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#1 11/28/07 20:11

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Seventh Anniversary Edition, Version Absolute Zero

Howdy,

Here's a tentative upgrade for every version of Oni: PC, PC demo, and Mac.
It's nowhere close to the Seventh Anniversary Edition. Not even a teaser.
Just an opportunity to check the project's portability: please test ASAP smile

Also an opportunity to complain about the design and user-friendliness.
PC users will only have to double-click to install and play the "edition".
Mac users could use a Platypus wrapper for the installation scripts...
As for playing it on Mac, Oni.app needs to be present in the folder.

Oh, it's quite user-fiendly, but it doesn't mean you shouldn't read the docs smile
A minimal piece of documentation is included with the release: readme.txt
And for the heck of it, I'll be detailing some of the more tricky points here.

OniSplit (the core of the project) requires .NET on PC and Mono on the Mac.
.NET: http://www.microsoft.com/downloads/deta … laylang=en
Mono: http://www.mono-project.com/Mono:OSX

Once you've installed either framework, you should download one of these:

Windows: http://geyser.oni2.net/TEMP/edition/wedition.zip
Mac/Linux: http://geyser.oni2.net/TEMP/edition/xedition.zip

and unpack it into your Oni folder. You'll see a folder called edition.
This directory is where all of the recombined content will be located.
As for your original GameDataFolder, it will never be written to wink

Open Oni/edition. The contents is supposed to be self-explanatory.

In order to install the thing, you have to go to Oni/edition/install.
There you might need an additional explanation on the thing's philosophy smile

The Edition involves some massive ground work, and lighter edits on top.
The "big deal" is to do everything all the way from reading the original Oni.
It takes quite long: e.g., making character sounds global takes a whole hour.
The "new deal" assumes the ground work has been done, and builds on top.
For this first version, the "new deal" does the same as the "big deal".
In the future, both will be important and fundamentally different.
So, Ed, please make sure to handle both with Platypus.


So? either double-click new_deal.bat or run ./new_deal.csh from a Terminal.
(first one if you're on Windows, second one if you're on Mac/Linux)
The installation can last about an hour and a half for the full version hmm
The resulting content will end up in Oni/edition/GameDataFolder

To run, click on run_full.bat (full screen) or run_wind.bat (windowed) on Windows.
Or, run ./run_full.csh or ./run_wind.csh from a Terminal on Linux or on the Mac.


There's no patching involved yet, so no platform issues with xdelta3.
Also no issues with the differences in the source files being patched. Yet.
So for just this time you can use previously modded binaries wink
Your script folder will also, exceptionally, be copied and used as is.
It also uses the original engine, persist.dat and key_config.txt

We're still busy making the thing (even) modder-friendlier.
When we do, we will start providing new scripts and patches.
That will mean that GameDataFolder will have to be "clean".
The point is that the Edition will apply all hacks at once.



As for the features:

The only feature is that all character classes are now available globally.
This is nice, although not as powerful on Mac and PC demo as on PC retail.
Thus, it should enable PC folks to record some truly awesome OTA action.
But, not so much on the Mac since there's no bot shapeshifting there ATM.
It should still be quite enjoyable to be able to shapeshift to "anybody" wink



Coming Soon Enough And All The Sooner As You'll Contribute/Suggest/Nag:

All the "popular" upgrades (TRAM fixes, Konoko's combos unlocked, glass, dashing).
Hopefully less hackish, taking advantage of the new recombinational approach...
I'll seek advice/support from people like Loser when upgrading MELE, CMBT, etc.

A few new characters (not replacement chars, but not completely new content, either).
What I mean that they use the original meshes, sometimes recombined between characters.
They will have either new textures or somewhat reprocessed old ones (new colors, etc).
There's quite a lot of new looks and feels that the Edition can achieve that way.
Examples I've made earlier (for fun; don't think of any of them as final) here:
http://geyser.oni2.net/ONK/KONOKO/KONOKOx3.jpg
http://geyser.oni2.net/ONK/casey/Take3.jpg
http://geyser.oni2.net/pics/screenshots/Elvis.jpg
There are other recent ideas I've had, but I'd rather hear out yours, first tongue
Release Candidates: Casey, Kojiro, Ninja Bot Too, Super Ball Guy, Elvis...

New weapons (some of them making sense plotwise, some designed just for fun).
They will also use original meshes for now, but will have a new look and feel.
They should not replace the original weapons, unless per public request smile
Release Candidates: Telekinetic Bracelet, Syndicate Screamer, WMC Lite...

I have a few candidates for new music tracks, and I'm sure you have more.
We're looking for reasonably short samples (public domain or fair use),
that should flow into one another nicely when played in random sequence.
A tune will also have special "intro" and "outro" samples, like in Oni.
Release Candidates: BGE stealth theme, Appleseed theme, "porn groove".


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#2 11/28/07 22:11

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

Re: Seventh Anniversary Edition, Version Absolute Zero

EDIT: Just for everyone's info.  My issues applies to the Mac OSX version.

geyser: Great job in writing these scripts.
Note: it took less than 30 minutes to run the big_deal script.

However, I got an error for Level 8 and 10 and they was not written.

Here is the output of the big_deal script:
http://edt.oni2.net/OniSplit/edition.txt

It should still be quite enjoyable to be able to shapeshift to "anybody"

I enabled DevMode and then cycled through the characters with F8, should I see all the characters in every level?
I only saw the characters that were originally in the level.  I compared the retail with the "Edition".

FYI: In order for the script to run in Playtpus, I had to modify the code to this:

#! /bin/tcsh

cd "$1/.."

if [ ! -e ../../GameDataFolder ] 
then
    echo "Cannot find GameDataFolder!"
else
    ./pass0000.csh
    ./pass0001.csh
    ./pass0002.csh
    ./pass9999.csh
fi

Last edited by EdT (11/29/07 20:11)

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#3 11/29/07 17:11

Tracker
Member
From: Germany
Registered: 01/14/07

Re: Seventh Anniversary Edition, Version Absolute Zero

I unzipped die Windows version wedition.zip in my English Oni folder and created the modified levels with the bigdeal.bat.
The BAT files worked fine.
After this I started the run_full.bat.
During the game I met some mini Strikers and from time to time a blue Striker instead of a green one.
Chapter 03 - Bio Research Lab was skipped because it wasn't created and in chapter 07 - Atmospheric Conversion Center (exterior) I had a Blam error.
Then I made a mistake and started the big_deal.bat instead of the run_full.bat and got a message, that the temporary folders will be deleted if exist.
I stopped the file and started the run_full.bat, but it was too late.
I only had empty levels without enemies.
I will install it again.
Your files are a good base for further Oni modifications.
Good work, Geyser! smile

Last edited by Tracker (11/29/07 17:11)


ONI is the best game in the universe!

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#4 11/29/07 19:11

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Seventh Anniversary Edition, Version Absolute Zero

@ Tracker:
Most credit goes to Neo here. I'm just putting his OniSplit tool to good use. But I agree this mod is cool. More to come, Soon Enough(TM).
The mini strikers are there because they're in the same random skin pool as green strikers. Nice job spotting that "Easter Egg", BTW wink
The blue strikers should not appear instead of green ones. If that happens again, please note what striker it was (ai2_show_names= 1).
"Chapter 03 - Bio Research Lab was skipped because it wasn't created" I didn't get what happened and why...
"in chapter 07 - Atmospheric Conversion Center (exterior) I had a Blam error." Could you remember where?
"I will install it again." If the dat/raw in Oni\edition\GameDataFolder are all present, you don't need to reinstall.
"I only had empty levels without enemies." My guess is that it only had the time to delete part of the IGMD smile
"Then I made a mistake and started the big_deal.bat instead of the run_full.bat" So, not foolproof enough? neutral
"got a message, that the temporary folders will be deleted if exist." That message is about GameDataFolder.

@ kuchumovn:
"this new snow-white muro looks far more appropriate for the syndicate mountain residence" Or disco dancing machinima smile

@ everybody, especially the PC folks:
Don't get put off by Ed's mishaps. On PC the thing Just Works, and at least one Russian guy (not me) thinks it's cool.
The problems on the Mac have to do not only with my blind folded shell scripting (should have gotten Linux by now...)
There are flaws in Mono, which doesn't implement .NET the same way as MS, and there are "features" in FreeBSD...
Also, since it requires manual input in this preliminary phase, there is always room for human error. We'll work it out.

@ Ed:
Ok, let's go through this. I'm sure it's worth it. Once this first thingie works, everything else will follow smile

Starting from the end: your experiment with Platypus. It's highly welcome, but I have 2 questions about it.
1) Once you've set up an app to run a script, can that script be modified (overwritten) at a later time?
The point is that the "big deal" and "new deal" in "install" would be overwritten by later releases.
If Platypus doesn't allow that, we will have to create 2 more scripts that will call the current 2.
2) You've basically rewritten the thing as a bash script, but somehow kept the "#! /bin/tcsh"
Does that mean that Platypus interprets all shell scripts as bash, regardless of the #! stuff?
If Platypus is indeed unable to interpret C-Shell scripts, I can rewrite everything as bash.
Then again, the extra dummy scripts I mentioned in (1) would have common syntax anyway.

Now about you not seeing any difference ingame, at all, even if running the copied Oni.app.
My impression is that it's still using Oni/GameDataFolder, no matter what the current folder is.
It might be that the application remembers, system-wide, the location of Oni/GameDataFolder.
For it to switch to Oni/edition/GameDataFolder, you'll have to make the original one invalid...
So, just rename Oni/GameDataFolder, then run Oni again and pick the new one when asked.
You will then have to rename Oni/GameDataFolder back in order for new installations to work.
Hm, I wonder if Oni.app will "forget" the location of GDF if you rename the application instead.
Anyway, your problem here is that the newly recombined game content is simply ignored.
According to your log file, at least Chapter 1 and Chapter 2 characters should be global.
BTW, you don't need the dev mode to shapeshift, so you can test this thing without it tongue

Finally, your installation. The log looks quite weird in places, especially the SIGILL.
There is no way this could happen unless something went terribly, terribly wrong smile
It's all the stranger since pass 1 (ONCC) worked fine for level 1 and most of level 2.
Are you sure you haven't touched/disturbed anything while it was finishing level 2?
I would recommend running that thing again, but maybe not right now. Hold on.
I will try and sorta test it (just a dummy script without onisplit) tomorrow...
The "tcsh: foreach: No match." is what really bugs me at the moment.
Looks like it's indicative of the place/time where things went wrong.

Last edited by geyser (11/29/07 20:11)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#5 11/29/07 22:11

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

Re: Seventh Anniversary Edition, Version Absolute Zero

My impression is that it's still using Oni/GameDataFolder, no matter what the current folder is.
It might be that the application remembers, system-wide, the location of Oni/GameDataFolder.

You were correct in your assessment.  Oni "remembers" the location of the GameDataFolder.  I moved the Oni application to various locations, but it always knew where the GameDataFolder is located.

So it may be better to move the original GameDataFolder to a "backup" folder, keep the modified GameDataFolder in the "Edition" folder. Then when the game starts up, the player just need to select the "Edition" folder as the Retail location.  This avoids duplicate copies of the app, key_config.text, persist.dat.

This "memory" issue was also why I didn't see any changes in characters. Doing a quick test, there are additional characters, but not the same amount:

Warehouse: Original 28, Edition 47
ManPlant: Original 38, Edition 47
Lab: Original 32, Edition 80
Airport: Original 44, Edition 92

Platypus provides a wrapper around the script.  I can edit the script within the wrapper.
The options I have for Platypus is Shell, Python, Perl, Ruby, TCL, Expect, PHP and Applescript.
I chose Shell, so that's probably why it ignored "#! /bin/tcsh".

Note: When I first ran big_deal, I used TextMate, not Platypus.

This time, I re-ran the scripts using Platypus.  I did not get the SIGILL error, Level 8 and 10 were written.
EDIT: I also ran the scripts directly in the Terminal, same results as Platypus.

However, only level 1 and 2 characters are being written.
Here is the installation log:
http://edt.oni2.net/OniSplit/editionNov29.txt

Finally, there is a temp folder with Level 1 & 2 folders with ONCC folder inside, there is no SNDD folder.

Hope this info helps.

Last edited by EdT (11/30/07 00:11)

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#6 11/30/07 16:11

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

Re: Seventh Anniversary Edition, Version Absolute Zero

The "tcsh: foreach: No match." is what really bugs me at the moment.
Looks like it's indicative of the place/time where things went wrong.

I think I figured that part out. For example in pass00001.csh you have the code:

echo "Level ${L}: moving orphan ONCC children to level 0..."
        foreach T (TRBS TRSC TRAC TRMA)

If the script does not find any files that start with TRBS, you get the error "tcsh: foreach: No match"
but instead of going to the next item TRSC, it causes the script to end at that point. 

The same applies to pass0002.csm, that's why the log shows this:

Level 1: moving character SNDD to level 0...
SNDDbar_...
tcsh: foreach: No match.

There is no files that start with SNDDbar_  in Level 1. Therefore, the script ends and moved to the script pass9999.csh which recombined the level archives.

I was able to determine this by running each script on its on and isolating bits of code, until I found out where the script was breaking.

Last edited by EdT (11/30/07 16:11)

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#7 11/30/07 22:11

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

Re: Seventh Anniversary Edition, Version Absolute Zero

Been playing around with the scripts, I finally came up with one for Level19, that moves all the essential files to Level0, without any errors:

foreach L (19)
    
    if ( -e ../GameDataFolder/level${L}_Final ) then
        echo "Level ${L}: moving local ONCC and subtrees to level 0..."
        foreach F (../GameDataFolder/level${L}_Final/ONCC*.oni)
                mono OniSplit.exe -copy ../GameDataFolder/level0_Final $F
                mono OniSplit.exe -move ../temp/level${L}_Final/ONCC $F
        end
    
        echo "Level ${L}: moving orphan ONCC children to level 0..."
        foreach T (TRSC TRMA)
             echo "orphan ${T}: moving stuff"
            foreach F (../GameDataFolder/level${L}_Final/${T}*.oni)
                mono OniSplit.exe -copy  ../GameDataFolder/level0_Final $F
                mono OniSplit.exe -move ../temp/level${L}_Final/ONCC/$T $F
            end
        end

        echo "Level ${L}: moving orphan TRAC children to level 0..."
        foreach T (TRAM)
          foreach F (../GameDataFolder/level${L}_Final/${T}*.oni)
                mono OniSplit.exe -copy ../GameDataFolder/level0_Final $F
                mono OniSplit.exe -move ../temp/level${L}_Final/ONCC/TRAC/$T $F
          end
        end

         echo "Level ${L}: moving character SNDD to level 0..."
            foreach P (blkopswat_ c16_ c17_ c18_ comguy_ doug_ elite_ griffin_ kev_ kon_ kurtmuro_ kurtmutant_ kurtswat_ mick_ muro_ mutantmuro_ mutcom nin_ ninja_ pete_ red_ sg_ tim_ woman_)
                echo "SNDD${P}..."
                foreach F (../GameDataFolder/level${L}_Final/SNDD${P}*.oni)
                    mono OniSplit.exe -copy ../GameDataFolder/level0_Final "${F}"
                    mono OniSplit.exe -move ../temp/level${L}_Final/SNDD "${F}"
                end
            end
            echo "Level ${L}: moving music SNDD to level 0..."
            foreach P (mus_)
                foreach F (../GameDataFolder/level${L}_Final/SNDD${P}*.oni)
                    mono OniSplit.exe -copy ../GameDataFolder/level0_Final "${F}"
                    mono OniSplit.exe -move ../temp/level${L}_Final/SNDD "${F}"
                end
            end
     endif
end

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#8 11/30/07 23:11

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Seventh Anniversary Edition, Version Absolute Zero

Ed, you're getting more and more fluent/cunning, you know that?

I was able to determine this by running each script on its on and isolating bits of code, until I found out where the script was breaking.

Right on! That's my boy. Kudos. Whatever.

Your analysis is correct, and the answer is actually given by this very statement: "tcsh: foreach: No match."
Basically, csh/tcsh sucks in very many ways; for one thing, it breaks down when the foreach list is empty.
The reason why I started scripting this thing in csh was that I had an old 3d-party csh script lying around.
Now that I've seen this ( http://ooblick.com/text/CshProgrammingC … rmful.html ) I'll never ever do it again smile
BTW, that also explains why Platypus doesn't acknowledge any other "Shell" than bash. Fair enough.


So, I rewrote that thing in bash, and even tested it on a Linux station that happened to have Mono installed smile
It should now work fine on Linux/Mac. I also updated the PC script a little bit. The URLs are still the same:
Windows: http://geyser.oni2.net/TEMP/edition/wedition.zip
Mac/Linux: http://geyser.oni2.net/TEMP/edition/xedition.zip
WARNING to Mac users: read the last note to Ed below smile
(it might be a good idea to let Ed "pave the way" for you)

The little change for both versions is that the installation scripts now warn you before doing anything at all.
Then they wait for you to press a key and give you a chance to close the window. Hopefully safe enough.
Note that if you're clueless enough to run "step0000" in Oni/edition/install, there will be no such security.

Another detail is that the installation process will automatically generate log files in the "install" folder.
These files are for our information, so please send/post them along even if the installation worked.
What we're interested in now is which of the globalized files are different and hence not overwritten.
Once we track down these differences (hopefully irrelevant), we'll come up with much faster scripts.
The script is only slow now because OniSplit compares by content a lot, just to stay on the safe side.
Once we know everything about the files being moved, we can move them blindly, and that's faster.
Practically, this installation could take as little as five minutes instead of an hour and a half then smile


Random notes to Ed:

Whatever TextMate is, just don't use it again wink
Please Platypusize the main install scripts for us.

"I can edit the script within the wrapper."  Explain smile
Can the .sh file be overwritten (by a newer version)?
Or does the wrapper use an internally stored copy?
If so, we'll have to use duplicates. Please confirm.


About the Oni.app and GameDataFolder features:
If you move the original GameDataFolder away, then the installation scripts will no longer find it... smile
Actually, you need to move it away, then run Oni once and pick the edition folder, then move it back.
It's a bit tricky, so we probably want this done by Yet Another Script, maybe right after installation.
I think you're best placed to think of the most user-friendly way to have it done, so please tell us.

Ah... there's also the possibilty to have the modded GDF "replace" your old one upon installation...
Then your Oni directory would have a GameDataFolder0 (a backup of the old one) and the new GDF.
Yeah, I think that's the most straightforward way to handle this on Mac, given the "memory effect".
The only problem is that it'll now have to assume Oni/GameDataFolder is its working copy. Scary?

Oh well, I've modified the uploaded "xedition" so that it does exactly that. Please try with original Oni.
You'll still run the scripts from Oni/edition/install for now (might change later to accomodate Platypus).
What won't change is the location of the current GameDataFolder and that of Oni.app, persist.dat, etc.
So you'll be running Oni the exact same way as you did before. Now, will that be foolproof enough?

Last edited by geyser (11/30/07 23:11)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#9 12/01/07 01:12

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

Re: Seventh Anniversary Edition, Version Absolute Zero

geyser: quick answer to your question:
Platypus creates a wrapper for an internally stored copy of the script.  So any changes can be made to that script.  Its accesible in OSX.

First run with the new script:

This will (re)install the Edition.
Are you sure you want to proceed?

Just CLOSE THIS WINDOW to abort.
Or, press ENTER to (re)install.

./step0000.sh: line 26: unexpected EOF while looking for matching `"'
./step0000.sh: line 29: syntax error: unexpected end of file
Recombining final level archives...
cp: ../../GameDataFolderZero/IGMD: No such file or directory

Oh well, tomorrow, I'll look into it.

Last edited by EdT (12/01/07 01:12)

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#10 12/01/07 04:12

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Seventh Anniversary Edition, Version Absolute Zero

Those scripts are not the ones I successfully tested on Linux/Mono. I changed the paths a lot.
I have an SSH connection though, so I should be able to test it before your tomorrow comes.

About Platypus: all clear. I think Platypus should run a once-and-for-all, never-changing script then.
For example, 2 other scripts called big_deal.sh and new_deal.sh, located in Oni/edition, looking like:

#! /bin/sh
cd install
./big_deal.sh
cd ..

and

#! /bin/sh
cd install
./new_deal.sh
cd ..

respectively. I'll include those in the next update of the zip.


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#11 12/01/07 11:12

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

Re: Seventh Anniversary Edition, Version Absolute Zero

geyser: Here are the logs for step0001 and step0002:
http://edt.oni2.net/OniSplit/step0001_Dec1.log
http://edt.oni2.net/OniSplit/step0002_Dec1.log

Just the step0000.sh has problems, so I skipped it and split the files manually and then ran the ither scripts.

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#12 12/01/07 11:12

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Seventh Anniversary Edition, Version Absolute Zero

step0000.sh fixed. Should work fine now. Testing via SSH, editing this afterwards.

Oh, you've already tested the rest. Cool. So, Ed, are you happy with the scripts?
I mean, is GameDataFolderZero OK? It's a Mac-only feature, so you're the boss.

About Platypus: note that I've duplicated big_deal.sh and new_deal.sh in "edition"...
These two are the ones that you should platypusize, not the ones in "edition/install".

Last edited by geyser (12/01/07 12:12)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#13 12/01/07 11:12

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

Re: Seventh Anniversary Edition, Version Absolute Zero

geyser: Nope still get errors with step0000.sh

Moving original GameDataFolder to GameDataFolderZero...
mv: illegal option -- r
usage: mv [-f | -i | -n] [-v] source target
       mv [-f | -i | -n] [-v] source ... directory
Extracting original content level by level...
Reading file /Users/etokunaga/Desktop/Oni/GameDataFolderZero/level0_Final.dat
System.IO.DirectoryNotFoundException: Could not find a part of the path "/Users/etokunaga/Desktop/Oni/GameDataFolderZero/level0_Final.dat".

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#14 12/01/07 12:12

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Seventh Anniversary Edition, Version Absolute Zero

Fixed. Also check out notes in edit above.
Spoke too fast. Another mistake. Fixed.
Should really work now. Please confirm.

Last edited by geyser (12/01/07 15:12)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#15 12/01/07 14:12

s10k
Member
Registered: 01/14/07
Website

Re: Seventh Anniversary Edition, Version Absolute Zero

looks interesting will test it later.

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#16 12/01/07 15:12

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Seventh Anniversary Edition, Version Absolute Zero

Tracker wrote:

Bio Research Lab was skipped because it wasn't created

Yeah, I had skipped the 3 in the final pass. Fixed.


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#17 12/01/07 15:12

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

Re: Seventh Anniversary Edition, Version Absolute Zero

geyser: Congrats! The Mac version works great from start to finish.  I can see 122 characters in all the levels.

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#18 12/01/07 17:12

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Seventh Anniversary Edition, Version Absolute Zero

Congrats! The Mac version works great from start to finish.  I can see 122 characters in all the levels.

Terrific news, Ed. Moving to more interesting stuff after a good look at your logs...
For some reason you have way too many "already present and different" for step0001.
Could you please upload the following two files on your account and PM me when done:
Oni/edition/temp/level1_Final/ONCC/ONCCSH_generic.oni
Oni/edition/temp/level2_Final/ONCC/ONCCSH_generic.oni
That's just a single example of files that should be identical.
Since your log reports them as different... That's very odd.
Maybe reupload the log files, too, in case they're tidier now.

Anyway, glad it works for you. It's not so fun on the Mac since it's limited to shapeshifting.
You should notice, like Tracker did, that a few "drab" Strikers now appear as mini Strikers.
That's "normal", and will be fixed in the next version, which will actually mod the ONCC smile

Last edited by geyser (12/01/07 17:12)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#19 12/02/07 14:12

Tracker
Member
From: Germany
Registered: 01/14/07

Re: Seventh Anniversary Edition, Version Absolute Zero

@geyser
I played all chapters again without any Blam error in the Windows version.

Today I downloaded the fixed wediton.zip again and installed the bigdeal in 1 hour and 12 minutes with tbe English version on my 3 GHz Pentium 4.

I recognized that you added the /I parameter to the "xcopy" command in the step9999.bat.

If you use in addition the parameter /Y, you will not be asked, if the step9999.bat want to overwrite files at the end of new installations.

You are right.
The new version is fixed and chapter 3 - Bio Research Lab is playable.

You asked me for differences between the original English version and the Seventh Anniversary Edition.
In chapter 1 - Syndicate Warehouse for example 5 blue Strikers appear at different places instead of green Strikers.
- behind the door, after Konoko has found the dead agent Chung
- in the right control room upstairs, when she ran through the long floor
- downstairs in the next room where she must unlock a console for the door
- the next you found at the warehouse manager
- the last is the one with the plasma rifle

It seems that the Windows version completly works fine thanks you and Neos great OniSplit tool. :-)


It has nothing to do with the SAE, but it's interesting that there are some differences between the original English and the original German version.

In chapter 1 - Synicate Warehouse for example Shinatama tells you something about overloading, if you pick up the first hypo spray. In my original English version this tipp from Shinatama doesn't appear.

In chapter 6 - TCTF Regional HQ a clerk in the 3rd floor (where is also a green Striker with a mgun and a Tanker) gives you in the German version a red ammo clip and in the English version a green ammo clip.

I also own the Playstation version.
In comparition between the Windows version and the Playstation version the colors of the red and the blue Strikers are swapped and if I remember right, there are no red Elites in the Playstation version.

It's not easy to make a unique ONI standard version for every countries.
Maybe if everyone installs the English version.


ONI is the best game in the universe!

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#20 12/02/07 19:12

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Seventh Anniversary Edition, Version Absolute Zero

It's not easy to make a unique ONI standard version for every countries.

The PS2 version is irrelevant, and there aren't so many differences apart from that.
OniSplit makes it easy to patch/replace/add standalone resources. Common ones.
Take the audio/text quotes for example. Of course there are different versions...
But we can and will concentrate on patching the ones that are the same for us all.

Maybe if everyone installs the English version.

Fortunately or unfortunately, there is no such thing as "the" English version.
There is a very common one that everyone downloads as an .iso from p2p, but it's not the only one. I know at least 2.
My legally owned copy, for instance, has very few textures with lossy compression, while everyone else's has plenty smile
In my version, Muro's hurt sounds are identical in all levels except for the last one, where one is completely different.
The .iso has a bunch of (unused) textures in level0_Final that my version doesn't have. And I may be forgetting some.
However, that kind of discrepancy shouldn't be a problem when modding, because we've made the approach modular.
As you've seen, the current mod works fine for any version of Oni so far. We intend to keep things that way: portable.

In my original English version this tipp from Shinatama doesn't appear.

Well, it's supposed to. And for me, it usually does.
But it's true that the script does fail sometimes...
It depends on, e.g., where you killed the thug.

gives you in the German version a red ammo clip and in the English version a green ammo clip.

That's new to me. Would you mind looking up the name of those characters (with ai2_show_names=1)?

Oh, and thanks for the blue strikers at the Warehouse. They were expected, but I didn't take the time to check for them.

Thanks for testing, and stay tuned for maybe a few more trial versions of the same thing, and then finally some actual modifications.

Last edited by geyser (12/02/07 19:12)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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#21 12/06/07 11:12

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

Re: Seventh Anniversary Edition, Version Absolute Zero

I thought you might like a little more feedback from a Mac user, since it seems like EdT's the only one so far.

Ran big_deal.sh, took 53 minutes on my 2.16GHz MacBook Pro.

I only played through level 2 or so, but I definitely see the improvement in the Striker's moves.

Interesting that using "killmequick" now enables shapeshifting, but it switches off during cutscenes, at least in my experience.  If you actually using the "shapeshifter" code, it still stays on throughout the session, as it always did, even between levels.

At one point a door opened, and no one was there.  I was just thinking, "WTF?" when I got bowled over by a mini-Striker, at which point I thought, "WTF!"  Even though I was warned, it was still alarming and hilarious at the same time.  On the bright side, fighting all the mini-Strikers allowed me to hone my midget-fighting skills.  Here's a tip: they always go for the groin.  It never fails.  They're like groin-seeking missiles, those midgets.

Somehow you fixed the sound glitches, which were pretty distracting during cutscenes.  Nice!  Was this intentional?

Did that turbine in level 2 change?  It looks... different.

I can now shapeshift to all char.s, including armored Griffin, who is my new favorite.  If only zombie Shinatama could fight, it would make for an interesting playthrough.

As someone else mentioned, there is no message about hypoes from Shinny in level 1.  While it always was a really long message that grated my nerves to sit through (could that voice actor take any more Valium without going comatose? because she sure talks slooooowwww), I don't know why it would be missing.  It is important information, after all.


Check out the Anniversary Edition Seven at ae.oni2.net!

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#22 12/06/07 23:12

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

Re: Seventh Anniversary Edition, Version Absolute Zero

If only zombie Shinatama could fight

Who says she can't fight:
http://www.youtube.com/watch?v=dilPHTRBrWA

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#23 12/07/07 11:12

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

Re: Seventh Anniversary Edition, Version Absolute Zero

Holy. Crap.  big_smile


Check out the Anniversary Edition Seven at ae.oni2.net!

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#24 12/08/07 16:12

Your_Mom
Member
From: Canada
Registered: 01/31/07
Website

Re: Seventh Anniversary Edition, Version Absolute Zero

Hmmm... geyser, I've noticed some things...

MiniStrikers appear when they shouldn't... they just appear in the airport and some other places...some tan strikers turn into mini strikers...
Might want to fix that >.>

I know I haven't changed any CHAR.BINAs.


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#25 12/08/07 19:12

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Seventh Anniversary Edition, Version Absolute Zero

@ Ed: Your Shinny doesn't so much fight, does she? wink

@ Mom: You overlooked the horde of posts about mini strikers above neutral
They are a rather trivial Easter egg, and I've already fixed it over here.
I'd even release it but maybe you'd think it doesn't deserve a release.

Point is, I'd like to pack the next release with lots of new characters.
And apart from the mini strikers I'd like to fix another "Easter egg".
I'm curious why no one reported it so far because it's rather funny.
So, has anyone seen anything 100% wrong apart from the midgets?
smile


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

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