SamuraiX has updated the OpenBoR (DC) to v2.0048:

Executable and Source files included for DOS link: http://www.borgeneration.com/mods/en...OS-v2.0048.zip

Executable and Source files included for SDL link: http://www.borgeneration.com/mods/en...DL-v2.0048.rar
(note: GUI Folder, SDL.dll and SDL_gfx.dll are all necessary)

Executable and Source files included for DC link: http://www.borgeneration.com/mods/en...DC-v2.0048.rar
( Forum: http://borgeneration.com/forum/viewtopic.php?t=302 )

Executable included for PSP link: http://borgeneration.com/forum/viewt...t=232&start=20

Lastly the UnifiedSource Link (though it has been included with every platform released): http://www.borgeneration.com/mods/en...rc-v2.0048.rar


This marks the beginning of All platforms being released at the same time.

New Features:

Entered by Fugue

Vaulting:

Give all your grabbable enemies a height value. Give a player a non-looping VAULT animation. Instead of putting the offset point at the player's feet, put it at the location you want the player to rotate around. For instance, if you want the player to grab the enemy's shoulders and flip over them, put it where the player's hands are. Also, add a blank frame (one whose graphic only has the transparent color in it) with a delay of 1 before the VAULT animation begins.
Now, start up the game and go grab someone. Press jump. The player will play their vault animation, and their offset will be centered on the enemy, at their head level. Once the animation is finished, the player will turn around.
At the moment, all it does is put you behind the opponent.
The blank frame with a delay of 1 is just there to take care of a bug that we've been unable to fix so far. It's really hard to see the blank frame, even when you look for it, so it shouldn't be a problem.
One more thing- for now, don't try vaulting when next to a wall. Currently, it'll just put the player inside the wall. This will be fixed later.

New attack types:

There are three new attack types: attack2, attack3, and attack4. They work just like shock, burn, and attack. The only difference is that they don't change to the last frame of the normal FALL animation when their FALL animation is finished (shock and burn both do this). These also have custom PAIN, FALL, and DEATH animations, naturally (PAIN2, FALL2, DEATH2, PAIN3, FALL3, etc.). Also, there are new SDIE and BDIE animations, which will be played when a victim is killed by a shock attack or a burn attack, respectively.

CHARGEATTACK:

If this animation is present, players will use it instead of the last attack in their atchain when they hold down attack for three seconds and let go.

ATTACK4/Attack chains:

There's now a new attack animation, ATTACK4. The only way that players will use it, though, is if you specify it with atchain.
You can now pretty much set up your basic attack string in any order you want. If you use the new atchain command, you can specify up to five attacks (Although there are only 4 ATTACK animations right now, more could be added very easily). Just give it five numbers in order. 0 means don't use any attack (i.e. end the attack string), 1 means ATTACK1, 2 means ATTACK2, and I think you can guess the rest.
If you use this, you should fill any unused steps in the combo with 0 (i.e. a 3-hit combo should be something like atchain 1 2 3 0 0), although it isn't neccessary.

Enemies can also use ATTACK4 just ATTACK1, ATTACK2, and ATTACK3. Just give it a range.
Unless you're using the new CHARGEATTACK animation, the last attack in a player's attack chain will be used if players hold attack for 3 seconds and let go (even if the last attack isn't ATTACK3).

That's it for my stuff.


Entered By SamuraiX

MAX_SPRITES increased to 5000 from 4000

MAX_SOUND_CACHE increased to 256 from 128

p1lifex & p2lifex:

New controllable variables for "x" Place new variables in "levels.txt"

p1lifen & p2lifen:

New controllable variables for "Number of Lives" Place new variables in "levels.txt"

p1name & p2name:

New controllable variables for "Name of Players" Place new variables in "levels.txt"

e1name & e2name:

New controllable variables for "Name of Enemies" Place new variables in "levels.txt"

AutoGameSave for DOS & SDL

Automatically Saves current level during gameplay to file nameofgame.sav under SAVES folder. Can be loaded from "Load Game" under the main menu.

AutoHiScoreSave for DOS & SDL

Automatically Saves HI Score in nameofgame.hi under SAVES folder. Hi score is only saved prior to shutdown and only loaded once pakfile has been selected to play. This fixed the curroption of having different characters on different games played.

PSP, DC, DOS, SDL Merged to one Source File OpenBOR.C

Lastly, Do visit http://borgeneration.com since they are hosting the releases.


Source: BoR Revolution