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OMF:BG Message Board One Must Fall: Battlegrounds
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srs008
Joined: 28 Oct 2014 Posts: 1
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Posted: Tue Oct 28, 2014 8:20 am Post subject: |
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just saying, fantastic job guys, really was not looking forward to rigging up dosbox again for this.
also someone was saying they want a "training" mode?
why not just enhance the "god mode" command with a "player" switch...
eg
"/godmode" would work as it does now (have not tried it sorry)
"/godmode player2" would cause player two to activate god mode.
this assumes godmode is just infinite health, rather then no hit style...
(sorry, i only found openomf a day or two ago, so have not really played with it much yet) |
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4530 Location: Sandefjord, Norway
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Posted: Tue Oct 28, 2014 2:32 pm Post subject: |
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Hello there and welcome :)
The training mode are not likely to be included until after version 1.0 for simple reasons such as it won't be of much use until the robots can do their moves mostly correct. Though they are getting closer to that.
Enjoy OpenOMF, they are talking about starting on making the tournament mode now (because they want a break from fixing big nasty bugs, and AI). So there might be some basic tournament mode updates coming eventually. At the moment the game mostly work in 1player mode, the AI is really different than what you're used to, and Destructions really crash up the game, so avoid them :p
If you want to play tournament mode you'll still have to setup DosBox (isn't a problem, it mostly runs straight out of the box). _________________ - Jon Eirik * www.omf2097.com * www.omf2097.com/wiki * www.omf2097.com/chat - https://discord.gg/sT8YU2E <- OMF Discord |
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Vagab0nd OpenOMFdev
Joined: 30 Dec 2005 Posts: 61
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Posted: Wed Oct 29, 2014 11:08 am Post subject: |
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OpenOMF does have a 'god' console command.
Destructions should not crash the game anymore, they just might flake out a little still (but they're better than they were). |
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 68
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Posted: Fri Jan 09, 2015 9:14 am Post subject: |
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Thought I should probably post this here, too ...
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4530 Location: Sandefjord, Norway
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Malfrex Ancient One
Joined: 27 Jul 2000 Posts: 2103 Location: Vancouver, BC/Canada
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 53
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Posted: Sat Feb 28, 2015 8:59 am Post subject: |
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Hello team,
Any interesting news? Just to calm down the beast . |
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 68
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Posted: Sat Feb 28, 2015 3:57 pm Post subject: |
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3xcl4m4t10n wrote: | Hello team,
Any interesting news? Just to calm down the beast . |
Not really. We're all busy with real life and work, and haven't really done much coding lately for OpenOMF. I'm working on reverse-engineering the original OMF binary, but that mostly happens behind the scenes currently. |
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 53
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Posted: Sat Mar 28, 2015 6:05 pm Post subject: |
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katajakasa wrote: | 3xcl4m4t10n wrote: | Hello team,
Any interesting news? Just to calm down the beast . |
Not really. We're all busy with real life and work, and haven't really done much coding lately for OpenOMF. I'm working on reverse-engineering the original OMF binary, but that mostly happens behind the scenes currently. |
Sorry for the late answer but thank you for the info . |
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 68
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Posted: Tue Sep 22, 2015 1:20 pm Post subject: |
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What we have been up to:
- Reverse engineering. Lots of this left to do, too. Still a pile of animation tags that we don't know. Even so, we've learned a lot, and many new (special) moves are now (more) usable.
- We set up a coverity scan for OpenOMF (a static analysis tool), and Vagabond has been fixing tons of tricky resource leaks, error management issues etc. As a result, we should have less crashy and resource hungry game binary.
- New HAR moves implemented and made to work better (eg. Shadow Grab, Stasis Activator, ...)
- Also lots of general improvements in gameplay, menus, engine, etc.
Also, we have had some code contributions from some new people too (gdeda, exander77, see https://github.com/omf2097/openomf/graphs/contributors for details), so some thanks go that way too
For changes in our resource file parsing, see https://github.com/omf2097/libShadowDive/commits/master
For changes in OpenOMF core code, see https://github.com/omf2097/openomf/commits/master
And yes, I thought of making a video, but there isn't really that much to see. Most of the changes aren't very photogenic  |
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 53
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Posted: Thu Sep 24, 2015 11:39 pm Post subject: |
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katajakasa wrote: | What we have been up to:
- Reverse engineering. Lots of this left to do, too. Still a pile of animation tags that we don't know. Even so, we've learned a lot, and many new (special) moves are now (more) usable.
- We set up a coverity scan for OpenOMF (a static analysis tool), and Vagabond has been fixing tons of tricky resource leaks, error management issues etc. As a result, we should have less crashy and resource hungry game binary.
- New HAR moves implemented and made to work better (eg. Shadow Grab, Stasis Activator, ...)
- Also lots of general improvements in gameplay, menus, engine, etc.
Also, we have had some code contributions from some new people too (gdeda, exander77, see https://github.com/omf2097/openomf/graphs/contributors for details), so some thanks go that way too
For changes in our resource file parsing, see https://github.com/omf2097/libShadowDive/commits/master
For changes in OpenOMF core code, see https://github.com/omf2097/openomf/commits/master
And yes, I thought of making a video, but there isn't really that much to see. Most of the changes aren't very photogenic  |
Thank you for all the information! Time to do a little donation (I have no money right now but I am going to make a donation anyway)!
Have a (cheap) beer on my name team! |
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