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Project announcement: OpenOMF
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raptor
Ancient One


Joined: 02 Sep 1999
Posts: 4511
Location: Sandefjord, Norway

PostPosted: Wed Jan 29, 2014 8:15 am    Post subject: Reply with quote

Ah I've seen that described as "hold". Basically "push and hold punch, QCF, release."

OMF does not use any moves with "hold" mechanic, so while it probably wouldn't be any trouble to implement, it isn't anything that would have any use until v1+.

Also, have to admit that testing builds for moves and combos etc is the first time I've missed a proper training mode. So at least I've found a good use for one now! :p Thankfully Hrun gave me God mode, that helped a whole lot.
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3xcl4m4t10n



Joined: 10 Jan 2013
Posts: 53

PostPosted: Wed Jan 29, 2014 3:27 pm    Post subject: Reply with quote

raptor wrote:
OMF does not use any moves with "hold" mechanic, so while it probably wouldn't be any trouble to implement, it isn't anything that would have any use until v1+.


I know OMF don't use that mechanich and i know it is for v1+.

I just drop it here for talking about something with the developers Rolling Eyes to know if it is possible, not to being implented.

Like we say in Spain "por hablar de algo" (to talk about something/random talk).
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raptor
Ancient One


Joined: 02 Sep 1999
Posts: 4511
Location: Sandefjord, Norway

PostPosted: Wed Jan 29, 2014 7:54 pm    Post subject: Reply with quote

Pardon if I do repeatedly seem like a stick-in-the-mud :p

If we're talking about things that are possible, basically anything is possible, if they're willing to put enough effort into it. But to much features to early also causes more things that can go wrong or cause weird results due to other changes etc.

I guess I just automatically answer these things with a thought on the existing "goals" of the next or current versions.

There is frankly still so much to talk about just with the current build if you try it out for a bit. Like how retarded most of the scrap/destruction behaves (you gotta try it! I got a shadow to slide across the entire arena in scrap pose). checking out how surprisingly many bots and moves actually works about as you would expect, and heck the air recovery bug (if it wasn't fixed yet in .6) that lets you do infinite jaguar leaps in air in hyper mode :)

If you have the chance (and a better internet solution than I have currently ...) then drop by the irc channel, and ask to help with trying the net-play! That could definitively use some testing. (stupid stupid nat/nat/wifi!!!)




We should probably make a own thread for the v1+ wish-list thing. (Which will then go completely out of hand, with things like making the game play robot unicorn or something, and nyannyancat etc as special attacks. Full MineCraft integration etc, and Kat would actually have done that one!)

Sounds fun.
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3xcl4m4t10n



Joined: 10 Jan 2013
Posts: 53

PostPosted: Thu Jan 30, 2014 2:06 am    Post subject: Reply with quote

raptor wrote:
Pardon if I do repeatedly seem like a stick-in-the-mud :p

If we're talking about things that are possible, basically anything is possible, if they're willing to put enough effort into it. But to much features to early also causes more things that can go wrong or cause weird results due to other changes etc.

I guess I just automatically answer these things with a thought on the existing "goals" of the next or current versions.

There is frankly still so much to talk about just with the current build if you try it out for a bit. Like how retarded most of the scrap/destruction behaves (you gotta try it! I got a shadow to slide across the entire arena in scrap pose). checking out how surprisingly many bots and moves actually works about as you would expect, and heck the air recovery bug (if it wasn't fixed yet in .6) that lets you do infinite jaguar leaps in air in hyper mode Smile

If you have the chance (and a better internet solution than I have currently ...) then drop by the irc channel, and ask to help with trying the net-play! That could definitively use some testing. (stupid stupid nat/nat/wifi!!!)




We should probably make a own thread for the v1+ wish-list thing. (Which will then go completely out of hand, with things like making the game play robot unicorn or something, and nyannyancat etc as special attacks. Full MineCraft integration etc, and Kat would actually have done that one!)

Sounds fun.


Where you was from Raptor? I am now living on Bulgaria and i have a very nice inet connection here. If we wait to the 0.7 you will have your battles for sure.
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Malfrex
Ancient One


Joined: 27 Jul 2000
Posts: 2090
Location: Vancouver, BC/Canada

PostPosted: Thu Jan 30, 2014 7:34 am    Post subject: Reply with quote

So I've just started collecting the data from OMF: BG *sort of related* but just to give you an idea of how its laid out.

Each of the pilot's attributes are divided into 3 categories: Affinities, Perception, Emotion. For each entry in a group they have 3 values: Base, Variation Amount, and Variation Speed.

As you can see below, there's a lot of data points to collect and there doesn't seem to be a way to dump them. It'll take a while to collect. Then it'll be a matter of seeing if I can figure out how they effect one another.

Base has 8 values: None, Abysimal, Low, BelowNormal, Normal, High, Huge, Massive

Variation Amount has 6 values: None, Tiny, Small, Medium, Large, Massive

Variation Speed has 4 values: Slow Wave, Normal Wave, Fast Wave, Erratic Wave.

Affinities has 22 values:
Left Punch or Kick
Right Punch or Kick
Light/Fast Attack
Heavy Attack
Punch
Kick
Special Attack
Super Attack
Melee Attack
Preimptive Attack
Back Attack
Counter Attack (mostly counter Block)
Jump
Grapple
Carryables
Powerups
Distance from Target while Attacking
Likelyhood to Avoid repeating Moves
Evade Affinity
Movement Urgency
Mercy Affinity
Defend Objective Affinity

Perception has 4 values:
Depth Perception
Timing Perception
Target Angle (Effects attacking Errors)
Self Angle (Effects Defensive Errors)

Emotion has 5 values:
Excitability
Calm Down
Anger
Fear
Valor
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katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 67

PostPosted: Thu Apr 03, 2014 5:05 am    Post subject: Reply with quote

New stuff:
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Vagab0nd
OpenOMFdev


Joined: 30 Dec 2005
Posts: 61

PostPosted: Thu Apr 03, 2014 9:43 pm    Post subject: Reply with quote

Even newer stuff:

Cutscenes! https://www.youtube.com/watch?v=3Uu2wVgmzb4
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katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 67

PostPosted: Fri Apr 04, 2014 3:30 am    Post subject: Reply with quote

Scaling screenshots (nearest vs. xBRZ):




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raptor
Ancient One


Joined: 02 Sep 1999
Posts: 4511
Location: Sandefjord, Norway

PostPosted: Fri Apr 04, 2014 6:38 am    Post subject: Reply with quote

Btw, I just have to say that AI is actually blocking better than the old one! :p

I know the current AI is a big hack and all, but damn, it's always annoyed me how easy it was to get past the blocking in the original.
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Vagab0nd
OpenOMFdev


Joined: 30 Dec 2005
Posts: 61

PostPosted: Fri Apr 18, 2014 10:04 pm    Post subject: Reply with quote

Gamepad support!

https://www.youtube.com/watch?v=-1GTmnYEEs4&feature=youtu.be

I even went out and bought 2 wired xbox360 controllers (albeit 3rd party ones) so I could make it work for 2-player setup where 2 identical controllers are connected. Witness my dedication Wink

You can pretty much play the whole game now (or as much as we've implemented) with just a gamepad, all the menus/screens/cutscenes all honor the joystick buttons if that is what the player is configured to use. The only bit that doesn't work is typing in an IP address for network play, you still need a keyboard for that Wink

Andrew
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katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 67

PostPosted: Sat Apr 19, 2014 2:05 pm    Post subject: Reply with quote

Next: Force Feedback Very Happy
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animehunter
OpenOMFdev


Joined: 16 Jan 2013
Posts: 8

PostPosted: Mon Apr 21, 2014 11:18 am    Post subject: Reply with quote

Stay tuned for 0.6.5 release which is a preview of 0.7!
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katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 67

PostPosted: Sun Apr 27, 2014 7:52 pm    Post subject: Reply with quote

Random new video with recent changelog (missing: scoreboard also now works):
https://www.youtube.com/watch?v=RYiUsDSApM8
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katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 67

PostPosted: Mon May 05, 2014 6:10 am    Post subject: Reply with quote

Now I just need to catch Raptor in scoreboard :/

https://www.youtube.com/watch?v=jWrNLkf9K0g
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raptor
Ancient One


Joined: 02 Sep 1999
Posts: 4511
Location: Sandefjord, Norway

PostPosted: Mon May 05, 2014 7:27 am    Post subject: Reply with quote

Which really shouldn't be that hard to do, considering I suck at generating high scores. My play style is perfectly ill suited for getting perfect rounds. And I usually skip playing against Fire/Ice because I think it is boring, and I hate doing scrap/destructions because I find it a waste of time :p

And I'm way to lazy to play in 2of3 etc, where you can actually rack up lots of points (by exploiting the Fire/Ice bug).
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