually I follow the OpenBorLog's information to do that.
 
Although the build 7556 is not the most stable (the 7612 is currently the best IMO), I think it's better than any v3 build mainly due to the controller fixes.
Where would you get that build? How would you get it? Am I missing something obvious here
 
Indeed you may need to do some changes in your game because certain features work in a different way, usually I follow the OpenBorLog's information to do that.
Can you please inform me what kind of changes that I need to do from Build 6391 to build 7612.?
There is a change guild line information out there available for this already, but some of the coding language I don't understand :-(
Can build 7612 contain this attack format attack 595 518 482 513 5 100 100 0 10 40 ?
The thing is it shut down without any error log, so I don't know what I need to do :-(
Seriously, you guys are just genius folks creating these OpenBor builds, amazing.

Thank you
 
Last edited:
Can you please inform me what kind of changes that I need to do from Build 6391 to build 7612.?
I don't recall all the changes are necessary, as I said, usually I use the log/tests as a guide to update the games.

Can build 7612 contain this attack format attack 595 518 482 513 5 100 100 0 10 40 ?
Yes.

The thing is it shut down without any error log, so I don't know what I need to do :-(
I suggest disabling/removing most content of your game and then enabling each one by one gradually.
This way you can detect and isolate all the culprits and fix them.
 
I don't recall all the changes are necessary, as I said, usually I use the log/tests as a guide to update the games.


Yes.


I suggest disabling/removing most content of your game and then enabling each one by one gradually.
This way you can detect and isolate all the culprits and fix them.
After spending hours hunting it down, finally got it to work.
This code in the char header was causing the shut down problem.
Code:
@script
    if(frame > 0) daimaoCancel();
@end_script
After removed it, my chain combos that have to do with DaimaoCancel do not work anymore.
I don't understand... this code was working in the previous versions.
Please advise, thank you
 
Why this code is not working?
Code:
child_follow_recall_animation respawn

Recall Animation​

1child_follow_recall_animation <animation name>
2
3# default
4child_follow_recall_animation respawn
Animation to play during recall. Accepts any valid animation name, or none for no recall animation at all. If the provided (or default) animation is invalid, Spawn will play instead. If there is no valid Spawn animation, nothing plays.

Code:
anim    freespecial20
    fastattack 1
    loop        0
    bbox      519 433 134 384
    offset    585 843
    delay     5
    frame    data/chars/Dante/Taunt01.png
    frame    data/chars/Dante/Taunt02.png
    frame    data/chars/Dante/Taunt03.png
    frame    data/chars/Dante/Taunt04.png
    frame    data/chars/Dante/Taunt05.png
    frame    data/chars/Dante/Taunt06.png
    frame    data/chars/Dante/Taunt07.png
    frame    data/chars/Dante/Taunt08.png
    frame    data/chars/Dante/Taunt09.png
    frame    data/chars/Dante/Taunt10.png
    frame    data/chars/Dante/Taunt11.png
    child_follow_recall_animation respawn
    frame    data/chars/Dante/Taunt12.png

I spawned the NPC as the follow type, then used Dante's freespecial20, but the NPC wasn't doing anything.
How can I make this work?

Thank you
 
Why this code is not working?
Code:
child_follow_recall_animation respawn

Recall Animation​

1child_follow_recall_animation <animation name>
2
3# default
4child_follow_recall_animation respawn
Animation to play during recall. Accepts any valid animation name, or none for no recall animation at all. If the provided (or default) animation is invalid, Spawn will play instead. If there is no valid Spawn animation, nothing plays.

Code:
anim    freespecial20
    fastattack 1
    loop        0
    bbox      519 433 134 384
    offset    585 843
    delay     5
    frame    data/chars/Dante/Taunt01.png
    frame    data/chars/Dante/Taunt02.png
    frame    data/chars/Dante/Taunt03.png
    frame    data/chars/Dante/Taunt04.png
    frame    data/chars/Dante/Taunt05.png
    frame    data/chars/Dante/Taunt06.png
    frame    data/chars/Dante/Taunt07.png
    frame    data/chars/Dante/Taunt08.png
    frame    data/chars/Dante/Taunt09.png
    frame    data/chars/Dante/Taunt10.png
    frame    data/chars/Dante/Taunt11.png
    child_follow_recall_animation respawn
    frame    data/chars/Dante/Taunt12.png

I spawned the NPC as the follow type, then used Dante's freespecial20, but the NPC wasn't doing anything.
How can I make this work?

Thank you
I think that "child" commands does not work in animations, only in the character header.

1733528793734.png
 
I think that "child" commands does not work in animations, only in the character header.

View attachment 9789
Uhh, I was hoping there was a function like this that can be used in the animation,
so the parent can command the followed NPC to perform the skills without having to use the script.
I guess I will stick with the script I have then.

Thank you for your information.
 
I am not sure if it is a bug in 4.0 or there is something wrong with the code for 1080p resolution.
I am having problem with the zoom script when I quit the game and come back, the x and z values of the stage are screwed up where I can walk all the up or down off the screen.
This only happens when I quit the game and come back. If I just start the game normally without quitting the game, everything is working fine.
It has to do with the endlevel.c somehow, but I already have the code to make it NULL when the player quits the game, but somehow it is not working.
I had the same code in the FF LNS (I saw the same code from this forum as well, so I am sure they copied it), and I don't remember it happened before when I was still modifying it.
Can someone please give me some advice? Thank you


updated.c (I removed the + 1000 off the line int maxz=openborvariant("PLAYER_MAX_Z") see the note in the code for details
Code:
void inLevelLoop()
{
    if(getglobalvar("zoomentity") != NULL()) {
        Zoom();       
    }
}

void Zoom()
{
   void ent=getglobalvar("zoomentity");
   int zoom_x=getglobalvar("ZoomX");
   int zoom_y=getglobalvar("ZoomY");
   int zoom_value=getglobalvar("zoomValue");
 
   void vscreen = openborvariant("vscreen");
   int maxz=openborvariant("PLAYER_MAX_Z");     // I REMOVED THE + 1000 because it would happen when the game starts without quitting the game...
   int px=getentityproperty(ent,"x") +  zoom_x - openborvariant("xpos");
   int py=getentityproperty(ent,"z") + zoom_y - openborvariant("ypos") - getentityproperty(ent,"a");
   void zoom_scr = getglobalvar("zoomscreen");
   if(!zoom_scr){
      zoom_scr = allocscreen(openborvariant("hResolution"),openborvariant("vResolution"));
      setglobalvar("zoomscreen",zoom_scr);
   }
   clearscreen(zoom_scr);

   //draw what we need
   drawspriteq(zoom_scr,0,openborconstant("MIN_INT"),maxz,0,0);
   //setup drawMethod
   changedrawmethod(NULL(),"reset",1);
   changedrawmethod(NULL(),"enabled",1);
   changedrawmethod(NULL(),"scalex",zoom_value);
   changedrawmethod(NULL(),"scaley",zoom_value);
   changedrawmethod(NULL(),"centerx",px);
   changedrawmethod(NULL(),"centery",py);
   //Draw the resized customized screen to main screen.
   drawscreen(zoom_scr,px,py, maxz+1);
   changedrawmethod(NULL(),"enabled", 0);
   drawspriteq(vscreen, 0, maxz+1,maxz+1, 0, 0);
   drawspriteq(vscreen, 0, maxz+2,openborconstant("MAX_INT"), 0, 0);
   clearspriteq();
}

endlevel.c
Code:
setglobalvar("zoomentity", NULL());

Edited:
I am not sure what happened or what I changed..., last night it happened almost everytime I quit the game, but now it is not happening anymore.
I will report back if it happens again
 
Last edited:
The build 7612 was not launched officially yet, I posted the link some time ago in another post.
But you can download it here.
Hi Kratus! Thank you for your Build. I've downloaded it and now I wonder where is the .apk File? There is an OpenBOR.exe but on Android I need a .apk File for installation, I think. I also downloaded the 7556 Build here in this Forum opened the archive and there is the same a .exe File but no .apk. Now I wonder if I'm a little bit stupid or had I missed something. Please can you help me. I'd love to play OpenBOR on my Android 13 Handheld without freaking gyro input and hundreds of Screenshots.
 
Hi Kratus! Thank you for your Build. I've downloaded it and now I wonder where is the .apk File? There is an OpenBOR.exe but on Android I need a .apk File for installation, I think. I also downloaded the 7556 Build here in this Forum opened the archive and there is the same a .exe File but no .apk. Now I wonder if I'm a little bit stupid or had I missed something. Please can you help me. I'd love to play OpenBOR on my Android 13 Handheld without freaking gyro input and hundreds of Screenshots.
In this file I added only the Windows build, but I will prepare a new pack with Linux/Android too.
 
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