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

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I am having trouble recreating the text bug so its seems to be ok I guess.  This new build is very unstable and crashes alot. I was happy with build 4453 just there is no android build and there is a issue with the PSP port video mode not showing full screen and android has performance issues maybe from not having opengl video mode. And the android port will not let you reconfigure any touchscreen buttons.


Edit: The text bug happens when you send text over a animation script to be shown by text object "Hello World" will show as "Hello,World" without the quotes.


just for recreating the bug:


Code:
@cmd test "hello world"

void test(char tx1)
{
	settextobj(0, 110,  80, 3, 9999999999, tx1);
}
 
msmalik681 said:
I am having trouble recreating the text bug so its seems to be ok I guess.  This new build is very unstable and crashes alot. I was happy with build 4453 just there is no android build and there is a issue with the PSP port video mode not showing full screen and android has performance issues maybe from not having opengl video mode. And the android port will not let you reconfigure any touchscreen buttons.


Edit: The text bug happens when you send text over a animation script to be shown by text object "Hello World" will show as "Hello,World" without the quotes.


just for recreating the bug:


Code:
@cmd test "hello world"

void test(char tx1)
{
	settextobj(0, 110,  80, 3, 9999999999, tx1);
}

ok thanks my friend, you did discover a heavy bug on an important internal OpenBOR function (ParseArgs).
OpenBOR saw a string with spaces like a multi parameter.
example:
@cmd test "hello world" were 4 params |@cmd| |test| |"hello| |world"| because it divides simply by spaces
correct params are 3: |@cmd| |test| |"hello world"|

now I fixed OpenBOR (4565) msmalik681!! Thanks!

Ps. Other bug could be @cmd test "hello#world"... ...but now is all ok!!

download from:
https://github.com/DCurrent/openbor/releases
 
Thanks WD but now my animation scripts are returning errors any @cmd will flag up if i comment it out then the engine will complain about the next one. (Only tested on android build)


Example:

Code:
@cmd killentity getlocalvar("self")
 
msmalik681 said:
Thanks WD but now my animation scripts are returning errors any @cmd will flag up if i comment it out then the engine will complain about the next one. (Only tested on android build)


Example:

Code:
@cmd killentity getlocalvar("self")

You are right! Sorry!
I fixed that!
Try latest, now everything should be ok:
https://github.com/DCurrent/openbor/releases
OpenBOR v3.0 Build 4568

nsw25 said:
White Dragon said:
here the release 4561:
https://github.com/DCurrent/openbor/releases

No msmalik681 bugs, tested!

any improvements/changes of note ?

See history:
https://github.com/DCurrent/openbor/commits/master/engine
 
My animation scripts are still causing crashes i will pm you a link for my mod so you can see the issue.


It maybe where there are parts in quotes like getlocalvar("self")
 
msmalik681 said:
My animation scripts are still causing crashes i will pm you a link for my mod so you can see the issue.


It maybe where there are parts in quotes like getlocalvar("self")

Ok, found the issue.
ParseArgs criteria is not so smart.
Example @cmd func getentityproperty(getlocalvar("self") "xxx") are 3 args
1) func
2) getentityproperty(getlocalvar("self")
3) "xxx")

It's strange the way to parse these args (just based on spaces) so since the engine uses this function very often to generate scripts "on the fly", I am forced to follow this strange criterion ...

Now it's all ok (from build 4574)
download from: https://github.com/DCurrent/openbor/releases

O Ilusionista said:
WhiteDragon, the bomb on hole bug still happens.

Ok I found a little bug on entities with subject_to_basemap 0 and holes and I fixed it!
Tested bomb on holes and it works well!!
I used custbomb and tossframe. Tested with type NONE and OBSTACLE.
 
nsw25 said:
latest version corrupts the story system. makes text corrupted

heres relevant part of log

Code:
Level Loading:   'data/levels/zom2.txt'
Total Ram: 2147483647 Bytes
 Free Ram: 2147483647 Bytes
 Used Ram: 106196992 Bytes

Loaded 'bringin' from data/chars/misc/bringIn.txt 
Loaded 'bin' from data/chars/misc/bin.txt 
         Palette -    'None' option active. All sprites for this model will be loaded with independent color tables.
Loaded 'asgun' from data/chars/misc/asgun.txt 
Loaded 'gun' from data/chars/misc/gun.txt 
Loaded 'punk' from data/chars/punk/punk.txt 
         Palette -    Loaded color selection 0: data/chars/punk/zpal.png
   Alternatepal         - Loaded color selection 1: data/chars/punk/zpal2.png   Alternatepal         - Loaded color selection 2: data/chars/punk/zpal3.pngsound_load_sample can't load sample from file 'data/chars/punk/fall.wav'!
sound_load_sample can't load sample from file 'data/sounds/tele.wav'!
Loaded 'rot' from data/chars/rot/rot.txt 
         Palette -    Loaded color selection 0: data/chars/rot/xpal.png
   Alternatepal         - Loaded color selection 1: data/chars/rot/xpal2.png   Alternatepal         - Loaded color selection 2: data/chars/rot/xpal3.pngsound_load_sample can't load sample from file 'data/sounds/tele.wav'!
Loaded 'delay' from data/sprites/delay.txt 
Command 'w' not understood in file 'data/levels/zom2.txt'!

Level Loaded:    'data/levels/zom2.txt'
Total Ram: 2147483647 Bytes
 Free Ram: 2147483647 Bytes
 Used Ram: 111230976 Bytes
Total sprites mapped: 1491

Allocating sprite : punk1 ...
Sprite allocated : #319779192
Script function 'free' returned an exception, check the manual for details.
 parameters: #375816224,  
 
********** An Error Occurred **********
*            Shutting Down            *

There's an exception while executing script 'endlevel' Total Ram: 2147483647 Bytes
 Free Ram: 2147483647 Bytes
 Used Ram: 124579840 Bytes

Level Unloading: 'data/levels/zom2.txt'
Total Ram: 2147483647 Bytes
 Free Ram: 2147483647 Bytes
 Used Ram: 124579840 Bytes

RAM Status:
Total Ram: 2147483647 Bytes
 Free Ram: 2147483647 Bytes
 Used Ram: 121733120 Bytes

Release level data...........
Done!

Release graphics data........   Done!
Release game data............

Unload 'Crshot' ............Done.
Unload 'magic' ............Done.
Unload 'fry' ............Done.
Unload 'bodexp' ............Done.
Unload 'skelz' ............Done.
Unload 'fgoo' ............Done.
Unload 'story' ............Done.
Unload 'mc2' ............Done.
Unload 'mexp' ............Done.
Unload 'rprofile' ............Done.
Unload 'janprofile' ............Done.
Unload 'shprofile' ............Done.
Unload 'shrfprofile' ............Done.
Unload 'lightn2' ............Done.
Unload 'Flash' ............Done.
Unload 'blood' ............Done.
Unload 'blood3' ............Done.
Unload 'blood4' ............Done.
Unload 'blood5' ............Done.
Unload 'dust' ............Done.
Unload 'block' ............Done.
Unload 'brflash' ............Done.
Unload 'brflash2' ............Done.
Unload 'scrc' ............Done.
Unload 'ashot' ............Done.
Unload 'gshot' ............Done.
Unload 'Empty2' ............Done.
Unload 'shat' ............Done.
Unload 'cross' ............Done.
Unload 'cross2' ............Done.
Unload 'cross3' ............Done.
Unload 'PShield' ............Done.
Unload 'pausea' ............Done.
Unload 'bloo' ............Done.
Unload 'burned' ............Done.
Unload 'mc' ............Done.
Unload 'expl' ............Done.
Unload 'expl2' ............Done.
Unload 'mine' ............Done.
Unload 'grenade' ............Done.
Unload 'knife' ............Done.
Unload 'knife2' ............Done.
Unload 'abarrel' ............Done.
Unload 'acidhit' ............Done.
Unload 'rick' ............Done.
Unload 'rick1' ............Done.
Unload 'rick2' ............Done.
Unload 'rick3' ............Done.
Unload 'rick4' ............Done.
Unload 'sheriff' ............Done.
Unload 'sherrif1' ............Done.
Unload 'sherrif2' ............Done.
Unload 'sherrif3' ............Done.
Unload 'sherrif4' ............Done.
Unload 'shane' ............Done.
Unload 'shane1' ............Done.
Unload 'shane2' ............Done.
Unload 'shane3' ............Done.
Unload 'shane4' ............Done.
Unload 'Janet' ............Done.
Unload 'janet1' ............Done.
Unload 'janet2' ............Done.
Unload 'Janet3' ............Done.
Unload 'Janet4' ............Done.
Unload 'knivez' ............Done.
Unload 'fireburn2' ............Done.
Unload 'ashot2' ............Done.
Unload 'ashot3' ............Done.
Unload 'ashot4' ............Done.
Unload 'heavy3' ............Done.
Unload 'gshotE' ............Done.
Unload 'hassault3' ............Done.
Unload 'ashotE' ............Done.
Unload 'sanprofile' ............Done.
Unload 'sanchezp' ............Done.
Unload 'crimg' ............Done.
Unload 'ashotp' ............Done.
Unload 'BringIn' ............Done.
Unload 'bin' ............Done.
Unload 'asgun' ............Done.
Unload 'gun' ............Done.
Unload 'punk' ............Done.
Unload 'rot' ............Done.
Unload 'delay' ............Done.

Warning: 6 script variants are not freed, dumping...
(null)

also the corrupted text is different each time I test FYI

o7m39c.png


and here is the text file

Code:
_speed 5
Mutant 1 all_men_must_surrender_and_be_submitted_to_the_alien_mutations... our_alien_masters_have_other_plans_for_the_women... punk1
_player 0 sorry_but_we_dont_give-up_without_a_fight! you_want_us_you_will_have_to_come_get_us!
Mutant 1 foolish_scum!_We_are_stronger_and_outnumber_you... ...your_resistance_will_all_be_for_nothing! punk2



end

This may be due to ". . ." I think this is a c programming function.  But why was it not written "._._." to match the rest of your text ?


Hey WD I am still having issues with this version if you still have my mod load a new game and 1 out 5 times when you start a level the player will not be shown and you get game over.  normally player should spawn on far left if you walk around the map after the first random battle player starts spawning on the far right of the stage any ideas ?
 
Spawn issue is fixed now!!
Download 4580!!

For nsw25:
Please check your func that load the string:
Mutant 1 all_men_must_surrender_and_be_submitted_to_the_alien_mutations... our_alien_masters_have_other_plans_for_the_women... punk1

then please tell me if u can compile openbor versions which last version is working.

I think that the old mods work with a ParseArgs criterion bugged!!
 
This is amazing I can use my mod on my android device again thank you so much White Dragon you really are the man.


here are the only other issues I have with the engine right now are:


juggle system fix (i found work around but it is a bug): http://www.chronocrash.com/forum/index.php?topic=3587.msg49789#msg49789


cancel with jump or special kills velocity (again found a work around but this can easily be done by script if needed): http://www.chronocrash.com/forum/index.php?topic=2038.msg50159#msg50159


and the psp resolution is stuck at 360x270.
 
I can live with the small issues of openbor but I would really like to play it on my PSP as well as other people would I am sure so Plombo can you pretty please fix the PSP resolution issue please.
 
Has this been fixed? for some reason, the player ends up warping to the basemap when she approaches it by moving up. (It's like there's no invisible wall)
https://my.mixtape.moe/xpnetr.mp4
 
Sammy Smith said:
Has this been fixed? for some reason, the player ends up warping to the basemap when she approaches it by moving up. (It's like there's no invisible wall)
https://my.mixtape.moe/xpnetr.mp4

That's no bug. This is the basemap.
If you want you can COVER the side of basemap with a wall...
 
i notice something weird when i throw my enemies  now they recieve 2 hits

the last version that i have compiled that was normal was 4562, 
then i tested 4572, 4584, 4587  but all those when i throw  it take something like  an extra hit in the end of the fall
 
rafhot said:
i notice something weird when i throw my enemies  now they recieve 2 hits

the last version that i have compiled that was normal was 4562, 
then i tested 4572, 4584, 4587  but all those when i throw  it take something like  an extra hit in the end of the fall

Have you set damageonlanding?
If yes it's all ok.
 
i dont using damageonlanding, just simple throw animation, and it only triggers for me in the throw animation, other falls animations are normal in my tests
 
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