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OMF:BG Message Board One Must Fall: Battlegrounds
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Vagab0nd OpenOMFdev
Joined: 30 Dec 2005 Posts: 61
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Posted: Thu Jan 23, 2014 9:15 pm Post subject: |
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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
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animehunter OpenOMFdev
Joined: 16 Jan 2013 Posts: 8
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Sat Jan 25, 2014 6:14 pm Post subject: |
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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? ) 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
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Posted: Mon Jan 27, 2014 4:25 am Post subject: |
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3xcl4m4t10n wrote: |
Only with the first, second (it is not the same at first? ) |
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
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Posted: Mon Jan 27, 2014 1:45 pm Post subject: |
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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. _________________ 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)
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Mon Jan 27, 2014 2:32 pm Post subject: |
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katajakasa wrote: | 3xcl4m4t10n wrote: |
Only with the first, second (it is not the same at first? ) |
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
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Posted: Tue Jan 28, 2014 3:32 am Post subject: |
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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
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
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Posted: Tue Jan 28, 2014 8:37 am Post subject: |
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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. _________________ 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)
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Tue Jan 28, 2014 9:05 am Post subject: |
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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
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Posted: Tue Jan 28, 2014 2:48 pm Post subject: |
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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
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Posted: Tue Jan 28, 2014 5:20 pm Post subject: |
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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
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Posted: Tue Jan 28, 2014 7:18 pm Post subject: |
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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
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Posted: Tue Jan 28, 2014 10:14 pm Post subject: |
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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! _________________ - Jon Eirik * www.omf2097.com * www.omf2097.com/wiki * https://discord.gg/sT8YU2E <- OMF Discord |
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Wed Jan 29, 2014 1:32 am Post subject: |
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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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