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#1 3/10/12 4:14

Samer
Member

NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

This is the BGI bot light or ninja bot.
His moves are a combination of normal bot and a ninja (don't expect him to be overpowered as they're supposed to appear in groups)
he comes with new green contrails and glow and green hit impacts.

thanks Edt for the lower lod which solves buffer overflow issues.

download : http://mods.oni2.net/node/219

2012-10-03_213104.jpg
2012-10-03_120129.jpg

Last edited by Samer (1/7/13 17:26)


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#2 3/10/12 13:36

Samer
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

screenshots updated ..
any testers yet tongue ?


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#3 3/10/12 13:39

Lithium
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

Cleaning my room atm, but I downloaded it and I'm currently installing

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#4 3/10/12 16:10

Samer
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

Oxe do u have any issues with the bot ?


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#5 3/10/12 16:11

Lithium
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

Haven't been able to test him well

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#6 3/10/12 20:47

Samer
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

Ok man, when you do if you come across any problem please report it. Thanks smile


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#7 3/10/12 23:18

Lithium
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

Hmm, Oni crashes whenever I do a throw... I do have the newest additive installed.. hmm

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#8 4/10/12 0:23

Samer
Member

Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

Mm strange he doesn't use custom throws hmm all his throws or only the static punch throw ?
if you can help me troubleshoot it, cz i don't have the problem.

1. Just reinstall with the ae installer .. See if that fixes it, i've had throws causing game to crash on other characters (oni vanilla ones) but it's a 1 time thing.
2. If not disable all my other custom characters (u can keep jester and reg tanker and blackops carens and casual tanker) then disable the character additives .. He and the packs i mentioned don't require it .. See if that fixes it.
3. If not solved install as only package.


guys anyone else having this issue ?


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#9 4/10/12 0:42

TOCS
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

I like the alternative look at stance it has!


T0CS.png

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#10 4/10/12 0:44

Samer
Member

Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

Tocs do u have an issue with throws like lithium ?


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#11 4/10/12 7:15

TOCS
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

Samer wrote:

Tocs do u have an issue with throws like lithium ?

Not at all. Works fine here.


T0CS.png

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#12 4/10/12 7:41

Samer
Member

Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

ok thanks tocs ..
so lithium follow my steps to troubleshoot if u want.


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#13 4/10/12 10:13

ltemplar
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

Check if the bloody mod isn't active..It's produce for me the error in "old china" mod every time I hit somebody or kill myself( You know .... "Blam ONI Crash" - sentence)

Last edited by ltemplar (4/10/12 10:13)

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#14 4/10/12 10:36

Samer
Member

Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

That wouldn't explain why only throws are affected.


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#15 4/10/12 16:47

Lithium
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

ltemplar wrote:

Check if the bloody mod isn't active..It's produce for me the error in "old china" mod every time I hit somebody or kill myself( You know .... "Blam ONI Crash" - sentence)

That must be it then, since that crashed me in the china mod as well...  hmm let me try regular attacks

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#16 4/10/12 16:59

Samer
Member

Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

mm i never use the blood mode .. if it modifies ONIA then yes it might be the cause.


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#17 5/10/12 3:20

paradox-01
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

"ONIE" please. It's not the first time you confuse this.

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#18 5/10/12 3:41

Samer
Member

Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

paradox it's hard to know what it's called when in the files it's named BINAEINOimpact_effects.
http://wiki.oni2.net/OBD:ONIA what does it mean ? it isn't the impact effect ?


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#19 5/10/12 4:31

ltemplar
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

Samer take a look here

http://wiki.oni2.net/OBD_talk:BINA/ONIE … _head_hits

Or here

http://wiki.oni2.net/OBD:File_types

Last edited by ltemplar (5/10/12 4:33)

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#20 5/10/12 5:32

Samer
Member

Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

so ONIA is how the particle affects the character ? but ONIE is a file with all impact effects whether character or not .. true ?


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#21 5/10/12 5:44

paradox-01
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

In the level archives, file content is identified with its reversed abbreviation. For example Oni Character Class ONCC start with CCNO. (Use hex editor if you like.)

The names of actual files like ONCCkonoko_generic starting with normal abbreviation while other files kept their reversed abbreviation like
BINA3RAP (Particle 3D)
BINAEINOimpact_effects (Oni Impact Effects)

It looks like the developers were inconsequent here but I don't want to speculate. Maybe geyser knows more.


When the ninjabot kicks or performs a super kick against another character, engine looks for the impact.
If it was an impact from normal attack, CBPI becomes looked up.
If it was an impact from special attack, ONIA becomes looked up.

Example of confusing situation:
Samer: "Paradox i modified the Onia file to add orange hit impact for hayate and green for grey fury and bgi characters"

In *.oni and *.xml files ONIA is a part of ONCC. Those 3 changes can't be in the same ONCC(ONIA) so it's the ONIE you were talking about.

Example with Itemplar:
"Yes ONIA limit.. how many exactly i can add to it new materials, before it will be unreadable by oni engine."

An impact array that registers materials? So this was also about ONIE.

I don't want to make a big fuse about this, just use the correct abbreviation in the future to avoid confusion. smile


"so ONIA is how the particle affects the character ? but ONIE is a file with all impact effects whether character or not .. true ?"
Uhm, let's say ONIA tells engine that character has special attack particle. And ONIE is used to look those up and everything else.


That been said, the blood mod actually shouldn't be the problem. It doesn't hold ONCC / ONIE.

Last edited by paradox-01 (5/10/12 5:47)

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#22 5/10/12 6:09

Samer
Member

Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

ouh ok thanks for clarifying the info paradox, smile we alway learn new things.

so then lithium, hope u report back what was the cause of the issue.


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#23 5/10/12 6:14

ltemplar
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Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

But it is..when deactivated it make the Old china mod playable..when active it wasn't.

Sorry for that misunderstanding..about ONIA thing..I was referring to impacting not materials..but that's ok..so now I will use proper world to avoid confusion.

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#24 5/10/12 7:39

paradox-01
Member

Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

Following packages are installed at my end:

* BGI_NinjaBot
* Blood Effects (alternative: Perceptible Blood)
* Character Additives
* Casey
* Hanako
* Old China

No problem so far. Can you try with very same combination?

If the game still crashes I've no other idea then to use the sledgehammer method. In that case please upload following files from
Oni\Edition\GameDataFolder
  level0_Final.dat
  level0_Final.raw
  level24_Final.dat
  level24_Final.raw

(This will be ca. 158 MB as a single *.rar file.)

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#25 5/10/12 7:55

Iritscen
Moderator

Re: NEW CHARACTER : **BGI NINJA-BOT** version 1 released 3/10/12

Technically, PAR3 refers to Particle system version 3, as it was the third iteration of the system during Oni's development.  Anyway, carry on, don't mind me smile  But I can tell you that Samer isn't going to be uploading 158MB files any time soon....


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