is it still not possible to add custom save points to an existing level without losing the data mentioned and having enemies disappear when u load the custom save point ?
I'm not aware if that exists.
]]>It is rather easy to set up additional checkpoints in every one of Oni's levels. The manual save could also be set up easily in some levels.
You are welcome to use this thread to suggest where the 10 checkpoints should be in every level. I will then gladly set them up for you.
I can crouch to avoid taking damage from the fall, right?
IIRC you can jump, crouch, slide, walk, whatever. Konoko doesn't take any damage, because the difference between 1st floor and ground floor isn't high enough.
So your custom savepoints are not full savepoints, in other words.
Uh-hu. Even the way to save via scripting is more a workaround. (Oni has to wait for a special animation of Konoko. If Konoko plays this animation, Oni saves the game.)
I wish there was a way to "save state", for those who are familiar with emus.
The pc verison of Oni loads a vtuneapi.dll during the startup (see wiki). So maybe it can be used to save the state, watch keypress events and process them.
]]>...because I missed a box jumping across the bio stuff at the lower level.
No need for that. After using the last console, beat the mad bomber, go upstairs to the 1st floor again, run to the other side and jump down in front of the big door.
Sweet. Good idea. I can crouch to avoid taking damage from the fall, right?
I don't suppose there's any way to save whenever you want...
That's not the problem. You can do this via scripting. The problem is that Oni stores only player-related stuff like postion, health, weapon, etc. and not level logic stuff like enemies, triggers, doors, lights, etc. So if you save during the game, die a little bit later and reload your own last savepoint, Oni spawns Konoko to the saved position but there are no enemies, unlocked doors ar locked again, and so on.
Hmm. That's very interesting. So your custom savepoints are not full savepoints, in other words. I wish there was a way to "save state", for those who are familiar with emus. I would think there was a way to download the state of the relevant memory via scripting, but I am very new to the whole Oni scripting thing. I'm just speaking as an amateur programmer.
]]>...because I missed a box jumping across the bio stuff at the lower level.
No need for that. After using the last console, beat the mad bomber, go upstairs to the 1st floor again, run to the other side and jump down in front of the big door.
I don't suppose there's any way to save whenever you want...
That's not the problem. You can do this via scripting. The problem is that Oni stores only player-related stuff like postion, health, weapon, etc. and not level logic stuff like enemies, triggers, doors, lights, etc. So if you save during the game, die a little bit later and reload your own last savepoint, Oni spawns Konoko to the saved position but there are no enemies, unlocked doors ar locked again, and so on.
]]>I definitely want to beat this game without cheats or saved-game edits, and on Normal difficulty, but I don't have the time in my life to try each ****ing level 10 times. I don't suppose there's any way to save whenever you want, using the debug mode or anything? It seems like Oni ought to allow saving anywhere internally, since it doesn't only save at level starts, but also at seemingly random times within levels (why no save before the part where you descend through the warehouse?).
I don't see anything in the Oni wiki or this board about this topic, though. Does that mean it's not possible? Say it ain't so.
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