User talk:EdT/Archive1: Difference between revisions

m
localized image
m (link fix)
m (localized image)
 
(7 intermediate revisions by 2 users not shown)
Line 82: Line 82:


I think it is a good idea, I found the post with Loser's glass breaking hack:
I think it is a good idea, I found the post with Loser's glass breaking hack:
http://oni.bungie.org/community/forum/viewtopic.php?pid=2856#p2856
http://oni.bungie.org/forum/viewtopic.php?pid=2856#p2856


[[User:EdT|EdT]]
[[User:EdT|EdT]]
Line 95: Line 95:
:*for the PC demo executable:
:*for the PC demo executable:
::go to 0x021148 and change 00 to 01
::go to 0x021148 and change 00 to 01
:*for the PC retail executable ("standard" a.k.a. "eastern" a.k.a. [http://geyser.oni2.net/EXE/pc.east THIS] one):
:*for the PC retail executable ("standard" a.k.a. "eastern" a.k.a. [http://geyser.oni2.net/EXE/pc.east/ THIS] one):
::go to 0x0206A8 and change 00 to 01
::go to 0x0206A8 and change 00 to 01
:In case you're wondering: yes, it's a little big revolution. There are a few limitations, but mods will be much more modder- and user-friendly with this feature.
:In case you're wondering: yes, it's a little big revolution. There are a few limitations, but mods will be much more modder- and user-friendly with this feature.
Line 115: Line 115:
I can see how this will make it much easier for the end user, just put the files in the GameDataFolder and you're done!
I can see how this will make it much easier for the end user, just put the files in the GameDataFolder and you're done!


Also, thanks for the cosplay model.  I still have lots to learn about using the right meshes. But It seems the facets in my Motoko model are a result of the FBX converter.  I did another extract of ONCCk4_K and then converted the .dae to fbx.  If you're interested, you can see the results here; http://edt.oni2.net/3D/ONCCk4_K.zip
Also, thanks for the cosplay model.  I still have lots to learn about using the right meshes. But It seems the facets in my Motoko model are a result of the FBX converter.  I did another extract of ONCCk4_K and then converted the .dae to fbx.  If you're interested, you can see the results here; <nowiki>http://edt.oni2.net/3D/ONCCk4_K.zip</nowiki> (dead link)


[[User:EdT|EdT]] 06:55, 5 May 2008 (CEST)
[[User:EdT|EdT]] 06:55, 5 May 2008 (CEST)
Line 220: Line 220:
   
   
  Oni crashed…
  Oni crashed…
  Please post your “startup.txt” file to <http://oni.bungie.org/community/forum/>…
  Please post your “startup.txt” file to <http://oni.bungie.org/forum/>…
  Caught exception 0xc0000005 at 0x004244ce…
  Caught exception 0xc0000005 at 0x004244ce…
   EAX = 0000000000, ECX = 0x0027e201, EDX = 0x08000001
   EAX = 0000000000, ECX = 0x0027e201, EDX = 0x08000001
Line 264: Line 264:
EDIT: I just confirmed it with the Mac Demo, only the Striker version appears partly transparent.  Since I'm using the demo when shaping shifting to the other MC version, I get the error message "master_muro had a NULL animation collection"
EDIT: I just confirmed it with the Mac Demo, only the Striker version appears partly transparent.  Since I'm using the demo when shaping shifting to the other MC version, I get the error message "master_muro had a NULL animation collection"


http://edt.oni2.net/AE/MC_transparent.jpg
[[Image:MC_transparent.jpg]]


[[User:EdT|EdT]] 00:53, 25 May 2008 (CEST)
[[User:EdT|EdT]] 00:53, 25 May 2008 (CEST)
Line 288: Line 288:
----
----


Hey man, there is [http://www.paradox.oni2.net/mods/mac_shapeshift_test.zip something] to test for you =)
Hey man, there is something (<nowiki>http://www.paradox.oni2.net/mods/mac_shapeshift_test.zip</nowiki>, dead link) to test for you =)
: (Instructions: delete all compound scripts, put in "test.bsl". The character file is for level19_Final. Hope it works.) --[[User:Paradox-01|Paradox-01]] 20:10, 6 October 2008 (CEST)
: (Instructions: delete all compound scripts, put in "test.bsl". The character file is for level19_Final. Hope it works.) --[[User:Paradox-01|Paradox-01]] 20:10, 6 October 2008 (CEST)
:: Muro appeared first then, Barabus a few seconds later. The command "chr_wait_animtype 0 jump" had no effect.  I didn't know you can have more than one character flagged as "IsPlayer" [[User:EdT|EdT]] 20:48, 6 October 2008 (CEST)
:: Muro appeared first then, Barabus a few seconds later. The command "chr_wait_animtype 0 jump" had no effect.  I didn't know you can have more than one character flagged as "IsPlayer" [[User:EdT|EdT]] 20:48, 6 October 2008 (CEST)
Line 338: Line 338:


----
----
It looks like there's a couple different links to Oni apps in your subdomain, EdT, http://edt.oni2.net/files/OniOSXfix.zip and http://edt.oni2.net/files/Oni.zip, and they both work. Unless there's a specific purpose behind this, I think you get where I'm going -- we should consistently point to just one download link that will always be the latest modded app. --[[User:Iritscen|Iritscen]] 16:58, 12 October 2008 (CEST)
It looks like there's a couple different links to Oni apps in your subdomain, EdT, <nowiki>http://edt.oni2.net/files/OniOSXfix.zip</nowiki> (dead link) and http://edt.oni2.net/files/Oni.zip, and they both work. Unless there's a specific purpose behind this, I think you get where I'm going -- we should consistently point to just one download link that will always be the latest modded app. --[[User:Iritscen|Iritscen]] 16:58, 12 October 2008 (CEST)
 
[[Category:Userspace]]