AE talk:OTA: Difference between revisions
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::Mountain Compound | ::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 | *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. | ::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]] |
Latest revision as of 17:37, 4 May 2022
This area is for reporting or documenting crashes or other bugs for Oni Team Arena.
To-do list
User "bravebeat" on Discord alerted us to several issues:
- Some levels' OTAs listed 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.
- 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.
- 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.
--Iritscen (talk) 01:12, 23 March 2021 (CET)
Crash reports
- I crashed on compound even with the Daodan dll in. I was using the plugin version of the EXE if it matters
- Gumby 00:00, 27 May 2008 (CEST)
- Did you use the cache fix? I don't know if it was fixed in Daodan dll. I know for sure it's fine with the cache fix EXE. It'd be troublesome if the plugin EXE didn't have the cache fix...
- Your_Mom 10:47, 27 May 2008 (PST)
- Indeed, not many people are aware of the issue with the pathfinding grid cache, and I'm not sure who released the plugin-ready EXE. Could you guys link to it?
- The latest version of the Daodan DLL takes care of the pathfinding grid cache (and enables plugins, too), so you can use it with the original "Engrish" EXE.
- geyser 16:25, 28 May 2008 (CEST)
- Another issue that systematically causes crashes is Loser's latest contribution to the Edition (TRAM hacks). Roll back to the New Year's release and report.
- I feel really sorry for not tracking down those of the upgrades that cause memory corruption, but Loser's TRAM are a lot of stuff to go through. Patience...
- geyser 16:25, 28 May 2008 (CEST)
- The plugin EXE was posted by EdT here. The plugin EXE is hosted on Paradox's oni2.net site.
- Your_Mom 22:55, 30 May 2008 (PST)
- Sorry to interrupt here, but I am working on new version of combat system now, hopefully less bugged. So don't hang with my old stuff, which is not worth your magnifiency, geyser ^_^.
- Also, have you please fixed the last projectile dodge issue?
- P.S.: How many times I will have to write that I HAVE PROVIDED PATCH FOR THAT COMCOMthrow_fw_tgt crash ??? That is like 14th time i see that bug mentioned(altough here it is a bit hidden ^_-).
- Loser 09:27, 1 June 2008 (CEST)
- Please don't tell me about "magnificiency", that's annoying (no, really, it was fun the first few times, but two years later, it's really getting old...) ^_^ I just want the Edition to be reasonably non-controversial and crash-free. So in the future it would be nice if your stuff is thoroughly tested for crashes or even slightly annoying features (you know, like when you hit a guy from behind and he falls backwards and dominoes/hurts/kills you). Also try to split your patches in logical groups that can be installed optionally. Then we can really distribute "something everyone can enjoy".
- I still can't get a solid fix on Muro's position...he must be using the chaos to cover his escape. As for the projectile dodging, we'd love to fix it, but it's harder to find than the projectile awareness bug was. We guess it's the very same kind of bug in the original source, but this doesn't help us when digging through disassembly. So we keep coming back to looking for it, and we'll find it eventually, but no success so far. On another note, we think we know how to enable the sprinting variant for the AI, but we haven't tried it out yet. One thing we have tried out (but haven't included in the Daodan) is making dying AI keep their MELE, so they can be revived (this allows Oni to keep track of frags and damage dealt, with OTA deathmatch in mind).
- P.S. It's your patch that's hidden, not the complaints. This is the first time I hear of it, honestly. Remember that I'm staying away from Oni Central Forum, so for critical stuff it would be nice if you could post a heads-up here, so I can finally release a crash-free version of the Edition. The Russians have been complaining a lot about that crashiness, and I really wasn't aware of your patch. Besides, are you 100% positive that COMCOMthrow_fw_tgt was the only TRAM in your set that caused crashes? Isn't there a SWAT throw as well? Actually, I have doubts about every single one of your throws, because what you do to their RAW parts is not clearly legal, and may cause memory corruption. And memory corruption typically comes up as a crash at a later time, in ways seemingly unrelated to the TRAM that messed up Oni. Please be aware of that when modding: look out for those "delayed" crashes, and make sure you know (or at least document) exactly what you're doing and why.
- On another note, your character/wall collision is pure genius, but sometimes it looks like you spend "too much" time experimenting and "too little" time consolidating the knowledge so far into "something everyone can enjoy". Maybe that's my fault, but we still don't have an "official" upgrade for the CMBT and MELE collections (probably one that adds the new profiles instead of replacing old ones; that's better for modularity and backwards compatibility). It could also be a good idea to start developing applications for the "smart console behavior", the "sidekick" NEUT, etc, not as abstract features but within actual missions (I agree that I probably have to play an active part in this, even if it's only by giving suggestions to others ^_^ ).
- geyser 14:15, 1 June 2008 (CEST)
Bug reports
Players that just stand and stare
- This apparently has to do with the number of "duels" that Oni can handle simultaneously. 2x7 players usually work out fine, but for more players it can happen that some characters are singled out and can't start a fight with anyone, because the rest of the players already form a network that has the maximum number of "duels". This could be fixed by making some players forget their opponents, allowing for new awareness/duel links to be created.
- geyser 16:25, 28 May 2008 (CEST)
Read-Me out of date
- This is minor to us but is bound to be misleading some newbies from time to time: the read-me's Contact info lists an old board address at mukade.bungie.org. At least, that's the case for the Rooftops OTA 1.1 pack. While I'm nitpicking, why is the Feature Highlights section, which explains what OTA actually does, at the very bottom? I imagine you'd want that and the Project Info section to be right up top before the Installation Instructions. Meh. Maybe something to correct before a 1.2 release, if there ever is one. --Iritscen 19:07, 24 August 2008 (CEST)
- The readme was authored during the release of 1.1 for PC, which occurred before the forum moves. Consistently updating the readmes with new links (OCF has moved twice since and might move one more time soon) would have been crazy. I documented the conversion rules for the old forum links HERE [geyser's directions were hidden on the portal page because the archive of the old forum is down. Edit the portal page to see the commented-out conversion rules he is referring to. -Iritscen]. Also, as the people become more aware of OniGalore, it is natural that the accurate contact information should be provided first and foremost here on the wiki, accessible through a quick search for OTA. --geyser 00:53, 25 August 2008 (CEST)
- New releases should of course have accurate readmes. In that sense, the inaccurate information merely means that there hasn't been any consistent work on OTA in months and years - practically since Your_Mom discontinued his porting work. And I don't know if there are committed people ready to port OTA across levels today, but the next core from me (if any) will not be 1.2 (don't we already have that one?), but 2.0 or greater, taking in account the Dev Mode features and OniSplit-powered installation. --geyser 00:53, 25 August 2008 (CEST)
- The stuff in the readme is listed in the order which naturally occurred to me at the moment of writing: people who download the arena typically couldn't care less about who we are and what we think is cool about the Arena - they're well aware of what it is supposed to look/feel like, and they just want to get it up and running. I might be wrong, but excessive humility on the part of the modder is really the last thing I'd complain about if I was an end-user. That stuff at the bottom? it's for salesmen! --geyser 00:53, 25 August 2008 (CEST)
Resolved issues
Insufficient pathfinding grid cache
- This used to cause crashes for battles spanning a few BNVs cumulating too many pathfinding grid squares. Typically, this happens in the TCTF parking lot, in some areas of the Airport, and in some multi-storey areas of the Bio-Research Lab. The fix is either to lock out a few areas (e.g. lock the doors between the TCTF parking lot and the main building) or, ultimately, to increase the size of the pathfinding grid cache. This has been available as an in-place patch for the EXE, and is now handled by the Daodan DLL.
- geyser 16:25, 28 May 2008 (CEST)
Inconsistent pathfinding data
- 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.
- geyser 16:25, 28 May 2008 (CEST)