AE:Warehouse: Difference between revisions

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{{fmbox
  | text = This mod was connected to the old [[AE:BIP|BIP]] initiative and then [[AE:ONK|ONK]] after that, which date back to the hex-editing era of modding. A version of these files was later ported to the AE package format [http://mods.oni2.net/node/344 HERE].
  }}
==Warehouse Mod==
==Warehouse Mod==
===Download directory===
===Download directory===
[http://geyser.oni2.net/ONK/warehouse/WarehouseMod HERE] (pay attention to the file sizes : it's over 30 megs...)
[http://geyser.oni2.net/ONK/warehouse/WarehouseMod/ HERE] (pay attention to the file sizes : it's over 30 megs...)
*level0_Final.rar holds level0_Final.dat and level0_Final.raw : they go in your [[GameDataFolder]] (backup the originals)
*level0_Final.rar holds level0_Final.dat and level0_Final.raw : they go in your [[GameDataFolder]] (backup the originals)
*OniLevel1a.rar holds level1_Final.dat and the level logic folder : the former goes in [[GameDataFolder]] (backup the original), the latter in [[GameDataFolder]]/[[OSL:IGMD|IGMD]], replacing the original [[OSL:IGMD/EnvWarehouse|EnvWarehouse]] folder (which you should backup too : rename it or move it away)
*OniLevel1a.rar holds level1_Final.dat and the level logic folder : the former goes in [[GameDataFolder]] (backup the original), the latter in [[GameDataFolder]]/[[Oni (folder)/GameDataFolder/IGMD|IGMD]], replacing the original [[Oni_(folder)/GameDataFolder/IGMD/EnvWarehouse|EnvWarehouse]] folder (which you should backup too : rename it or move it away)
*OniLevel1b.rar holds level1_Final.raw, which goes in [[GameDataFolder]] as well (backup the original)
*OniLevel1b.rar holds level1_Final.raw, which goes in [[GameDataFolder]] as well (backup the original)
===Sorta change log===
===Sorta change log===
Adding text files to the download directory above some time, maybe...
Adding text files to the download directory above some time, maybe...
====level0_Final====
====level0_Final====
Globally effective changes
Globally effective changes
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*Konoko's combos ''not'' unlocked
*Konoko's combos ''not'' unlocked
*Other stuff
*Other stuff
====level1_Final====
====level1_Final====
*Relocated (hidden) datapad
*Relocated (hidden) datapad
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*Thugs fight like Griffin
*Thugs fight like Griffin
*Other stuff
*Other stuff
====EnvWarehouse====
====EnvWarehouse====
Completely rewritten level logic, surprise, surprise!
Completely rewritten level logic, surprise, surprise!
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*Controllable warehouse manager (nice, but buggy)
*Controllable warehouse manager (nice, but buggy)
*Other stuff
*Other stuff


----
----
==Warehouse Mod Too==
==Warehouse Mod Too==
===Planned changes aka "what I WANT in it", not "what WILL be in it"===
====level0_Final====
Globally effective changes
*edit some combat files for better AI behavior
*edit some melee files for new experience (we are used to old patterns)
*edit some weapon files, add secondary fire mode (tribute to Geyser), make AI smarter with guns and aganist guns*
*flashy attacks again but this time better used particles (I hope)
*maybe somethig else
 *try a little experiment: take A_t48 thug in EnvWarehouse and make him invincible. Then get w1_tap(Equalizer) or w2_sap(Black adder) and turn on superammo cheat. Now startle thug, don't shoot. Lead him to the side opposite of the locked door which leads out of the building. Now dash to the door (so there is big hole between you and thug) and start permanent fire. You will see that after second or two he begins to strafe and he's trying to hide behind corners and objects. If he's too close, he will attack you. Problem is that w1_tap and w2_sap are only guns with that effect. Aganist other ones he just run towards his death.
====level1_Final====
Changes to level 1 binaries
*bla
*bla
*bla
*bla
*bla
*bla
====EnvWarehouse====
Scripted level logic
*bla
*bla
*bla
*bla
*bla


----
===probably cancelled, probably not, I have no time right now and I'm not a bot ^_^'===
--[[User:Loser|Loser]] 06:32, 10 September 2007 (CEST)


==Derived==
==Derived==
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(both files in the archive should go in [[GameDataFolder]], backup the originals, yada yada)
(both files in the archive should go in [[GameDataFolder]], backup the originals, yada yada)
====Change log====
====Change log====
Detailed change logs : [http://geyser.oni2.net/ONK/warehouse/GlobalHacks/dat.log DAT] [http://geyser.oni2.net/ONK/warehouse/GlobalHacks/raw.log RAW]
Detailed change logs : [http://geyser.oni2.net/ONK/warehouse/GlobalHacks/dat.log DAT] [http://geyser.oni2.net/ONK/warehouse/GlobalHacks/raw.log RAW]
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**Spinning Sidekick (KONCOMcomb_k_k_k)
**Spinning Sidekick (KONCOMcomb_k_k_k)
**Triple-Hit Haymaker (KONCOMcomb_p_p_p)
**Triple-Hit Haymaker (KONCOMcomb_p_p_p)
**Sledgehammer Heel (KONCOMcomb_p_p_p)
**Sledgehammer Heel (KONCOMcomb_p_p_k)
**Crescent Kick (KONCOMcomb_k_k_kfw)
**Crescent Kick (KONCOMcomb_k_k_kfw)
**Twister Kicks (KONCOMlt_fw_kick/KONCOMrt_fw_kick)
**Twister Kicks (KONCOMlt_fw_kick/KONCOMrt_fw_kick)
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**Comguy Double Kick (COMCOMcomb_k_k)
**Comguy Double Kick (COMCOMcomb_k_k)
*"Radio Saber!" alternates at random with "Static Fist!"
*"Radio Saber!" alternates at random with "Static Fist!"
*Muro's glows and trails are made framerate-friendlier (mercilessly trimmed)
And that's about it...
And that's about it...
[[Category:Obsolete AE mods]]
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