OpenBOR v3.0 Build 4287 (Windows/Wii/Android)

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i tested with tmnt 8 bits recolored and worked for me too, then i paxploded it to see his levels.txt and he does not use

cansave 2

i think for projects that use cansave 2  are the ones afected by this problem

removing the cansave 2  from my project it worked too
but without save lives and amount of life and selected character
 
rafhot said:
i tested with tmnt 8 bits recolored and worked for me too, then i paxploded it to see his levels.txt and he does not use

cansave 2

i think for projects that use cansave 2  are the ones afected by this problem

removing the cansave 2  from my project it worked too
but without save lives and amount of life and selected character

I tried with cansave 2! It works!
 
rafhot said:
i tested with tmnt 8 bits recolored and worked for me too, then i paxploded it to see his levels.txt and he does not use

cansave 2

i think for projects that use cansave 2  are the ones afected by this problem

removing the cansave 2  from my project it worked too
but without save lives and amount of life and selected character

Fixed!!!  ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D

Download new version!!
Tried on O'Ilusionista Avenger game (fantastic), and fixed the bug!!
Thank you rafhot!!  :D ;)
 
nsw25 said:
tested this new build.

seems there is some graphical issues with
-objects stacked on top of each other- don't appear stacked properly (can also flick and appear good or bad when you walk up and down on level)
-shadows are spread out and don't look right with stacked objects (some stacked objects don't appear to have shadows whilst others do- and are far away
- shadows appear in front of image. should be behind images not in front (sometimes you need images to go below the ground line- (especially 3d looking objects)

PS: a suggestion I have had for a while is that enemies cant occupy same space- it gives illusion they are 3d characters... can something be done to fix this ?

Fixed!! (I Hope)
BTW to adjust Platform z you need to spawn these platforms from bottom fisrt to up. Now should be ok!
 
nsw25 said:
Haven't tested to see if enemies can no longer occupy same space but will let you know.

BTW shadows are now where they should be I guess... but if they are stacked on top of each other the shadow looks odd (maybe stacked items shouldn't have shadow) if this cant be done ill just make a separate object for stacked item with no shadow.

and shadows still in front of objects

heres what it looks like
4tt2r8.png


and yes graphical glitch is still there (and yes ordered from top to bottom in level txt file)

Code:
spawn  box
	coords  1224  600  0
	at  0


spawn  box
	coords  1334  570  0
	at  0



spawn  box
	coords  1444   510  0
	at  0



spawn  box
	coords  1554  480  0
	at  0


spawn  box
	coords  1224  600  111
	at  0


spawn  box
	coords  1334  570  111
	at  0



spawn  box
	coords  1444   510  111
	at  0



spawn  box
item IShild
	coords  1554  480  111
	at  0

spawn  box
	coords  1224  600  222
	at  0


spawn  box
	coords  1334  570  222
	at  0



spawn  box
	coords  1444   510  222
	at  0



spawn  box
	coords  1554  480  222
	at  0

ok. for shadow you need to disable the shadows for oher upper platforms.
leave just the first Platform. not a bug but you need to change it in your mod ot by engine.

for the glitch, secure to set the right alt when you declare a Platform
example: Platform 10 50 9 9 etc...
the last param is the height.
then spawn it in height+y+1 to avoid glitches
 
nsw25 said:
Theres a new issue, unsure of what cause is as the error log doesn't seem to hint at anything but game is crashing randomly. crashes at different parts of level with different things happening in game at each time... so nothing in particular is triggering it (from what I can see)

https://www.mediafire.com/?m514j3f7kf7082i

https://www.mediafire.com/?4oa7jmsc5ro4y98

Thank you!
I noticed from your log that in both log you game crashes while allocating sprites.
"Allocating sprite :" seems doesn't exist. Is it a your script?
BTW I think that is your mod.
Example, last lines of a log are:
Allocating sprite : lola_2...
Sprite allocated : #242313856

what sprite after "lola_2"?
see your allocating routine..
 
nsw25 said:
that was story playing, the story cutscene ended and was about to face boss when that crash happened. but crashes had happened in level prior for no reason. its no specific moment... ill send you a PM with game so you can see cos I am stumped

FIXED nsw25!!  ;) :D

OpenBOR v3.0 Build 4241 (Windows/Wii/Android)
http://www.mediafire.com/file/h7v3yk3b7yi1w4t/OpenBOR_v3.0_Build_4241.rar

here the improvements:
Working on platforms
- improvements display_ent for on platform entities
- added nohithead CMD.
usage:
set nohithead 1
in entity.txt and even if you set an height for the entity, if it hit a platform with nohithead param set to 1, the entity will not block with head by a platform.
But this platform will be walkable however.
"nohithead" is valid in script too, in entityproperty().

improved chackwall. now accepts 3 params: checkwall(x,z,y)
checkwall(x,z) is valid
improved spawnplayer() func

and DC works on attackproperty and animationproperty!!

 
I discover this error never create the logs files.
The logs I share before, comes to previous test with the build 4183.
So when test the builds with problems, first delete all logs, then test if work.
The same problems in all this builds still happend and never create the log

The same problem in the builds: 4184, 4192 , 4199, OpenBOR_rc and OpenBOR_res.

Any idea  about this problem my friend?
 
OpenBOR v3.0 Build 4242 (Windows/Wii/Android)
http://www.mediafire.com/file/ehsc5n95984lqr5/OpenBOR_v3.0_Build_4242.rar

Restored old spawnplayer func().

dantedevil said:
I discover this error never create the logs files.
The logs I share before, comes to previous test with the build 4183.
So when test the builds with problems, first delete all logs, then test if work.
The same problems in all this builds still happend and never create the log

The same problem in the builds: 4184, 4192 , 4199, OpenBOR_rc and OpenBOR_res.

Any idea  about this problem my friend?

test this build:
http://www.mediafire.com/file/am7l6ocfuqapu9a/OpenBOR_old_res.rar
 
Dante, send your game to WD to test himself.

WD, about the shadow display, its possible to have a switch to turn on and off the new shadow position?

Like this:
Gfxshadow 6 1
Where the 1 means the new method and 0 the default one?
 
dantedevil said:
Dante, send your game to WD to test himself.

Hey WD, you can download my demo to test this bug.

Dante, tested your game (MK choosen one).
It works perfectly with latest build.
I advice you to delete all save files. go to options and set OPENGL (not SDL).

tested also nsw25 game. it works perfectly with latest build. no crash at exit!
please before posting, check your mod first!!
 
Bloodbane said:
White Dragon said:
- Added "+" command to CMD and CANCEL:
example usage: CMD a + a2 for example now is valid!

Great work!  ;)
BTW are all of these accepted?

cmd a+a2 freespecial3
cmd a +a2 freespecial3
cmd a+ a2 freespecial3
cmd a + a2 freespecial3

Thanks!!
accordng to old programming just the one accepted is:
cmd a + a2 freespecial3

BTN {space} BTN {space} BTN {space} etc...
 
OpenBOR v3.0 Build 4250 (Windows/Wii/Android)
http://www.mediafire.com/file/3rwdrnp2gl4pf6i/OpenBOR_v3.0_Build_4250.rar

- Added "->" command to CMD and CANCEL:
examples (equal examples):
u + f a
u + f -> a
"->" symbol useful just for better reading

- improved backpains:
now backpains are valid ONLY for existing back animations.
USAGE:
in entity.txt set
backpain 1

then if you want a back animation JUST for attack2 set
ANIM  BACKPAIN2
...
ANIM  BACKFALL2
...
ANIM  BACKDEATH2
...

other pains will be normal pains!
 
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