OpenBOR v3.0 Build 6203 (Android/PSP/WII/WINDOWS)

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nsw25 said:
I have done some more playtesting and it is definably a hostile bug in latest version. my NPC are hostile only to enemies, yet they attack obstacles. and they also attack the air for no reason....
...

What is latest working build?
Msmalik can you handle it?

Ps. ALWAYS report last working build when you report a bug..
 
@white dragon
I am not sure this is a bug the entity they are attacking is a enemy and within range.  Simple fix would be to spawn the entity outside of the stages z range like 0 or 600.

@nsw25
Give the the last working build where this was not happening and we can take it from there.
 
msmalik681 said:
@white dragon
I am not sure this is a bug the entity they are attacking is a enemy and within range.  Simple fix would be to spawn the entity outside of the stages z range like 0 or 600.

@nsw25
Give the the last working build where this was not happening and we can take it from there.

nsw25 said:
This also doesn't explain why npcs were hostile to obstacle in above vid....

In fact after some test (I had you mod fortunately) you set in sanchezp (tested with it as npc) you set hostile flag via script somewhere
For me this is not a bug!
Also I can not reproduce the bug because testing the various versions I see identical behaviors.

RELEASE NEWS:
- I implemented touch vibration mode for android (option in control options section).
- I implemented rumble haptic for controllers for all SDL ports.
- Now in SDL ports and in Wii port that use rumble you can able to enable/disable it via options (gamepad section)
 
In build OpenBOR v3.0 Build 6245 enemies quite a lot play walk animation normally while moving backwards, its odd, they should play it in reverse when going backwards.I have no script in walk animation.
This is on windows build, not sure if happens on android.
 
bWWd said:
In build OpenBOR v3.0 Build 6245 enemies quite a lot play walk animation normally while moving backwards, its odd, they should play it in reverse when going backwards.I have no script in walk animation.
This is on windows build, not sure if happens on android.

I have no more time to update the engine.
But I fixed that bug!
DC mistakenly set the "animating" flag as boolean value.
animating flag is an integer and can take the following values:
animating: 0 // the entity is in stall
animating: 1 // the entity cycles the frames in written order
animating: -1 // the entity performs the animation in reverse frame order

update for next release:
- now keyboard is the permanent default configuration.
So when you config a joystick and disconnect it then the keyboard always works with default keys.
-more controller compatibility with new SDL2
-bug fixes
 
Yea i suspected that someone changed something because older versions didnt had that issue, great work !
 
I have no more time to update the engine.
Oh, that is sad to know :(

I really hope that, someday, we will have again a stable build among the main systems (Windows and Android). The last one was 4432, the one I still use today.
 
Unfortunately it is so for now.
Engaged in the job because I was hired by a new company.
In any case, I will always have this project in my heart and I will be able to help.

I have always focused on stability and as soon as a bug came out I always tried to fix it as soon as possible.

The more code you write and the more mistakes you can make and on such a big project it's really easy.
Lately the code has undergone many changes both on my part and on the part of DC.

DC was responsible for making the code more readable and more flexible.
I took care of correcting all the bugs that me and you found and I also made it
the code compatible with the GCC8 + compilers and I made sure that the code was compatible with all the next SDL updates.
The new SDL are definitely more stable than the previous ones.

I fixed bugs of all ports: PSP, Wii but especially ANDROID and I made its code compatible up to API26 (Android 8.0 Oreo)
So now the code is good for API19 to API26 that is: from Android 4.2.2 to 8.0.

I enjoyed inserting some news like the vibration for android and rumble mode for all ports (all configurable mode in the options menu).
I have also added the required plug and play and the default keys to always have the keyboard / touchpad working (depending on the port) even when you have joysticks inserted.

I found old code like the detect ram that used GlobalMemoryStatus() that was used with old Windows XP.
Now we use GlobalMemoryStatusEx() for all PCs with RAM> = 4GB
There is always something to fix or improve..

I hope someone else will help me like the great msmalik that has just been added to the maintenance of the engine and DC who is the head of the project.
They are good and can do it great.
Unfortunately, fixing bugs is hard work and sometimes long, so you need to report a bug only when you are absolutely certain, reporting ALWAYS last working build testing all version you can download.
We leave all versions for this.

Good luck and see you soon!!  ;) ;D
 
Good luck with your new job and i am sure everyone is really greatful for all the work you put in to the engine.  I will try to continue your work with bug fixes but you have some pretty big boots to fill.

Hope we still see you around.
 
msmalik681 said:
Good luck with your new job and i am sure everyone is really greatful for all the work you put in to the engine.  I will try to continue your work with bug fixes but you have some pretty big boots to fill.

Hope we still see you around.

This is certain!!  ;)
 
@White Dragon
Thanks for everything! Good luck with your new job!

@O Ilusionista
Yes, build 4432 is the most stable version, used in all my projects.

@msmalik681
I would like to help improve the new versions by doing tests. I found some differences above build 4905 (the last working build), I'm not sure if they're bugs, but let´s go:

*** NOSAME command problem ***

For 1 player, the default start palette in build 4905 is "0" (the main palette), but in the latest builds is always "1".

For 2 players, seems to work correctly. The second player always avoid the same color used by the first player but the default first palette is "1", not "0".

For 3 players, this depends on the selected colors for player 1. If first player choose palette 0 or palette 3, it´s all ok. If first player choose palettes 1 or 2, the third player is set automatically to palette 1 when enter in the game, even if used. But after change colors with directional buttons, the nosame command back to normal avoiding same colors for all players.

For 4 players, the nosame command seems to be disabled because any player can choose any color freely and the fourth player starts always with palette "1" even if used by another player.

If it is a hard thing to fix, my suggestion is back to build 4432 system at the moment. The same palette is always avoided at start but not forced and the default first palette is always "0" not "1".

*** WALL problem ***

For some reason, throwned weapons don´t hit the fisrt wall of the stage. The second wall and the others is normal. After some tests, I can avoid this creating a first "invalid" wall, like this:

wall 0 0 0 0 0 0 0 0 (INVALID WALL)
wall 0 275 -100 -100 156 40 58 10000
wall 0 275 324 440 580 580 58 10000
wall 0 230 0 0 480 480 10 10000

Another difference is the "Y" base of the throwned weapons. When hit walls in older versions, the base is always "0", but now the base is "Y" spawned position. If a throwned knife hit any wall for example, they will fall in an incorrect "Y" position related to the ground of the stage. I can avoid this using scripts to change base to "0" in fall animation of the weapons. Seems to be a problem with wall command in level files because if an entity hit a throwned knife with a punch for example, the base is ok.

If you want more details, I can make videos showing all this.
 
Guys, I was trying the most recent version for android (6258) and I got this error. I never saw this before.

When I go to app list, OpenBor has zero bytes of size.

Last working version - 6240

[attachment deleted by admin]
 
KratusGH said:
@White Dragon
Thanks for everything! Good luck with your new job!

@O Ilusionista
Yes, build 4432 is the most stable version, used in all my projects.

@msmalik681
I would like to help improve the new versions by doing tests. I found some differences above build 4905 (the last working build), I'm not sure if they're bugs, but let´s go:

*** NOSAME command problem ***

For 1 player, the default start palette in build 4905 is "0" (the main palette), but in the latest builds is always "1".

For 2 players, seems to work correctly. The second player always avoid the same color used by the first player but the default first palette is "1", not "0".

For 3 players, this depends on the selected colors for player 1. If first player choose palette 0 or palette 3, it´s all ok. If first player choose palettes 1 or 2, the third player is set automatically to palette 1 when enter in the game, even if used. But after change colors with directional buttons, the nosame command back to normal avoiding same colors for all players.

For 4 players, the nosame command seems to be disabled because any player can choose any color freely and the fourth player starts always with palette "1" even if used by another player.

If it is a hard thing to fix, my suggestion is back to build 4432 system at the moment. The same palette is always avoided at start but not forced and the default first palette is always "0" not "1".

*** WALL problem ***

For some reason, throwned weapons don´t hit the fisrt wall of the stage. The second wall and the others is normal. After some tests, I can avoid this creating a first "invalid" wall, like this:

wall 0 0 0 0 0 0 0 0 (INVALID WALL)
wall 0 275 -100 -100 156 40 58 10000
wall 0 275 324 440 580 580 58 10000
wall 0 230 0 0 480 480 10 10000

Another difference is the "Y" base of the throwned weapons. When hit walls in older versions, the base is always "0", but now the base is "Y" spawned position. If a throwned knife hit any wall for example, they will fall in an incorrect "Y" position related to the ground of the stage. I can avoid this using scripts to change base to "0" in fall animation of the weapons. Seems to be a problem with wall command in level files because if an entity hit a throwned knife with a punch for example, the base is ok.

If you want more details, I can make videos showing all this.

I ask you somethings because I have no more time to test..
I found your wall bugs into projectile deflate function.
To help me and us please make a video for projectile hit and please prepare a demo to reproduce these bugs please and send me into private msg if you want.
Please in this way I can be quick to fix these bugs. Thanks
 
WD, good luck in your new position! I know all about being pulled away by real life woek!

Side note, I just got back from touring Spain and Itay. Aside from one incident where I had to smack down a pickpocket, you have a beautiful country full of rich history and welcoming people sir - be proud. 😀

DC
 
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