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

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This will only effect the psp port all other ports do not change in any way they can run any resolution they want.
 
O Ilusionista said:
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.

I know that, but I need more info.
Log you damage.

I tested yet and it works well
Enemy hp =20
Damage for Attack of grab forward =3
Enemy=17
Attack forse throw with damageonlanding 5
Enemy=12

It works well for me..
 
You are testing the wrong move. Try this:
- Go to Story Mode and choose Thor
- Grab the "Soldier" enemy (at left) and use GRABUP throw.

Take a look at this image. The top one is my build (4419), the bottom one is your latest version.
4kizHgw.png

Clearly, the damage in your build is bigger than it should be. The lifebar is 70px wide (HP 80) .
in my build, the enemy ends with a 44px lifebar. In your build, 29px.

Doing simple math:
- in my build the enemy ends with 50.28% of HP.
- in your build, 33.14% of HP

I forgot the command to write to the log (and its not on the manual), this is why I haven't logged the damage yet.

Btw, I agree with you. The old damageonlanding has an issue - if you throw an enemy with 1hp, it will die in middle air and won't execute the proper fall animation.
 
Doing more investigation, I can see that the newer build has issue with clearL script too.
I use it to clear the local variable after throwing an enemy. In my build, it works perfectly.
In your build, it doesn't works and when you grab another enemy, the first one appears instead...
 
I did not touch local var...
Maybe you have trouble with that script...
I don know your script. Maybe after clear var you need to nullify it.
Ok I unnderstand that you have a HP issue.
But why?
See your script please...
keep in mind that this new build set the real opponent now. in old build the opponent was self always.
I see that you use grabbing to check your opponent.
I need more info from your debug, not just the video to show the issue.
Thanks.

Test latest (need compile)
 
I did not touch local var...
Maybe you have trouble with that script...
I don know your script. Maybe after clear var you need to nullify it.
Forget what I said. I started the scripted slam in the wrong way.

Ok I unnderstand that you have a HP issue.
But why?
That is the question you need to answer :) Since you changed the damageonlanding routine, the damage is higher than it should be. It was working ok before.

See your script please...
keep in mind that this new build set the real opponent now. in old build the opponent was self always.
I see that you use grabbing to check your opponent.
Its not 'my script', its from Bloodbane. Many people uses this system for years and it always worked. Once you changed it, the damage have issues.

I need more info from your debug, not just the video to show the issue.
Thanks.
Since you are more experienced than me, won't it be better to you grab my game and check yourself? I don't want to sound rude or lazy, its just because you are a better coder than me.

See how the damange on landing is working now. The first part is the old build (the damage happens when the entity hits the ground, as it should be). The second part is how it is now - the damage occurs ONLY after all the bounces had ended, which looks AWFUL. And notice how much HP the Soldier has left after each version...

I know you said we can custonize the damageonlanding with script, but scripts should be used to expand the engine, not to fix errors. Those kind of things should be fixed on the engine by the devs, like you fixed the life reset bug.

So, if the damage will happen oly after the end of all bounces and the damage will be different, I honestly (with no offense intended) suggest you to revert your changes, because they are creating more hurt than the bug itself.
 
Ok, tested and improved.
Now added doattack and didhit scripts.
BTW checked and your damage on the enemy is 35.
It's OK, you set 35 in your script.
That is your function throw set 35 in damageonlanding.
So I think damage on landing works bad in previous builds.
Check your damage by yourself.
Expected 35
 
I tested your game. using thor.
I used grabup and the damage id 35 as you have set.
It works well and now damageonlanding fire ondoattack and didhitscript now!
 
So the damageonlanding was wrong all the time? Its possible.

So now the damage is done when the entity lands on the ground, like before?
I never compiled OpenBOR before, so I will wait for someone to compile it so I can test it.
 
O Ilusionista said:
So the damageonlanding was wrong all the time? Its possible.

So now the damage is done when the entity lands on the ground, like before?
I never compiled OpenBOR before, so I will wait for someone to compile it so I can test it.

Yes, try it!!  ;)
 
eOunJoQ.png

Entities that are supposed to be removed using @cmd suicide will often stick to the screen forever (usually in the first frame of the animation, though there are exceptions) until a new stage is loaded. This has been a minor problem for awhile because it was rare, however in build 4646 it happens far too often. Lifespan is only a partial workaround to this; the entity may suddenly appear briefly after it has disappeared.

Code:
name flame_m
type		none
antigravity	100
palette         data/chars/effects/puff/0001.png
subject_to_wall 0
subject_to_platform 0
subject_to_obstacle 0
no_adjust_base 0
setlayer 9997
animationscript  data/scripts/script.c

anim	idle
	loop	0
	delay	1
	offset	12 28
	drawmethod	alpha 1
	frame	data/chars/effects/puff/0001.png
	@cmd	unbind
	frame	data/chars/effects/puff/0001.png
	delay	2
	frame	data/chars/effects/puff/0002.png
	frame	data/chars/effects/puff/0003.png
	@cmd	dasher 0 2
	frame	data/chars/effects/puff/0004.png
	frame	data/chars/effects/puff/0005.png
	frame	data/chars/effects/puff/0006.png
	frame	data/chars/effects/puff/0007.png
	frame	data/chars/effects/puff/0008.png
	frame	data/chars/effects/puff/0009.png
	frame	data/chars/effects/puff/0010.png
	frame	data/chars/effects/puff/0011.png
	frame	data/chars/effects/puff/0012.png
	frame	data/chars/effects/puff/0013.png
	frame	data/chars/effects/puff/0014.png
	frame	data/chars/effects/puff/0015.png
	@cmd	suicide
	frame	data/chars/marianne/blank.png
 
Hi WD,
Finally I had time to learn how to compile (at least for Windows).
I've made some tests with the build I've compiled right now against the version I am using.

============================== OLD BUILD
Soldier - HP 80
Damage (script) - 35
@cmd throw 35 5 0 5 0 0

I am using this function in GRAB and GRABUP animations, to track the target life (and I remove any other enemy entity, as you can see in the debug)

Code:
	@script
	void self = getlocalvar("self");
        void target = findtarget(self);
 	int THealth = getentityproperty(target,"health");
	setglobalvar("targetLife", THealth);
	@end_script

1st grab - Target HP 80
EBoZNem.png


1st Grab up - Target HP 79 (I think the engine inflicts 1 of damage to change the target animation to FALL11)
W9fz11u.png


2nd grab, after damage on landing - Target HP 44 (79-35=44)
X7dyVP1.png


2nd grabup - Target HP 43 (same comment from the FALL 11 above)
JHc0ZOG.png


3rd grab, after the damage on landing - Target HP 8 (43-35=8)
YSshKeh.png

3rd Grab up - Target HP 7
16EhWOA.png

And dies...

Damage amount = OK
Damage time = ON LANDING, OK

============================== CURRENT BUILD
Soldier - HP 80
Damage (script) - 35
@cmd throw 35 5 0 5 0 0

I´ve choose Thor with a different palette just to be sure I am not mixing up the versions. No damage setting is different based on map number.

1st  Grab - Target HP 80
s23pHd3.png


1st Grab up - Target HP 79
kQEZiIz.png


2nd grab, after damage on landing - Target HP 29 (79-29=50 of damage)
mfQc2VG.png


2nd Grab Up - Target HP 28
wcQ5QRq.png

DIES

Damage amount = WRONG
Damage time = ON LANDING, OK

=====================================

The good part is that now the damage is happening when it should (once the entity touches the ground). But the damage value is wrong and, by the pictures above, we can see that the old build was working perfectly, but the newer one has an issue.

We are almost there! Do you think you can take a further look?
 
O Ilusionista said:
Hi WD,
Finally I had time to learn how to compile (at least for Windows).
I've made some tests with the build I've compiled right now against the version I am using.
...

Ok, last build it's ok.
You damage is more then old builds because, new version of  openbor uses a right damage calculation.
Old builds are wrong, the new damage on landing now works with offense and defense factor.
Old builds had a poor implementation...

ps. fixed get/set level property bugs (who changed that part of code?????)
 
nsw25 said:
tested latest version, crashes my game during gameplay.
...

Which latest working?
Please test from
https://github.com/DCurrent/openbor/commits/master
then report the link of latest working build.
Your info aren't enough to investigate!

BTW Loading level order.......... Command 'lives  ' not understood in level order!Command 'select is a heavy issue...
maybe your levels.txt format?
Other games working well...
Logs has no errors...
See if latest working is: https://github.com/DCurrent/openbor/commit/21f884c275281a0b8402297379172c25b639ddc6
or others...
if you can send me the part of demo that doesn't work...
 
You damage is more then old builds because, new version of  openbor use a right damage calculation.
Old builds are wrong, the new damage on landing now works with offense and defense factor.
Ahhhhhhhhhhhhh now it makes sense, lol

I tested and I can confirm what you said: Thor has "offense all 1.45"
When you use a damageonland of 35, it will mutiply by 1.45 - 35x1.45 =50 (50,75 in fact).
Really thanks for your hard work!  ;D

fixed get/set level property bugs
I am going to test this right now!

 
White Dragon, I've compiled it again and tested the levelproperty, but it doesn't works.

I am using this code (animationscript):
Code:
@script
changelevelproperty("wall",0,"z");
@end_script
I am stupid and forgot to give the value, lol

Once I execute it, OpenBor freezes and stop responding then closes.
There is no trace of what happens on the log:

Loading models............... Done!
Object engine init........... Done!
Input init................... No Joystick(s) Found!
Done!
Create blending tables....... Done!
Save settings so far........ Done!


Loaded 'bgfx'Level Loading:  'data/levels/ngreece1.txt'
Total Ram: 2147483647 Bytes
Free Ram: 2147483647 Bytes
Used Ram: 117014528 Bytes

Loaded 'knight' from data/chars/enemies/knight/knight.txt
Loaded 'wrath' from data/chars/enemies/monsters/wrath/wrath.txt

Level Loaded:    'data/levels/ngreece1.txt'
Total Ram: 2147483647 Bytes
Free Ram: 2147483647 Bytes
Used Ram: 118607872 Bytes
Total sprites mapped: 5125


More info:
I've tried to change it to the way utunnels said long time ago
Code:
	@script
changelevelproperty("wall", 0,   100, 120, 0, 0, 90, 90, 32, 60);
	@end_script

Now the log says
Invalid subproperty for wall.
Function changelevelproperty(prop, value) received invalid value(s).
Dumping values: 0, 100, 120, 0, 0, 90, 90, 32, 60,
Script function 'changelevelproperty' returned an exception, check the manual for details.
parameters: 13, 0, 100, 120, 0, 0, 90, 90, 32, 60, 
 
O Ilusionista said:
White Dragon, I've compiled it again and tested the levelproperty, but it doesn't works.
..

right is:
Code:
script @script
void main() {
 if ( openborvariant("in_level") ) {
   changelevelproperty("wall",0,"z", 99);
   //or
   getlevelproperty("wall",0,"z");
 }
}
@end_script
 
hey WD, now its working!

Code:
	@script
 if ( openborvariant("in_level") ) {
   changelevelproperty("wall",0,"z", 1);
   changelevelproperty("wall",1,"z", 1);
}
	@end_script

By the way, you don't need to add the "in_level' check, it works without it

Code:
	@script
   	changelevelproperty("wall",0,"z", 1);
	changelevelproperty("wall",1,"z", 1);
	@end_script

 
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