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

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White Dragon said:
You are in error, you attempt to assign:
if ( i%2=0 )
but correct form is the compare:
if ( i%2==0 )

woops such a noob mistake lol

The weapon drop bug is still there in full on version 1 but version 2 is a bit better but still bugged.  in v2 when you respawn any enemies in weapon 1 or 2 will revert back to base with base palettes and attacks (last time every enemy would try performing model 2 attacks) but any new enemies spawned can move to model 1 + 2 weapon colours but they still using base attacks.
 
msmalik681 said:
White Dragon said:
You are in error, you attempt to assign:
if ( i%2=0 )
but correct form is the compare:
if ( i%2==0 )

woops such a noob mistake lol

The weapon drop bug is still there in full on version 1 but version 2 is a bit better but still bugged.  in v2 when you respawn any enemies in weapon 1 or 2 will revert back to base with base palettes and attacks (last time every enemy would try performing model 2 attacks) but any new enemies spawned can move to model 1 + 2 weapon colours but they still using base attacks.

I dont undestrand very well...
Aftar knowkdown if enemies are in base animation it's all ok right?

test this othe version:
http://www116.zippyshare.com/v/6ENVdc2T/file.html

O Ilusionista said:
O'Ilusionista I checked and no double fall animation.
Check if you set a jumpframe into death animation first.
Check and tell me please.
No, there is no jumpframe in death animation

Code:
anim	death
	nodieblink	2
	offset	92 115
	delay	5
	quakeframe	0 1 -6
	drawmethod	256 256 0 0 0 0 0 121
	frame	data/chars/enemies/dummy/fall4.gif
	nodrawmethod
	frame	data/chars/enemies/dummy/fall4.gif
	drawmethod	256 256 0 0 0 0 0 121
	frame	data/chars/enemies/dummy/fall4.gif
	nodrawmethod
	frame	data/chars/enemies/dummy/fall4.gif
	@cmd	spawn000 "sboom" 0 20 0
	drawmethod	256 256 0 0 0 0 0 121
	frame	data/sprites/0empty.gif

As you can see on the previous video, the enemie jumps again when it lands, because it interrupts the previous animation

If so there is a wrong script i n your animation and not good use of damage on landing.
The "usage of damage on landing" comes from BloodBane's code. If he never had this issue, seams that the code is fine.

Code:
	@cmd	slamstart 10
	@cmd	position 0 35 1 -1 0
	sound	data/sounds/grab.wav
	frame	data/chars/thor/grab00.gif
	delay	3
	@cmd	position 1 24 43 -1 0
	frame	data/chars/thor/lift00.gif
	@cmd	position 1 17 56 -1 0
	@cmd	randSound0 "chars/thor/att3.wav" "chars/thor/att4.wav"
	frame	data/chars/thor/lift01.gif
	@cmd	position 1 0 71 1 0
	@cmd	depost 0
	@cmd	throw 35 5 0 5 0 0
	sound	data/sounds/vuu2.wav
	frame	data/chars/thor/lift03.gif
	delay	10
	@cmd	clearL
	frame	data/chars/thor/lift04.gif
	bbox	216 157 37 61

But as I said, if this will break something on the engine, it's better to leave it alone. I think we have worse bugs to care about (juggling, not working killenetity and/or stucking entities on the screen, mirror issues, etc).

I tested too..
but it works well...
I set falldie to 1 when an entity lands...
Maybe your script has some setting on falldie?
Sure that are u testing the right attak? attack1 with damageonlanding and fall1 and death1?
 
attack1 with damageonlanding and fall1 and death1?
No, as I explained before, the attack uses SHOCK, not attack1. Have you saw the video?
http://www.chronocrash.com/forum/index.php?topic=3344.msg50634#msg50634

Again, it this will break other things, leave it alone. DC said it's not a bug, and maybe he is right. It's a weird behaviour for sure, but maybe not a "bug".
 
this build was bad weapon models were always stuck on base and when player respawned the weapon version got suck in current animation frame but still moving around the stage.  did you check your inbox i sent you my mod to try.


so i will try to explain more clearly I made a enemy hanzo he can only attack up close with his sword.  I made 2 weapon models for him model 1 will let him throw fireballs and weapon 2 he will avoid the player and when far away he will jump and attack from the sky.  now i use a script called wcheck within spawn to change the weapon model and set a random map.  and weapon models have weaponloss 3 so they cant be dropped. this bug only happens on respawn if all enemies are knocked down I have removed that from my mod and it works fine so if this can not be fixed its fine by me.
 
For O Illusionista: In the last build I tested all cases.
Tested shock spain and sdie animation too.
No double fall anymore.

For msmalik: ok tested after you pm.  ;)
So try to use weapless 3 in base model too (you use it just in wept models)
 
Sorry for the double post but I found a silent crash when you check a text object properties and that text object has not been initialised it should return 0 and the script works but crashes the engine.


Code:
void main()//keyscripts
{
 if (openborvariant("in_level")){


    int playerIndex = getlocalvar("player"); //Get calling player
    void iDown = playerkeys(playerIndex, 1, "movedown"); // New key status of "Down"


	if(iDown && gettextobjproperty(0,"text")==0)
	 {
	 settextobj(11, 155, 30, 2, 999999993,"OK");
	 }


				}
}


copy the above code into any mod and save as keyall.c and when you start the game press down there will be text on screen "OK" confirming the script worked but then engine crashes.
 
msmalik681 said:
Sorry for the double post but I found a silent crash when you check a text object properties and that text object has not been initialised it should return 0 and the script works but crashes the engine...

It shouldn't crash, but where did you get the impression it should return 0? I'll look into returning a value when there is no textbox set, but it will probably be a defined constant or NULL.

DC
 
I just set a random text object property to text object to see what value it holds and it returned 0 I was expecting a Null() return.


Code:
settextobj(0,155,30,2,999999993,gettextobjproperty(1,"text"));



found something about the bug if the text object in in your if condition is higher then any text objects you make in the result of the if statement then there is no crash.


Code:
void main()//keyscripts
{
 if (openborvariant("in_level")){

    int playerIndex = getlocalvar("player"); //Get calling player
    void iDown = playerkeys(playerIndex, 1, "movedown"); // New key status of "Down"

   if(iDown && gettextobjproperty(2,"text")==0)
    {
    settextobj(1, 155, 30, 2, 999999993,"OK");
    settextobj(0, 195, 30, 2, 999999993,"GOOD");
    }
            }
}



the above script will work without crash as the 2 text objects shown are lower indexes 1 and 0 as compared to the checked text object 2.
 
I think this is no a bug.
for a string:
(*pretvar)->strVal = StrCache_CreateNewFrom(level->textobjs[ind].text);
it creare a new intin any way.
in fact in StrCache_CreateNewFrom() the returned value is the length of the string, so for a string == "" or null the length == 0

for no dropen bug, please test this other private  build:
http://www9.zippyshare.com/v/XE6MQyww/file.html

I wrote a new function that.
1) model base copy ALL its animation to model weapon IFF model_weap has not THAT anim and the anim is in model_base with frame > 0
Code:
        for(i = 0; i < max_animations; i++)
        {
            if(!newmodel->animation[i] && model->animation[i] && model->animation[i]->numframes > 0)
            {
                newmodel->animation[i] = model->animation[i];
            }
        }

then I alloc the animations in model_base that are in model_wep but not in model_base.
alloc animation means that this anim has frame == 0 and this anim is ignored.

Code:
	for(i = 0; i < max_animations; i++)
	{
		if(!model->animation[i] && newmodel->animation[i])
		{
			model->animation[i] = alloc_anim();
		}
	}

But with this trick wen you revert to weapon model to model base, no weapon model is copied (wrongly) to model base.
Please TEST this build and report.
Thanks
 
the private build is still bugged after re-spawn any weapon entities drop their weapon and revert to the original. if the weapon model is using a animationscript not in the base model at the time of re-spawn engine will crash. but any weapons spawned after the re-spawn are no longer affected this is the most stable version yet.

just a guess but i think the problem might be with "weaploss 3" not working against the re-spawn attack.
 
in build 4625 the throw bug was happen again 
the previous one i had compiled 4597 was fixed the throw, but the death by throw was still playing twice the animation
 
I found one my old Mods for an old pak (still unfinished).
I'm in the mood to finish it 2018 (8bit gifs and of course: remap  :o)
I'm still learning to code and have no IDEA or TUTORIAL to REWRITE my game (and other games for example Double Dragon GOLD  :-[uses remap).

For god sake...everbody listen to White Dragon!
Yes! I'm new here... if remap is gone, then we (or somebody) should SERVICE ALL OLD GAMES ALREADY MADE HERE (they are still better than most new ones.)
 
mothra said:

You're about a year late to the party friend. After carefully considering all arguments, I decided to keep Remap quite some time ago.

DC
 
rafhot said:
in build 4625 the throw bug was happen again 
the previous one i had compiled 4597 was fixed the throw, but the death by throw was still playing twice the animation

tested many times.
I have not this bug. Maybe some jumpframe in death animation.
I have not this bug really tested  many times...

with:
paingrab 1
throw 2 4
throwdamage 1
grabdistance 34
grabforce 10
blockodds 4
thold 10
holdblock 2
blockpain 1
blockback 1

anim throw
loop 0
delay 1
offset 60 97
bbox 24 10 13 49
        attack1  84 58 9 13 99 0
frame ...

anim fall
loop 0
offset 28 55
delay 10
frame ...

anim death
loop 0
offset 29 55
bbox 0 0 0 0
delay 100
frame ...
 
msmalik681 said:
the private build is still bugged after re-spawn any weapon entities drop their weapon and revert to the original. if the weapon model is using a animationscript not in the base model at the time of re-spawn engine will crash. but any weapons spawned after the re-spawn are no longer affected this is the most stable version yet.

just a guess but i think the problem might be with "weaploss 3" not working against the re-spawn attack.

Try:
OpenBOR v3.0 Build 4626

I fixed the drop_all_enemies function()
now with weaploss 3 no weapon is changed
 
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.

See the video below. In the first example is the build 4626 - notice how the enemy loses his X velocity and bounces only vertically and the fall animation gets RESETED once it reachs the landframe - It goes to the normal fall animation (and react from the upper with SHOCK property, going to SHOCK animation).

On the second example, its show how the enemy should behave (boucing on the ground without losing its X velocity, without changing to any other animation) but doesn't reacts from the upper (not shock animation)


You can try my game if you want - https://gamejolt.com/games/avengers-united-battle-force/14591
Just choose Thor, grab and press forward + attack.
To test the second throw, grab, press UP+ATTACK then quickly input D,U+Attack.

The way the enemy acts upon landing is very weird. If its not possible to change the way the enemy reacts when you put damage on landing, I suggest you to revert your change, because it will affects everyone.

The code I use was made by BB, but expanded to accept more types
Code:
void throw(int Damage, int Type, int x, int y, int z, int Face)
{ // Damage as throw finisher
   void self = getlocalvar("self");
   void target = getlocalvar("Target" + self);
   int SDir = getentityproperty(target,"direction");
   int MDir;

   if(Face==0){ // Same facing?
       MDir = SDir;
   }

   if(Face==1){ // Opposite facing?

     if(SDir==0){ // Facing left?
       MDir = 1;
     } else { MDir = 0;}
   }

   if(target==NULL())
   {
     target = getentityproperty(self, "grabbing");
     setlocalvar("Target" + self, target);
   }
   if(target!=NULL())
   {
     int dir = getentityproperty(target,"direction"); //Get opponent's facing direction
     if(dir==0){ // Facing left?
       x = -x;
     }

     if(Type==1)
     {
       damageentity(target, self, 1, 1, openborconstant("ATK_NORMAL")); // 1st throw type
     }

     if(Type==2)
     {
       damageentity(target, self, 1, 1, openborconstant("ATK_NORMAL9")); // 2nd throw type
     }

     if(Type==3)
     {
       damageentity(target, self, 1, 1, openborconstant("ATK_NORMAL2")); // 3rd throw type
     }
	 
	 if(Type==4)
     {
       damageentity(target, self, 1, 1, openborconstant("ATK_SHOCK")); // 4rd throw type
     }
	 
	  if(Type==5)
     {
       damageentity(target, self, 1, 1, openborconstant("ATK_NORMAL11")); // 5th throw type
     }
	 
	 if(Type==6)
     {
       damageentity(target, self, 1, 1, openborconstant("ATK_BURN")); // 5th throw type
     }

     changeentityproperty(target, "attacking", 1);
     changeentityproperty(target, "damage_on_landing", Damage);
     changeentityproperty(target, "projectile", 1);
     changeentityproperty(target, "direction", MDir);
     tossentity(target, y, x, z); // Toss opponent ;)
   }
}
 
bglayer is messed up, the first OpenBOR.exe in this video is how it's supposed to be:
[yt]https://youtu.be/x22-0kTK79w[/yt]
EDIT: I just noticed the player (the flame) no longer spawns either and the game can no longer be controlled at all!
 
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