AE talk:OTA: Difference between revisions

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==To-do list==
==To-do list==
User "bravebeat" on Discord alerted us to several issues:
User "bravebeat" on Discord alerted us to several issues:
*Some levels' OTAs are flat-out missing as AE packages! Compare [http://mods.oni2.net/search/node/OTA what's available] to what's listed on [[AE:OTA]].
*Some levels' OTAs listed [[AE:OTA#Where_do_I_get_it.3F|HERE]] are flat-out missing as AE packages:
::'''OTA 1.0'''
::Science Prison
::Regional State
::Cargo Hangars
::Musashi Manufacturing
::Dream Lab
 
::'''OTA 1.1'''
::Atmospheric Conversion Center
::Mountain Compound
*The packages on Mod Depot are sometimes v1.1 and sometimes v1.2. What changed in 1.2? Is this even documented? bravebeat says that there are different/missing menus in v1.2.
*The packages on Mod Depot are sometimes v1.1 and sometimes v1.2. What changed in 1.2? Is this even documented? bravebeat says that there are different/missing menus in v1.2.
*Multiple errors in the read-mes. bravebeat says that the F-keys listed for things like "start record" are wrong, plus there is a disconnect between geyser's old read-mes and what is written on the Depot, e.g. missing steps in the Depot read-mes. For details, see the #modding-chat channel in Discord and look at the pinned message from bravebeat to see the start of the conversation.
*Multiple errors in the read-mes. bravebeat says that the F-keys listed for things like "start record" are wrong, plus there is a disconnect between geyser's old read-mes and what is written on the Depot, e.g. missing steps in the Depot read-mes. For details, see the #modding-chat channel in Discord and look at the pinned message where I linked to the start of the conversation with bravebeat.
*You can shapeshift bots to any character, but with globalization in effect, you can choose classes that don't exist in the level natively, so they lack the proper health and melee profile, at least upon respawning.
*You can shapeshift bots to any character, but with globalization in effect, you can choose classes that don't exist in the level natively, so they lack the proper health and melee profile, at least upon respawning.
::It's debateable if this is a bug or a "feature". The only ways to avoid this are not to play OTA in the AE or not to shapeshift to those characters that are not native to the level.
--[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 01:12, 23 March 2021 (CET)


==Crash reports==
==Crash reports==
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:The only example of that so far is the main gate of the Bio-Research Lab. Even though it's closed, the pathfinding graph is the same as if it was wide open. Therefore, the AI may attempt to pathfind through it, and Oni may crash when they are blocked by the gate. This used to occur in the acid room: enemies falling to the "garage" side would start running out the garage and around the block and through the main gate and up the aisle and into the lobby and up the stairs and into the acid room again. The obvious fix to this was to lock a few doors.
:The only example of that so far is the main gate of the Bio-Research Lab. Even though it's closed, the pathfinding graph is the same as if it was wide open. Therefore, the AI may attempt to pathfind through it, and Oni may crash when they are blocked by the gate. This used to occur in the acid room: enemies falling to the "garage" side would start running out the garage and around the block and through the main gate and up the aisle and into the lobby and up the stairs and into the acid room again. The obvious fix to this was to lock a few doors.
::[[User:Geyser|geyser]] 16:25, 28 May 2008 (CEST)
::[[User:Geyser|geyser]] 16:25, 28 May 2008 (CEST)
[[Category:Obsolete AE mods]]