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#51 11/7/09 16:33

Mengjun
Member

Re: Anniversary Edition Release! (2009-07)

That one yea, typo.

EDIT: Trying the advanced option "Reglobalize" instead.

EDIT: Did that as well, still same result. Maybe it is also useful to know that I installed all mods.

Last edited by Mengjun (11/7/09 17:01)

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#52 11/7/09 21:14

love_Oni
Member

Re: Anniversary Edition Release! (2009-07)

I also tried. It still crashes.


The Boy Who Knew Too Much tongue

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#53 11/7/09 21:28

Gumby
Moderator

Re: Anniversary Edition Release! (2009-07)

Damnit, another bug. neutral

I'll have it fixed tomorrow.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#54 12/7/09 3:59

love_Oni
Member

Re: Anniversary Edition Release! (2009-07)

One thing Gumby, not a very serious problem. The new gun BGI Subjugator has 60 ammos but the datapad said it has 30 ammos. It should be corrected.

Last edited by love_Oni (12/7/09 3:59)


The Boy Who Knew Too Much tongue

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#55 12/7/09 12:17

Mengjun
Member

Re: Anniversary Edition Release! (2009-07)

Also, the Andrashi melee system also include Loser's throw mods right?

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#56 12/7/09 12:44

Gumby
Moderator

Re: Anniversary Edition Release! (2009-07)

It is the same system as used in the last AE.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#57 12/7/09 12:52

Leus
Member

Re: Anniversary Edition Release! (2009-07)

Have the Black OPs SWAT always been able to do that thing where they grab your face and slam you into the ground as you're trying to run away?  I never saw it before but suddenly they were doing it all over the place to me.  Maybe I just never tried to run before.  smile


If we don't change the direction we're going, we'll likely end up where we're headed.

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#58 12/7/09 13:16

Gumby
Moderator

Re: Anniversary Edition Release! (2009-07)

Yes. tongue


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#59 12/7/09 13:20

Mengjun
Member

Re: Anniversary Edition Release! (2009-07)

Gumby wrote:

It is the same system as used in the last AE.

Yea, but I remember the modified attacks and throws being different mods before, so that's why I asked.

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#60 12/7/09 13:34

Gumby
Moderator

Re: Anniversary Edition Release! (2009-07)

No, I didn't use that one.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#61 12/7/09 13:38

Ire Yosuke
Member

Re: Anniversary Edition Release! (2009-07)

Black ops Lion Axe should be knockdown sad


"There are two things that cannot be ignored in life. One is a cannon, the other, a cannon ball." - Commander Patrick "Bombard" Bomba

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#62 12/7/09 13:41

Mengjun
Member

Re: Anniversary Edition Release! (2009-07)

Gumby wrote:

No, I didn't use that one.

Oh, so *that's* why standing back throws don't hurt me that much anymore. Oh well.

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#63 12/7/09 13:51

Gumby
Moderator

Re: Anniversary Edition Release! (2009-07)

I'll bump the power of the backbreaker up a little bit in the next patch, ok?


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#64 12/7/09 13:58

Ire Yosuke
Member

Re: Anniversary Edition Release! (2009-07)

Yeah also bump the power moves on soem chars other than Konoko.
I'm thinking about a mod that would replace all the "Turn yourself in" taunts into those which they say after beating the player like "pathetic". Making Lion Axe a knockdown and replacing that silly throw from the back with Murros neck snapper. It would seem more realistic for black ops to use that move. Also I would upp the power of that throw since being stealthy with TCTF elites dosent give you any advantage.

Last edited by Ire Yosuke (12/7/09 14:02)


"There are two things that cannot be ignored in life. One is a cannon, the other, a cannon ball." - Commander Patrick "Bombard" Bomba

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#65 12/7/09 15:39

Mengjun
Member

Re: Anniversary Edition Release! (2009-07)

Mengjun wrote:
Gumby wrote:

No, I didn't use that one.

Oh, so *that's* why standing back throws don't hurt me that much anymore. Oh well.

The backbreaker's strong enough, just wanted the old challenge back by letting the opponent's back throws be deadly.

EDIT: And Loser's throw patch also reduces some of Konoko's throw ranges I believe. It's pretty noticable on her f+K. It was the patch I liked the most from previous AE sad

Last edited by Mengjun (12/7/09 15:47)

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#66 12/7/09 18:40

jackoverfull
Member

Re: Anniversary Edition Release! (2009-07)

Thanks, installing.:)

Altough I guess that I'll not have tame to play soon…:rolleyes:


"To the future, blinkin' an eye to the past!"

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#67 12/7/09 22:49

love_Oni
Member

Re: Anniversary Edition Release! (2009-07)

Mengjun wrote:
Gumby wrote:

No, I didn't use that one.

Oh, so *that's* why standing back throws don't hurt me that much anymore. Oh well.

Yea that is a bug in the original Oni.

Ire Yosuke wrote:

Yeah also bump the power moves on soem chars other than Konoko.
I'm thinking about a mod that would replace all the "Turn yourself in" taunts into those which they say after beating the player like "pathetic". Making Lion Axe a knockdown and replacing that silly throw from the back with Murros neck snapper. It would seem more realistic for black ops to use that move. Also I would upp the power of that throw since being stealthy with TCTF elites dosent give you any advantage.

That's an idea. But please think that maybe someone in the forum likes it, someone doesn't, so if you want to change something that is small, you can learn how mod TRAM or TRAC files to make your own mod. That's maybe a hard work but once you know how to do that you'll see it isn't hard at all smile.

Mengjun wrote:

And Loser's throw patch also reduces some of Konoko's throw ranges I believe. It's pretty noticable on her f+K. It was the patch I liked the most from previous AE sad

That can be done by modding TRAM file too. smile

P.S: Is Andrashi Loser's another name?


The Boy Who Knew Too Much tongue

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#68 12/7/09 23:02

Gumby
Moderator

Re: Anniversary Edition Release! (2009-07)

Yes.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#69 14/7/09 1:27

delta66
Member

Re: Anniversary Edition Release! (2009-07)

:DThis's amazing.Thanks.

Last edited by delta66 (14/7/09 1:27)

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#70 14/7/09 13:53

Leus
Member

Re: Anniversary Edition Release! (2009-07)

Okay obviously there's something wrong with this idea so I guess I'm just curious what it is, and if on the off chance it's somehow never been considered then, hey, no problem.  smile

So shouldn't it be somehow possible to globalize the list of available characters?  Like so you'd be able to ai2_Spawn B_SuperNinja in Compound?

If you have to manually add them into a certain file for each level, why not just have the installer automatically add all characters to all levels?  Would that make the files ridiculously large?  Or are there some characters with duplicate names?  Or what's up?  Lol.


If we don't change the direction we're going, we'll likely end up where we're headed.

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#71 14/7/09 14:05

paradox-01
Member

Re: Anniversary Edition Release! (2009-07)

Well, the ONCC are already global. So when you want to spawn muro then you could spawn any character and use "chr_set_class spawnID ONCCname" on him. Note that you are the first spawned character, which means having ID "0".

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#72 14/7/09 14:43

Leus
Member

Re: Anniversary Edition Release! (2009-07)

Hmm...  I'm doing something wrong.  Here's what I have.  It's not my ultimate goal, I'm just trying to test and get it to work:

func void main(void)
{
chr_teleport 0 9515
ai2_spawn B_SuperNinja
ai2_spawn D_SuperNinja
ai2_spawn E_SuperNinja
ai2_spawn OutroNinja
chr_teleport B_SuperNinja 9500
chr_teleport D_SuperNinja 9541
chr_teleport E_SuperNinja 9507
chr_teleport OutroNinja 9529
chr_set_class 1 generic_male_6
}

So I assumed that 1 meant the character spawned after me; in this case B_SuperNinja.  But they all still look like Mukade.


If we don't change the direction we're going, we'll likely end up where we're headed.

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#73 14/7/09 14:53

paradox-01
Member

Re: Anniversary Edition Release! (2009-07)

We better continue this in a different thread. How about this one: http://oni.bungie.org/community/forum/v … php?id=941

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#74 14/7/09 14:59

Iritscen
Moderator

Re: Anniversary Edition Release! (2009-07)

Actually, I can answer this one.  The problem is that, while ONCCs are global -- which is what allows you to shapeshift to any character -- they do not have entries in each level's BINAJCBOCharacter file.  This means they cannot be spawned.  This has been discussed recently as something the AE should probably provide as a service to modders.  The one objection that I know of is that one scripter may want 20 green Strikers in a level with only 10 by default.  We can't actually anticipate how many characters will be needed in a level, so the modder would *still* need to mod the BINA file and distribute it with his mod in some cases.  So the question is, What kind of roster would you all like to automatically get to choose from, as scripters, in the next AE?


byproducts are fine, but where's the beef?

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#75 14/7/09 15:10

paradox-01
Member

Re: Anniversary Edition Release! (2009-07)

A bit work is already done, we would only need to extend this.

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