Antivirus is your friend...I never get viruses unless I am being stupid and not paying attention to my downloads...and Macs can get (a few) viruses...
]]>Gumby runs because he knows how violent Mac users can be in defense of our platform. Get him!!
]]>2) "Isn't it already worked out and just has to be "plugged into" the Edition scripts?"
Yes and no. We figured out how to do it, but to add it consistently is a lot of work.
Explosive dust is a poor man's hack that I will not add to a release of the Edition.
Rather, one needs to set up a special, new particle, and then edit every animation.
(Of course I mean "only" the animations supposed to break glass, but that's a lot)
And - case-by-case tweaking: just as in the case of the knockdowns, only more so
How does this correlate with what EdT wrote, about simply recombining level 0 using that particle he supplied? I'm confused.
5) We haven't got around to fixing pathfinding grids in the vicinity of the doorways [...] it would involve massive testing.
I actually didn't even think you would attempt to fix that; I'm sure it wouldn't be easy. Anyway, the bug, as far as I'm concerned, is not a big deal. As you said, it rarely happens because we go up to them rather than waiting for them to come to us.
6) Yes. I haven't done any level-specific modding yet. But that's about to change.
Cool.
]]>Me, use a Mac? Never! Macs are-*sees EdT and runs*
...Yeah, you'd _better_ run.
]]>"For some reason, you told me before I can't request features." You're forgetting things.
I told you you should focus on helping me figure out that major issue you had with GDF.
Now that it's settled, your requests are totally welcome, even if I may not fill all of them.
1) I'd rather tweak the starting frame than turn the damage off completely. Be patient.
It's OK for the knockback to spoil, e.g., run-jump-kick spam. As for other situations...
Please provide examples of awkward knockbacks with relative positions of characters.
We can then determine when and if damage occurs too early, and set it back a little.
On the whole, I've gotten positive reaction for that feature so far (Ed, the Russians).
If you find it annoying, please wait until we tweak it. You can also disable it manually.
The simplest way to do that is to rename/move/delete the corresponding x3d patches.
2) "Isn't it already worked out and just has to be "plugged into" the Edition scripts?"
Yes and no. We figured out how to do it, but to add it consistently is a lot of work.
Explosive dust is a poor man's hack that I will not add to a release of the Edition.
Rather, one needs to set up a special, new particle, and then edit every animation.
(Of course I mean "only" the animations supposed to break glass, but that's a lot)
And - case-by-case tweaking: just as in the case of the knockdowns, only more so
3) The Edition currently doesn't supply level logic of its own, and just uses your original one.
If you had "installed" OneMistake before installing the Edition, you'll inherit it completely...
I love OneMistake, and I definitely want the Edition's main storyline to benefit from it.
Of course it probably won't be as massively massive as OneMistake is. 1 or 2 waves.
Including Barabas would pose problems with his exit and the transition to Chapter 3.
But I'd actually be OK with standalone missions that don't fit Oni's original progresion.
It's a bit as if Mai revisited the events of Oni and dreamt up such overkill deviations.
4) That's scripted. It's easily disrupted by the comguy noticing you (if you rush the group).
It has always been there, and allows for a nice civilian-saving challenge. So, it's a feature.
5) We haven't got around to fixing pathfinding grids in the vicinity of the doorways.
Patrol paths are preset and work OK, but automatically generated paths are buggy.
Doorbumping is an omnipresent flaw, it's just that people usually don't let it happen.
Basically, yet again, because we tend to rush the enemies, not let them come to us.
Two basic situations where this happens are 1) pursuit and 2) return to patrol path.
As I said, we're looking forward to fixing this, but it would involve massive testing.
6) Yes. I haven't done any level-specific modding yet. But that's about to change.
]]>geyser, you have just insulted my pride...
Me, use a Mac? Never! Macs are-*sees EdT and runs*
]]>2. I still think that it would be a better use of time to be enabling that "punches-break-glass" mod.
You mean like this:
http://edt.oni2.net/OniSplit/BINA3RAPh2h_dust_p01.oni
Put it in the level0_Final folder and recombine that level.
Here's what it does:
http://wiki.oni2.net/ONK:Glass#Glass-breaking_combos
Hey, for good fun, turn on fistsoflegend when in the brawl...it reminds me of the matrix...
Yeah, the doubleknockdown bug is annoying...especially with a running kick...
---
Konoko: Ha!
*Konoko does a flying kick*
*Striker is knocked over*
*Konoko is thrown back*
*Konoko flys backwards over a cliff*
Konoko: WTF! I hate you geyserrrr....
*Striker laughs*
*Konoko dies*
I have been testing it out and have a few comments:
1. Please turn the knockback damage off, or set it to how it worked before. Nothing's more annoying than getting in close and knocking someone down only to have their body barely touch you but knock you down too. It makes a cool takedown look really clumsy.
2. I still think that it would be a better use of time to be enabling that "punches-break-glass" mod. Isn't it already worked out and just has to be "plugged into" the Edition scripts? In fact, if we're on the subject of bodies doing damage as they fall, what about having the flying bodies break glass? I always wanted to throw someone out a window in Oni. Combined with the damaging-glass mod, this could be seriously awesome. For some reason, you told me before I can't request features. Have I wronged you in some way, geyser?
3. I always get confused about where what files are coming from in the installation, and when the GDF folder was re-created, I had accidentally left the OneMistake mod on for Chapter 2 (is that the chapter?). I have to say, it got my heart rate up to 120 at least when a massive brawl broke out unexpectedly, but when I was done and the lobby was strewn with the bodies of my enemies, and then the Chapter promptly ended, I was left wishing the mod actually did this. Now, I know you probably have no intention of actually changing the overall structure of any levels/missions, but I just wanted to express my opinion on how much better this level works with the mod in place than without. I always hated that level. Instead, you're in and out in minutes, which is more realistic. And the trap that is sprung as a diversion is actually a serious diversion, not a couple of dudes that run out, and then a whole level that for some reason you have to finish before getting out of there to help the TCTF. Just throwing that out there. Even if you wanted to implement that awesome mod, you would definitely have to dial back the difficulty so it didn't kill novice players mercilessly.
4. Okay, this was weird, but maybe I just didn't know this could happen. I don't know if it's a bug or it was always a part of Oni. I was going up to the second floor in Chapter 3 (?... where you fight Barabas... I'm bad at remembering chapter numbers). There are those three levels where you can unlock the side doors to go into the labs and protect the scientists, right? On the stairs to the second level, spying on the enemy, I see the black Striker go into the room with the lock console and unlock the doors, then come out:
http://i157.photobucket.com/albums/t72/ … dDoors.png
Is that supposed to happen??? Edit: Oh. Apparently it is. <nvrmnd>
5. At the very beginning of the game, I waited for the worker to walk upstairs to where I was hiding, and then dropped down off the ledge so I could sneak around him, to test my stealth skills. It turns out he heard me and tried to turn around and exit the stairwell, but got caught on the doorway. I doubt this has anything to do with the Edition, but it was rare to see a pathfinding goof like this:
http://i157.photobucket.com/albums/t72/ … Worker.png
6. Finally... was this always here?:
]]>