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| ==Image categorization== | | ==Image categorization== |
| I really appreciate you helping out with categorizing the images by class. I was hesitant to make a category for Konoko because she's in almost every image on the wiki, so it's a big task if we're going to be thorough. But I guess we can chip away at it. My main concern is that, if we only categorize *some* of each character's/class' images, then how do we ever know if we're done? That's why I was looking through all wiki images for each class that I categorized. That way I could know that I had truly found every image for that class, and cross it off the to-do list. Just something to think about in terms of how we keep track of our remaining work. Also, I wanted to mention that underscores don't matter in category (or any page) names. MediaWiki treats them as space characters, so we usually just use spaces instead. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 22:06, 19 May 2017 (CEST) | | I really appreciate you helping out with categorizing the images by class. I was hesitant to make a category for Konoko because she's in almost every image on the wiki, so it's a big task if we're going to be thorough. But I guess we can chip away at it. My main concern is that, if we only categorize *some* of each character's/class' images, then how do we ever know if we're done? That's why I was looking through all wiki images for each class that I categorized. That way I could know that I had truly found every image for that class, and cross it off the to-do list. Just something to think about in terms of how we keep track of our remaining work. Also, I wanted to mention that underscores don't matter in category (or any page) names. MediaWiki treats them as space characters, so we usually just use spaces instead. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 22:06, 19 May 2017 (CEST) |
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| ==Orphaned VB page==
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| Just a note that your page "Visual Basic .NET" is an orphan, so you might want to add some links to it from other pages that you think are appropriate. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 17:17, 4 May 2017 (CEST)
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| : "One of those days" --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 23:41, 7 May 2017 (CEST)
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| ==OniSplit source code== | | ==OniSplit source code== |
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| : For the records: 'scen, that worked fine. | | : For the records: 'scen, that worked fine. |
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| | :: I don't longer remember what this is, can I delete it? [[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 21:14, 2 July 2017 (CEST) |
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| I just want the user to be aware of what types belong to object collections (for instance so he does chose the door collection and not the door class) and that searches can be easily be done by BINA*/BINAOBJC*. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 14:19, 20 April 2013 (CEST) | | I just want the user to be aware of what types belong to object collections (for instance so he does chose the door collection and not the door class) and that searches can be easily be done by BINA*/BINAOBJC*. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 14:19, 20 April 2013 (CEST) |
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| ==Music issues==
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| When you have time, can you please test this package: http://edt.oni2.net/temp/60000Soundtrackrenewal.zip I converted this file to oni file: https://soundcloud.com/mengermeester/oni-ae-fight-wip Hopefully, I made the windows version correctly.
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| I replaced the original files with the updated version. However, it doesn't seems to playback correctly, the transition isn't smooth. The original files were about 11 seconds and less, the updated are 20 seconds and less.
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| You can hear this music at Manplant save point 1
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| Thanks [[User:EdT|EdT]] ([[User talk:EdT|talk]])
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| :You imported them correctly. The song plays at that SP. It's as you say the transition doesn't fit. But that's no wonder since it's still a one-piece song and not designed to play pieces in a random order, isn't it?
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| :"Once we have a nice pool of sounds we will go over every trigger and see what fits where. Then we will cut the loops to be modular." I guess we have to wait for the final version? --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 11:17, 16 April 2013 (CEST)
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| ::I didn't realize that Oni's music was designed to be played randomly. Learn something everyday. As a temporary workaround, I can modify the OSBD to include only the one song in its entirety, just to be able to hear it in-game. Thanks [[User:EdT|EdT]] ([[User talk:EdT|talk]])
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| == Modding file paths ==
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| Just tried to update the XML pages for the new AE's hierarchy, hopefully I didn't mess things up. Just one question, do you want the level-specific file types to give the path as "GameDataFolder/levelX_Final.dat", or should they use AE paths like the other XML pages, i.e. "AE/AEInstaller/vanilla/level0_Final.dat"? Perhaps you want all paths to be consistently using the AE .dats. I thought I was making those paths "universal" by deleting "Edition/", but I didn't think about the fact that "GameDataFolder/levelX_Final.dat" only works for vanilla Oni, as in the AE it would be "AEInstaller/vanilla/levelX_Final.dat". So I'll fix those if you agree, since I'm the one that messed them up :-) --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 15:43, 18 April 2013 (CEST)
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| : Consistency is good. I just hope we can tell newbes somewhere that vanilla are original files only and GameDataFolder contain vanilla + mods. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 15:55, 18 April 2013 (CEST)
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| ::Well, the vanilla/ folder is documented in AE/Framework, but it probably should be repeated in other places to make sure the modder understands that. I do agree that we should be consistent, so I'll fix those pages. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 16:07, 18 April 2013 (CEST)
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| == Gears sound ==
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| Hey, not that I want you to spend much time on this, but I'm not very familiar with how ambient sounds work, and I was wondering if you ever looked into [[AE:Requests#Missing_gears_sound|this issue]]. I can see the reference to SNDDgears in the level's CBJOSound file, but adding the sound EdT supplied to level 14 (I also tried level 0) doesn't seem to add any noise to the gears at the end of the level. I teleported to the coordinates the Sound file has set for "gears", 676.3 64.7 -1898.3, and it places you on top of the gears, so I don't know why the sound isn't there. Maybe just something to spend a minute on if you feel like it. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 15:42, 23 April 2013 (CEST)
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| It turned out that SNDD is stereo while the grp file asks for a mono channel file. New [https://dl.dropboxusercontent.com/u/139715/temp/OSBDgears.grp.oni grp file].
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| :Cool, thanks! Now if I can find a good royalty-free sound to use, I can fix this in AE core. At the least, it prevents us from getting bombarded with errors when we get near there in Dev Mode! --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 21:16, 23 April 2013 (CEST)
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| Hmm, sorry to bother you about this again, but can you watch these two 5MB movies? http://iritscen.oni2.net/temp/GearsTestMac.mp4 and http://iritscen.oni2.net/temp/GearsTestWindows.mp4. The gears sound completely different! The original sound is [http://iritscen.oni2.net/temp/gears6.wav here] and the package is [http://iritscen.oni2.net/temp/06000MissingSounds.zip here] (note that it has a core number so it will show up in core packages in the AEI, not the main window). Incidentally, the movies are of me testing sound occlusion, but that's a whole different subject. I looked around the wiki but I don't see anything about sounds turning out completely different from platform to platform. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 14:05, 24 April 2013 (CEST)
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| : The new mac file doesn't work for me.
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| : Over here the old mac file sounds like your pc version. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 16:09, 24 April 2013 (CEST)
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| ::Mac sound is fine here. Perhaps it will be easier if Paradox can convert the original gear sound to Win version and test. [[User:EdT|EdT]] ([[User talk:EdT|talk]])
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| ::I wasn't really asking you to test the Mac side, just to listen to the sounds in the movies :-) What do you mean it doesn't work for you? The WAV version was saved directly from the AIFF file (chose "uncompressed 44KHz" for the WAV, but I'm not sure it's PCM), so it's the same sound, but in-game it sounds really muddy, and lower-pitched. I thought this might have been covered already on the wiki, I just don't know where to look. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 16:43, 24 April 2013 (CEST)
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| :::As you saw after that sndd page edit: 44.1 mono needs also number of channel: 2. Next time simply include the grp file in the package. :) --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 18:13, 24 April 2013 (CEST)
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| ::::I had tried using my own .grp and I think it disabled the sound on Mac or Windows, so I went back to using the existing one. I guess now I understand that it should use "2" for NumberOfChannels in Windows and "1" on Mac, so I will try that later today. Thanks! --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 18:53, 24 April 2013 (CEST)
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| While testing sound files I had problems with level0 plugins, I'm not sure if new grp/amb are accepted from those. In the end I used import via AE package. Maybe it's the same problem for you? --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 20:23, 24 April 2013 (CEST)
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| :Well, I only use packages when modding :) But perhaps it didn't like just getting the .grp without the .amb or vice-versa. At one point I was trying to adjust the volume, and another time I wanted to widen the sound sphere, but I think both changes failed to work for me. It was one of those awful modding sessions where I stayed up late and got nothing done; and here I thought this would be a simple matter to put to rest! --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 21:07, 24 April 2013 (CEST)
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| ::In case you changed amb's sphere, I believe that it gets overwritten by BINACJBOSound.xml's own. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 21:25, 24 April 2013 (CEST)
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| :::Oh brother. Okay, good to know. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 21:35, 24 April 2013 (CEST)
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| == Old prone mode ==
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| Do you think [[AE:Sniper_scope_and_prone_mode]] needs to be kept? I glanced at it, and it seems to be a more primitive version of your Prone Mode 1.0.3. Since I am cleaning up stuff that was formerly a part (or planned part) of the AE, I'd like to be able to get rid of that page. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 22:01, 23 April 2013 (CEST)
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| :I actually like how geyser explained the difficulties with the scope in words of wisdom (including ninja left handedness). Maybe you could move those details elsewhere? --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 18:19, 24 April 2013 (CEST)
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| ::Okay, I've actually changed my mind since I posted that and no longer desire to delete most of those old AE pages. I'll just make a note explaining how it is obsolete. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 18:57, 24 April 2013 (CEST)
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| == Dead link ==
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| Hi Paradox-01 the following link for demo files is down, can you upload it again? Maybe to depot so it don't get deleted?
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| page: http://wiki.oni2.net/XML:ONLV#Level_import_with_OniSplit_v0.9.82.0.2B
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| link: http://dl.dropbox.com/u/1869/lab.zip
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| "Level import with OniSplit v0.9.82.0+
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| Demo files
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| Demo files can be downloaded here."
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| [[User:Script 10k|Script 10k]] ([[User talk:Script 10k|talk]]) 18:56, 4 January 2014 (CET)
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| : Were not mine, but I will see if can throw something new together. :)
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| : --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 20:16, 4 January 2014 (CET)
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| :: Sorry my fault, I don't know how I deleted that file. It has been replaced with a newer version, more stuff inside :) [[User:EdT|EdT]] ([[User talk:EdT|talk]])
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| ::: Ok thank both you. Link updated. [[User:Script 10k|Script 10k]] ([[User talk:Script 10k|talk]]) 22:14, 4 January 2014 (CET)
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