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#51 08/19/19 10:08

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

New update. I have been making some really good progress in this level.

I have just finished all the cutscenes and credits.

I have also included some extras.

I think it is +-95% complete at this stage. In fact the complete level is already playable.

What is missing:

  • unlock new music accordingly to progress

  • intro / end screens

  • 1 extra music and 1 extra character (those will come from AEI packages as dependencies, and will serve as basis to anyone else that want to add new music / characters in the future)

  • small bug fixes

  • few others extras (these include easter eggs and references)

  • find a solution to particles overflow in level0

  • create mac port (basically replace some bsl functions and convert sound for mac format)

  • test mac port (I will need someone to do this)

I also currently in holidays so I expect to make some nice progress in next days.

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#52 08/24/19 09:08

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

Omega Tournament is finished (ok maybe missing one texture or another that is pending)! smile

I will now build the AEI package (and do the sound conversions for mac) and someone will start with Mac testing pretty soon.

Hopefully we will not reach the level0 particles limit with just the mandatory packages for the level. Hopefully we can fix the limit using the Daodan, in mac this problem is already fixed with the new patches.

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#53 08/25/19 06:08

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

Re: Omega Tournament - New Level (Now released!)

Good news, looking forward to seeing it soon smile


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

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#54 08/25/19 11:08

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

Thanks! Unfortunally seems I have hit the particle limit on Windows (see http://oni.bungie.org/forum/viewtopic.php?id=2567).

This may be a headache to fix.

However I think the mac testing can proceed meanwhile.

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#55 09/05/19 13:09

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

We are getting very close to the release.

I have managed to work around the particles limitation creating specific packages for the custom characters, where the custom characters have many of their particles removed (I kept the ones critical for the their combat). I know that the authors of the characters will not like it, but neither do I, though it is the only way to release the level in PC.

This custom character packages will be incompatible with the original packages.

The mac user's will not be affected by the reduced number of particles (since the engine in mac does not have the particles limitation that windows has).

The testing is also +- done in both windows and mac.

Now there is only one critical problem that is keeping this from being released, the level depends on the glass breaking moves package that seems to not being working currently in mac. So I need to figure out why and try to fix it.

After that I just need to add textures that I am waiting and build the final packages.

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#56 09/09/19 14:09

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

I have all finished now. I just need to assemble the final packages and do a final test!

The level will be released really soon!

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#57 09/16/19 13:09

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

Guys the level has been released (check the first post), hopefully you enjoy it as much as I do. wink

A huge thanks to everyone who contributed!

Last edited by s10k (09/16/19 13:09)

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#58 09/16/19 15:09

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

Re: Omega Tournament - New Level (Now released!)

Checking it out soon.  I know you put a ton of work into this, and had to pioneer some areas of modding in the process.


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

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#59 09/28/19 09:09

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

Iritscen ask me to add a list of new things or things that were pushed to other limit in this level and so I did the following one (spoilers ahead):

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- Original voice over cutscenes
- Custom credits cinematics using OBAN (camera moves from top to bottom to a wall of textures which contain the credits), Iritscen came up with the initial idea for it, the end result is really good imo
- Unlockables based on global bsl variables (persistent variables even after level restart)
- The level was build with extensibility in mind (it is possible to create easily new packages to add / replace new music and characters)
- Use doors and options for custom modes / options in game
- Use of more than one intro / lose screens for the same level
- Additional paths that can be unlocked by breaking glass and where Ai can use the paths too (without thinking that it is impassable)
- Breakable textures
- Creation of a random function (with between parameters, using a linear congruential generator) using only BSL
- For the above task multiply, division and module needed to be implemented in BSL
- Use of portrait function to display currently music played and active functions for spectating (such as camera mode or fast modes)
- Implemented custom fade in and custom fade out music functions
- Use of restorable glass
- Emulation of custom sky texture using sky_show_sky and m3_clear_color
- I would say that it contains the best emulation of Mukade custom teleport / invis to the date
- Use of fast_mode for speedup battles
- Use of chr_mini_me_amount = -1000 peculiarity for camera mode
- Use of flashing LSI custom texture to notice player that he is burning
- I am pretty sure that it is the level with more custom bsl written up to date (without counting duplicate code)

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#60 10/25/19 16:10

Veyden
Member
Registered: 10/25/19

Re: Omega Tournament - New Level (Now released!)

Can someone walk me through adding a character to the omega tournament? I know there's an extra character package as an example but I have no experience in modding of any kind. I can see the binacjbo file and the user lineup and I've looked at them in notepad and read the instructions but I haven't a clue what I'm doing. I just want more fighters for a more diverse competition. I'd also like it if we could fight more difficult enemies in the first round instead of thugs/greens/com troopers/tctf etc.

Thanks very much for the awesome mod, it's exactly what I was hoping for when I thought about looking for mods for Oni.

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#61 10/26/19 15:10

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

Hi Veyden I am glad you are enjoying the level!

Without any modding experience it may sound a little complicated, but it should not be. You may need to spend some more time to understand the files that you are editing though, https://wiki.oni2.net has all the documentation that you need, if you have any question you can ask in this forum and somebody will help you.

In the Mod_Info.cfg file you need to add the package number of the character that you want to add (in "DependsOn").

Also change the package number to something like 80005.

You can read more about how the packages work here:
https://wiki.oni2.net/Making_a_mod_package


Next you want to edit the file "BINACJBOCharacter.oni-patch", you need to add a new <CHAR> Xml Element referencing the new character, the most important element to edit there is "OSD" -> "Class" which should contain the class name of the character that you want to add. You can find the class name by enable dev mode and looping though the characters (F8) until you find the character that you want (it will print the character class name in the dev console). Also add a name for your character (you will need  it later for the bsl file) "OSD" -> "Name".

Finally you want to edit the file "user_lineups.bsl",

After

else if(iRandomChar eq 13){
		new_ai = "Sarai";
	}

add your character:

else if(iRandomChar eq 14){
		new_ai = "YourCharacterNameFrom.patch-file";
	}

You also need to change "NUMBER_ELITE_CHARS = 13;" to "NUMBER_ELITE_CHARS = 14;".

Starting round 16 against harder enemies is definitively possible I can teach you how to do it if you can complete the steps above.

Also I am curious you have completed the level until what savepoint?

P.S. Adding too much extra characters can be risky, especially if those add new particles to the game, those may cause the game to crash due to a limitation in the engine that no one was able to solve yet. But if you are in mac you are ok and do not have this limitation.

Last edited by s10k (10/26/19 15:10)

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#62 10/27/19 12:10

Veyden
Member
Registered: 10/25/19

Re: Omega Tournament - New Level (Now released!)

Hi s10k,

Thank you very much for the help, I don't know how to change package numbers but I got the BGI heavy bot added anyway and will add others too. I am on save point 6 on the omega tournament, it's great fun. Could you help me with changing the enemies we face in the first round? Also, I like your other work, particularly titan mode and old china. I didn't like old china until I realised I had the difficulty on hard, so I changed it then I loved it. The final duel and the epic battle are awesome. Whole thing is a really cool concept.

Last edited by Veyden (10/27/19 12:10)

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#63 10/27/19 16:10

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

I am really happy that you enjoy my mods (in Old China I also need to thank EdT for his excellent work)!

I don't know how to change package numbers

You just need to change the number in the zip files / folder where you are editing the package.

Could you help me with changing the enemies we face in the first round?

Yes. It should be pretty easy. You just need to edit the functions:

user_pick_rookie_characters
user_pick_average_characters
user_pick_skilled_characters
user_pick_elite_characters

in user_lineups.bsl.

These functions are called to get each type of character (by difficulty).

So you just need to adjust the char names in these functions, and possible update the variables:

NUMBER_ROOKIE_CHARS  = 11;
NUMBER_AVERAGE_CHARS = 11;
NUMBER_SKILLED_CHARS = 12;
NUMBER_ELITE_CHARS   = 13;

To the number of characters that you have in each function, after your changes.

Please note that Omega Tournament always expects to pick 32 characters, so you may still need to mix some weaker characters to fill this number (or install / add extra characters).

Omega Tournament distributes the characters skills in this way (in 16th finals):

Elite vs Rookie
a - a
a - a
a - a
a - a

Average vs Skilled
a - a
a - a
a - a
a - a

Elite vs Rookie
a - a
a - a
a - a
a - a

Average vs Skilled
a - a
a - a
a - a
a - a

Last edited by s10k (10/28/19 03:10)

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#64 10/27/19 17:10

Veyden
Member
Registered: 10/25/19

Re: Omega Tournament - New Level (Now released!)

This is brilliant, thank you very much for your mods and your help, you're phenomenal!

Is there a way to change character names? Lite tctf just looks wrong.

Even if there isn't or if it's too difficult to explain to me, you've helped me a lot, thank you.

Last edited by Veyden (10/28/19 14:10)

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#65 10/28/19 15:10

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

Veyden wrote:

Is there a way to change character names? Lite tctf just looks wrong.

You can add to "BINACJBOCharacter.oni-patch" something like this:

@COMMAND Options "--replace-all-values --new-val 'Regular TCTF' --xpath-expression '/Oni/Objects/CHAR/OSD/Name[text()=''Lite TCTF'']'"

This changes "Lite TCTF" to "Regular TCTF".

If you want to understand how it works read:
https://wiki.oni2.net/XML:BINA/OBJC/CHAR
https://wiki.oni2.net/XmlTools

Also you need to update the name in user_lineups.bsl file, so it matches the new name.

Last edited by s10k (10/28/19 15:10)

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#66 10/29/19 18:10

Veyden
Member
Registered: 10/25/19

Re: Omega Tournament - New Level (Now released!)

Well that's that, I can now rename all the characters to their names in my ps2 manual (pretty cool names, red ninja is called "avenger" and the red elite is called "titan"), I can now change the order of who fights who if I want to mix things up a little, and most importantly I can add new characters to see if there's anyone else who can kill Mukade apart from Naomi (and surprisingly, Barabas is able to kill him).

4 days ago I thought all of this was impossible, so thank you SOOOOO much s10k. Great mod and great help!

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#67 10/29/19 21:10

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

Re: Omega Tournament - New Level (Now released!)

Just dropping in to say that the PC manual also uses those names to distinguish the levels of enemy classes: https://wiki.oni2.net/Quotes/Manual .  For some reason they're never used in-game though.

Anyway, s10k's mod is indeed a lot of fun smile


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

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#68 01/02/20 12:01

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

Uploaded version 1.0a.

Now Windows and Mac have separate packages for their specific files (now Mac uses directly the original character packages).

Fixed a couple of minor bugs. Add lava arena model credits (I missed them in last version).

Now it is easier to unlock last savepoint.

Now you can know which mode you selected (or got) when deactivating the Fast battle mode (it shows up in messages).

You can find the full changelog in Updates.txt file in the core package.

Last edited by s10k (01/02/20 12:01)

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#69 04/14/20 12:04

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

New update:

Now it is compatible with Brutal AI and Smart Barabas. smile

----------------------------------
Change Log:
----------------------------------
1.0b, 14-04-2020
- Removed local BINACJBOMelee Profile.oni, this means that
brutal ai, smart barabas and other mods that use
BINACJBOMelee Profile.oni from level 0 are now compatible
----------------------------------

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#70 04/14/20 15:04

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

Re: Omega Tournament - New Level (Now released!)

Yikes smile


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

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#71 06/22/20 08:06

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

New update:

----------------------------------
Change Log:
----------------------------------
1.0c, 22-06-2020
- Now we use Regenerating Fury and Regenerating Tanker packages
directly on windows, since they now have very few custom particles
- Replaced Grey Fury with Regenerating Fury
----------------------------------

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#72 06/26/20 10:06

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

New update:

----------------------------------
Change Log:
----------------------------------
1.0d, 26-06-2020
- Now we use Kojiro package directly on windows, since he has now
very few custom particles
- Renamed Regenerating Tanker to Brontes
- Renamed Regenerating Fury to Eris
- Updated Eris Melee id to 128
----------------------------------

Last edited by s10k (06/26/20 10:06)

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#73 06/29/20 12:06

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

New update:

----------------------------------
1.0e, 29-06-2020
- Removed Mutant Form of Brontes because his "nuclear attack"
particle is too overpowered if the player uses
"Jumpable Earthquaker" (31510) package
- Now invisibility is given more often in cave arena
- Now cave arena is slightly darker
----------------------------------

Last edited by s10k (07/05/20 11:07)

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#74 06/30/20 09:06

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

You can now install the following optional package if you prefer to play in a lighter cave arena:
80020 - [Optional] Lighter Cave For Omega Tournament

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#75 07/05/20 11:07

s10k
Member
Registered: 01/14/07
Website

Re: Omega Tournament - New Level (Now released!)

New update:

----------------------------------
1.0f, 05-07-2020
- (Balance) Sarai health reduced in 60 points
(previouly was 40 points)
- (Balance) Naomi health reduced in 70 points
(previouly was 40 points)
- (Balance) Hammer health reduced in 150 points (previouly
was 40 points)
- (Balance) Kojiro health reduced in 40 points (previouly
was 0 points)
- (Balance) Eris health reduced in 40 points (previouly
was 0 points)
- (Balance) Brontes health reduced in 50 points (previouly
was 0 points)
- (Balance) Casey health reduced in 30 points (previouly
was 0 points)
- (Balance) Motoko health reduced in 10 points (previouly
was 0 points)
- (Balance) Rookie/Average/Skilled Hayate Minions health
reduced in 10 points (previouly was 0 points)
- (Balance) Now Mukade teleports lesser (previously every
60 health drop, now every 80 health drop)
- (Balance) Dark Muro block reduced from 90 to 80 for single
and 80 to 70 for group
- Updated credits in game (renamed Regenerating Tanker to
Brontes and Regenerating Fury to Eris)
- Now we use Motoko package directly on windows, since she has now
very few custom particles
----------------------------------

Last edited by s10k (07/05/20 11:07)

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