OpenBOR v3.0 Build 4453 (Windows/Wii/PSP)

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Hello, would an official Openbor version for PS3 be possible, or an Openbor version for Android with gamepad support in the menu instead of the touch command? Thanks for the great work!
 
Morpheusd said:
Hello, would an official Openbor version for PS3 be possible, or an Openbor version for Android with gamepad support in the menu instead of the touch command? Thanks for the great work!

Sorry, the only PS3 port was a very old version that ran on the Linux enabled PS3s, and just barley at that. There are no plans to support the PS3 any further. Put simply, it has a very esoteric architecture that just isn't worth bothering with.

An Android version that supports pads might happen, but it really depends. I only develop the engine itself - not ports. It will be up to the port creators to make any further additions.

Welcome to the forum, sorry I didn't have better answers for you.
DC
 
Hi.

Has anyone considered maybe working on a WiiU port now that there is a stable hack and since the Wii is very limited to a small amount of mods because of memory limitations and related issues? It kind of renders the Wii port as a whole obsolete don't you think?

WiiU has more memory and I'd be willing to bet that it could run any and all pak files regardless of their file/script size. Also it would be a dream to play mods directly from the gamepad.

Info and files needed for compiling a Wii U build are here:
https://gbatemp.net/threads/wiiu-homebrew-development.391050/

I myself would be willing to test and provide any needed feedback.

Please take this into consideration if you have the time guys and thank you.
 
I was not sure where to post for feed back on bugs so I decided to post here (someone correct me if I am wrong).


The new attack box numbers are off so "attack.damage.type 2" will trigger enemy fall animation 3 I understand in coding numbers start from 0 but for the engine it would be better if they correspond to the matching fall/pain animation.


Hit effects don't seem to work.
fixed hit effects:
attack.effect.hit.flash.sound <-- this is wrong !
attack.effect.hit.sound.path <-- this is the correct command !
 
There is a issue with juggle points the first hit using juggle cost wont take anything away from enemy juggle points, When enemy juggle points are zero some juggle cost attack boxes can hit and make the juggle points minus and others attacks won't hit as the juggle cost is higher then the remaining juggle points (this should be the correct way).
 
msmalik681 said:
There is a issue with juggle points the first hit using juggle cost wont take anything away from enemy juggle points, When enemy juggle points are zero some juggle cost attack boxes can hit and make the juggle points minus and others attacks won't hit as the juggle cost is higher then the remaining juggle points (this should be the correct way).

I never had anything to do with the Juggle system - that was coded in by OX, who has long since left the scene. I'll have to have a look at it. 0 indexed attack box numbers are intentional to be consistent going forward with how many other engine functions behave and to alleviate confusion when using scripts.

DC
 
msmalik681 said:
There is a issue with juggle points the first hit using juggle cost wont take anything away from enemy juggle points, When enemy juggle points are zero some juggle cost attack boxes can hit and make the juggle points minus and others attacks won't hit as the juggle cost is higher then the remaining juggle points (this should be the correct way).

I can confirm this issue.
 
I have a problem with the psp build it will not properly go full screen attached a image to show the problem. as you can see text is almost unreadable and everything is squashed my mod runs at 272x480 thats the psp's native resolution. resolution options cant be changed too.

[attachment deleted by admin]
 
msmalik681 said:
I have a problem with the psp build it will not properly go full screen attached a image to show the problem. as you can see text is almost unreadable and everything is squashed my mod runs at 272x480 thats the psp's native resolution. resolution options cant be changed too.

Post your video text please.

DC
 
Then I have no idea. I don't have a PSP and Video 1 forces 480*272 just fine for me in Windows.

Sorry. :(

DC
 
Don't know if this is a bug or normal behavior but when I type text for text objects any spaces are shown as a comma and any comma it shows a comma but I only have 1 comma in my font image.  I bring this up as I am typing a lot of text for my mod and having to use underscores instead of spaces is really tedious can this be looked into please. 
 
my mod randomly shut down and I got this:


Code:
********** An Error Occurred **********
*            Shutting Down            *


Assertion `name' failed in function 'makelowercp' at source/gamelib/models.c:20.
This is an OpenBOR bug.  Please report this at www.chronocrash.com.
 
malik, are you using weapon models? that error message sounds like there's a wrong name in some weapon model
 
I found a bug when you use updateframe with a animation that has "delay 0" it will update to the wrong frame simple fix is to set delay to -1 but this drove me crazy for ages.


@Bloodbane
thanks BB you were right I was declaring a invalid weapon name all fixed now.



 
I have been testing the bug when a comma shows when inputting spaces I have found it only happens then you display text that was stored in a global variable or is called by animation scripts.

What part of the source code controls the text store control is it string.c or maybe font.c ?
 
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