User talk:Neo: Difference between revisions
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:::Well, the idea was to fix a bug, not make the AI smarter :) [[User:Neo|Neo]] | :::Well, the idea was to fix a bug, not make the AI smarter :) [[User:Neo|Neo]] | ||
::::Neo, have you looked at this page: http://wiki.oni2.net/AE:Projectile_awareness#Fixing_AI_Logic Loser was asking for help in regards to fixing the AI logic. Thanks [[User:EdT|EdT]] | |||
Revision as of 02:14, 19 December 2008
To EdT and/or Iritscen:
Please test the following patch for projectile dodging:
File Offset: Old Value -> New Value
0x00016503: 0x50 -> 0x74 0x00016507: 0x54 -> 0x78 0x0001650B: 0x58 -> 0x7C 0x000164F1: 0x9D -> 0xBD 0x000164F2: 0x23 -> 0x2B
- EDIT: projectile dodging works on the Mac engine! http://edt.oni2.net/OniSplit/Particle.wmv
- Though in the last scene, I used the command ai2_ignore_player = 1 and the AI dodged the screamer the first time, but not the second... EdT 00:54, 18 December 2008 (CET)
- Hmm, I think it has the illusion of working... but my own tests showed the same behavior as in Ed's movie, so let's look at what's really happening there: the AI is getting "hung up" when the shot gets near him. He starts circling it instead of just running away from it. I have a feeling he sees the Screaming Cell the same as the AI now sees an incoming line of SMG gunfire ever since we fixed the basic dodging bug -- as a vector to be run away from at a perpendicular angle. Since the Cell is following the AI, however, this results in a circular movement, and, seeing as all this running around in circles still leaves the AI within the range of the Cell's life-sucking powers, it ends up killing him. Basic automatic gunfire still results in dodging that seems as smart as before (maybe a tad smarter? not sure without more testing), but when I tested this hack with the Screaming Cannon, the AI resembled a moth drawn to a flame. --Iritscen 14:42, 18 December 2008 (CET)
- Well, the idea was to fix a bug, not make the AI smarter :) Neo
- Neo, have you looked at this page: http://wiki.oni2.net/AE:Projectile_awareness#Fixing_AI_Logic Loser was asking for help in regards to fixing the AI logic. Thanks EdT
New OniSplit (beta) version: OniSplit v0.9.34
What's new:
- SNDD importer
- -WAV files (.wav, mono/stereo, 22.05KHz/44.1KHz, uncompressed(PCM)/compressed(MS-ADPCM)) produce SNDD files that are compatible with Oni PC retail.
- -AIFC files (.aif/.aifc/.afc, mono/stereo 22.05KHz, compressed(ima4)) produce SNDD files that are compatible with Oni Mac.
- Example
OniSplit -create out_dir test.aif OniSplit -create out_dir test.wav
- LOD support for creating TRBS files. This can be done by creating an xml file containing the following:
<?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.29.0"> <Instance id="0" type="TRBS"> <Elements> <Link>barabus_body_1.dae</Link> <Link>barabus_body_2.dae</Link> <Link>barabus_body_3.dae</Link> <Link>barabus_body_4.dae</Link> <Link>barabus_body_5.dae</Link> </Elements> </Instance> </Oni>
- and running the command (assuming the created xml file's name is barabus_body.xml):
OniSplit -create out_dir barabus_body.xml
- It's not strictly necessary to create 5 different geometries for each LOD. The following works just as well:
<?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.29.0"> <Instance id="0" type="TRBS"> <Elements> <Link>barabus_body_1.dae</Link> <Link>barabus_body_2.dae</Link> <Link>barabus_body_2.dae</Link> <Link>barabus_body_2.dae</Link> <Link>barabus_body_3.dae</Link> </Elements> </Instance> </Oni>
- An xml file can contain "links" to other xml/obj/dae files. For example you can have the following line in an ONWC xml file:
<Geometry>pistol.obj</Geometry>
- Assuming the file pistol.obj exists in the same directory an M3GM .oni file will be automatically created from it.
- Relative paths work just as well:
<Geometry>geometry/pistol.obj</Geometry>
- The -create:subt, -create:txmp and -create:m3gm are sort of obsolete. They still work but now you can simply use '-create' (or just 'create'):
OniSplit -create out_dir crate.dae OniSplit create out_dir -format:bgr555 -genmipmaps pic.tga OniSplit create out_dir subtitles.txt
- Work in progress: the AKEV importer now reads Collada materials so the resulting AKEV is textured.
- Sample levels:
- TestLevel1 -- This level should look like this in-game: Image 1 Image 2 Image 3
- TestLevel2 -- This level should look like this in-game: Image 1
- A zip file contains the minimum needed to get a new level running in Oni. To "compile" a level extract it to a folder and run the following commands:
OniSplit -create out -genmipmaps -format:dxt1 *.xml OniSplit -import:nosep . Oni\GameDataFolder\level1_Final.dat
- (Of course, you need to change the output .dat file path to match your Oni installation path)
- Note1: The hexagon level needs to be scaled up to work properly. Use the envscale option for this:
OniSplit -create out -genmipmaps -format:dxt1 -envscale:40 *.xml
- Note2: I've updated the level files to contain 20 empty corpses to prevent crashes.
I tried to extract the .dae from AKEVhexagon2.oni and got the following error message from OniSplit:
mono onisplit.exe -extract:dae hex3d level7_Final/AKEVhexagon2.oni
/level7_Final/AKEVhexagon2.oni /level7_Final/AGDBhexagon2.oni System.NullReferenceException: Object reference not set to an instance of an object at Oni.Imaging.Texture.Read (Oni.InstanceDescriptor txmp) [0x00000] at Oni.Geometry.GeometryDaeExporter.WriteImageLibrary (Oni.InstanceDescriptor[] textures) [0x00000] at Oni.Geometry.GeometryDaeExporter.WriteEnvironment (Oni.InstanceDescriptor descriptor, System.String filePath) [0x00000] at Oni.Geometry.GeometryDaeExporter.ExportInstance (Oni.InstanceDescriptor descriptor) [0x00000] at Oni.Exporter.ExportInstanceList (System.Collections.Generic.List`1 descriptors) [0x00000] at Oni.Exporter.Export (Oni.FileManager fileManager, System.String sourceFilePath, System.String filter) [0x00000] at Oni.Program.ExtractGeometry (System.String[] args) [0x00000] at Oni.Program.Main (System.String[] args) [0x00000]
EdT 03:42, 12 November 2008 (CET)
This happens when you don't have all the textures that are used by AKEV in the same folder. In this case the missing texture is TXMP<none> aka TXMP%3Cnone%3E.oni. You can copy it to that folder but there is another problem caused by it's funky name.
If you really want to do that you need to "create" hexagon using a different default texture:
onisplit create out *.xml -format:dxt1 -envscale:40 -texdefault:notfoundtex
Now you can copy TXMPnotfoundtex.oni to the folder that contains the AKEV file and export should work.
PS: maybe I should make notfoundtex the default texture. That way I avoid using that troublesome <none> and it's more obvious which quads have missing textures.
Hi Neo, I apologize for bothering, but I have two questions.
1) I tried to make some trick with TRAMs, details omitted.
- Subject - When character dies during some TRAM (throw), he cannot interpolate into another TRAM if there was set non-zero end interpolation.
Experiment:
- Take KONCOMthrow_bk_k_tgt. Change its duration/number of frames to 0x69 and add end interpolation 0x10.
- Now hurt (not kill) somebody with this backbreaker. Victim will interpolate into his fallen position.
- next, kill him. Victim will get stuck in ending frame of KONCOMthrow_bk_k_tgt as his death position, he won't interpolate into his fallen TRAM.
- Now remove end interpolation 0x10 (set 0x00).
- kill victim now. When KONCOMthrow_bk_k_tgt animation ends, victim "jerks" into his fallen TRAM as his final resting position.
Is there any easy way to solve this, please? I ask because it looks like when character is dead, engine craps away its ability to interpolate. 5 seconds delay of this whould be enough. Or removing this restriction completely.
2)
- Subject - Blue shield
- Blue shield absorbs both damage and knockback. Is there a way how to make it absorb only damage, so character would be affected by knockback even tough he has blue shield?
- I ask because then I could simulate throwing over obstacles with throws via PAR3. Now I cannot due to blue shield's knockback absorbtion.
- Or is there any "cleaner" solution of throwing over obstacles (such as dynamic root height)?
Thank you for patience, --Loser 07:45, 30 November 2008 (CET)
- I'll say what I can on the matter, if you don't mind. :)
- @Blue Shield: Regardless of the ability to remove damage by knockback, you run into several problems:
- Explosions would still knock you back
- Explosions _might_ still do damage to you (I'd have to look at the asm, but from what I recall about PAR3, knockback is a type of damage. I never quite got how it worked specifically though, does it do actual damage?)
- A better solution would be to somehow apply velocity to TRAMs. With velocity and the right flag (can't recall which...), the sphere tree would unstick.
- Another thing: When a character goes over an edge, unsticking depends on either a time spent in the air or size of sphere (distance from ground), I can't tell which. I would hazard a guess that it has to do with time, but I'm not sure. :) If we can decrease whatever value it is, we could get what you are looking for. There is a chance it is a value in the ONCC or a constant in the engine. I'm not sure which. Gumby 10:04, 30 November 2008 (CET)
- @TRAMs when characters die, they lose all ability to be animated at all. I know there exists a fix for characters losing MELE information on death (I lost it, gotta ask geyser next time he is on...), but there might also be a way to disable the disabling of animation on death. I know if you set a characters health to 0, attempt to animate it (fail), then set its health to something positive, the first thing he\she does is that animation you asked it to. So all hope is not lost. :) Then again, it might be a good thing you can't be animated after death. That could lead to some crazy bugs. :D Gumby 09:38, 30 November 2008 (CET)
OK, the new music files imports and exports without error. Now how to get it in the game? I duplicated OSBDmus_amasian.grp renamed it OSBDmus_burn.grp used a hex editor and changed the links to the new music file names (I kept the file name the same size) Placed all the files in level0_Final and rebuilt the level and used the command: sound_music_start mus_burn but no music... here are the files http://edt.oni2.net/OniSplit/mus_burn.zip What am I doing wrong? EdT 20:57, 10 December 2008 (CET)
The OSBD files appear to be correct but to be on the safe side you should simply replace exiting sounds (SNDD) to see if the sound really imported correctly.
Replacing an existing SNDD with a new one works. I next tried duplicating an existing OSBD file such as OSBDmus_xtr1.grp.oni and renamed it OSBDmus_xtr3.grp.oni, rebuilt level0_Final, but when I use the command sound_music_start mus_xtr3 there is no music. Very odd... EdT 01:15, 11 December 2008 (CET)
I think that the sound_music_start command plays an ambient sound, not a group. In general nothing plays groups, only ambients and impulses so you need to create one of those too.
How hard is it to add a new screen to Oni? "Screen" as in Main Menu, Load Game, Options, etc. I know that the game wouldn't know what to do with the screen because it wouldn't have any code written for it, but let's say that part's not important. --iritscen 21:49, 12 December 2008 (CET)
Creating WMDDs using xml is easy enough, export an existing one and modify it as you like. But you're right about the fact that they need new code added to the game.
I should have mentioned, I wanted an existing screen to lead to a new screen when clicking a newly-added button on the first screen. But, looking at the WMDDs, I don't see where the link is from a button to a screen... is that because they're hard-coded into Oni? :-\ --Iritscen 21:33, 13 December 2008 (CET)
Yes, a button triggers an action that must be written in code.