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Death particle - Gumby - Done!
Slippery head particle - Me, but not high priority, someone else can do it.
TRAMs - Done!
Idle animation - Done!
Knockback animation - Not needed, if the barrel falls too far, it explodes.
Fallen animation - Too heavy to knock over
ONCC - gumby
25 health - done
hurt sounds removed - done
Dies when falls 1-2 stories. - done
ASIA\CHAR - Dunno if this needcs to be anything special, other than not moving around. - fixed, currently the barrel has no animations other than idle. Even if you shapeshift to him, he isn't going to do much.
MELE? - probably not going to happen. Instead, character will have "canttouchthis". removes possiblilty of knocked over barrel though. If anyone can get the MELE to work well, tell me.
Material stuff - done - What I had initially regarded as a glitch, actually looks nicer than what I had had in mind
ONCV - not done, I screwed it up the first time.
Just a few more little things, and then I'll release the files.
Last edited by Gumby (09/11/08 15:09)
Iritscen:
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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Before you get too deep into this project, I apologize but I have to warn you of one thing.
Oni cannot spawn more than 32 characters with AI2 logic. Well, it can, but after 32nd character, chance of crash is above 50% and bugs appear in AI2 logic of random characters (not just those "last spawned").
Now, if we want to use these "barrels," it means reducing space for active AI2 characters. Think about OTAs. Nothing more, nothing less said. Think about it.
Loser
P.S.: If you want some help, tell me. I will try to do so ^_^.
Last edited by Loser (09/11/08 14:09)
"I am just a mere reflection of what I would be."
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I knew that when I started the project. Luckily, most levels never have opportunity to spawn more than 6 or 7 characters in one place (unless you are purposely trying to gather EVERYONE).
Iritscen:
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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Wow, I never knew that. I don't want to diss the Oni programmers, but I'm surprised by how many bugs/incomplete features there are in an AI system that they worked on for so long. I know that they had to "rewrite" the system after Quinn but somehow I think there was a weak link in the development team, that's all I'm saying, and I'm not sure that link was Quinn. Maybe it was that same running-out-of-time problem again.</bitching>
Oh well, I guess they figured there'd never be more than 32 characters running at once, even if they had finished multiplayer (since Marathon has a max of 8 players and other games of Oni's time didn't necessarily support more than 16 players). To this day, I believe 32 is the max in the most serious shooters, but I could be wrong.
Check out the Anniversary Edition Seven at ae.oni2.net!
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52 for COD3 or something
Iritscen:
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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nudge... nudge... any progress?
Last edited by EdT (10/09/08 19:10)
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http://gumby.oni2.net/bomber/level0_Barrel.dat
http://gumby.oni2.net/bomber/level0_Barrel.raw
class "barrel".
I can't gauruntee it is bugless. I would recommend either spawning it in the ASIA, or having the script command chr_freeze("characternameetc") called at spawn, to combat any possible crashes.
Iritscen:
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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Can you post the original .oni files. Oni crashes when I spawn the barrel, I even used chr_freeze by no effect. I can shapeshift to the barrel, so not sure why the game crashes.
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can't you just unzip it yourself?
The problem is caused with my hackish method of removing all the animations, I'm sure. I removed everything, when what I really need to do is change all of the references to be pointing to my dummy animations. I'll have it fixed by tomorrow night.
Iritscen:
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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same problem over here
btw, the explosive barrel texture isn't used but a original one
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I know.
Iritscen:
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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Ok, I just realized I am busy tonight, sorry guys >_<
Iritscen:
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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Finished. Redownload please.
Also, this version requires you to script in "chr_freeze character 1" so the barrel doesn't start walking and moving around
Iritscen:
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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I've a request .. if it is possible: please scale up the mesh* a bit, it's smaller than the visible barrel.
* because only the mesh is hit by bullets
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the mesh is not smaller than the visible barrel! The shielding is bigger than the actual barrel.
The mesh is what the textures are pasted onto, so if you can see it, you can hit it.
Last edited by Gumby (11/06/08 16:11)
Iritscen:
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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