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#51 06/01/10 16:06

jackoverfull
Member
From: San Mauro Torinese, Italy
Registered: 01/12/09
Website

Re: AE Release! (2010-05)

tried to install, the installer script always timed out. On a vanilla installation worked fine, tough çand i didn't have anything that i cared to keep, anyway…).

Ran trough the tutorial, all fine so far.


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#52 06/03/10 19:06

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

Re: AE Release! (2010-05)

is there a walk-through on how to create bsl packages ?


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#53 06/04/10 00:06

Phydur
Member
Registered: 01/13/07

Re: AE Release! (2010-05)

sweet you finaly released a new update!
thanks for all your hard work!


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#54 06/04/10 00:06

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: AE Release! (2010-05)

Samer wrote:

is there a walk-through on how to create bsl packages ?

1. Add folder named BSL to mod package
2. Add the BSL folders (the ones that would go in IGMD) inside said fodler
3. Add "HasBSL->Yes"


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#55 06/04/10 05:06

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

Re: AE Release! (2010-05)

Package creation in general is covered on the wiki.


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#56 06/04/10 05:06

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: AE Release! (2010-05)

Anyways, with the new Photoshop CS5 - this is going to be awesome! By the way, has the OniSplit been updated for this release? Incase, has the bug about the "%" been fixed? I really wanna know, because it's a pain in the ass to rename all the files around constantly.

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#57 06/04/10 05:06

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

Re: AE Release! (2010-05)

OniSplit has been updated from 0.9.38 in the 2009-07 release to 0.9.50.  It's difficult to track all the changes Neo makes, but the main ones are:
- added 32-bit texture support
- animation importing (exporting was added in 0.9.38)
- level exporting in three files: geometry, furniture, and pathfinding grids

If you have questions about using these, please ask in a new thread.

The % bug was not fixed in the AE.  Maybe the GUI writers can fix it and we'll include their new GUIs with a future AE.


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#58 06/05/10 12:06

s10k
Member
Registered: 01/14/07
Website

Re: AE Release! (2010-05)

There's any option to maintain the current scripts after a new mod installation?

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#59 06/05/10 12:06

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

Re: AE Release! (2010-05)

If you have scripts, they are supposed to be in a mod package from now on, so that's the only way they will be preserved in the IGMD.  But when the AE installs, it backs up the existing IGMD to GDF/VanillaBSL/, so at least your previous BSL mods should still be there.


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#60 06/05/10 13:06

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: AE Release! (2010-05)

You can also add ignore.txt to your work in progress bsl folders, and it will be ignored. smile


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#61 06/05/10 14:06

s10k
Member
Registered: 01/14/07
Website

Re: AE Release! (2010-05)

Gumby wrote:

You can also add ignore.txt to your work in progress bsl folders, and it will be ignored. smile

Thanks it worked.

If you have scripts, they are supposed to be in a mod package from now on, so that's the only way they will be preserved in the IGMD.

Why? Wouldn't be better if it only replaced the scripts files that conflicted with new script mod packages? What about old scripts? I really don't find any advantage of use this way. (You may add a restore original scripts option, would be a better alternative I think)

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#62 06/05/10 15:06

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: AE Release! (2010-05)

Logistics mostly. It makes uninstalling scripts easier when you don't have to worry about what was installed before. Mod packages can change in what BSL folders they affect.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
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#63 06/05/10 16:06

s10k
Member
Registered: 01/14/07
Website

Re: AE Release! (2010-05)

Gumby wrote:

It makes uninstalling scripts easier when you don't have to worry about what was installed before.

But if it only replaced the folder(s) which the mod asked to ("backuping" the content, like you do now), would we really need to worry about what was installed? =/

Mod packages can change in what BSL folders they affect.

I don't see what problem does that cause, with the method that I explained.

P.S. Sorry if I am annoying you, it's not my intention.

Last edited by s10k (06/05/10 16:06)

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#64 06/05/10 16:06

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: AE Release! (2010-05)

Lets say I install a mod that affects Warehouse. Then I physically delete the mod folder because I don't like it. Then when I go to install a new mod that doesn't affect the Warehouse folder, I would still have the old scripts that I don't want in there.


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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#65 06/05/10 16:06

s10k
Member
Registered: 01/14/07
Website

Re: AE Release! (2010-05)

Gumby wrote:

Lets say I install a mod that affects Warehouse. Then I physically delete the mod folder because I don't like it. Then when I go to install a new mod that doesn't affect the Warehouse folder, I would still have the old scripts that I don't want in there.

Thanks, that way seems to make sense. I will just continue with the ignore.txt thing when I need.

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#66 06/05/10 17:06

s10k
Member
Registered: 01/14/07
Website

Re: AE Release! (2010-05)

By the way, is only me that is having problem with Barabas disarm? He plays the disarm animation even if I holster the weapon. (happens random)

Seems also that normal Muro sometimes plays the mutant muro "final strike". (shift+left mouse)

It also happened in the previous AE version.

Last edited by s10k (06/05/10 18:06)

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#67 06/06/10 14:06

Phydur
Member
Registered: 01/13/07

Re: AE Release! (2010-05)

when I install the HQ screens the loading screens are black (the misson start/sucsess/fail images)
is that just me or is it suposed to be like that?


I intentionally spell dang, dange, FYI.

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#68 06/06/10 15:06

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

Re: AE Release! (2010-05)

Script_10k wrote:

By the way, is only me that is having problem with Barabas disarm? He plays the disarm animation even if I holster the weapon. (happens random)

Seems also that normal Muro sometimes plays the mutant muro "final strike". (shift+left mouse)

It also happened in the previous AE version.


Yes that was an issue I had before I discussed it here http://oni.bungie.org/community/forum/v … hp?id=1236 and EdT figured out what was causing it .

it was the Barabus Jet Pack ... that changed the moves.

here's a pack i made previously of Barabus Jet Pack that keeps his normal moves. ( tell me if that's the reason )


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#69 06/06/10 15:06

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

Re: AE Release! (2010-05)

Phydur wrote:

when I install the HQ screens the loading screens are black (the misson start/sucsess/fail images)
is that just me or is it suposed to be like that?


Phydur try increasing the game resolution and use the bink32.dll that comes with the new edition.

Last edited by Samer (06/06/10 15:06)


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#70 06/06/10 15:06

s10k
Member
Registered: 01/14/07
Website

Re: AE Release! (2010-05)

Samer wrote:
Script_10k wrote:

By the way, is only me that is having problem with Barabas disarm? He plays the disarm animation even if I holster the weapon. (happens random)

Seems also that normal Muro sometimes plays the mutant muro "final strike". (shift+left mouse)

It also happened in the previous AE version.


Yes that was an issue I had before I discussed it here http://oni.bungie.org/community/forum/v … hp?id=1236 and EdT figured out what was causing it .

it was the Barabus Jet Pack ... that changed the moves.

here's a pack i made previously of Barabus Jet Pack that keeps his normal moves. ( tell me if that's the reason )

Thanks! I am installing... I will leave feedback.

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#71 06/06/10 16:06

Striker
Member
From: Toronto, ON
Registered: 03/10/08

Re: AE Release! (2010-05)

I've been waiting for this for a long time.


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#72 06/06/10 16:06

Phydur
Member
Registered: 01/13/07

Re: AE Release! (2010-05)

Samer wrote:
Phydur wrote:

when I install the HQ screens the loading screens are black (the misson start/sucsess/fail images)
is that just me or is it suposed to be like that?


Phydur try increasing the game resolution and use the bink32.dll that comes with the new edition.

i used the full version with vanilla oni, so i already have the correct bink32 file.
i tried changing the resolution and it only works on the max resolution. also the pictures have a checker pattern to them. i know thats how it puts the image together, but is it supposed to show up like that?
well i guess i'll just have to live with black screen if i want it windowed. or turn off HQscreens... hmm oh well.
thanks for the help. sorry if i've been posting this in the wrong thread...


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#73 06/06/10 17:06

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

Re: AE Release! (2010-05)

The New Screens are designed for 1024x768 and larger.  Can you get a screenshot of the checker pattern?  It should not be that way.

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#74 06/06/10 18:06

s10k
Member
Registered: 01/14/07
Website

Re: AE Release! (2010-05)

In my netbook 1024*600 works but they appear cut a little.

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#75 06/07/10 00:06

Phydur
Member
Registered: 01/13/07

Re: AE Release! (2010-05)

EdT wrote:

The New Screens are designed for 1024x768 and larger.  Can you get a screenshot of the checker pattern?  It should not be that way.

my laptop is already at max resolution
1280 x 800 pixels (32 bit)
(wich is also my oni's current and max resolution)


I intentionally spell dang, dange, FYI.

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