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#126 2/7/10 0:51

Sharoduinn
Member

Re: AE Release! (2010-05)

Iritscen wrote:

Also, we fixed the pistol, it wasn't supposed to have no recoil.  It's still not a finished weapon, but at least it's not unbalanced now.

The hint in the description screen says 'This weapon has no recoil', so that's why I brought this up, just to make sure smile

I thought it was pretty fun without the recoil tongue , but in the future in MP people probably wouldn't agree roll


"Sorry about the mess"

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#127 2/7/10 5:38

Iritscen
Moderator

Re: AE Release! (2010-05)

Hmm, oops.  Sounds like another thing to fix.  Gotta start working on a patch release....


byproducts are fine, but where's the beef?

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#128 2/7/10 11:05

MrRoivas
Member

Re: AE Release! (2010-05)

Gotta a problem.

I put the HD texture packages in the package folder, but the installer doesn't seem to recognize them.

Edit: Also, the new better textures seem broken. Further investigation reveals that the only HD textures with issues are Konoko's and Shinatama's better heads.

Last edited by MrRoivas (2/7/10 12:32)

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#129 2/7/10 13:37

Gumby
Moderator

Re: AE Release! (2010-05)

Try using the run_wind.bat.


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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#130 2/7/10 14:26

MrRoivas
Member

Re: AE Release! (2010-05)

Didn't help.

And the installer is still not recognizing the new packages.

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#131 3/7/10 0:52

Gumby
Moderator

Re: AE Release! (2010-05)

Upload Install.log


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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#132 3/7/10 13:26

guido
Member

Re: AE Release! (2010-05)

Having finally some spare time, I installed the edition today and tried a couple of levels. I owe reverent respect to you all, gentlemen. You've done a great job!


What if this is as good as it gets?

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#133 3/7/10 13:29

Iritscen
Moderator

Re: AE Release! (2010-05)

Hey, it's good to hear from you, guido.  Our next projects make what we've done so far pretty boring by comparison!  cool


byproducts are fine, but where's the beef?

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#134 3/7/10 13:45

Mukade
Member

Re: AE Release! (2010-05)

Iritscen wrote:

Hey, it's good to hear from you, guido.  Our next projects make what we've done so far pretty boring by comparison!  cool

Speaking of which, is there any work currently being done that I can help out with?


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#135 3/7/10 14:02

Iritscen
Moderator

Re: AE Release! (2010-05)

On my project (BGI), not yet.  It's still in an early concept stage.  On Gumby's... not unless you have experience in coding MP gameplay smile  At some point we will each probably have a need for outside help, though; I know I will.  Probably we'll put up a thread listing "job openings" or something when the time comes.


byproducts are fine, but where's the beef?

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#136 3/7/10 14:28

Mukade
Member

Re: AE Release! (2010-05)

Awesome, yeah I asked Gumby earlier if he needed help with next AE, and he did tell me he was concentrating on MP, which im not complaining about big_smile
But like I said, whenever you need help, even if it is just conceptuel, I'd like to help, it's summer and most of my days are spent trying to find something to do


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#137 3/7/10 15:30

EdT
Moderator

Re: AE Release! (2010-05)

Mukade: How about making new TRAMs in XSI?  It would be nice to have new moves for new characters.

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#138 3/7/10 15:41

Mukade
Member

Re: AE Release! (2010-05)

Yeah... I should give that another try... my first attempt actually didn't go too bad, and I still need to retry extracting my own TRAMs using Onisplit, instead of asking you

EDIT: Still unable to extract... still can't find animations yikes  Still no clue what the problem is

Last edited by Mukade (3/7/10 15:52)


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#139 3/7/10 16:17

guido
Member

Re: AE Release! (2010-05)

Iritscen wrote:

Hey, it's good to hear from you, guido.  Our next projects make what we've done so far pretty boring by comparison!  cool

hopefully, by that time I'll be in condition to lend my hand (if still needed, of course!).


What if this is as good as it gets?

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#140 3/7/10 20:39

Iritscen
Moderator

Re: AE Release! (2010-05)

guido wrote:

hopefully, by that time I'll be in condition to lend my hand (if still needed, of course!).

Sure, that would be nice.  You should hop on iChat some time and we'll chat.


byproducts are fine, but where's the beef?

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#141 5/7/10 12:41

MrRoivas
Member

Re: AE Release! (2010-05)

This it?

Last edited by MrRoivas (5/7/10 12:41)

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#142 5/7/10 13:39

Iritscen
Moderator

Re: AE Release! (2010-05)

Okay, don't see any problems there.  But I'm a little confused; how do you know if there's a problem with the head textures if the package won't appear in the Installer?  And you are talking about 24100HQTrainingTextures, right?


byproducts are fine, but where's the beef?

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#143 5/7/10 13:48

MrRoivas
Member

Re: AE Release! (2010-05)

What I mean is that the instant I applied the patch for the new version of AE, the head textures got corrupted. The packages also don't show up in the install manager. So it is two separate issues. The Hi-res Character head textures for Shina and Konoko from the Hi-res character package are corrupted or misplaced, but the package is present in the installer and works for everything else.

Separately, the other two Hi-res packages done downloaded distinct from the patch due to large size are not showing up in the installer at all, despite unpacking them into the package folder.

Edit: Addendum. I don't know all the changes that the weapon balancing package made, but it completely changed the Energy rifle. Rather than being almost impossible to use, both against the player and the ai, it is know insanely powerful. It halts movement, has like double the damage. and still has it's splash radius. Against one ai, it is still technically possible to dodge. Get barely grazed even once, and boom, stop moving. That means they get hit again, as they are no longer moving. Rinse and repeat until the player finally manage to kill the ai or move away, with half their health gone. If two ai are firing, there's no chance.

While the Energy rifle needed fixing due to its almost worthless state, this fix goes way too far in the other direction. My suggestion? Severely reduce, or simply get rid of the splash radius. This makes sure that someone will need a clean hit to stop someone in their tracks, and it will make dodging possible.

Last edited by MrRoivas (5/7/10 14:02)

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#144 5/7/10 16:53

Gumby
Moderator

Re: AE Release! (2010-05)

Roivas, try this:


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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#145 7/7/10 20:56

Mukade
Member

Re: AE Release! (2010-05)

Demos, did you ever fix that problem of yours? Because I'm having the same problem as you, although my package has no BSLs and does have Onis, still not showing up tho, I don't know what's wrong sad


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#146 7/7/10 22:54

Gumby
Moderator

Re: AE Release! (2010-05)

I think its just some code with reading the package configs. I need to rewrite it because of some silly mac\pc differences.


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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#147 21/7/10 17:43

Gumby
Moderator

Re: AE Release! (2010-05)

Well guys, I screwed up. neutral BSL support is completely borked. smile


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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#148 21/7/10 20:37

Mukade
Member

Re: AE Release! (2010-05)

Lol, what? With AEI?

Last edited by Mukade (21/7/10 20:37)


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#149 21/7/10 21:25

Gumby
Moderator

Re: AE Release! (2010-05)

Yeah, I had a check that was supposed to skip mods without hasBSL, and instead it was skipping mods WITH hasBSL.


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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#150 22/7/10 4:57

Iritscen
Moderator

Re: AE Release! (2010-05)

But we'll be releasing a sort of AE 1.11 soon (if the last AE was 1.1) which will fix that and a few other things.


byproducts are fine, but where's the beef?

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