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User talk:Neo: Difference between revisions

2,215 bytes added ,  15 November 2008
pathfinding, CRSA capacity
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(pathfinding, CRSA capacity)
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:BTW, Neo, you ROCK! --[[User:Loser|Loser]] 17:42, 15 November 2008 (CET)
:BTW, Neo, you ROCK! --[[User:Loser|Loser]] 17:42, 15 November 2008 (CET)
:::Sorry, I have so many mods on my computer, that must have come from the Barabus jetpacking mod?  But I don't know where I got the blue flashes for griffin... [[User:EdT|EdT]] 18:03, 15 November 2008 (CET)
:::Sorry, I have so many mods on my computer, that must have come from the Barabus jetpacking mod?  But I don't know where I got the blue flashes for griffin... [[User:EdT|EdT]] 18:03, 15 November 2008 (CET)
::::The blue flashes come from overpowering a character with the Paradox's VR mod. [[User:Gumby|Gumby]] 19:23, 15 November 2008 (CET)
::::Hmm. It doesn't even generate a crash report for me. The startup.txt ends in "running game...". Odd. [[User:Gumby|Gumby]] 19:33, 15 November 2008 (CET)
::::Ed, you know modding isn't foolproof or bug-free, so it is ''never'' a good idea to mix "so many mods" when "pioneering". Stick to the original level0_Final, or to Loser's stable releases, and ''then'' if it works fine, you can add other mods - Very Carefully And Systematically. The example video you posted is not conclusive, but I see two possible reasons for the crash:
::::#The AI were fighting "for too long" without a pathfinding grid, endlessly attempting to find a grid untilthey break some kind of limit. This is unlikely because in original levels we've had huge battles in grid-less areas without a crash. Actually, to the best of my knowledge, the only crashes due to pathfinding overflow happen in places like AKEVlab at the main gate: there ''is'' a grid, but it is inconsistent with the obstacles, so the AI desperately try to pathfind through a closed gate (actually, this is one of the many glitches that set AKEVlab apart as the most mysterious level in Oni)
::::#Karen died, and then Ed was looking/moving away from the dead body, which triggered the deletion of her character and the creation of a corpse. Probably some corpse-related resource is missing or corrupt. After a look at the binaries, I see that CRSA is present, but it has size ''and'' capacity 0, whereas Oni's original CRSA have capacity 20. It is easy to test whether CRSA overflow is indeed the problem: spawn an opponent, kill him, run/jump away. If this is the problem, this impies possible crashes in the original levels as well, if for some reason the number of corpses present simultaneously exceeds 20: Oni is supposed to clean them up, but may fail to do so.
:::::[[User:Geyser|geyser]] 20:08, 15 November 2008 (CET)
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:::Finally, is it possible to manually write pathfinding data for just that area of the level?
:::Finally, is it possible to manually write pathfinding data for just that area of the level?
:::[[User:EdT|EdT]] 17:28, 15 November 2008 (CET)
:::[[User:EdT|EdT]] 17:28, 15 November 2008 (CET)
::::The blue flases come from overpowering a character with the Paradox's VR mod. [[User:Gumby|Gumby]] 19:23, 15 November 2008 (CET)
::::Long ago I released a tool that allowed motivated people to (re)author pathfinding grids in ASCII: [http://oni.bungie.org/community/forum/viewtopic.php?id=90 HERE] it is. For simple areas, you could set up a complete BNV ([[AKVA]]) manually from scratch, and even OTLF could be updated by hand, but in this day and age no one would be crazy enough for that, not even me. Just wait until Neo implements autogeneration of pathfinding data. --[[User:Geyser|geyser]] 20:08, 15 November 2008 (CET)
::::Hmm. It doesn't even generate a crash report for me. The startup.txt ends in "running game...". Odd. [[User:Gumby|Gumby]] 19:33, 15 November 2008 (CET)