OpenBOR v3.0 Build 4129 for Windows/Linux/Wii

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Plombo

OpenBOR Developer
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Changes since 4111:

Wii:
  • Fixed unwanted letterboxing on widescreen displays.  Widescreen games, or anything in "stretch to screen" mode, will now occupy the entire screen like they should.
  • Speaking of "stretch to screen", fixed the bug where the video options would say "preserve aspect ratio" regardless of how the option was actually set.

SDL (Windows/Linux):
  • Major overhaul to video.  Reworked the SDL video backend to use SDL 2.0's hardware rendering API.
  • Fixed issue where the framerate was limited to 30 frames per second in the SDL backend and not limited at all in the OpenGL backend.
  • Fixed ages-old bug where most of the screen wouldn't update when selecting the 2xSaI, Super 2xSai, and Super Eagle scaling filters.
  • The SDL and OpenGL video backends now have the same feature set, except that SDL doesn't support gamma correction and OpenGL does.  Instead of a long-winded explanation, here's what the video options menu now looks like for both SDL and OpenGL:
1Bw9qDv.png


*Edit* Forgot to mention that SDL fullscreen now works like OpenGL fullscreen with proper scaling and letterboxing to fit the entire screen.
 
In OpenGL PRessing pause during gameplay in stage and opening video menu crashes the engine, it works nomal when you go to menu from main screen before you select character.
I finally discovered what was causing my character not autoturn when walking, it was this script in attack animations, i used it to tun left/right when you press directions while shooting so you can hold attack button to shoot uzi and then just press left/right to turn and shoot in opposite direction and it worked so i left it like it was , is there any way to modify the script so it would work without problem ?
This script didnt caused such problems in old versions but it might be issue with my coding so i would like to change it to make it work without problems.
Code:
			@script
                void self = getlocalvar("self");
                int iPIndex = getentityproperty(self,"playerindex"); //Get player index
                void p1 = playerkeys(iPIndex, 0, "moveright");
                void p2 = playerkeys(iPIndex, 0, "moveleft");

                void p3 = playerkeys(iPIndex, 0, "attack");
                                 if ((p2)&&(p3)&&(frame == 3)){
                     changeentityproperty(self, "direction", 0 );
                changeentityproperty(self, "animation", openborconstant("ANI_ATTACK2"));
		}
		                             if ((p1)&&(p3)&&(frame == 3)){
                     changeentityproperty(self, "direction", -1 );
                changeentityproperty(self, "animation", openborconstant("ANI_ATTACK2"));
		}
                 if ((p3)&&(frame == 3)){

                changeentityproperty(self, "animation", openborconstant("ANI_ATTACK2"));
		}
	@end_script

 
very cool build this time it worked on my project

but i noticed a  fps cut in 50% from the build i used
i had 4107 fps in ~60 using opengl
                  fps in ~30 using sdl

now i have in 4219 fps ~30 in opengl
                            fps ~15 in sdl

my project is a 960x540 resolution and i use single big images for the entire stages
 
Could you send me a link to download that?  I don't currently have anything that stresses the engine performance-wise in the games I use for testing.
 
Well, that's at least useful information.  It's failing to create the GL context and...something is seriously wrong in SDL because it's returning random garbage as an error message.
 
rafhot said:
very cool build this time it worked on my project

but i noticed a  fps cut in 50% from the build i used
i had 4107 fps in ~60 using opengl
                  fps in ~30 using sdl

now i have in 4219 fps ~30 in opengl
                            fps ~15 in sdl

my project is a 960x540 resolution and i use single big images for the entire stages

What are your computer's specs?  Even on my 5 year old laptop, your mod ran at >60 fps with both video backends.  The only way I found to make it go below that was to enable a software filter.  ("Simple 2x" = software filters disabled, by the way.  Anything else will cause a performance hit.)
 
that new exe file doesnt crash when i enter video menu but i notice performance issues, even if it says that fps is 59 or something close then it skips frame every now and then and sudden jump is visible especially if you walk forward and background scrolls, you can see how it skips every half second.
 
Your graphics driver wouldn't happen to be forcing vsync, would it?

*Edit* Also, is that with the SDL or OpenGL backend?
 
i dont know but previous builds were always fine,
Code:
Total Ram: 2079830016 Bytes
 Free Ram: 787894272 Bytes
 Used Ram: 4763648 Bytes

debug:nativeWidth, nativeHeight, bpp, Hz  1280, 1024, 24, 60

3 joystick(s) found!

3 joystick(s) found!
OpenBoR v3.0 Build 4129, Compile Date: Mar 23 2015

Game Selected: ./Paks/bears.PAK

FileCaching System Init......	Enabled
Initializing video............
Reading video settings from 'data/video.txt'.

Using debug video mode: 640 x 360
Initialized video.............	640x360 (Mode: 255, Depth: 32 Bit)

Warning: can't disable vertical retrace sync (No OpenGL context has been made current)
Loading menu.txt.............	Done!
Loading fonts................	1 2 3 4 Done!
Timer init...................	Done!
Initialize Sound..............	
Loading sprites..............	Done!
Loading level order..........	Done!
Loading model constants......	Done!
Loading script settings......	Done!
Loading scripts..............	Done!
Loading models...............

Cacheing 'hubert' from data/chars/hub/hub.txt
Cacheing 'hubertb' from data/chars/hub/hubb.txt
Cacheing 'kriper' from data/chars/krip/krip.txt
Cacheing 'kriperb' from data/chars/krip/kripb.txt
Cacheing 'lowl' from data/chars/owl/owl.txt
Cacheing 'lowl__' from data/chars/owl/owl__.txt
Cacheing 'tedi' from data/chars/tedi/tedi.txt
Cacheing 'tedib' from data/chars/tedi/tedib.txt
Cacheing 'kit' from data/chars/kit/kit.txt
Cacheing 'kitb' from data/chars/kit/kitb.txt
Cacheing 'flash' from data/sprites/flash.txt
Cacheing 'dust' from data/sprites/dust.txt
Cacheing 'bam' from data/sprites/bam.txt
Cacheing 'blood' from data/sprites/blood.txt
Cacheing 'poo' from data/sprites/poo.txt
Cacheing 'step1' from data/chars/tedi/step1.txt
Cacheing 'step2' from data/chars/tedi/step2.txt
Cacheing 'pop' from data/sprites/pop.txt
Cacheing 'smoke' from data/sprites/smoke.txt
Cacheing 'gren' from data/sprites/gren.txt
Cacheing 'bazo' from data/sprites/bazo.txt
Cacheing 'ss3' from data/chars/ss3/ss3.txt
Cacheing 'ss1' from data/chars/ss1/ss1.txt
Cacheing 'fat' from data/chars/fat/fat.txt
Cacheing 'robit' from data/chars/robit/robit.txt
Cacheing 'robit' from data/chars/robit/laser.txt
Cacheing 'be' from data/sprites/be.txt
Cacheing 'trem' from data/chars/trem/trem.txt
Cacheing 'owl' from data/sprites/owl.txt
Cacheing 'blop' from data/sprites/blop.txt
Cacheing 'box' from data/sprites/box.txt
Cacheing 'ball' from data/sprites/ball.txt
Cacheing 'tre' from data/sprites/tre.txt
Cacheing 'bat' from data/sprites/bat.txt
Cacheing 'pla' from data/sprites/pla.txt
Cacheing 'pla2' from data/sprites/pla2.txt
Cacheing 'co' from data/sprites/co.txt
Cacheing 'coi' from data/sprites/coi.txt
Cacheing 'car' from data/sprites/car.txt
Cacheing 'carun' from data/sprites/carun.txt
Cacheing 'kid' from data/sprites/kid.txt
Cacheing 'kidf' from data/sprites/kidf.txt
Cacheing 'mine' from data/sprites/mine.txt
Cacheing 'torpe' from data/sprites/torpe.txt
Cacheing 'bug' from data/sprites/bug.txt

Loading 'hubert' from data/chars/hub/hub.txt
Loading 'hubertb' from data/chars/hub/hubb.txt
Loading 'kriper' from data/chars/krip/krip.txt
Loading 'kriperb' from data/chars/krip/kripb.txt
Loading 'lowl' from data/chars/owl/owl.txt
Loading 'lowl__' from data/chars/owl/owl__.txt
Loading 'tedi' from data/chars/tedi/tedi.txt
Loading 'tedib' from data/chars/tedi/tedib.txt
Loading 'kit' from data/chars/kit/kit.txt
Loading 'kitb' from data/chars/kit/kitb.txt
Loading 'Flash' from data/sprites/flash.txt
Loading 'dust' from data/sprites/dust.txt
Loading 'bam' from data/sprites/bam.txt
Loading 'blood' from data/sprites/blood.txt
Loading 'poo' from data/sprites/poo.txt
Loading 'step1' from data/chars/tedi/step1.txt
Loading 'step2' from data/chars/tedi/step2.txt
Loading 'pop' from data/sprites/pop.txt
Loading 'smoke' from data/sprites/smoke.txt
Loading 'gren' from data/sprites/gren.txt
Loading 'bazo' from data/sprites/bazo.txt

Loading models...............	Done!
Object engine init...........	Done!
Input init...................	
3 joystick(s) found!
1.   USB  Joystick   - 2 axes, 10 buttons, 1 hat(s)
                                2. USB Gamepad  - 5 axes, 10 buttons, 0 hat(s)
                                3. Generic   USB  Joystick   - 5 axes, 12 buttons, 1 hat(s)
Done!
Create blending tables.......	Done!
Save settings so far........	Done!


Level Loading:   'data/levels/wods.txt'
Total Ram: 2079830016 Bytes
 Free Ram: 754286592 Bytes
 Used Ram: 35180544 Bytes

sound_load_sample can't load sample from file 'data/sounds/spawn.wav'!
Loading 'bug' from data/sprites/bug.txt
Loading 'mine' from data/sprites/mine.txt
Loading 'tre' from data/sprites/tre.txt
Loading 'ss1' from data/chars/ss1/ss1.txt
Loading 'box' from data/sprites/box.txt
Loading 'kidf' from data/sprites/kidf.txt
Loading 'laser' from data/chars/robit/laser.txt
sound_load_sample can't load sample from file 'data/chars/robit/fall.wav'!
Loading 'robit' from data/chars/robit/robit.txt
sound_load_sample can't load sample from file 'data/chars/fat/fall.wav'!
Loading 'fat' from data/chars/fat/fat.txt
sound_load_sample can't load sample from file 'data/sounds/spawn.wav'!
Loading 'be' from data/sprites/be.txt
Loading 'co' from data/sprites/co.txt
Loading 'ss3' from data/chars/ss3/ss3.txt
Loading 'trem' from data/chars/trem/trem.txt
Command 'delay7' not understood in file 'data/sprites/torpe.txt'!
Loading 'torpe' from data/sprites/torpe.txt
Loading 'ball' from data/sprites/ball.txt

Level Loaded:    'data/levels/wods.txt'
Total Ram: 2079830016 Bytes
 Free Ram: 750702592 Bytes
 Used Ram: 38445056 Bytes
Total sprites mapped: 1002

Level Unloading: 'data/levels/wods.txt'
Total Ram: 2079830016 Bytes
 Free Ram: 693944320 Bytes
 Used Ram: 6270976 Bytes

Done.
Total Ram: 2079830016 Bytes
 Free Ram: 693555200 Bytes
 Used Ram: 6660096 Bytes


Can't play music file 'data/music/gameover'

************ Shutting Down ************

OpenBOR v3.0 Build 4129, Compile Date: Mar 23 2015
Presented by the OpenBOR Team.
[url=http://www.chronocrash.com]www.chronocrash.com[/url]
OpenBOR is the open source continuation of Beats of Rage by Senile Team.

Special thanks to SEGA and SNK.

Total Ram: 2079830016 Bytes
 Free Ram: 691822592 Bytes
 Used Ram: 7831552 Bytes

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

Unload 'hubert' ............done.
Unload 'hubertb' ............done.
Unload 'kriper' ............done.
Unload 'kriperb' ............done.
Unload 'lowl' ............done.
Unload 'lowl__' ............done.
Unload 'tedi' ............done.
Unload 'tedib' ............done.
Unload 'kit' ............done.
Unload 'kitb' ............done.
Unload 'Flash' ............done.
Unload 'dust' ............done.
Unload 'bam' ............done.
Unload 'blood' ............done.
Unload 'poo' ............done.
Unload 'step1' ............done.
Unload 'step2' ............done.
Unload 'pop' ............done.
Unload 'smoke' ............done.
Unload 'gren' ............done.
Unload 'bazo' ............done.
Unload 'bug' ............done.
Unload 'mine' ............done.
Unload 'tre' ............done.
Unload 'ss1' ............done.
Unload 'box' ............done.
Unload 'kidf' ............done.
Unload 'robit' ............done.
Unload 'laser' ............done.
Unload 'fat' ............done.
Unload 'be' ............done.
Unload 'co' ............done.
Unload 'ss3' ............done.
Unload 'trem' ............done.
Unload 'torpe' ............done.
Unload 'ball' ............done.

Release game data............	Done!
Release timer................	Done!
Release input hardware.......	Done!
Release sound system.........	Done!
Release FileCaching System...	Done!

**************** Done *****************

OpenBOR v3.0 Build 4129, Compile Date: Mar 23 2015
Presented by the OpenBOR Team.
[url=http://www.chronocrash.com]www.chronocrash.com[/url]
OpenBOR is the open source continuation of Beats of Rage by Senile Team.

Special thanks to SEGA and SNK.
 
What are your computer's specs?  Even on my 5 year old laptop, your mod ran at >60 fps with both video backends.  The only way I found to make it go below that was to enable a software filter.  ("Simple 2x" = software filters disabled, by the way.  Anything else will cause a performance hit.)

it is a core2quad 4gb ram

i tested with bilinear
and simple 2x and got the same 60 fps this time
but not with the other filters :(
 
Hi guys, just got back from my dad's funeral and I've already checked the new OpenBOR build. I think I compiled it correctly (tested it on some games, it works), but I only tested it on Bluestacks, not on an actual device. My phone's gone a bit buggy recently so when I tried to install it, it didn't work. I'll try to fix that before testing further.
 
Just dropping by to say that I haven't given up on fixing the problems people are having.  I decided to take a break from OpenBOR about a week ago because I'd gotten too absorbed in it, but now I think I'm about ready to get back into it. :)
 
I'll be hoping that some more graphics issues would be ironed out as well. :) So far, I'm also fixing the incorporating of the build on the current Android code without touching the rest of the code. ;)
 
The graphics issues I'm talking about are in the video code.  Android uses its own video code, you're on your own there. ;)
 
I know that. I also know that video.c from android links over to video.c of the main build, which the game wouldn't run without. I remember using only the video.c found in the main build without the android video.c crashes ndk-build, so there.

Plus I also get that the common video functions are integrated already, so there was just only deletions in the android code and it just compiled on ndk and worked on Bluestacks.

I'll be doing those things on a more accommodating time after my job, now that I've just finished the first Nikki novel and just finished the funeral.
 
in_sound_options flag remains ON when you exit from men:
example: pause -> F12 -> sound menu
when you exit from sound menu the in_sound_options flag remains ON
It's a bug!
 
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