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0.99k is awesome !! everything works well and looks good .. very glad you added filter by description and creator ...
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@Alloc
Can you make a popup question if we really want to rebuild core data when we click on it? We may click on it by mistake.
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Can you make a popup question if we really want to rebuild core data when we click on it? We may click on it by mistake.
You're right ... done
ONI2.net, link to just any important resource-pages about ONI.
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I uploaded to the depot the latest version of OniSplit: http://mods.oni2.net/system/files/OniSp … 9.82.0.zip
This version can export and import OBAN as dae, convert saved_filmxxx.dat files as xml, improves level creation, allows for env_show and other bug fixes. Samer: can you check if this fixes the blue mesh issue you had with TRBS files.
I also received from Neo a sample level file, which uses the Lab level. It shows how to setup the level importer. Can I also upload it?
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can export and import OBAN as dae, convert saved_filmxxx.dat files as xml
Hi EdT can you tell me what are the commands for this actions?
Thanks.
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@Samer:
Uploaded 0.99m. Could be that it now finally always fetches the new cache file from the Depot.
seems so ! It downloaded the new cache .. I then made a change to one of the nod's description. and it also downloaded the change once I reopened .. hope it stays that way thanks Chris.
@EdT why not upload the new onisplit to the depot node and move the older one to the other nod so it gets automatically updated with the new AEI2 .. I haven't had a chance to test the trbs yet..
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Samer: Neo re-wrote some of the internal code, so I wanted others to test it before it would be included with AEI2.
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Suggestion ... Maybe for later versions one day ..
How about we have a ''feedback'' button under the mod's description, by clicking it the user will automatically be taken to the comment box on the depot page of that mod .. Or if somehow it can post directly from the aei to the depot.
Of course that is if the depot is intended to be used for comments ... You guys would know best if it's a good idea. (as that will also effectively limit the forum's usefulness) ... I had this line added to many of my mods' description ''for more info, screenshots and if you have any questions or comments visit: 'link to the mod's forum page'''
do you think that's better or having that feedback button to the depot comment section instead of the forum thread.
Last edited by Samer (02/16/13 21:02)
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Well, at the moment, I believe only registered users can comment. That was by design; for one thing, anonymous comments = spamspamspam. So I'd rather have a way of directing the user from the AEI to a forum thread, if anything.
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Mm yeah makes sense .. I forgot about spammers Adding a link to the forum thread in the depot description would do I guess.
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chris something is wrong
i'm getting this
AE Installer 2 0.99m
JarPath: D:\Games\Oni\Oni Play\Edition\AEInstaller
PrefsPath: D:\Games\Oni\Oni Play\Edition\AEInstaller
DataPath: D:\Games\Oni\Oni Play\Edition\AEInstaller\packages
DownPath: C:\Users\user\AppData\Local\Temp\oni_aei\downloads
TempPath: C:\Users\user\AppData\Local\Temp\oni_aei
ValidPath: true
Platform: WIN
Architect: X86
.NET: true
OniSplit: true
Globalized:true
Free space on temp: 16.1 GiB
Free space on Jar: 98.8 GiB
Took: 3804 msec
Exception in thread "AWT-EventQueue-0" Unexpected exception when getting back background method return value
java.util.concurrent.ExecutionException: java.lang.reflect.InvocationTargetException
at org.javabuilders.swing.handler.event.background.SwingBackgroundProcessingHandler$1.done(SwingBackgroundProcessingHandler.java:84)
at javax.swing.SwingWorker$5.run(Unknown Source)
at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.run(Unknown Source)
at sun.swing.AccumulativeRunnable.run(Unknown Source)
at javax.swing.SwingWorker$DoSubmitAccumulativeRunnable.actionPerformed(Unknown Source)
at javax.swing.Timer.fireActionPerformed(Unknown Source)
at javax.swing.Timer$DoPostEvent.run(Unknown Source)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.WaitDispatchSupport$2.run(Unknown Source)
at java.awt.WaitDispatchSupport$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.awt.WaitDispatchSupport.enter(Unknown Source)
at java.awt.Dialog.show(Unknown Source)
at java.awt.Component.show(Unknown Source)
at java.awt.Component.setVisible(Unknown Source)
at java.awt.Window.setVisible(Unknown Source)
at java.awt.Dialog.setVisible(Unknown Source)
at org.javabuilders.swing.handler.event.background.SwingBackgroundProcessingHandler.doInBackground(SwingBackgroundProcessingHandler.java:95)
at org.javabuilders.util.BuilderUtils.invokeCallerEventMethods(BuilderUtils.java:399)
at org.javabuilders.swing.handler.event.JFrameWindowListenerHandler$3.windowOpened(JFrameWindowListenerHandler.java:134)
at java.awt.AWTEventMulticaster.windowOpened(Unknown Source)
at java.awt.Window.processWindowEvent(Unknown Source)
at javax.swing.JFrame.processWindowEvent(Unknown Source)
at java.awt.Window.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.util.concurrent.ExecutionException: java.lang.reflect.InvocationTargetException
at java.util.concurrent.FutureTask$Sync.innerGet(Unknown Source)
at java.util.concurrent.FutureTask.get(Unknown Source)
at javax.swing.SwingWorker.get(Unknown Source)
at org.javabuilders.swing.handler.event.background.SwingBackgroundProcessingHandler$1.done(SwingBackgroundProcessingHandler.java:82)
... 55 more
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at org.javabuilders.swing.handler.event.background.SwingBackgroundProcessingHandler$1.doInBackground(SwingBackgroundProcessingHandler.java:64)
at javax.swing.SwingWorker$1.call(Unknown Source)
at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at javax.swing.SwingWorker.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NumberFormatException: For input string: ""
at java.lang.NumberFormatException.forInputString(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at java.lang.Integer.parseInt(Unknown Source)
at net.oni2.aeinstaller.backend.depot.model.NodeMod.getPackageNumber(NodeMod.java:142)
at net.oni2.aeinstaller.backend.packages.Package.<init>(Package.java:64)
at net.oni2.aeinstaller.backend.packages.PackageManager.init(PackageManager.java:113)
at net.oni2.aeinstaller.gui.MainWin.execDepotUpdate(MainWin.java:205)
... 12 more
and AE installer isn't showing any packages .. deleted everything and tried to start over but it's not helping
I've been updating the depot
Last edited by Samer (02/22/13 05:02)
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Yeah, you just left out the package number of a package ...
http://mods.oni2.net/node/114
EDIT:
Just removed the package number again for a quick test (adding an exc-handler for that so it doesn't break the whole AEI).
Last edited by Alloc (02/22/13 06:02)
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ouh ok didn't know that could cause this .. that was scary :S thanks
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Why are there two titan-mode nodes and even both have the same package number?
http://mods.oni2.net/node/187
http://mods.oni2.net/node/114
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no idea :\ I was updating the file swap packages .. apparently script also updated the same mod to package format but he put it on another mod page instead of updating the old mod page.
edit or there were 2 versions "[Don't delete any version! One is for vannila and other for edition. Thanks]"
I'm making a list of script mods that need to be removed to Iritscen.
Last edited by Samer (02/22/13 06:02)
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I'm also not sure why there are two pages of it. But maybe because one was for Vannila and other to edition. Still the pages with package number doesn't make sense (at least now that AEI2 go pick it up).
Last edited by s10k (02/22/13 12:02)
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Package numbers used multiple times:
55000: http://mods.oni2.net/node/83 and http://mods.oni2.net/node/164
90100: still used twice: http://mods.oni2.net/node/114 and http://mods.oni2.net/node/187
Those definitely have to be fixed.
What's the difference betwenn 90150 ( http://mods.oni2.net/node/36 ) and 90151 ( http://mods.oni2.net/node/250 )? They do use different numbers though they have the exact same name and it doesn't say anything in 151 about what the diffs would be.
Regards,
Chris
Last edited by Alloc (02/23/13 11:02)
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Samer and I are actually discussing this stuff by email, we'll fix it sooner or later.
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90100: still used twice: http://mods.oni2.net/node/114 and http://mods.oni2.net/node/187
Those definitely have to be fixed.
You can delete node 187. If someone wants the vanilla version they can download it from my old website.
What's the difference betwenn 90150 ( http://mods.oni2.net/node/36 ) and 90151 ( http://mods.oni2.net/node/250 )? They do use different numbers though they have the exact same name and it doesn't say anything in 151 about what the diffs would be.
They are different. One is my version another another is geyser's version. Also their arenas have different locations.
Probably geyser's one should override mine (which is exactly the contrary right now). So maybe mine should remain 90150 and geyser's change to 90151.
Last edited by s10k (02/23/13 13:02)
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Script are you sure about your version of take me down ?
I tested it to be honest I found it unplayable ... First area is in a dark spot that you can't see anything in and if you fall you don't get reset back to position, second area is on that tube with like 2 squares distance between the opponents, not very practical, also has issues with reseting to correct position. It also seems you have a wrong folder tree hierchy in it, as it doesn't install right when installed directly with AEI2
if you don't feel too strongly about keeping it, i suggest removal.
@alloc i thought someone fixed the 55000 one before, i'll fix it later tonight.
Last edited by Samer (02/23/13 15:02)
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Samer I would like to have it at depot. People that tried it in the past have liked and the feedback was positive. The first area is kinda dark but you probably also don't see anything because the brightness of your monitor may be too low.
If you or opponent fall and stuck you can crouch backward to fix it. I like to play in the second area too, even it being very tight.
The hierarchy in package is also correct, since it work good here. It conflicts with some package that make it crash (haven't found which one exactly yet), but alone works fine.
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ok script I'll just clarify the depot description a bit so users know the difference between the 2 and add an incompatibility with the other one. (Btw I thought geyser's version was the original at first if yours is the original then yours will be 90150 and I'll switch the numbers like you said.
mm the hierarchy I swear first time I checked it had 90150Takemedown.zip then inside it 90150Takemedown then again 90150Takemedown folder (2 levels of same folder name which lead to the AEI making a folder with only aei file inside it when downloaded) but now it's right :\ weird ..
also script10k could you please take a look at this http://mods.oni2.net/node/94 ? it's a collection of scripts .. I'm not really familiar with them .. could you check them and for those which already have a separate mod page remove them from the collection and for those which don't, make each mod an individual package ?) and if you could clarify the description more so users know what each mod does
Last edited by Samer (02/23/13 18:02)
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Yes it's the original version. The structure should have always been corrected since I generated it with Vago, not manually.
Regarding the collection, some of them are incomplete/demonstration scripts. But there are some gems in there like Oni Master's scripts. I will try to have a look (and convert) once I have time. I don't think there's the need to remove that collection at all from the depot even after the conversions.
Last edited by s10k (02/23/13 18:02)
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"I don't think there's the need to remove that collection at all from the depot even after the conversions." yes if you mena for safe keeping, but if you want to convert all of it to one package it's gonna be very hard since some of them modify same levels ... of course it can be kept as is, but Iritscen and I are trying to make all the mods available as packages so they will be visible from AEI2 so to make the scripts included in it visible they'll need to be converted to packages or users won't see them.
btw I'm undisplaying the scripts I update to packages not removing them (keeping them in the same mod page in the swap file format but undisplayed while the package format file is displayed, just in case they're needed some day for some reason, up to you guys if you want to remove them)
btw guys do you want to convert these to packages ?
http://mods.oni2.net/node/47
http://mods.oni2.net/node/40
I thought these were never released and incomplete I'm surprised to see them on the depot (never noticed them before) or isn't this knockdownrevamp ?
also you guys could remove this http://mods.oni2.net/node/28 since it's available as a package here http://mods.oni2.net/node/84
Last edited by Samer (02/23/13 18:02)
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