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#1 03/16/07 21:03

Tosh
Member
From: Oregon, USA
Registered: 01/14/07
Website

where's this?

So I think I've almost completely deciphered the PSpc format, just gotta test a couple more things before I edit the wiki, but I was wondering if anyone knows where this image is used in level 3? I'd like to not change the example used if possible because my image won't be as good. tongue
I've been testing all this with the main screen buttons so far.
Anyways~ I just don't remember seeing it.

Of course it's possible it wasn't used.. in which case I would like to switch it out for one of the button ones.

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#2 03/17/07 07:03

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

Re: where's this?

anyways FIX anyway smile
The wiki is usually not very well synchronized with the latest information on ssg's Oni Stuff.
PSpc is a good example of a file that's long been "done", but has yet to be transposed to the wiki.

(actually, it's not quite "done" yet, and even if it was, you're welcome to be the one who'll fill in the wiki page with the available info)

If by "my image won't be as good" you mean the hex screenshot, I invite you to use the template HERE: example of actual use HERE.

Also, when you'll edit an "old-style" (read, "ugly") page, be sure to use THESE TWO templates as in the ABNA example, to set up better navigation.
The table itself has a nicer-looking format for ABNA, so you may want to copy that, too.You don't have to though: I'm planning some massive maintenance anyway.

As for h_03.TXMP, it's a texture that's used as the header of all "text consoles" in Chapter 3.
The corresponding PSpc is not too representative of the PSPc format, so you might want to change for another one, for which all 9 sectors would be non-trivial.

There's another issue with the PSpc you may want to cover, namely that they can be "nested or something": in that case the TXMP link is replaced with a link to another PSpc (or something). That's a rather tricky feature we haven't checked thoroughly yet: I may look up an example of such an unusual PSpc, which could of course be used along with a "regular", TXMP-linking one, for the documentation to be really representative and complete.

Last edited by geyser (03/17/07 08:03)


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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#3 03/17/07 13:03

Tosh
Member
From: Oregon, USA
Registered: 01/14/07
Website

Re: where's this?

Ah well I haven't looked at any past the buttons yet.
Thanks for the info on where it is though, and yeah, based on what I currently think of the format it's weird the the last four bytes (before the link) are 0. :S So I think I'm a little screwed on the second half of the format.
Also SSG's isn't very descriptive, it doesn't suggest how the coordinates are used or anything which I've been able to document fairly well so far.
And the template looks good, I'll modify mine to follow that. I just ripped mine from OUP and coloured it atm. ;D

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#4 03/17/07 17:03

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

Re: where's this?

Also SSG's isn't very descriptive, it doesn't suggest how the coordinates are used or anything which I've been able to document fairly well so far.

Correct. ssg sometimes overlooks pedagogy smile  I didn't say you had to mirror his stuff exactly: "adopt, adapt and improve".
The HexRow template is indeed good enough already. As for the overview tables, there's been a bit of hesitation. The one on ABNA is OK, but I wonder if I could come up with something better.

Basically, a PSpc holds the texture coordinates in pixels (so not really XY like ssg says, but not UV either), of the 9 parts that compose an image, in the space of the texture the parts are to be copied from.
Every part has an upper left corner and a lower right corner. The UV-pixel coordinates of the upper left corners are listed first, and then the lower right corners (I didn't actually check, so I might be wrong: intuition+memory, heh smile )
I'm not sure at all for the "nesting". The current build of OUP has a "what links here" feature, so you can investigate the "not-always-TXMP" link yourself...


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 03/17/07 23:03

Tosh
Member
From: Oregon, USA
Registered: 01/14/07
Website

Re: where's this?

Heh, damn, already looked into it have you? Well from what I got, it's XY, just not perfectly cropped in any sense of the word.
My notes so far if interested~ Might as well. tongue (Keep in mind the second half is still mostly untested...)

------------------- PSpc --------------------
On is the bottom one, what is shown when being clicked
Crop can either be 0,32-127,63 or 1,33-126,62 or a combination of those
-Seems to definitively be 1,33-127,63
Numbers given in the left field are: 1, 55, 56, and 127
Numbers given in the right field are: 33, 49, 50, and 63
Due to the last of each list, they seem to be width/right and  height/bottom respectively.
Seems more likely that it's right/bottom
Does not include the right or bottom edge pixels
Streatches the repeat to fit.
The repeat is taken from XRepeat to the XBound and is inserted one pixel before the XBound
The drawing continues from the XBound on the original image
---------------------------------------------
01 22 07 00 | 1826-ps_oniUI_button_on.PSpc
01 00 00 00 | level 0
Cropping data
01 00 21 00 | 1,33 Upper left
01 00 31 00 | 1,49 Scale box left - Upper left
01 00 32 00 | 1,50 Scale box left - Lower left
37 00 21 00 | 55,33
37 00 31 00 | 55,49
37 00 32 00 | 55,50
38 00 21 00 | 56,33
38 00 31 00 | 56,49
38 00 32 00 | 56,50
37 00 31 00 | 55,49
37 00 31 00 | 55,49
37 00 3F 00 | 55,63
37 00 31 00 | 55,49
37 00 31 00 | 55,49
37 00 3F 00 | 55,63
7F 00 31 00 | 127,49
7F 00 31 00 | 127,49
7F 00 3F 00 | 127,63 Lower right
01 20 07 00 | link to 1824-buttons.TXMP
---------------------------------------------
=============================================
---------------------------------------------

Off is the top one, what is shown when it is not being clicked
---------------------------------------------
01 21 07 00 | 1826-ps_oniUI_button_off.PSpc
01 00 00 00 | level 0
Cropping data
01 00 01 00 | 1,1 Upper left
01 00 11 00 | 1,17 VRepeat
01 00 12 00 | 1,18 VBound
37 00 01 00 | 55,1 HRepeat
37 00 11 00 | 55,17 VRepeat
37 00 12 00 | 55,18 VBound
38 00 01 00 | 56,1 HBound
38 00 11 00 | 56,17 VRepeat
38 00 12 00 | 56,18 VBound
-------------------------------- Mirrored format
37 00 11 00 | 55,17 VBound
37 00 11 00 | 55,17 VRepeat
37 00 1F 00 | 55,31 HBound
37 00 11 00 | 55,17 VBound
37 00 11 00 | 55,17 VRepeat
37 00 1F 00 | 55,31 HRepeat
7F 00 11 00 | 127,17 VBound
7F 00 11 00 | 127,17 VRepeat
7F 00 1F 00 | 127,31 Lower right
01 20 07 00 | link to 1824-buttons.TXMP
---------------------------------------------

Scaling

01,17-55,17 vertically

55,01-55,17 horizontally

55,17-56,18 both

55,18-55,31 horizontally

56,17-127,17 vertically

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#6 03/18/07 15:03

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

Re: where's this?

The data between the header and the TXMP link are 2 fixed-size arrays of 9 pairs of shorts each.
The first 9 pairs are coordinates of the upper left corners of every part.
The last 9 pairs are coordinates of the lower right corners of every part.
(here, directions refer to how you see the texture when rendered; when stored, it is flipped "upside down")

Grouped together, for the pressed button you get this:
From (1, 33) to (55, 49), size 54x16
From (1, 49) to (55, 49), size 54x0
From (1, 50) to (55, 63), size 54x13
From (55, 33) to (55, 49), size 0x16
From (55, 49) to (55, 49), size 0x0
From (55, 50) to (55, 63), size 0x13
From (56, 33) to (127, 49), size 71x16
From (56, 49) to (127, 49), size 71x0
From (56, 50) to (127, 63), size 71x13
And roughly the same thing for the idle button (same part sizes).

As you noticed, the "from" row and column are included, whereas the "to" row and column are not.
Therefore "From (a, b) to (c, d)" is a part that includes all the (i, j) pixels for which (a-1)<i<c and (b-1)<j<d.

Obviously, the parts are listed by columns. There's a 54-pixel-wide column, then a 0-pixel-wide column and finally a 71-pixel-wide column.
There are rows, too. Their heights are 16, 0 and 13 pixels, respectively.

A null vertical and/or horizontal size means that rows/columns/pixels will be duplicated.
In the above, the duplicated areas are rows (1 ... 54, 49) (56 ... 126, 49), columns (55, 33 ... 48) and (55, 50 .. 62) and pixel (55, 49).
The amount of duplication varies depending on the size of the area covered by the 9 parts.
In the case of the buttons, that area is variable and determined by the engine (not in the DAT/RAW/SEP).

(i, j) above is in the UV space (texture coordinates), but they are just discrete pixel coordinates in the bitmap.
UV are usually floats between 0 and 1 for non-tiled textures or outside that interval for tiled textures.
As for "x" and "y", I'd reserve them to 3D coordinates.
Also note that pixels of a texture are sometimes referred to as "texels", to avoid confusion with screen pixels (result of 3D projection).

Last edited by geyser (03/18/07 16:03)


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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#7 03/18/07 19:03

Tosh
Member
From: Oregon, USA
Registered: 01/14/07
Website

Re: where's this?

Oh, you're explanation makes a lot more sense than mine. big_smile
And lol at texels.
What of not having equal widths and heights per row/column? I tried changing the last coord to 0,0 and I think basically what it did was collapse vertically, but remain intact horizontally.. I didn't really check.
The only thing I have against your argument for null vertical/horizontal is that I changed the 17s to 11s and it worked as I expected it; that it would copy pixels from VRepeat to VBound and insert them in the new space (alloted by the GUI's scaling the image) stretched. Also the streaching causes some transparency.. or at least it did because I imported it as a transparent texture.

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#8 03/19/07 00:03

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

Re: where's this?

What did Harry say about attaching BMPs? Don't make him disable them completely smile

Row/column widths are supposed to match. In any case, avoid anything as barbarian as (0, 0) for the bottom left corner smile
Changing some of the 17s to 11s is less extreme and would already give you an idea... not very useful knowledge though...

First... OK, if you want, we can switch to the OFF PSpc, but don't pick a new one every time you reply... wink
Before you changed anything, you had:
From (1, 1) to (55, 17), size 54x16
From (1, 17) to (55, 17), size 54x0
From (1, 18) to (55, 31), size 54x13
From (55, 1) to (55, 17), size 0x16
From (55, 17) to (55, 17), size 0x0
From (55, 18) to (55, 31), size 0x13
From (56, 1) to (127, 17), size 71x16
From (56, 17) to (127, 17), size 71x0
From (56, 18) to (127, 31), size 71x13
So basically the same as for the ON PSpc, except it's shifted vertically.
What I said previously boils down to the following interpretation:
*rectangle (1 ... 54, 1 ... 16) makes up the top left corner
*row (1 ... 54, 17) make up the left side (stretched vertically as needed)
*rectangle (1 ... 54, 18 ... 31) makes up the bottom left corner
*column (55, 1 ... 16) makes up the top side (stretched horizontally as needed)
*pixel (55, 17) makes up the center area (stretched horizontally and vertically as needed)
*column (55, 18 ... 30) makes up the bottom side (stretched horizontally as needed)
*rectangle (56 ... 126, 1 ... 16) makes up the top right corner
*row (56 ... 126, 17) makes up the right side (stretched vertically as needed)
*rectangle (56 ... 126, 18 ... 30) makes up the bottom right corner
Those are the nine parts that make up the OFF button, originally.

If you replace all 17s by 11s, you're specifying the following parts:
From (1, 1) to (55, 11), size 54x10
From (1, 11) to (55, 11), size 54x0
From (1, 18) to (55, 31), size 54x13
From (55, 1) to (55, 11), size 0x10
From (55, 11) to (55, 11), size 0x0
From (55, 18) to (55, 31), size 0x13
From (56, 1) to (127, 11), size 71x10
From (56, 11) to (127, 11), size 71x0
From (56, 18) to (127, 31), size 71x13
What I said previously leads to the following interpretation:
*rectangle (1 ... 54, 1 ... 10) makes up the top left corner
*row (1 ... 54, 11) make up the left side (stretched vertically as needed)
*rectangle (1 ... 54, 18 ... 31) makes up the bottom left corner
*column (55, 1 ... 10) makes up the top side (stretched horizontally as needed)
*pixel (55, 11) makes up the center area (stretched horizontally and vertically as needed)
*column (55, 18 ... 30) makes up the bottom side (stretched horizontally as needed)
*rectangle (56 ... 126, 1 ... 10) makes up the top right corner
*row (56 ... 126, 11) makes up the right side (stretched vertically as needed)
*rectangle (56 ... 126, 18 ... 30) makes up the bottom right corner
Those are the nine parts that make up the OFF button with your modification.
Wouldn't you say those parts I describe are consistent with what you see?

I have no clear idea of why and how you messed with transparency... it has nothing to do with PSpc anyway.
I also don't quite understand why and how you expected it to work when changing 17s to 11s.
Pixel rows 12 through 17 of the TXMP are not rendered at all if you replace all 17s with 11s.
So "it would copy pixels from VRepeat to VBound and insert them in the new space" seems wrong.

Last edited by geyser (03/19/07 09:03)


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 03/19/07 01:03

Tosh
Member
From: Oregon, USA
Registered: 01/14/07
Website

Re: where's this?

Yeah I dunno why I messed with transparency either but I figured I'd mention it since it did something. ;D
And I only uploaded a bmp so you could import it! Sorry. >__<
Also I only switched to off on you cause that's the one I most messed with.

Well I didn't change the second half so I expect it did something really weird with like angled lines that I don't really want to figure out right now, but it does draw 12-17 as shown here.

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#10 03/19/07 09:03

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

Re: where's this?

Well I didn't change the second half so I expect it did something really weird with like angled lines that I don't really want to figure out right now, but it does draw 12-17 as shown here.

I must be: 1) tired and 2) bored because :
1) I can't seem to make any sense of what you say, and the pictures don't help, and
2) I don't want to talk about screwed-up PSpc. I don't wanna see, I don't wanna know.
smile
If you mess with binaries and want to let others reproduce your messing-up and enjoy the effects, be sure to provide precise instructions whenever possible.
What you did to the hex data is obvious to you, but it's by no means obvious to someone who isn't you: I even have to guess what you mean by "second half"...
And I still don't get what BMP exporting/editing/importing had to do with the thing... Are you looking at how a PSpc works or are you just fooling around? smile
(if you meant to place markers on the texture, to see where they'd end up, that's wise and fine by me, but I can do my own marked texture if I need to tongue )

Last edited by geyser (03/19/07 09:03)


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 03/19/07 10:03

Tosh
Member
From: Oregon, USA
Registered: 01/14/07
Website

Re: where's this?

Yeah it was just with markers. tongue
Second half is the part after the "---------- mirrored format" line in my notes.
And yeah I gotta work on explaining things better. neutral

But yeah~ I'm only working on PSpc cause it was listed as mostly unknown, gave me something to do, and I wanna figure out how to make GUIs; maybe make your Oni menu thing a GUI. tongue

What would be cool though is to hotlink difficult attacks onto a menu.. like rising fury (I always screw up when I need to do the timing just right >__<) or creasent kick and etc.

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#12 03/19/07 11:03

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

Re: where's this?

Second half is the part after the "---------- mirrored format" line in my notes.

OK, but what do you mean with "I didn't change the second half"? That you replaced 17s with 11s only in the first half, and not in the second? You do realise that it's something I have to assume?

I gotta work on explaining things better.

Start with less trivial topic titles: "where's this?" looks like a branch of the current Trivia talk smile

maybe make your Oni menu thing a GUI.

Making custom menus is not something you can do without hacking the engine.
The Daodan SDK should allow us to set up menus and dialogs for anything.
However, I won't let you expect any release date smile  And you'd have to code in C.

Now that the Dev Mode works on all the platforms, I'd rewrite the Menu so that there's less anim-watching and more console-calling. There's a chance to make something really nice and portable that way: you'd enable/disable/configure Menu extras almost the same way you'd type cheats in the pause screen. Of course, that thing would no longer be a menu. A list of available commands and runtime syntax/effect information would be available. Autocompletion will be used to the max.

What would be cool though is to hotlink difficult attacks onto a menu

WTF do you mean, "onto a menu"? Bind attacks to keys or set up anim overrides: that's possible.
There's plenty of ways to do that, and I've detailed nearly all of them on the previous forum.
But if you need a GUI for that, then damn!

I always screw up when I need to do the timing just right

Exercise, exercise... Practice in bullet-time or something.

Last edited by geyser (03/19/07 11:03)


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 03/19/07 14:03

Tosh
Member
From: Oregon, USA
Registered: 01/14/07
Website

Re: where's this?

Yeah, I only replaced the 17s with 11s in the first half. Sorry. ^^;

I was half expecting a bit of control through the dats and such cause of how much was in level0. But oh well... must expect a dead end every now and then.

I know you've mentioned those, I just don't like overriding the current attacks. :S Also just throwing an idea for use out there, I'm sure there are better ones.

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#14 03/19/07 15:03

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

Re: where's this?

I still don't get what you meant by "hotlinking difficult attacks onto a menu".
If you mean setting off anims with dedicated hotkeys without overriding regular combos:
It's possible on PC. It's been done. There's more than a way to do that, even.
You can have two right now (bind anything you want to cutscene1 and cutscene2).
You'll have some more if you study Alloc's Trainer and then script a bit (watch some variables etc).
You can also set up totally new combos with scripting (using a timed jump as a combat move).
Then again, practicing the timing of difficult moves is highly recommended. Are you ready for Oni Multiplayer? tongue

There'll be "no limit" to what can be set via neat ingame dialogs... Soon(TM).
Yes, we will use the stuff in level0_Final (a few ideas came from level0_Tools).
And so it's not a dead end. But it's not something that's ready already, either 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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#15 03/19/07 16:03

Tosh
Member
From: Oregon, USA
Registered: 01/14/07
Website

Re: where's this?

I meant a menu with buttons that represented attacks you could click and it would perform..
May check out the cutscene thing though.

And I dunno~ hacking the engine is cool and stuff but I like being able to do stuff under the current engine for stuff, you know. Breaking limits and etc.

Also I probably suck playing the game compared to you guys.. :S so no, probably not ready for multiplayer. But I'll cross that bridge when I come to it.

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#16 03/19/07 20:03

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

Re: where's this?

I meant a menu with buttons that represented attacks you could click and it would perform...
...
And I dunno~ hacking the engine is cool and stuff but I like being able to do stuff under the current engine for stuff, you know. Breaking limits and etc.

Raw stream of consciousness, eh? wink
Welcome on board OnK. There's loads of stuff to do so as to make Oni kick major ass, and unfortunately very few people so far that are actually willing to do it. Pushing the envelope is what it's all about, and indeed there's pretty much that can be achieved independently from engine hacking. So? should I brief you on that or what? smile

Also I probably suck playing the game compared to you guys.. :S so no, probably not ready for multiplayer. But I'll cross that bridge when I come to it.

We all suck. I don't so much play Oni as I vaguely fiddle with it. I used to resort to boring tactics, take advantage of AI flaws etc. Since recently I discovered I actually can do cool stuff once in a while, when it comes to vidmaster style, I mean. Even though as a "dev" I can do anything to anyone in Oni's world, it's also fun to set oneself a few challenges that one'd beat without cheating. Like finally trying and beating Mutant Muro: really good Rising Fury practice... Or parkouring around Rooftops: helps one to master jumping better. After you've bypassed the zipline in Rooftops, bypassing the stairs in Warehouse SP4 is piece of cake.
Same for Crescent Kick, Twister Kicks and all that. They're fun to try and actually master.

You can also try and make new combos out of them, easier to pull off. For example: LEFT, RIGHT and RIGHT, LEFT in quick succession (easy enough, and not too interferring with regular gameplay) could trigger Twister Kicks. Same for Willow Kick (BACKWARDS, FORWARDS) and, say, Crescent Kick (FORWARDS, BACKWARDS). As for Rising Fury and Devil Spin, you can "tie" them to (BACKWARDS, PUNCH) and (BACKWARDS, KICK) while crouching, respectively. The timing could be adjusted so that all those "new" combos are "arbitrarily easy" to pull off.
Good thing is: that last thing only requires anim watching, animating and sleeping. That is, it's totally portable on Mac, so you'll be a cross-platform hero if you do that. Re: shall I brief you?

Last edited by geyser (03/19/07 20:03)


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 03/20/07 01:03

Tosh
Member
From: Oregon, USA
Registered: 01/14/07
Website

Re: where's this?

Well I know how to anim watch and how to find what anims play when, so I think I can figure it out, but thanks. I'll PM you if I have a question.
OnK eh? I have to admit I haven't so much checked out all these Oni projects; been doing a lot of non-Oni related stuff (namely school, but other side projects too).
I'm gonna try to make a mod manager for Oni, which will make it easier to switch off mods, and make me feel more secure in the fact that I unistalled suchandsuch mod before installing this other one and etc. xD
After that I'm gonna try to take a hand at adding some stealth stuff like using the enemy's lariate animation (their neck breaking) and using some anim for Konoko to put her hands up to his head and twist it. So that you sneak up behind him without him hearing you and snap his neck. ;D A few more things like that have been running through my head for awhile.. need to get them down on paper.

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#18 03/20/07 12:03

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

Re: where's this?

I'm curious about your idea of an ideal mod manager. Do you mean to manage script folders only? ("installing" and "uninstalling" got me confused)

So that you sneak up behind him without him hearing you and snap his neck.

I'd just call it Muro's neckbreaker smile
There were a few threads about added gameplay features on the previous forums. New combos (KICK, KICK, JUMP), alternatives to Konoko's rolls...
Those might be worth checking out, especially since anim watching and animating may be tricky (with interpolation and stuff).
Another thing worth checking out is the event handler of Oni Menu 4. Maybe it's not something you can use, but it can be inspiring.

A few more things like that have been running through my head for awhile.. need to get them down on paper.

On a general note, if people like Loser (and you) weren't running ideas through their heads, on their own, we'd have dozens of cool modular add-ons for Oni by now smile

Last edited by geyser (03/20/07 12:03)


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 03/20/07 12:03

Tosh
Member
From: Oregon, USA
Registered: 01/14/07
Website

Re: where's this?

Heheh. ;D
Well it would manage what's in script folders and stuff and hopefully have a binary patcher too, and a few other things. The most important part of it will be that it remembers what mod(s) are currently in use and what they're replacing.. it shouldn't take too long I just need some time to work on it.
I dunno how much more to explain it, but yeah. I got spring break next week and get to try to fire out projects all week; Oni is second on the list. :S

Also, if we had a more definitive project goal, it would be easier to share ideas and stuff. At the moment it's difficult cause I'm still kinda learning what I can and can't do, often resulting in uncompletable ideas, and sharing those before knowing if I could or couldn't do them would be kind of embarrasing when it ended in no release. xD

Last edited by Tosh (03/20/07 13:03)

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#20 03/23/07 15:03

geyser
Member
From: beyond the veil
Registered: 01/14/07
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Re: where's this?

it shouldn't take too long I just need some time to work on it.

Integrating it with OUP looks like the only consistent way to have a binary patcher.
Did you look at the hierarchy of a DAT file? Do you want to recode that from scratch?
Otherwise, a mod manager is really worth developing, especially one with a neat GUI.
Systematic backups of original RAW/DAT/SEP and BSL folders... should be feasible.
Then again, the binary patches are like incremental changes to the DAT/RAW/SEP.
So it wouldn't be possible to handle them that way exactly. Changelogs needed.

Also, if we had a more definitive project goal, it would be easier to share ideas and stuff.

I offered to brief you on the readily feasible stuff. Are you interested?
There's a lot of very nice and very modular things that would make up OnK.
Some of them scripted, some of them binary-hacked, all of them cool.
The only problem is that I can't possibly do all of that myself.
And reliable working slaves are hard to come by, too.
smile

Last edited by geyser (03/23/07 15:03)


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 03/23/07 15:03

Tosh
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From: Oregon, USA
Registered: 01/14/07
Website

Re: where's this?

Ah.. I thought you meant briefing on just adding different ways to do attacks.. Well, sure, I am interested about OnK overall. smile
Also I have not looked at the dat structures yet, binary patching will be a later addition to this - if I can do it.
But yes, back-ups are part of it. smile

PS: I just started making it, but for some reason my stl_algo.h doesn't want to compile so I'm building an ini loader from scratch at the moment... I've kind built one before though so it shouldn't be too difficult....

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