AE talk:Warehouse: Difference between revisions

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[[Image:ONK.png|right|thumb|[[ONK:ONK|ONI NI KANABO]]]]
[[Image:ONK.png|right|thumb|link=AE:ONK|[[AE:ONK|ONI NI KANABO]]]]
==Warehouse Mod==
==Hacking & scripting community warehouse mod==
===Download directory===
Basically, attempt to use all of our knowledge and finally rebuild Oni the way it deserves. I belive even Bungie would done it, if they had a chance.
[http://geyser.oni2.net/ONK/warehouse/WarehouseMod HERE] (pay attention to the file sizes : it's over 30 megs...)
====level0 dat/raw changes====
*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)
====level1 dat/raw changes====
*OniLevel1b.rar holds level1_Final.raw, which goes in [[GameDataFolder]] as well (backup the original)
^_^'
===Sorta change log===
====Level1 script changes====
Adding text files to the download directory above some time, maybe...
^_^'
====level0_Final====
====story====
Globally effective changes
;Sorry Geyser if this edit caused some problems. Also, anyone who wants to comment/add/criticise he can, only please don't delete my stuff and write at the beginning of Old brainstorming part.
*Swapped run/dash anims for Strikers and Comguys (affects everyone except Thugs, Tankers, Ninjas, Elites and Mutant Muro)
*We all know story of the first level. Griffin wants to test Konoko's abilities *on field*, so he sends her on quite an easy mission. But when Chung is found dead and Syndicate's armored truck attempts to escape, things starting to be more complicated than Griffin wanted and he is forced to let Konoko ivestigate further.
*Swapped particle tracks (flashier combos)
*My story is similar but I am trying to make it more literature-like (altough I doubt its qualities ^_^'), not just background reason for beating thugs. So...
*Striker front throw replaced with Comguy disarm (flashier, looks like a Fury throw)
:;Training level (level 0)
*Konoko's front kick throw replaced with stepping disarm (no crowd-clearing effect)
:Konoko's doing her daily exercise (training program will change a bit, no learning how to walk, run etc.). At the end, when last drones are defeated (in shooting range), Casey "surename" enters the room. Casey is Konoko's close friend since they were children, because he was the only one other person with same age as Konoko in the TCTF. But he isn't her boyfriend.
*One of Konoko's running kick throws replaced with a Running Lariat
EDIT: This thing is derived from original message posted by some Bungie guy on the oldest forum. He said Casey was planned to be her boyfriend. END EDIT
*Something with the Sledgehammer Heel
:He talks with her for a while (usage of *chr_wait_animtype* will make dialogue partially interactive eg you can decide between two possibilities). If Konoko talks with him in a right way via *chr_wait_animtypes*, he will tell Konoko that He's going to have his first mission-infiltration of some warehouse. Otherwise (bad choosing with *chr_wait_animtypes*) he will just make a short chat with her. At the end he challenges her for a practise fight.
*Konoko's combos ''not'' unlocked
::=> If Konoko wins, she tells him a few words and then Griffin calls her to come to his office.Scene fades into Griffin's office, there are Griffin and some secretary. Konoko enters office (eg se enters camera view). She is talking with Griffin. She's told she's going to have her first mission, investigation of some warehouse. There is suspition of some hidden Syndicate goods.
*Other stuff
:::=> If Konoko knows about Casey's mission, she will ask Griffin about it. Griffin seems inpatient, but he tells her that in fact her mission is the part of bigger assault aimed at hidden Syndicate supplies in some warehouses in Vansam city. Casey's going to "work" on another one. Then Konoko leaves and Griffin become angry. He calls for Casey and badmouth him for the leak of the information. Casey seems to be unhappy that he interfered with Griffin's plans. He apologizes. Griffin accepts it, but he is still in a bad mod. Casey is dismissed then. Griffin asks his secretary for the cup of coffe (secretary leaves) and calls for Kerr. Camera then fades into black but Kerr doesn't enter scene, so we see Griffin waiting for him. Training level ends.
====level1_Final====
 
*Relocated (hidden) datapad
:::=> If Konoko doesn't know about Casey's mission she is excited and she leaves. Griffin seems to be in a good mood. He tells something to his secretary and he walks out of the office (out of the camera view). Secretary then moves to the one of the computers, switches it on and she starts typing. Camera fades. Training level ends.
*Much healthier AI
::=> If Konoko loses Casey seems to be delighted. We can learn from his short talk with Konoko that in fact Konoko was always "one step ahead" eq. she was always better. Griffin calls for Konoko. Scene fades into Griffin's office, there are Griffin and some secretary. Konoko enters office (eg se enters camera view). She is talking with Griffin. At the beginning Griffin asks if something happened. Konoko doesn't know about anything important, but she mentions her training and loss with Casey. Things then go the same as if Konoko wins, same forking, only when Casey leaves (Konoko knows) or Konoko leaves (Konoko doesn't know) there is short passage when we can "read Griffin's thoughts". He stands for a while, thinking about possible influencies of something called Chrysalis. Then both scenes continue to the end of the level.
*Ninja particles for "Ninja Bots"
*Thugs fight like Griffin
*Other stuff
====EnvWarehouse====
Completely rewritten level logic, surprise, surprise!
*Scripted combo overrides for boss fight
*Scripted weapon holstering for some AI
*Locked doors (must seek alternate routes)
*(Annoyingly) hard fights
*Plenty ways to lose (e.g. warehouse manager can die...)
*Controllable warehouse manager (nice, but buggy)
*Other stuff


:;Trial run (level 1-Syndicate warehouse)


:::::::::::::::::cutscene 1
:Camera fades into Griffin's lab. We can see secretary, which leaves lab immediately, Griffin and Kerr. Player comes into arguement of those two. Kerr has doubts about Konoko going on her first mission alone. He suggets giving her some elite agent as it is usual. He highlights that Konoko hasn't been yet in a stressful situation, when she has to decide only on her own. Camera now changes its location, while Kerr still talks. Now we can see Konoko, wearing her blue cop uniform, walking in the street. There are many ordinary people, walking or standing in small groups. Kerr continues: More, obviously she hasn't used to the max powers of her established Chrysalis. Kerr is afraid this whole "trial run" thing will throw state of the Chrysalis off balance. Results can be fatal. Griffin starts his speech. Yes, he is too aware of possible risks. Camera goes back to the Griffin's office. Griffin continues: But there is nothing to be afraid of. Shinatama, SLD with neural bond to Konoko can monitor her all the time, so Griffin can react on any situation which can happen. Plus, there is Casey hidden in the warehouse "for all cases". Camera goes back to Konoko, which is now near the entrance (that one which leads to mirrored starting room and has no furniture) of the warehouse. Griffin continues: Goal of this mission is to see how will Konoko react on field and possible influences on the status of the Chrysalis. Kerr wishes good luck to Konoko, as she enters the warehouse. Door locks after a second and player takes control. Game begins.
:::::::::::::::::cutscene 1 end
:::::::::::::Mission objective 1 and possibilities of the solution
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==Warehouse Mod Too==
==Old brainstorming==
===Planned changes aka "what I WANT in it", not "what WILL be in it"===
Here you can add what you want
[[ONK_talk:Warehouse|DISCUSSION]]
====level0_Final====
====level0_Final====
Globally effective changes  
Globally effective changes  
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*edit some combat files for better AI behavior
*edit some combat files for better AI behavior
*edit some weapon files, add secondary fire mode (tribute to Geyser), make AI smarter with guns and against guns*
*edit some weapon files, add secondary fire mode (tribute to Geyser), make AI smarter with guns and against guns*
''(Those two are complementary, and further complemented by level-and-ONCC-specific [[OBD:ONCC#0x15C_-_0x293|AI skills]]. Handle with care. [[User:Geyser|geyser]])
''(Those two are complementary, and further complemented by level-and-ONCC-specific weapon skills (see [[OBD:ONCC]], "AI Weapon Skills"). Handle with care. [[User:Geyser|geyser]])


''(In particular, secondary fire modes need to have consistent AI skill ID, for the AI to use appropriate fire rate etc. Every ONCC needs to be edited accordingly, which is a lot of work. And ONCC are not patch-friendly. Dunno. [[User:Geyser|geyser]])
''(In particular, secondary fire modes need to have consistent AI skill ID, for the AI to use appropriate fire rate etc. Every ONCC needs to be edited accordingly, which is a lot of work. And ONCC are not patch-friendly. Dunno. [[User:Geyser|geyser]])
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Overall, if this mod is successful (or ever made ^_^'), I will create another one of level two with alternate storylines (depends on ending of level 1). Long-time goal is to remake whole game :)
Overall, if this mod is successful (or ever made ^_^'), I will create another one of level two with alternate storylines (depends on ending of level 1). Long-time goal is to remake whole game :)


''(Hey, that's what [[ONK:ONK|ONK]] is all about. Welcome on board. [[User:Geyser|geyser]])
''(Hey, that's what [[AE:ONK|ONK]] is all about. Welcome on board. [[User:Geyser|geyser]])


Written by Loser 26th July 2006
Written by Loser 26th July 2006
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==Derived==
===Warehouse Mod Minus The Warehouse===
Basically the global component of the Warehouse Mod above : get it [http://geyser.oni2.net/ONK/warehouse/GlobalHacks/level0_Enhanced.rar HERE] (11 MB)


(both files in the archive should go in [[GameDataFolder]], backup the originals, yada yada)
[[Category:Obsolete AE mods]]
====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]
*All of Konoko's combos are unlocked
*"Pseudo-dashing" for Konoko, Strikers and Comguys (running TRAMs link to same resources as sprinting TRAMs)
**All characters are affected except Thugs, Tankers, Ninjas, Elites and Mutant Muro
**Player is also affected (i.e. Konoko pseudo-dashes instead of running)
**Konoko's sliding is enabled for pseudo-dashing to avoid frustration ^^
*Flashy particles for :
**Dashing and "pseudo-dashing"
**Spinning Sidekick (KONCOMcomb_k_k_k)
**Triple-Hit Haymaker (KONCOMcomb_p_p_p)
**Sledgehammer Heel (KONCOMcomb_p_p_p)
**Crescent Kick (KONCOMcomb_k_k_kfw)
**Twister Kicks (KONCOMlt_fw_kick/KONCOMrt_fw_kick)
**Striker Triple Kick (STRCOMcomb_k_k_k)
**Striker Triple Punch (STRCOMcomb_p_p_p)
**Comguy Triple Punch (COMCOMcomb_p_p_p)
**Comguy Double Kick (COMCOMcomb_k_k)
*"Radio Saber!" alternates at random with "Static Fist!"
*Muro's glows and trails are made framerate-friendlier (mercilessly trimmed)
And that's about it...