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(more flexible kitty, i would think) |
(more accurate?) |
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OniPlayer was a project coordinated by typhen and involving [[User:Alloc|Alloc]], [[User:Kumo|Kumo]], and [[User:ssg|ssg]]. Up to the departure of typhen, the project remained in the address-finding phase, with applications limited to Alloc's OniTrainer and typhen's OniFly (the Trainer allowed the user to set or freeze most of the known variables on demand, whereas OniFly performed elaborate freezing on character positions based on their aiming vector). Later, [http://neonew.oni2.net neonew] put the knowledge to use with OniHook, actually tracking and patching a character's animations as if synchronizing action over a network. | OniPlayer was a project coordinated by typhen and involving [[User:Alloc|Alloc]], [[User:Kumo|Kumo]], and [[User:ssg|ssg]]. Up to the departure of typhen, the project remained in the address-finding phase, with applications limited to Alloc's OniTrainer and typhen's OniFly (the Trainer allowed the user to set or freeze most of the known variables on demand, whereas OniFly performed elaborate freezing on character positions based on their aiming vector). Later, [http://neonew.oni2.net neonew] put the knowledge to use with OniHook, actually tracking and patching a character's animations as if synchronizing action over a network. | ||
Current knowledge of Oni's game-state and character-state structures is very nearly sufficient for multiplayer, | Current knowledge of Oni's game-state and character-state structures is very nearly sufficient for multiplayer, combining memory watching and patching driven by Oni's own events, hooked for the purpose. Current development includes for minimal patches to the engine (implementing stuff like [[chr_focus]] and [[chr_location]] for the Mac, disabling [[MELE]] loss for dying characters so as to take advantage of Oni's frag/damage counters, making Oni's combat stats accessible from [[BSL]], ...) and [[AE:Flatline|Flatline]]. |
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