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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: 4560 Location: 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 * 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: 72
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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: 4560 Location: Norway
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Malfrex Ancient One
Joined: 27 Jul 2000 Posts: 2112 Location: Vancouver, BC/Canada
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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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: 72
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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: 54
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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: 72
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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: 54
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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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schlang
Joined: 13 May 2018 Posts: 2
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Posted: Sun May 13, 2018 5:17 pm Post subject: |
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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.
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also how about some nightly binary build? keep up the good work guys!! |
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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Posted: Tue May 15, 2018 2:03 pm Post subject: |
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schlang wrote: |
also how about some nightly binary build? keep up the good work guys!! |
Hey! Thanks
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 :/ |
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schlang
Joined: 13 May 2018 Posts: 2
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Posted: Tue May 15, 2018 5:07 pm Post subject: |
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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.
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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Posted: Sat May 26, 2018 1:16 pm Post subject: |
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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  |
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