OpenBOR v3.0 Build 4153 for Windows/Linux/Wii

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Plombo

OpenBOR Developer
Staff member
Time for a new release!  This is a bigger release than usual, as it brings support for playback of WebM videos.  Finally, you can have cutscenes with more than 256 colors and proper A/V sync! :D

Changes since build 4129:
General:
  • Added support for playback of WebM videos on Windows, Linux, and Wii.  See below for details.
  • Fixed
    Code:
    openborvariant("in_sound_options")
    .  Thanks to White Dragon for reporting the bug.
Wii:
  • New audio backend with proper resampling.  In layman's terms, this means that the audio on the Wii no longer sounds awful.
  • Fixed screenshot colors in 16-bit and 32-bit mode.

Details on WebM playback
Scene text files now have a "video" command used to play WebM videos:
Code:
video {path} {skipone} {noskip}
Path is the path to the video.  The skipone and noskip parameters are optional, and work the same way as the last two parameters of the "animation" command.
Example:
Code:
video data/scenes/myvideo.webm 0 0

Note that for now, the only supported codecs are VP8 for video and Vorbis for audio; VP9 and Opus are unsupported.  Also note that the audio track of your video should be encoded at 44100 Hz or a factor thereof.  If your video has poor sound quality when OpenBOR plays it, it's probably at 48000 Hz and needs to be resampled.

Download link: here
 
I tested it and fullscreen works fine now, it crashed engine in previous releases, videos work great :)
I was wondering will it work right away on android if someone will complie latest version for it ?
Also what will happen if theres gonna be video command in scene txt file and old engine would be used, crash ? Would be better to ignore video command if its not supported and run the game anyway i think ?
 
bWWd said:
I was wondering will it work right away on android if someone will complie latest version for it ?

Not quite; it will need some changes to the video backend.  Should be able to use the regular SDL video backend as a reference, though, so it's not too bad.

Also what will happen if theres gonna be video command in scene txt file and old engine would be used, crash ? Would be better to ignore video command if its not supported and run the game anyway i think ?

I haven't tried, but I think it'll just pretend the command isn't there and go on without it.
 
thanks!
the sound of my video intro had changed from the webm build release to the current one
i guess i will need to recode it in 44100 Hz so :)


also i noticed player2, player3, player4 joysticks are not working correctly  (i did not tested p1 on joystick to avoid lose keyboard funcionality while testing :P)
 
i deleted the .cfg in save folder but still not able to use my joysticks

i can configure the button on options menu but when i exit they still does not work in game as if i never changed their buttons.

 
@bWWd: Something that would be done after figuring out how to compile the webm library.

When that's done, plombo will be the one incorporating it to the video.c of the android build for usage.

He also told me stuff on improving ogg, so I might incorporate it soon enough.

Unfortunately at this day until monday, i'm having an excursion on my father's hometown which is an important family matter. But after I return home on monday, rest assured this is the first thing I'll check up.
 
CRxTRDude said:
@bWWd: Something that would be done after figuring out how to compile the webm library.

When that's done, plombo will be the one incorporating it to the video.c of the android build for usage.

He also told me stuff on improving ogg, so I might incorporate it soon enough.

Check the SVN log.  I've done some work on the Android port myself in the last few days, including switching to Tremor and adding a compiled libvpx.  No actual WebM playback yet, though, because when I try that I get a bizarre crash after the video finishes, which will be nasty to debug. :(
 
im the only one having joystick issues in this build or the joystick are disabled in this version?

i deleted all things on save folder and had tested with my four joysticks/ and removed and using only one and not work, i started to have this issues on the webm test version and the version before webm test too (the new sdl version)
 
Could you put in the dev area on how you compiled libvpx for my reference? I should also tell you ahead as well, you need to compile the armv7a versionsof any library to be placed on openbor since that's what utunnels used in the original.
 
White Dragon said:
great guys! in this version you have fixed the quake bugs! Excellent!!

Really?  I'm the only dev who made any changes since the last version, and I definitely didn't fix anything like that on purpose...
 
IMO video playback is a HUGE deal for engine, similar to having opengl rendering and 16bit/32bit modes so it would be great if builds for most often used platforms would be available with it but i tested video in scene txt file with older build and it ran normally just didnt play video which is good, i though it would crash on unknown feature.
Im very impressed that i plays even 1080p video smoothly, i now there are no mods in this resolution but i also was wondering does it switch resolution when playing video or its just stretching 1080p to 480x272 for example or 320x240 ? I used resolution of 160x120 and video was still in original high quality.
--
I have problems with gamepads too , start/attack buttons and jump etc are working but directions lef/right/up or down are not working on gamepad at all for player 2 or work partially for player 3( only attacks and  left /right "works") adding diagonal movement so character moves righ/down when you press right , so something is broken.
 
bWWd said:
Im very impressed that i plays even 1080p video smoothly, i now there are no mods in this resolution but i also was wondering does it switch resolution when playing video or its just stretching 1080p to 480x272 for example or 320x240 ? I used resolution of 160x120 and video was still in original high quality.

The video is stretched to the existing window size.  In windowed mode, a 1080p video would be scaled to 480x272, or more accurately scaled to 480x270 and letterboxed to 480x272.  In fullscreen mode, though, the window size is always the resolution of your monitor, so 480x272 and 1920x1080 are both stretched and/or letterboxed to 1080p if that's the resolution of your monitor.
 
After putting so many hours into it over the last 3 months, it's great to see that people are enjoying the new feature! :D

bWWd said:
it would be great if builds for most often used platforms would be available with it

What platforms are you referring to?  An Android build will come out when I can get it to stop crashing, but the Dreamcast and PSP just don't have the CPU power needed for VP8 decoding.
 
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