OpenBOR v3.0 Build 4432 (Windows/Wii/Android/PSP)

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So I should use:
gfxshadow 1 1 = no shadow changes on platform/basemap (old builds)

Right?

edit: tested gfxshadow 1 1 on old build, no crash. The engine just ignore the second value.
 
Yes, i just placed skipselect BEFORE the scene and everything gone well. Thanks again.

Btw I was taking a look on some new additions you made and I saw a checkplatform. But I didn't get how I can use it to detect platforms which are being used as walls. Which one should I use for it? I want to make a variation of BB's antiwall code, but for platforms (so if I execute a scripted slam near of it the enemy won't get stucked inside it) Its that doable?

Code:
void antiwall(int Dist, int Move, int Distz)
{// Checks if there is wall at defined distance
// If there is wall, entity will be moved away with defined movement
   void self = getlocalvar("self");
   int Direction = getentityproperty(self, "direction");
   int x = getentityproperty(self, "x");
   int y = getentityproperty(self, "a");
   int z = getentityproperty(self, "z");
   float H;
   float Hz;
   float Hw;

   if(Direction == 0){ //Is entity facing left?                  
      Dist = -Dist; //Reverse Dist to match facing
      Move = -Move; //Reverse Move to match facing
   }

   H = checkwall(x+Dist,z);
   Hz = checkwall(x+Dist,z+Distz);
   Hw = checkwall(x+Dist,z-Distz);

   if(Hz > y && Hw <= y)
   {
     changeentityproperty(self, "position", x, z-Distz);
   }

   if(H > y)
   {
     changeentityproperty(self, "position", x+Move);
   }
}
 
White Dragon, I think I got some issues:

1- Seams to be an issue with Window 10 in OpenBOR 4420 http://www.chronocrash.com/forum/index.php?topic=3210.msg44048#msg44048

2- At the same topic, NSW said something about an error at WII

3- FOLLOWCOND 4 against enemies which doesn't have nograb seams to fail. If you still have the old version I've sent you, try Beast D,F+A. The follow anim doesn works. I had to change it to FOLLOWCOND 3.
 
O Ilusionista said:
White Dragon, I think I got some issues:

1- Seams to be an issue with Window 10 in OpenBOR 4420 http://www.chronocrash.com/forum/index.php?topic=3210.msg44048#msg44048

2- At the same topic, NSW said something about an error at WII

3- FOLLOWCOND 4 against enemies which doesn't have nograb seams to fail. If you still have the old version I've sent you, try Beast D,F+A. The follow anim doesn works. I had to change it to FOLLOWCOND 3.

I O'! I don't see win 10 issue..
For Wii I think that you got the memory issue...
I'll check for followcond 4
 
- fixed followcond 4
- added followcond 5: this animation will followup as long as it hits an enemy and the target does not get killed or block the attack.
 
White Dragon said:
- added followcond 5: this animation will followup as long as it hits an enemy and the target does not get killed or block the attack.

OK, that's enough. This is the very definition of code bloat - please do not add any more follow conditions to the engine. Followups are meant for the most basic reactionary conditions only. More complex conditionals are exactly why we have script. Helping authors with a didhitscript is more beneficial in the long run than just adding yet more stuff to the source code.

DC
 
I don't get what that condition 5 does. Isn't duplicated?

Another thing I got is: whenever you use setweapon, the previous velocity is kept by the entity. Get my game, go to training mode, choose Brand. Now run (and hold directional) and press A2. She will enter on another model...but keep going foward until you release the button.
 
Damon Caskey said:
White Dragon said:
- added followcond 5: this animation will followup as long as it hits an enemy and the target does not get killed or block the attack.

OK, that's enough. This is the very definition of code bloat - please do not add any more follow conditions to the engine. Followups are meant for the most basic reactionary conditions only. More complex conditionals are exactly why we have script. Helping authors with a didhitscript is more beneficial in the long run than just adding yet more stuff to the source code.

DC

Ok DC.
I think I gave a good support at the Engine.
I do not feel I have done something wrong or useless.
I respected the style in which the engine has been written, improving it and giving the code a little bit of strength that I think it had not (in addition to new features).
This engine now works properly and does not have many bugs and incomplete features as before ...
I hope you both noticed ..

O Ilusionista said:
I don't get what that condition 5 does. Isn't duplicated?

No...

Code:
followcond {value} 
~This command is to make the entity performs FOLLOW{#} if an attackbox in the animation hits.
~value determines the condition requirements before FOLLOW{#} is played.  1 = this animation will followup as long as it hits an entity.
 2 = this animation will followup as long as it hits an enemy (Or player if an enemy uses it).
 3 = this animation will followup as long as it hits an enemy and the target does not get killed or not block the attack.
 4 = this animation will followup as long as it hits an enemy, and the target is not killed, does not block the attack, and is not set to be ungrabbable.
 5 = this animation will followup as long as it hits an enemy and the target does not get killed or block the attack.

~Which FOLLOW animation played is determined by 'followanim'.
 
White Dragon said:

Don't mistake doing my job as lead dev with a personal attack against you. Your work is fantastic, no one would deny that. I've said so over and over - you are a far better coder than I am. But there's more to development than being a good coder - you must pay attention to engineering too.

Unlike your basemaps (awesome btw), these sorts of additions are unnecessary and only serve to make future compatibility and maintenance more difficult.  In the example above, you could keep adding to that list forever and never cover all the scenarios an author might want. It's precisely why we have a didhitscript and similar events.

DC
 
Yeah, don't take it personally. We all loved what you you added to the engine and all other help, really. DC is just giving you a remind that maybe some additions need to be thinked about first.

That's intended behavior. Model switch is ONLY a model switch.
Yes, I got it. But once she enter in the alterate model (idle animation), she will slide (iow not enter in walk animation) until you release the directionl. I tried to use velo001 0 0 0 to stop her, but no good. Take a look:

http://www.youtube.com/watch?v=Ji4q0nSQvKo

Changing the subject, is remaps still limited to 30? I know many limits listed on the manual aren't in action anymore, but dunno about this one.
 
O Ilusionista said:
Yes, I got it. But once she enter in the alterate model (idle animation), she will slide (iow not enter in walk animation) until you release the directionl. I tried to use velo001 0 0 0 to stop her, but no good.

Humm, I'll have to bust open the module and have a look, but I can't right now - working on a database issue for work. Sorry, will soon as I can. :(

Changing the subject, is remaps still limited to 30? I know many limits listed on the manual aren't in action anymore, but dunno about this one.

Nope, memory for maps is allocated as it goes. Make maps to your heart's content. Incidentally, there was a nifty trick to get infinite maps. It involved using dummy entities to hold more maps (30 each natch) and then applying the palettes by pointer, but obviously that's not necessary. Still a nice demo of how powerful pointers can be.

DC
 
Suggestion to create stairs, Create an option to create stairs similar to creating holes in the map, but stairs.

Then:
animation Stairs up
animation stairs down
animation stairs right
animation stairs left

Would it be expensive to add to the engine?  :P
 
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