OMF:BG Message Board Forum Index OMF:BG Message Board
One Must Fall: Battlegrounds
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Project announcement: OpenOMF
Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9, 10
 
Post new topic   Reply to topic    OMF:BG Message Board Forum Index -> Off Topic
View previous topic :: View next topic  
Author Message
srs008



Joined: 28 Oct 2014
Posts: 1

PostPosted: Tue Oct 28, 2014 8:20 am    Post subject: Reply with quote

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)
Back to top
View user's profile Send private message
raptor
Ancient One


Joined: 02 Sep 1999
Posts: 4560
Location: Norway

PostPosted: Tue Oct 28, 2014 2:32 pm    Post subject: Reply with quote

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 * https://discord.gg/sT8YU2E <- OMF Discord
Back to top
View user's profile Send private message Send e-mail Visit poster's website ICQ Number
Vagab0nd
OpenOMFdev


Joined: 30 Dec 2005
Posts: 61

PostPosted: Wed Oct 29, 2014 11:08 am    Post subject: Reply with quote

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).
Back to top
View user's profile Send private message
katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 72

PostPosted: Fri Jan 09, 2015 9:14 am    Post subject: Reply with quote

Thought I should probably post this here, too ...

Back to top
View user's profile Send private message
raptor
Ancient One


Joined: 02 Sep 1999
Posts: 4560
Location: Norway

PostPosted: Sat Jan 10, 2015 11:10 am    Post subject: Reply with quote

Some times I miss a +1 button.
_________________
- Jon Eirik * www.omf2097.com * www.omf2097.com/wiki * https://discord.gg/sT8YU2E <- OMF Discord
Back to top
View user's profile Send private message Send e-mail Visit poster's website ICQ Number
Malfrex
Ancient One


Joined: 27 Jul 2000
Posts: 2112
Location: Vancouver, BC/Canada

PostPosted: Tue Jan 27, 2015 11:59 pm    Post subject: Reply with quote

https://archive.org/details/msdos_One_Must_Fall_2097_1994
_________________
I'm not crazy, I'm sanity-challenged.

ASUS P8Z77-V PRO
i7 3770k (will OC @4.5Ghz)
2x8GB G.SKILL DDR3-2600
MSI 7970 3GB
Crucial M4 128GB
~10.9TB RAID 5 (4x 4TB)
Back to top
View user's profile Send private message ICQ Number
3xcl4m4t10n



Joined: 10 Jan 2013
Posts: 54

PostPosted: Sat Feb 28, 2015 8:59 am    Post subject: Reply with quote

Hello team,

Any interesting news? Just to calm down the beast Very Happy.
Back to top
View user's profile Send private message
katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 72

PostPosted: Sat Feb 28, 2015 3:57 pm    Post subject: Reply with quote

3xcl4m4t10n wrote:
Hello team,

Any interesting news? Just to calm down the beast Very Happy.


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.
Back to top
View user's profile Send private message
3xcl4m4t10n



Joined: 10 Jan 2013
Posts: 54

PostPosted: Sat Mar 28, 2015 6:05 pm    Post subject: Reply with quote

katajakasa wrote:
3xcl4m4t10n wrote:
Hello team,

Any interesting news? Just to calm down the beast Very Happy.


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 Very Happy.
Back to top
View user's profile Send private message
katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 72

PostPosted: Tue Sep 22, 2015 1:20 pm    Post subject: Reply with quote

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 Smile

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 Smile
Back to top
View user's profile Send private message
3xcl4m4t10n



Joined: 10 Jan 2013
Posts: 54

PostPosted: Thu Sep 24, 2015 11:39 pm    Post subject: Reply with quote

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 Smile

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 Smile


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!
Back to top
View user's profile Send private message
schlang



Joined: 13 May 2018
Posts: 2

PostPosted: Sun May 13, 2018 5:17 pm    Post subject: Reply with quote

aweseome work, truely appreciate all the hard work to get this done!!

I tried build 0.65_x64 but can't make the joystick or the brz scaler to work:
- joystick is available for selection, but can't select it
- scaler does not show up at all

Code:

[I] Starting OpenOMF v0.6.5
[I] Configfile read!
[I] Looking for plugins ...
[E] Plugin file scaler_xbrz.dll could not be opened: Failed loading C:\Users\schlang\Downloads\openomf-0.6.5-win64\plugins\scaler_xbrz.dll: Das angegebene Modul wurde nicht gefunden.


[I] 0 plugins found.
[I] Found SDL v2.0.3
[I] Running on platform: Windows
[I] Found 1 joysticks attached
[I] Opened Joystick 0
[I]  * Name:              4-axis,4button joystick
[I]  * Number of Axes:    4
[I]  * Number of Buttons: 4
[I]  * Number of Balls:   0
[I]  * Number of Hats:    0
[I]  * GUID          :    83053220000000000000504944564944
[I] Video Init OK
[I]  * Driver: windows
[I]  * Renderer: direct3d
[I]  * Accelerated: Yes
[I]  * VSync support: Yes
[I]  * Target support: Yes
[I] Initializing audio sink 'openal'.
[I] OpenAL Audio Sink:
[I]  * Vendor:      OpenAL Community
[I]  * Renderer:    OpenAL Soft
[I]  * Version:     1.1 ALSOFT 1.15.1
[I] Loaded sounds file 'C:\Users\schlang\Downloads\openomf-0.6.5-win64\resources\SOUNDS.DAT'.
[I] Loaded language file 'C:\Users\schlang\Downloads\openomf-0.6.5-win64\resources\ENGLISH.DAT'.
[I] Loaded font file 'C:\Users\schlang\Downloads\openomf-0.6.5-win64\resources\CHARSMAL.DAT'
[I] Loaded font file 'C:\Users\schlang\Downloads\openomf-0.6.5-win64\resources\GRAPHCHR.DAT'
[I] Loaded altpals file 'C:\Users\schlang\Downloads\openomf-0.6.5-win64\resources\ALTPALS.DAT'.
[I] Engine initialization successful.
[I]  --- BEGIN GAME LOG ---
[I]  --- END GAME LOG ---
[I] OpenAL Sink closed.
[I] Audio deinit.
[I] Video deinit.
[I] Engine deinit successful.
[I] Exit.


also how about some nightly binary build? keep up the good work guys!!
Back to top
View user's profile Send private message
katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 72

PostPosted: Tue May 15, 2018 2:03 pm    Post subject: Reply with quote

schlang wrote:

also how about some nightly binary build? keep up the good work guys!!


Hey! Thanks Smile

Nightly builds are available here: https://buildbot.openomf.org/artifacts/ -- currently 64bit windows and debian only.

It's been so long since 0.6.5 that I wouldn't really even recommend using it anymore. Some older version of xBRZ scaler might work with it -- maybe -- but I wouldn't bet on it. Latest OpenOMF (master branch) should work with the scaler though.

Not sure about the joysticks, we haven't really looked into those lately since whatever development time we have goes mostly to get the bots working right :/
Back to top
View user's profile Send private message
schlang



Joined: 13 May 2018
Posts: 2

PostPosted: Tue May 15, 2018 5:07 pm    Post subject: Reply with quote

Thanks for the reply. Unfortunately same issue with the nightly build:
Code:
[      0][I] Starting OpenOMF v0.6.5
[      0][I] Git SHA1 hash: 7450c101e24e20319e08a822b8ad8c42e66d96da
[      0][I] Configfile read!
[      0][I] Looking for plugins ...
[      0][E] Plugin file scaler_xbrz.dll could not be opened: Failed loading D:\Zocken\OpenOMF\plugins\scaler_xbrz.dll: Das angegebene Modul wurde nicht gefunden.


[      0][I] 0 plugins found.
[      0][I] Found SDL v2.0.5
[      0][I] Running on platform: Windows
[      0][I] Found 1 joysticks attached
[      0][I] Opened Joystick 0
[      0][I]  * Name:              4-axis,4button joystick
[      0][I]  * Number of Axes:    4
[      0][I]  * Number of Buttons: 4
[      0][I]  * Number of Balls:   0
[      0][I]  * Number of Hats:    0
[      0][I]  * GUID          :    83053220000000000000504944564944
[      0][I] Video Init OK
[      0][I]  * Driver: windows
[      0][I]  * Renderer: direct3d
[      0][I]  * Accelerated: Yes
[      0][I]  * VSync support: No
[      0][I]  * Target support: Yes
[      0][I] Using audio sink 'openal'.
[      0][I] OpenAL Audio Sink:
[      0][I]  * Vendor:      OpenAL Community
[      0][I]  * Renderer:    OpenAL Soft
[      0][I]  * Version:     1.1 ALSOFT 1.18.1
[      0][I] Audio system initialized.
[      0][I] Loaded sounds file 'D:\Zocken\OpenOMF\resources\SOUNDS.DAT'.
[      0][I] Loaded language file 'D:\Zocken\OpenOMF\resources\ENGLISH.DAT'.
[      0][I] Loaded font file 'D:\Zocken\OpenOMF\resources\CHARSMAL.DAT'
[      0][I] Loaded font file 'D:\Zocken\OpenOMF\resources\GRAPHCHR.DAT'
[      0][I] Loaded altpals file 'D:\Zocken\OpenOMF\resources\ALTPALS.DAT'.
[      0][I] Engine initialization successful.
[      0][I]  --- BEGIN GAME LOG ---
[    296][I]  --- END GAME LOG ---
[    296][I] OpenAL Sink closed.
[    296][I] Audio system closed.
[    296][I] Video deinit.
[    296][I] Engine deinit successful.
[    296][I] Exit.
Back to top
View user's profile Send private message
katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 72

PostPosted: Sat May 26, 2018 1:16 pm    Post subject: Reply with quote

Ok, thanks. Looks like I can make the scaler work if I compile both scaler and the main game myself, but release versions do not work. Need to take a look at it when there is some time. Frankly, the scaler is not a very high priority Smile
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    OMF:BG Message Board Forum Index -> Off Topic All times are GMT - 8 Hours
Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Page 10 of 10

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group

Style Blacker1 by Blacker47