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

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Viper Snake said:
bglayer is messed up, the first OpenBOR.exe in this video is how it's supposed to be:
...

please try latest version (OpenBOR v3.0 Build 4626):
https://github.com/DCurrent/openbor/releases

Spawn bug was fixed here:
https://github.com/DCurrent/openbor/commit/830e0a9df19182800e888eabc4b015c81739b623#diff-ad1943a9fd6d3d7ee1e6af41a5b0d3e7
and parse args bug here:
https://github.com/DCurrent/openbor/commit/0eeff9e424b0913c91c2a59dbe5691c861ae241c#diff-ad1943a9fd6d3d7ee1e6af41a5b0d3e7

if last build cant resolve your issue, please, test different openbor versions from github and report the latest working build (post the link on github)
 
O Ilusionista said:
White Dragon, I've tested your last version 4626 and the same issue with the fall animation still happens.
There is no jumpframe on my death animation.
...

Hi O!
Working on this issue...
I have not many time... I'm really very busy with my real work...

Well I fixed it, I hope...
in the latest openbor version I fixed the issue and added a new damageonlanding param.
You need to compile it from github, not released yet..
now you can set the attack type too...
if you set
damageonlanding 3 1 you got a -3HP and a blast effect and the default attack ATK_LAND (that use the default DEATH animation)
now you can set
damageonlanding 3 1 attack3 to override the ATK_LAND with you custom attack so you can play a DEATH3 animation for example.

Added this features in script with:
cep(ent,"damageonlanding",1,oc("ATK_NORMAL3"));
and
gep(ent,"damageonlanding",1);

Dont worry. Backward compatibility! ;)
 
White Dragon said:
Viper Snake said:
bglayer is messed up, the first OpenBOR.exe in this video is how it's supposed to be:
...

please try latest version (OpenBOR v3.0 Build 4626):
https://github.com/DCurrent/openbor/releases

if last build cant resolve your issue, please, test different openbor versions from github and report the latest working build (post the link on github)

Unfortunately, the same exact problems are also present on build 4626. There were no builds uploaded between 4544 and 4568 and I can no longer compile OpenBOR myself to test anymore: http://www.chronocrash.com/forum/index.php?topic=3591.msg49489#msg49489
 
Viper Snake said:
White Dragon said:
Viper Snake said:
bglayer is messed up, the first OpenBOR.exe in this video is how it's supposed to be:
...

please try latest version (OpenBOR v3.0 Build 4626):
https://github.com/DCurrent/openbor/releases

if last build cant resolve your issue, please, test different openbor versions from github and report the latest working build (post the link on github)

Unfortunately, the same exact problems are also present on build 4626. There were no builds uploaded between 4544 and 4568 and I can no longer compile OpenBOR myself to test anymore: http://www.chronocrash.com/forum/index.php?topic=3591.msg49489#msg49489

tested many and many version.
also the build 4453 in this topic.
with your params the bglayer has speed just in horizontal.
a feature that i tntroduced more then 1 year ago it's vbglayer
if you set
bglayer 2 0
vbglayer 2 0
you got that result.
so if you can, send me yor demo. or a dem for testing.
Thanks
 
Hi WD. I've tested the last build, 4642, and I've found some issues.
The good thing: the issue with double fall animation is gone.

The bad things:
- Now the character doesn't receives the damage when landing on the ground, but after that. Aside of not making sense, it ruins the feeling of the throws, because the enemies won't die from the impact, but after it.

- The damage is wrong. Now the enemies receives more damage then before.

Check the video below. The frist part (Thor with red cape) is the same version I use to develop this game. Notice that Soldier takes damage once it touches the ground and we need to throw him 3 times to kill him.

Now take a look at the second part (Thor with blue cape). Soldier doesn't takes damage once it touches de ground, just after the touch. And see how much damage he got - we now kill the enemy with just 2 throws.

Do you think you can fix it? The enemy should receive the damage right when touches the ground and should receive the damage we had set.
 
O Ilusionista said:
Hi WD. I've tested the last build, 4642, and I've found some issues.
The good thing: the issue with double fall animation is gone.

The bad things:
- Now the character doesn't receives the damage when landing on the ground, but after that. Aside of not making sense, it ruins the feeling of the throws, because the enemies won't die from the impact, but after it.

- The damage is wrong. Now the enemies receives more damage then before.

Check the video below. The frist part (Thor with red cape) is the same version I use to develop this game. Notice that Soldier takes damage once it touches the ground and we need to throw him 3 times to kill him.

Now take a look at the second part (Thor with blue cape). Soldier doesn't takes damage once it touches de ground, just after the touch. And see how much damage he got - we now kill the enemy with just 2 throws.
...

Do you think you can fix it? The enemy should receive the damage right when touches the ground and should receive the damage we had set.

Hi O',
for me now damageonlanding works perfectly.
I explain:
if you use a grabforward with atk force 1 + damageonlanding 2,
your damage will be 1 + 2 = 3.
For throws damageonlanding is overrided from throwdamage X.
Now damageonlanding works when entity ends to bouncing.
In fact now no reset the fall animation anymore...
This is the right logic... animations works well... no double falls, death animation play correctly...
if you want other logics you need to script.
The default logic have to be the right compromise between damage criteria and smooth animations...
No bugs!
Thank you to help me to improve openbor...

Ps. Now I'm going to be busy yet... sorry...
 
Thanks for your hard work.
if you use a grabforward with atk force 1 + damageonlanding 2,
your damage will be 1 + 2 = 3.
This will affect every mod which uses this type of throw, because there is a new logic. And as far as I remember, when something will affect all mod, it should need to be approved by DC, no?

Now damageonlanding works when entity ends to bouncing.
In fact now no reset the fall animation anymore...
This is the right logic.
I have to disagree, sorry. The damage should be done when the entity touches the ground, since its when it receives the impact (as it was working before), not when it finishes to bounce. The bounce damage is minimal, physically speaking.

This makes the throws looks bad. And I think it falls in the same case above: DC needs to approve this.
Honestly speaking, I am totally against this new method. It looks broken.

if you want other logics you need to script.
I don't want to sound rude and I thank you for your hard work, but its not things should work.
There was something working, a Dev had changed it (which gave it a not soo good result) and the coders need to use script to fix it?
This doesn't sounds fair AT ALL.

If I can voice my opinion, I think all this changes should be reverted to how it was before. I can fix that issue using a workaround, which gaves me better result than this.

Again, thanks for your hard work, but I will stick with my old build.

 
ok, I understand... but the atk_land is an attack de facto.
So when you use damageonlanding the opponent take a hit.
So in this way if I don't check the end of bouncing fall animation is no smooth, but you will have an interrupted animation
if your opponent ha health <= 0 and it going to die after first land the fall animation will be interrupted from death animation and
the entity will stop bouncing and / or his speed will be 0 (this is a bug that you have previously reported but now fixed).

I could make a mix to lose health to the opponent as soon as it touches the ground ONLY if he does not have to die and if its life will be >= 0 after damage.
but it does not seem to me a right logic.
The old damageonlanding was badly written and worked poorly.

damageonlanding had the following bugs:

- the animation death on some conditions was not performed, instead the entity was killed (without animation)
- interrupted animation on death
- velocity will interrupt (= 0) after fall animation on death
- the opponent was self (no right scores)
- impossibility to make juggle in the air


but now is all fixed!

BTW I agree to talk about it.
what do you think about the mix? or could you add a flag?

I do not want to say that with script you have to fix.
I mean that with script you can change what is not the default of the engine.
doing a custom damageonlanding is very easy.

But maybe I have a Solution..
Stay tuned  ;)
 
Would anybody be interested in working on a Wii U port?
The Wii U is much more capable than the old Wii port and many games could work on it without the limitations that the Wii ports suffer from.

I'd be willing to test.
 
Almost there!
what is good:

- the damage now happens when the entity touches the ground]
- BONUS: now if the entity dies from the damageonlanding but you attack it again, it will receive (and react) to that attack. Try Thor's special grab and you will see. Before, it the enemy dies from the throw, the hammer attack won't connect. Now it connects :)

What is still wrong
- The damage. Its still higher than it should be.

Thanks for all your efforts :)
 
I do not know if anyone still uses the PSP version to play mods before the android version I used it all the time there has been a problem with the video output stuck on a terrible 360x270 resolution I cant fix the issue with the video modes there are 4 but the engine is stuck on 360x270.  So the screen is squashed and the text is unreadable. I have no Idea why anyone would use any other resolution for the PSP other then full screen.


Here is a private build based on build 4642 that forces the PSP to run 480x272 (fullscreen):


http://www.mediafire.com/file/py8i8wgtwymjbni/PSP%20Video%20Fix.zip


I have not applied this to the official build (because I do not know how yet) also I wanted to check with the developers if this is OK to add to the official build and how to do it.
 
msmalik681 said:
I have not applied this to the official build (because I do not know how yet) also I wanted to check with the developers if this is OK to add to the official build and how to do it.[/size]

Not in this case, no. Resolution mode is the author's prerogative and full screen is up to the user. Defaults are fine, but I will not allow any code change that forces a choice on them. Sorry.

DC
 
O Ilusionista said:
Almost there!
what is good:

- the damage now happens when the entity touches the ground]
- BONUS: now if the entity dies from the damageonlanding but you attack it again, it will receive (and react) to that attack. Try Thor's special grab and you will see. Before, it the enemy dies from the throw, the hammer attack won't connect. Now it connects :)

What is still wrong
- The damage. Its still higher than it should be.

Thanks for all your efforts :)

Please help me to know.
Can you log Your damage? What s wrong?

I tested yet and it seems  to work well
 
Well DC i used the PSP to run openbor for some time and 480x272 is the default resolution when you first run a mod.

I will still leave other screen modes there just want to change the default screen size to what it was originally. I am doing this for the benefit of any psp users myself included.

I agree no resolution should be forced but at the moment all psp users are forced to play on a non defualt resolution so please let me apply this fix to the offical build.
 
Please help me to know.
Can you log Your damage? What s wrong?

I tested yet and it seems  to work well

What happens is what I shown in the last video. Before your update, the enemy Soldier (health 80), receives 35 points of damage per throw, so it takes 3 throws to die. After your update, he dies in only two.

I use Bloodbane's scripted throw for this, which had worked since I started this project back in 2013.

Damon Caskey said:
Not in this case, no. Resolution mode is the author's prerogative and full screen is up to the user. Defaults are fine, but I will not allow any code change that forces a choice on them. Sorry.

DC
But won't it be the same case of Android, which runs fullscreen by default? I got your point for PC, but for PSP I think it won't hurt to run it in fullscreen by default.
 
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