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Project announcement: OpenOMF
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Vagab0nd
OpenOMFdev


Joined: 30 Dec 2005
Posts: 61

PostPosted: Thu Jan 23, 2014 9:15 pm    Post subject: Reply with quote

You're quite welcome. Not everything is going to work in this release, but that said, for 0.7 we are aiming to have all the moves working right (or almost right).

The TODO list for 0.7 is maintained here:

https://github.com/omf2097/openomf/issues?milestone=3&state=open

We are probably going to start filing issues against specific HAR moves for 0.7, but if you have/create a github account, feel free to do so yourself.

And if you want to try netplay, feel free to stop by IRC.

Andrew
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raptor
Ancient One


Joined: 02 Sep 1999
Posts: 4558
Location: Norway

PostPosted: Thu Jan 23, 2014 10:16 pm    Post subject: Reply with quote

Gratz on .6 release, will check into it tomorrow when I have more time :)
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animehunter
OpenOMFdev


Joined: 16 Jan 2013
Posts: 8

PostPosted: Sat Jan 25, 2014 5:22 pm    Post subject: Reply with quote

Here's a list of features we're planning to support for 0.7:


    - 1 vs. AI Gamemode
    - AI
    - Joystick support
    - Well working network gaming
    - Well working HAR moves


See you all in 3 - 4 months!
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Play OMF2097 in a browser: http://animehunter.github.com/omfbrowser

OpenOMF: https://github.com/omf2097/openomf
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3xcl4m4t10n



Joined: 10 Jan 2013
Posts: 54

PostPosted: Sat Jan 25, 2014 6:14 pm    Post subject: Reply with quote

animehunter wrote:
Here's a list of features we're planning to support for 0.7:


    - 1 vs. AI Gamemode
    - AI
    - Joystick support
    - Well working network gaming
    - Well working HAR moves


See you all in 3 - 4 months!


Only with the first, second (it is not the same at first? Razz) and the last i will be very very very happy.

About the joystick implementation i see if it is make troubles, forget about it and focus on other stuff. We can always use Joy2Key:

http://www.electracode.com/4/joy2key/JoyToKey%20English%20Version.htm

See you then! Good luck!
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katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 72

PostPosted: Mon Jan 27, 2014 4:25 am    Post subject: Reply with quote

3xcl4m4t10n wrote:

Only with the first, second (it is not the same at first? Razz)


No, the first means the single player system; endings, plot, etc. AI just means the AI/Bot implementation.
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Malfrex
Ancient One


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

PostPosted: Mon Jan 27, 2014 1:45 pm    Post subject: Reply with quote

I'm not sure how you're planning to implement the AI exactly, but it might be interesting to apply it similar to how OMF: BG has it implemented. Basically, each pilot has "tenancies" to perform certain attacks and it loops through a logic tree to perform them. If you'd like, I can pull the full list for the pilots in 2097 that are in OMF: BG for you. It's something I planned to loop through for a second pass for collecting the info but if it'll help you I can try to get it together faster.
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3xcl4m4t10n



Joined: 10 Jan 2013
Posts: 54

PostPosted: Mon Jan 27, 2014 2:32 pm    Post subject: Reply with quote

katajakasa wrote:
3xcl4m4t10n wrote:

Only with the first, second (it is not the same at first? Razz)


No, the first means the single player system; endings, plot, etc. AI just means the AI/Bot implementation.


Ops... Cool then!
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katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 72

PostPosted: Tue Jan 28, 2014 3:32 am    Post subject: Reply with quote

Malfrex wrote:
I'm not sure how you're planning to implement the AI exactly, but it might be interesting to apply it similar to how OMF: BG has it implemented. Basically, each pilot has "tenancies" to perform certain attacks and it loops through a logic tree to perform them. If you'd like, I can pull the full list for the pilots in 2097 that are in OMF: BG for you. It's something I planned to loop through for a second pass for collecting the info but if it'll help you I can try to get it together faster.


We're not very sure on how to implement it either yet. I don't think we are aiming to be exactly like original OMF, at least; even doing a well working AI otherwise will be quite a lot of work. In any case, any information or thoughts on how to implement it would be greatly appreciated.

Oh, OMF:BG AI seems kind of similar to the original, in a way. The original game also defined different stats and tendencies to different pilots; some pilots would prefer eg. kicking while others would prefer avoiding Smile

We have a ticket open about this: https://github.com/omf2097/openomf/issues/44
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Malfrex
Ancient One


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

PostPosted: Tue Jan 28, 2014 8:37 am    Post subject: Reply with quote

The list they have in OMF:BG is rather extensive. Of course, it has to factor in left/right punch which I'll merge, but their list *going from memory here... don't have it in front of me* is as follows:

light punch
heavy punch
light kick
heavy kick
jump
evade
block

Then, each pilot has additional attributes applied to them, which likely wouldn't apply as well to OMF: 2097
rage
alliance
etc.
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3xcl4m4t10n



Joined: 10 Jan 2013
Posts: 54

PostPosted: Tue Jan 28, 2014 9:05 am    Post subject: Reply with quote

Katajakasa, a little question:

Is very difficult to add a infinite health and time command? Because i think a training mode would be more difficult to make, but a infinite health/time option and two players mode is enough for me.
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Vagab0nd
OpenOMFdev


Joined: 30 Dec 2005
Posts: 61

PostPosted: Tue Jan 28, 2014 2:48 pm    Post subject: Reply with quote

There's a god mode already implemented, in the console. I don't know if it made it into 0.6 or was added right after, but it is there...

There's also 'win', 'lose' and 'ez-destruct' which makes kick be scrap and punch be destruct. Also, not all of these may be in 0.6, but the latest binary from: http://katajakasa.fi/projects/openomf/packages/ will have all those commands. The console can be accessed via 'tab' or '~'.

Also, OMF rounds have no time limit.

Andrew
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3xcl4m4t10n



Joined: 10 Jan 2013
Posts: 54

PostPosted: Tue Jan 28, 2014 5:20 pm    Post subject: Reply with quote

Vagab0nd wrote:
There's a god mode already implemented, in the console. I don't know if it made it into 0.6 or was added right after, but it is there...

There's also 'win', 'lose' and 'ez-destruct' which makes kick be scrap and punch be destruct. Also, not all of these may be in 0.6, but the latest binary from: http://katajakasa.fi/projects/openomf/packages/ will have all those commands. The console can be accessed via 'tab' or '~'.

Also, OMF rounds have no time limit.

Andrew


Thank you so much. Please, let this commands being avaibles at the next release.

I continue with my shitty questions while im no bother you. Will you make the negative edge possible?

Negative edge is when you can make a move not only by pressing a button, but on the release of a button as well.
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Vagab0nd
OpenOMFdev


Joined: 30 Dec 2005
Posts: 61

PostPosted: Tue Jan 28, 2014 7:18 pm    Post subject: Reply with quote

You mean to make joysticks easier? Would it only apply to punch/kick?

If you can nail down exactly what it means, we can certainly think about it.

Andrew
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raptor
Ancient One


Joined: 02 Sep 1999
Posts: 4558
Location: Norway

PostPosted: Tue Jan 28, 2014 10:14 pm    Post subject: Reply with quote

The godmode was added before 0.6, I used it a good bit to test combo links and what not. :) So it should definitively be in there. Haven't tried the others so no clue, scrap/destruction is so messed up yet that I've mainly tried them for the comic effects!
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3xcl4m4t10n



Joined: 10 Jan 2013
Posts: 54

PostPosted: Wed Jan 29, 2014 1:32 am    Post subject: Reply with quote

Vagab0nd wrote:
You mean to make joysticks easier? Would it only apply to punch/kick?

If you can nail down exactly what it means, we can certainly think about it.

Andrew


Ill try to explain myself a little slowly.

Imagine the classical hadoken. Everybody knows how it works. You press down, foward and then you push the punch button.

But negative edge hadoken works this way: You push punch button and keep pressing it, you make down, forward and then you release the punch button you wass keep pressing. Tha hadoken works now.

I don't know what game introuces it but i know that SF3 and so on have this feature (SF4, Jojo's Bizarre, Skullgirls, etc).
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