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

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maxman said:
O Ilusionista said:

LOL That's what I was gonna say before I said, "great." Yeah the feature is sweet.

White Dragon, one question: Can basemaps stand on wall platforms too?

No, basemap is valid just on ground.
For custom walls/platforms just use script (my stair script for example)
 
OpenBOR v3.0 Build 4273 (Windows/Wii/Android)
http://www.mediafire.com/file/z6t6kd48mn1sbiv/OpenBOR_v3.0_Build_4273.rar

play/rec mode finally works!!

- play/rec mode (script version)
usage:
to rec: recordinputs(1,"","myrec.inp");
to play: recordinputs(2,"","myrec.inp");
to stop: recordinputs(0);
to free: recordinputs(3);
useful for attract mode for example.

for example write in levelscript:
recordinputs(1,"","myrec.inp");
if(playerkeys(0,1,"esc")) { recordinputs(0); }
play at level..
press "esc" to terminate the rec.
then change recordinputs(1,"","myrec.inp"); in recordinputs(2,"","myrec.inp"); to test and play the recorder gameplay!

how you see recordinputs() use a first value param.
0 to stop the rec/play
1 to rec
2 to play
3 to free (dont worry when you use 0 you free the buffer too). the 3 param is not really useful.
example recordinputs(1,"","myrec.inp"); is to rec

use getrecordingstatus()to get the gameplay status 0 or 1 or 2

NOTE: you need for a deterministic game and so is not allowed a custom seed.
If you change anything in your mod or change the engine version you need to re-record the gameplay!!
I raccomanded you to disable all Keys duing the gameplay with new playerproperty(pindex,"disablekeys") excluded Keys to stop the gameplay.
then reactivate the Keys.
to disable Keys just changeplayerproperty(pindex,"disablekeys",openborconstant("FLAG_START")+openborconstant("FLAG_ATTACK")); for example
to re-enable Keys just: changeplayerproperty(pindex,"disablekeys",0);

- improved rand32() func
- added "destx", "destz" in entityproperty(). destx and destz are the the destination position for A.I. after a think. It's useful for custom AI (example to reach a ladder)
 
I have some rare problem using your build (4254).

Some times the players grab the enemies for behind.
So the player grab the enemy and the enemy look in the same direction of the player.
This bug happen with the 3 enemy animations:
anim grabbed
anim grabbedwalk
anim grabbedbackwalk
 
dantedevil said:
I have some rare problem using your build (4254).

Some times the players grab the enemies for behind.
So the player grab the enemy and the enemy look in the same direction of the player.
This bug happen with the 3 enemy animations:
anim grabbed
anim grabbedwalk
anim grabbedbackwalk

Have you set backpain?
In this case try last version and give me a feedback.

OpenBOR v3.0 Build 4274 (Windows/Wii/Android)
http://www.mediafire.com/file/dqzx09h68au15bq/OpenBOR_v3.0_Build_4274.rar
 
White Dragon said:
dantedevil said:
I have some rare problem using your build (4254).

Some times the players grab the enemies for behind.
So the player grab the enemy and the enemy look in the same direction of the player.
This bug happen with the 3 enemy animations:
anim grabbed
anim grabbedwalk
anim grabbedbackwalk

Have you set backpain?
In this case try last version and give me a feedback.

OpenBOR v3.0 Build 4274 (Windows/Wii/Android)
http://www.mediafire.com/file/dqzx09h68au15bq/OpenBOR_v3.0_Build_4274.rar

I'm not set backpain.
How works that?
I need use this now in all enemies to my mod work ok with this new builds?
 
nsw25 said:
I can confirm that latest version of Openbor for Wii OpenBOR v3.0 Build 4263 still has the issue of freezing on Openbor sub menu and disabling wiimote controllers. forcing user to have to hard reset the wii or wiiu.

latest working build on wii?
 
White Dragon said:
No. No I asked to know what can provoke that bug..
Just try latest version.
For backpain read first post.

No bugs with last build 4274.
All works ok.
Thanks!  ;)
 
nsw25 said:
White Dragon said:
nsw25 said:
I can confirm that latest version of Openbor for Wii OpenBOR v3.0 Build 4263 still has the issue of freezing on Openbor sub menu and disabling wiimote controllers. forcing user to have to hard reset the wii or wiiu.

latest working build on wii?

tested newest version and same thing happens, as soon as Openbor is loaded it turns off wii remotes and cant be turned back on causing user to turn off wii or wiiu at power point (as reset button wont work on console either)

This issue has been around for ages, cant recall which version was last working one ( I made mistake of thinking your versions would have fixed this issue so overwrote the working openbor version I had on sd card)

I think that is te old openbor problem that doesnt support NEW wii remotes.
This bug has always existed.
To eliminate it you should fill openbor with new libogc.
Try this version with new libogc:
http://www.mediafire.com/file/bx8x7lxdew9robb/newLibogc.rar
 
nsw25 said:
tested and works (to a degree) controllers stay on but when you select a game on menu it doesn't laod and freezes (was trying to load my game bad ass babes) this was anoher issue with the older version that used to work. Where it couldnt load some games... ill check smaller and older games out and test those later today. Either way its an issue

You know that no for all games there is a backward compatibility with new builds and then we need contact promo to fix this old issue for Wii ver.
then the games that take up a lot of memory causing an error: out of memory!
 
Hum you changed the rand() function? Last time, this lead to many bugs, including weapons. We need to test it well. Rand is tied to a spagethi logic and can break things.

For exemple, remember the old First Frame bug? It happens with rand, for example.

I will open a topic to explain this as soon as I can, I am at my mobile right now.
 
O Ilusionista said:
Hum you changed the rand() function? Last time, this lead to many bugs, including weapons. We need to test it well. Rand is tied to a spagethi logic and can break things.

For exemple, remember the old First Frame bug? It happens with rand, for example.

I will open a topic to explain this as soon as I can, I am at my mobile right now.

yet I am convinced that the improvement I've made it so much.
First, because with the previous version the difference between the numbers generated were few. It is now a large number of which creates a more acceptable result.
second, before there was a mixture of rand () and rand32 () (custom version) in openbor. This gave little logic to the code. I have now made the transition to a TOTAL use of rand32 ().
third, the use of a custom function rand () gives the possibility to act on the seed, and to manipulate at will the trend of the numbers.

comparison between the old and the new version:

old:
Code:
unsigned long seed = 1234567890;

unsigned int rand32(void)
{
    unsigned long t = seed;

    t *= 1103515245ull;
    t += 12345ull;

    seed = t;

    return (t >> 16) & 0xFFFFFFFF;
}

new:
Code:
u64 seed = 1234567890;

unsigned int rand32(void)
{
    u64 t = seed, tl, tr;

    t *= 1103515245ull;
    t += 12345ull;

    tl = tr = t;
    t = rotr64(t,4);

    // less significative part
    tr = (((~tl)>>16)^(0xAC05)) & 0xFFFF;

    // more significative part
    tl = ((tr&0xFFFF)&0x1234)<<16;
    tl = (tl|tr) & 0xFFFFFFFF;
    tl = rotl64(tl,8);

    t *= tl;

    seed = t;

    return abs( (t >> 16) & 0xFFFFFFFF );
}

u64 rotl64(u64 n, unsigned int c)
{
  const unsigned int mask = (CHAR_BIT*sizeof(n)-1);

  c &= mask;
  return (n<<c) | (n>>( (-c)&mask ));
}

u64 rotr64(u64 n, unsigned int c)
{
  const unsigned int mask = (CHAR_BIT*sizeof(n)-1);

  c &= mask;
  return (n>>c) | (n<<( (-c)&mask ));
}

from the tests I've done, it seems to work really well!!
 
White Dragon you indeed did a lot of changes on the engine but most of them are unproperly documented (if any documented at all) and barely explained.

I thank you for the bugs fixes and code ordering, even for all the additions, but for the love of the community please do logs or visual examples for newbies or dummies or whatever.

Keep the engine as simpliest possible, If anything is not neccesary to be hardcoded, please leave it as an extension script.

The engine is not user friendly and made single minded changes undocumented and most of them accesed via advanced script knowledge is even worse.

There is no need to delete previous openbor versions you made, is usefull for comparissions if anytime is neccesary a regresion, remember, is an open engine and having some information is absolute to all.

After bugfixes there is more need to make a graphical enviroment, to invite more people to join the community and not be frightened.


 
Ok here test versions:
Windows with new SDL2 2.0.5 (try controller settings if you can configure all your gamepads)
Wii with libogc new 1.8.12 (new wii remotes)
http://www.mediafire.com/file/mq314pv6avcih9f/SDL2.05_libogc-1.8.12.rar

please test and give me results and tellme what is better (old versions or this one)


MangeX said:
White Dragon you indeed did a lot of changes on the engine but most of them are unproperly documented (if any documented at all) and barely explained.

For DOC, I hope O'Ilusionista is being updated!
 
third, the use of a custom function rand () gives the possibility to act on the seed, and to manipulate at will the trend of the numbers.
This means that you fixed the common behaviour of rand() in C, which is not exactly random since it do prefer the smaller numbers over bigger numbers? Sweet.

White Dragon you indeed did a lot of changes on the engine but most of them are unproperly documented (if any documented at all) and barely explained.

I thank you for the bugs fixes and code ordering, even for all the additions, but for the love of the community please do logs or visual examples for newbies or dummies or whatever.

You have a point here. But he is working on this and when I have time, I will update the manual as well.

Edit: I've tested this finally. When you fall close to a wall, it triggers the new animation (hitwall) even if I don't have it:
ymYhWxB.png


This is a strange behaviour. The engine should only trigger this animation if the character has that animation. Right now, it triggers the jump animation, which makes the character never falls on the ground.
 
very good updates White Dragon  :)

I remember there was a record updates,
It would be good to keep?

VERSION_INFO.txt
 
O Ilusionista said:
Edit: I've tested this finally. When you fall close to a wall, it triggers the new animation (hitwall) even if I don't have it:
ymYhWxB.png


This is a strange behaviour. The engine should only trigger this animation if the character has that animation. Right now, it triggers the jump animation, which makes the character never falls on the ground.

Not a bug. I think something is wrong in your mod.
The engine CHECK if the animation is valid.
Pay attention to check your animation.
now animationsIDs are changed!!
so use Always animationid == openborconstant("ANI_HITWALL") and never animationid == 25 for example.
see your onblockwscript.
BTW I'm going to improve this animation for next release.

jiam said:
very good updates White Dragon  :)

I remember there was a record updates,
It would be good to keep?

This is MY new code!!
It seems to work perfectly against the old code that presents problems/wrong sync!!
 
nsw25 said:
wii version you sent me works with most games whilst games with larger resolution like heman and my bad ass babes game don't load (well im guessing its resolution issue)

it is normal that your game does not work, games that take up more memory does not depart on wii because the little console memory. I'm sorry but here I can not help it ...
 
Not a bug. I think something is wrong in your mod.
The engine CHECK if the animation is valid.
Pay attention to check your animation.
now animationsIDs are changed!!
so use Always animationid == openborconstant("ANI_HITWALL") and never animationid == 25 for example.
see your onblockwscript.

Sorry to disagree. I have NO onblockwscript on my mod :)
I just run and made a runattack with Captain America. You can try for yourself on my game if you want.
 
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