User talk:EdT: Difference between revisions

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:Hi, Ed
[[Image:Oni_WH_Env_Blender.png|200px|right|thumb]]
:Could you please provide mini-summaries for your edits.
Hi Edd,
:Also try to preview a lot before submitting, so as to
 
::only submit when you ''really'' think you're done.
if you don't mind I hope you can answer these questions.
:Of course there'll always be a typo or a bug or something,
 
::but there's a difference between 2/3 edits and half a dozen.
Is this in Material view in your screenshot or does the Texture view works as it should on Mac side?
:Thanks a lot anyway.
::[[User:Geyser|geyser]] 00:48, 18 November 2006 (CET)
:geyser
:Will preview more before submitting and add a summary.
::Ed
----
:Hi Ed,
:Here's a tentative fix for the mismapped enter key in the OSX port:
:*go to the offset '''0x1B6050'''
:*you should see '''0D 00 00 0A''' (Oni's "enter" bound to external "return")
:*change it to '''0D 00 00 0D''' (Oni's "enter" bound to external "enter")
:It should work. Please confirm.
::[[User:Geyser|geyser]] 04:29, 2 January 2007 (CET)
----
:'''IT WORKS!!!!!'''  I can now enter commands in the console and by pressing RETURN, I can use the 2 camera modes.
:However, the keys to move the camera, NUMPAD have no effect.  The only keys that work are the up/down arrow.  It will pan the camera up and down.
:How did you ever figure it out?
:Many thanks!
::[[User:EdT|EdT]] 06:16, 2 January 2007 (CET)
----
:"How did you ever figure it out?"
:Short answer is "RUSSIAN POWER!!!".
:Somewhat longer answer is "SFeLi is back, and he means business".
::I figured out the enter fix on my own, but I wouldn't have done it if it wasn't for SFeLi's return.
:::The urge of doing it before he did, or something. And he gave me a few reassuring tips ^^
::[[User:Geyser|geyser]] 21:38, 3 January 2007 (CET)
----
:FYI, while in console mode, I tried pressing the various keys on the NUMPAD and they were entered into the console.
:In other words, Oni recognizes those keys, however, in camera mode, Oni does not respond to them and move the camera.
:I wonder if it has to do with these commands:
::at 001D9D60 InitializeDeveloperKeys
::at 001D9F20 UnbindDeveloperKeys
::at 001DE240 DeveloperAccess
:You're making great progress!
::[[User:76.170.254.115|76.170.254.115]] 17:35, 2 January 2007 (CET)
----
:I'll tell you the story later, it might be worth an OCF thread... ^^
:Numpad keys are a bit tricky because of how OMNI used Cocoa.
:There are a number of fixes I could suggest, but before I do,
::there's a little test I'd like you to carry out.
:*go to the offset '''0x1B5EBC'''
:*you should see ''31 00 00 31''' (Oni's "1" bound to external "1")
:*change it to '''BE 00 00 31''' (Oni's "numpad1" bound to external "1")
:Then try these two things:
:*hit the regular "1" key with an open console: does it still work?
:*hit the regular "1" key in cam control mode: does it move the camera?
:More, better, later.
::[[User:Geyser|geyser]] 21:38, 3 January 2007 (CET)


----
Was Konoko imported with that pose or did you move her bones?
:When I press the regular "1" in the console, nothing appears and any other character afterwards is not visible or recognized.
:However, when I use the delete key to remove "1" then start typing again, the characters will appear and be recognized
::'''(hm, so it's the same as for illegal characters... £, µ, à, é, all those... hm. [[User:Geyser|geyser]])'''
:I tried the command in the lab level '''chr_teleport 0 114''' nothing happened, but when I used '''chr_teleport 0 200''' Konoko moved to that flag.
:In camera mode, pressing the regular "1" moves the camera left, also the NUMPAD1 now moves the camera left.
::'''(that's surprising... binding a regular key to Oni's numpad event somehow waked up the ''proper'' event)'''
:So between you, SFeLi, Loser and others, we are going to see some amazing things with Oni!!!! That's awesome!!!!!
:::'''(hm. ^^)'''
::[[User:EdT|EdT]] 22:07, 3 January 2007 (CET)
:I've been having lots of fun playing the Rooftops as "Mukade" lately.
:Slightly hacked TRAMs allow me to cover huge distances with a properly timed jump.
:The cam mode allows me to teleport anywhere I like, and there's also another thing.
:Something we refer to as "drifting". It's risky, but it's ''real'' teleporting madness.
:Oh, and the boss shield. That one rocks so much, it ought to be a regular cheat.
::[[User:Geyser|geyser]] 16:55, 4 January 2007 (CET)
----
:It's strange that I can run the original Oni in OSX, and the NUMPAD keys are recognized and I can move the camera.
:But the OSX version by Omnigroup will recognize the NUMPAD keys in the console, but not respond to the NUMPAD keys while in camera mode.
:It seems that each version of Oni has its flaws.
:*Original Oni in OS9 -Game mode works fine, Dev Mode works - but when the game crashes it brings down the whole computer.
:*Original Oni in OSX - Dev Mode works - Game mode has flaws: the right mouse button is not recognized, so you can't kick.  Also, the mouse acts like it hits the edge of the screen so you can't turn Konoko anymore in that direction.
:*Omnigroup port in OSX - Game Mode works - Dev mode has its flaws -but you're overcoming them!
:I know... I know... I should get a PC to play Oni...  :-)
::[[User:EdT|EdT]] 02:53, 4 January 2007 (CET)
:You should get a PC, period. ^^
:Original Oni in OSX: the 2nd mouse button ''might'' be fixeable, but probably not the mouse limits.
::I guess no one will cry too much about that version, as long as we fix OMNI's... right?
:OMNI's port. The almost irreductible flaw is the trimmed-down scripting engine. Not sure we'll ever get around to fixing that.
::(which is a shame, because a ''lot'' of cool mod ideas can only be implemented on PC)
:::(and I don't mean Loser's Mukade script: that one is fully portable to Mac, flags or no flags).
:The camera navigation can be "fixed" rather easily. I feel bad for not having thought of it earlier.
:First, revert the above "fix", i.e., bind the regular "1" back to "1". We won't need any of that.
:Second, open your '''key_config.txt''', and make it look something like this:
unbindall
bind w to forward
bind a to stepleft
bind s to backward
bind d to stepright
bind q to swap
bind e to drop
bind f to punch
bind c to kick
bind space to jump
bind leftshift to crouch
bind mousebutton1 to fire1
bind mousebutton2 to fire2
bind mousebutton3 to fire3
bind mousexaxis to aim_LR
bind mouseyaxis to aim_UD
bind fkey1 to pausescreen
bind v to lookmode
bind z to walk
bind leftcontrol to action
bind tab to hypo
bind r to reload
bind fkey12 to screenshot
#bind p to forward
#bind l to stepleft
#bind apostrophe to stepright
#bind semicolon to backward
#bind o to swap
#bind leftbracket to drop
#bind k to punch
#bind comma to kick
#bind enter to walk
bind p to man_cam_move_forward
bind l to man_cam_move_left
bind apostrophe to man_cam_move_right
bind semicolon to man_cam_move_backward
bind leftarrow to man_cam_pan_right
bind rightarrow to man_cam_pan_left
bind rightshift to man_cam_move_up
bind rightcontrol to man_cam_move_down
:Allow for some variations, of course. Adopt, adapt and improve.
:The basic idea is that the left-handed controls ''are'' mapped properly.
:And we never use them. So? let's map them to '''man_cam_...''' instead!
:'''leftarrow''' and '''rightarrow''' are consistent with the auto-bound '''uparrow''' and '''downarrow'''.
:You may want to use '''pageup''' and '''pagedown''' instead of '''rightshift''' and '''rightcontrol'''.


:Note that you'll hardly ever use anything but the equivalent of WASD, i.e.:
Do you remember a helpful resource and some annoying pitfalls about rigging characters in blender? --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 23:52, 12 September 2017 (CEST)
:*man_cam_move_forward
:*man_cam_move_left
:*man_cam_move_right
:*man_cam_move_backward
:Why? Because in camera mode 2 (press Enter twice), you can aim up, and then '''man_cam_move_forward''' makes you go up much faster than '''man_cam_move_up''' would. Same for going down.


:The only occasion on which you'll use the other 6 keys is when you want to:
: It was Object Mode with Material for Viewport shading.  I had to merge all 19 parts of original Konoko into a single mesh for Overgrowth and used this pose. This was the .obj version that I posted in the Lugara thread, so no bones. Also I imported the AKEV.dae file for the Warehouse directly into Blender.
::move the camera away so as to get a nice remote view
: Fortunately, I kept the links to the tutorials I used for rigging. Rigging and Skinning a Character Model: https://www.youtube.com/watch?v=PPbSGUPj72w, Making a Simple Walk Animation: https://www.youtube.com/watch?v=kSDWfx6ib9k  A search on youtube will give you more up to date tutorials, including how to use the Blender Game Engine.
::''and'' keep mouse control over Konoko
: You might want to search for "Third Person Characters in Unity" in youtube, they look interesting. EdT
:That's what camera mode 1 is for. Then you need the whole lot. And you got it.
::[[User:Geyser|geyser]] 16:55, 4 January 2007 (CET)


----
Thank you. Will look into the tuts at weekend. For now I will go with Blender (only for content creation) and UE4. Learning three programs at once might be a bit much, don't you think. Or maybe you want to tell me some features of Unity that are totally mind blowing.
Now I have an almost fully functioning Dev Mode!  Just missing those PC commands! I was just wondering if it would be possible to add a couple of PC commands like chr_focus and chr_location that is needed for your scripts...
I'm not that keen in programming h2h combat without the help of visual scripting - we need a lot of customizations and I have already seen a bunch of promising tutorials on youtube for ue4. [[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 21:26, 13 September 2017 (CEST)


Hey since you can record more than 30 seconds, why don't you record your Mukade fun along with the Boss shield!
: Nope nothing mind blowing about Unity :)  I just happened to look at the videos for it. Now I will look into UE4, can you share some of the promising videos?  Also, let's continue this discussion by email, you have my email address from s10k. EdT


Thank you for all your efforts for us Mac users!


[[User:EdT|EdT]] 04:18, 5 January 2007 (CET)


I notice in the binaries for the Omni port, there is a large section with only zeros.  Is it even remotely possible to add commands to that section?
Since we have the Mac OniBeta that has the missing PC commands, would that be of help?


I know nothing when it comes to binaries and hex editing, so forgive me for the dumb questions.
----
----
Hi Edt,


I wonder if you can find any existing page around "http://oni.godgames.com/".
'''Talk page archives''': [[User_talk:EdT/Archive1|#1]]
 
Phew, another dusty talk page! *cough cough* I just wanted to draw your attention to [[User_talk:Iritscen/Archive2#slowmo|this conversation]], which is in reference to [[Special:Diff/22248/22319|this edit of mine]]. Thanks. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 23:59, 7 May 2013 (CEST)


:> There ''used'' to be an ONI page on Godgames (http://oni.godgames.com/), but the content got deleted at some point, and then some joker hacked the index page, which had a few people wondering...
::Cleaned up all the dust. :) [[User:EdT|EdT]] ([[User talk:EdT|talk]]) 00:41, 8 May 2013 (CEST)


Well, maybe we can surf on a random page that is cross-linked. There I expect  there the remnant high resolution in-game pictures. Have you still any working link? Maybe in your browser favourite or *somewhere else*??
::: Mm, yes, but... :-S well, it's much better to archive it then delete it. There's a lot of history back there, like when geyser helped you patch the Mac app and we experimented with plugins. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 00:47, 8 May 2013 (CEST)
:[[User:Paradox-01|Paradox-01]] 22:49, 18 January 2008 (CET)
 
----
::::Archived. Thanks for the suggestion. [[User:EdT|EdT]] ([[User talk:EdT|talk]]) 01:09, 8 May 2013 (CEST)
Hi Ed,
 
  I am trying to learn the science behind your glass-breaking hack. Does it modify *all* character's kicks to break glass, not just Konoko? I am pretty sure I have seen that happen. In addition to that, can the hack make character's bodies break glass when thrown? What about punches from Konoko while holding a weapon? (I always felt like it would have made sense for that to break glass.) I am fairly ignorant of how this all works. --[[User:Iritscen|Iritscen]] 19:43, 28 February 2008 (CET)
:::::Thank ''you'' :-) --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 01:23, 8 May 2013 (CEST)
 
[[Category:Userspace]]

Latest revision as of 02:06, 4 May 2022

Oni WH Env Blender.png

Hi Edd,

if you don't mind I hope you can answer these questions.

Is this in Material view in your screenshot or does the Texture view works as it should on Mac side?

Was Konoko imported with that pose or did you move her bones?

Do you remember a helpful resource and some annoying pitfalls about rigging characters in blender? --paradox-01 (talk) 23:52, 12 September 2017 (CEST)

It was Object Mode with Material for Viewport shading. I had to merge all 19 parts of original Konoko into a single mesh for Overgrowth and used this pose. This was the .obj version that I posted in the Lugara thread, so no bones. Also I imported the AKEV.dae file for the Warehouse directly into Blender.
Fortunately, I kept the links to the tutorials I used for rigging. Rigging and Skinning a Character Model: https://www.youtube.com/watch?v=PPbSGUPj72w, Making a Simple Walk Animation: https://www.youtube.com/watch?v=kSDWfx6ib9k A search on youtube will give you more up to date tutorials, including how to use the Blender Game Engine.
You might want to search for "Third Person Characters in Unity" in youtube, they look interesting. EdT

Thank you. Will look into the tuts at weekend. For now I will go with Blender (only for content creation) and UE4. Learning three programs at once might be a bit much, don't you think. Or maybe you want to tell me some features of Unity that are totally mind blowing. I'm not that keen in programming h2h combat without the help of visual scripting - we need a lot of customizations and I have already seen a bunch of promising tutorials on youtube for ue4. paradox-01 (talk) 21:26, 13 September 2017 (CEST)

Nope nothing mind blowing about Unity :) I just happened to look at the videos for it. Now I will look into UE4, can you share some of the promising videos? Also, let's continue this discussion by email, you have my email address from s10k. EdT




Talk page archives: #1

Phew, another dusty talk page! *cough cough* I just wanted to draw your attention to this conversation, which is in reference to this edit of mine. Thanks. --Iritscen (talk) 23:59, 7 May 2013 (CEST)

Cleaned up all the dust. :) EdT (talk) 00:41, 8 May 2013 (CEST)
Mm, yes, but... :-S well, it's much better to archive it then delete it. There's a lot of history back there, like when geyser helped you patch the Mac app and we experimented with plugins. --Iritscen (talk) 00:47, 8 May 2013 (CEST)
Archived. Thanks for the suggestion. EdT (talk) 01:09, 8 May 2013 (CEST)
Thank you :-) --Iritscen (talk) 01:23, 8 May 2013 (CEST)