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#101 01/03/14 21:01

Knox
Member
From: (File Missing)
Registered: 08/15/11

Re: wilderness preserve level pre-release discussion.

Número cuatro. I don't know why, it's just very appealing to me.


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#102 01/03/14 21:01

EdT
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From: Los Angeles, CA
Registered: 01/13/07
Website

Re: wilderness preserve level pre-release discussion.

The third, I like how the image is behind the rock.

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#103 01/04/14 06:01

s10k
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Registered: 01/14/07
Website

Re: wilderness preserve level pre-release discussion.

I still prefer the first one I like how the door and console are positioned.

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#104 01/05/14 08:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: wilderness preserve level pre-release discussion.

http://www.youtube.com/watch?v=ufDqgTXD7lQ
After seeing this I guess we can have animated objects after all.
so I'm trying to improve the floating boxes but have been unsuccessful ...

Apparently the crates we used are made up of more than 1 cluster (the green part and the textured part)
nzyxHrJIG74wkSzGCF2oP_9Rw1GCy4MyImfwz_Ev-EU=w556-h357-no
converting that (after I made the animation and the physics file and master xml correctly) gives me an error that it doesn't support multiple elements or the like. so I remove the cluster ... I end up with this in game.
Oni+2014-01-05+09-05-05-42_cr.jpg

so I don't know how to fix that ...

but more importantly I was unable to have the character collide with it despite the facecollison tag, so before I spend more time on this will the animated object be able to have collision ? as in James being able to jump on the floating and sinking crate or will he keep falling through it. if there's no way for it to have collision I'd rather stick with the appearing disappearing trick.

Last edited by Samer (01/05/14 08:01)


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#105 01/05/14 13:01

paradox-01
Member
From: Germany
Registered: 01/14/07

Re: wilderness preserve level pre-release discussion.

It appears that FaceCollision is used by the object to sense the character so it can be pushed and stopped in its current animations. (Football / door)

Animated objects don't move characters. In cutscenes, a character is moved in sync with the objects: an OBAN is applied to that character. A good example for this are elevators.

The problem would be that the player can't dodge grenades or anything while being animated via OBAN. Also you need a trigger volume to start the elements simultaneously.

Not tested:
For the animated crate you might try to delete the 4 polygons of the green collision texture, and inside the Explorer drag and drop the material from the polygon cluster onto the object name. That should replace the collision texture with the crate texture.

Last edited by paradox-01 (01/05/14 13:01)

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#106 01/05/14 14:01

s10k
Member
Registered: 01/14/07
Website

Re: wilderness preserve level pre-release discussion.

Maybe you can use some invisible object above the crate so the character don't fall. Hide it when it is down, and when it comes up "show" it.

Last edited by s10k (01/05/14 14:01)

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#107 01/05/14 15:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: wilderness preserve level pre-release discussion.

@s10k I feel that would be confusing to the player, they see the box moving, still above the acid, but in fact the surface they can stand on has already disappeared so if they jump on the moving crate even though it's still above the acid they'll die, or vice versa the box is going down and they're still standing on something invisible.
I thought about keeping the boxes fixed but making the acid level rise and fall, but death by acid is by tv which can't be moved up and down with the acid, so even if the acid comes up and covers the box it won't kill the character.
animation via OBANS sounds like it won't give the player freedom of movement, the whole point is for player to time his jumps and jump from platform to the other.
so unless someone hacks the engine and allows animated objects to have collision i think the env_show 0/1 is the best option so far.

Last edited by Samer (01/05/14 15:01)


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#108 01/05/14 16:01

Iritscen
Moderator
From: NC, USA
Registered: 10/22/07

Re: wilderness preserve level pre-release discussion.

The rising/lowering acid is an interesting idea, you might be able to turn on/off progressively higher and lower TVs in time with the animated acid.  In that case, you couldn't cross the acid by jumping from box to box if all boxes were at the same height.  You would have to have higher and lower platforms within the acid so that some were "safe zones", above the maximum height of the acid.


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#109 01/05/14 22:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: wilderness preserve level pre-release discussion.

Menger and Meester (Terry and Thomas) who were working on updating the game soundtrack are going to make a custom soundtrack for the level ^_^


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#110 01/06/14 10:01

tens
Member
From: Dota 2
Registered: 04/27/13

Re: wilderness preserve level pre-release discussion.

Number 5 is the best, though those pesky rocks seem to be a little more visible. 1. takes second by a small margin, they red console at the edge of the screen always cracks me up when i see it. smile


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#111 01/11/14 10:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: wilderness preserve level pre-release discussion.

Anyone interested in testing the level before release ? (which is going to be real soon) checking for bugs or incompatibilities.


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#112 01/12/14 01:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: wilderness preserve level pre-release discussion.

In the original levels, when when music stops and the other starts it sounds as if one fades out and the other fades in ... is that done by xml (OSBDs), bsl, or the audio files themselves ?
I couldn't find xml documentation on the OSBD http://wiki.oni2.net/OBD:OSBD
one flag in the amb.grp file is <Flags>InterruptTracksOnStop</Flags>  what are the other possible flags ?

also any tips on how to visualize and add sound spheres ? for BINACJBOSound.xml
example I want a certain sound ambient to play in a cave .. but not outside it. how can I precise the position, and the radius of the sound sphere ...

Last edited by Samer (01/12/14 02:01)


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#113 01/12/14 08:01

Iritscen
Moderator
From: NC, USA
Registered: 10/22/07

Re: wilderness preserve level pre-release discussion.

Samer wrote:

In the original levels, when when music stops and the other starts it sounds as if one fades out and the other fades in ... is that done by xml (OSBDs), bsl, or the audio files themselves ?

By BSL, e.g.:

[== Undefined ==]
sound_music_volume mus_asian 0.0 2.0
sound_music_stop mus_asian

First you fade out the music by turning down the volume, then you stop it, then you start the next piece with sound_music_start.

also any tips on how to visualize and add sound spheres ?

Does "show_sound_spheres=1" work?


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#114 01/12/14 14:01

EdT
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From: Los Angeles, CA
Registered: 01/13/07
Website

Re: wilderness preserve level pre-release discussion.

example I want a certain sound ambient to play in a cave .. but not outside it. how can I precise the position, and the radius of the sound sphere ...

It may be easier to start the sound when entering the cave and then ending it when exiting using TVs. A sound sphere large enough to cover the entire cave will extend far outside the cave area.

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#115 01/12/14 21:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: wilderness preserve level pre-release discussion.

yes I ended up using tvs for it ... was having trouble with tvs using mod tool though, (until I reverted to old version) so thought the sound sphere maybe easier.
and thanks for the fade out sound tip Iritscen I didn't know I can put a second number near the volume number. Using sound_music_volume 0.2 alone immediately lowers it making it sound like it's interrupted ... i was using something like this.

func mus_trans2
{
sound_music_volume mus_forest 0.75
sound_music_start mus_forestdrk 0.5
sleep 180
sound_music_volume mus_forest 0.65
sound_music_volume mus_forestdrk 0.6
sleep 180
sound_music_volume mus_forest 0.5
sound_music_volume mus_forestdrk 0.75
sleep 180
sound_music_stop mus_forest
sound_music_volume mus_forestdrk 0.9
}

lowering one while raising the other gradually.

I also saw these in OSBD.amb xml
<InSound></InSound>
<OutSound></OutSound> I think these may have something to do with the transitions as well.

Last edited by Samer (01/12/14 21:01)


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#116 01/16/14 21:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: wilderness preserve level pre-release discussion.

https://soundcloud.com/mengermeester/on … s-preserve
The Wilderness Preserve custom music track(s) made by Menger & Meester (Terry Menger and Thomas Meester)


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#117 01/16/14 22:01

EdT
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From: Los Angeles, CA
Registered: 01/13/07
Website

Re: wilderness preserve level pre-release discussion.

The music soundtrack is great and fits the level.

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#118 01/16/14 22:01

Knox
Member
From: (File Missing)
Registered: 08/15/11

Re: wilderness preserve level pre-release discussion.

I agree completely. Can't wait to see the level, and hear the music, in action.


"New car, caviar, four star daydream, think I'll buy me a football team."
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#119 01/18/14 02:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: wilderness preserve level pre-release discussion.

I need a volunteer to do a test of something before release .. please. Anyone .. s10k, paradox ?
Not the whole level just test for a certain bug if it appears or not. I'll send a link to the level and what to test for.


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#120 01/18/14 06:01

s10k
Member
Registered: 01/14/07
Website

Re: wilderness preserve level pre-release discussion.

I would like to play the whole level to be more exciting but if you really need I can test it for you.

Got the level from EdT what you want me to test exactly?

Last edited by s10k (01/18/14 10:01)

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#121 01/18/14 10:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: wilderness preserve level pre-release discussion.

There was a bug with the doors where they wouldn't open or more precisely when they open there's another door behind it. I got that bug first but fixed it but then Ed said it reappeared when I sent him some updates. But now we fixed it again (I think) ... so if you like to wait for the official release. Thanks.


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#122 01/18/14 10:01

tens
Member
From: Dota 2
Registered: 04/27/13

Re: wilderness preserve level pre-release discussion.

We wait, we wait, it's worth the wait. Probably?*Your cue*


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#123 01/18/14 10:01

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: wilderness preserve level pre-release discussion.

Well it's not really my cue; if I had more people willing to test when I asked for it besides Ed we would have finished it already. But bugs were being discovered a bit late and I have to reupload the fixed package on my slow internet. I have been trying to reupdate the package all day. When it finally reached 93% I got a power cut ^_^ so more waiting is required.


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#124 01/18/14 11:01

paradox-01
Member
From: Germany
Registered: 01/14/07

Re: wilderness preserve level pre-release discussion.

Regarding testing, maybe you could get some folks from facebook too.

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#125 01/18/14 12:01

s10k
Member
Registered: 01/14/07
Website

Re: wilderness preserve level pre-release discussion.

Samer I have send you some feedback and bug reports for your email.

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