AE:Bug-fix and feature requests: Difference between revisions

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{{Brainstorm}}
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This is a place for reporting bugs in the AE and small fixes/improvements that the AE can make to original Oni. For general ideas for modding that don't fit within the current scope of the AE (think larger mods and mods that we probably want to leave as optional, not part of the Core AE), see [[Modding brainstorms|this]] page. If you're unclear on where your idea belongs, hopefully reading each page will give you an idea of what that page's scope is. --'''Iritscen'''
  | text = This page is not being added to any longer. You can report bugs and make requests on the [https://bugs.oni2.net Oni2 Bug Tracker] or {{OCF}} in the Anniversary Edition sub-forum.
  }}


=Improvements on original Oni that AE can make=
==Distracting Striker cameo in background==
When Konoko runs out the door at the end of {{C|2}} (and on to {{C|3}} ), there is (at least sometimes) a Striker standing right there as the camera pans by!  The scripting should be deleting all baddies before this cutscene. --'''Iritscen


:''What'' Striker? right ''where''? sometimes ''when''? Could it be "febtober_striker_1" (sorta Easter egg), or "flyway_striker_1"? I know '''ai2_shownames''' is broken in the Mac version, but '''who''' and '''ai2_report''' should work... And at the very least, you can identify the weapon he's holding, if any. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
''This page has been blanked but not deleted so that the history remains easily accessible.''
:Moving enemies out of Konoko's path is sensible (more generally, the AI often look awkward when "passive" during a cutscene), but it would also make sense for "baddies" (either surviving Strikers or Ninja or BGI) to observe Konoko during that cutscene, from where Konoko can't see them, G-man style. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)


==Widescreen fixes==
[[Category:Anniversary Edition]][[Category:Modding ideas]]
Various widescreen fixes are needed. For example when playing in a 16:9 resolution at the start of level 2, the camera is positioned behind a wall, in the Dream Lab level the photos in the opening cutscene can be seen before the animation starts and when playing in a 16:10 or 16:9 resolution in the Compound level, Konoko can be seen on the ground before she lands O_o. --'''Rossy
 
:I noticed while perusing Daodan-C's source code there was a "/* widescreen patch for talking heads */". Would that fix it? --'''Gumby
 
::I believe that the "widescreen patch" is a specific workaround that fixes only the "cinematics". See [[BSL:Frustum and fog|HERE]] for a more general fix. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
 
==Evil TCTF, or Explain This Odd Behaviour==
I don't know if this has already been fixed, but in my copy of Oni, there is a civilian in TCTF HQ that is set to the wrong team so good AIs attack her. --'''Rossy
 
:Is it the woman on the first floor in the side room with those wide long pieces of machinery in the middle of it? --[[User:Iritscen|Iritscen]] 14:11, 20 September 2008 (CEST)
::I think so, yeah. --[[User:RossyMiles|rossy]] 03:32, 21 September 2008 (CEST)
:::I'm not too sure what to think about Iritscen's commitment to specificity... If it's '''a_v1''' you're talking about, there's nothing long or wide about the computer in her room. And if you mean '''lobby_victim06''', the floor she's on is not "first" in any way. Oh well... the point is, all those civilians, female or not, are in their typical Neutral team, and the TCTF AI won't attack them unless there is a glitch. The glitch is apparently due to some confusion in the awareness/knowledge/whatever system: apparently, if the TCTF see an enemy and a civilian "at the same time", they tend to label them both as hostilethreat. TCTF HQ is the only mission where TCTF can be seen around civilians after seeing them with hostiles and defeating the latter. The same glitch happens with TCTF VS SecurityGuard, and probably with Syndicate VS SyndicateAccessory. Custom scripts based on OTA could help investigate this bug more systematically. From a more practical point of view, the glitch can be fixed with timely calls to '''ai2_forget'''. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
 
==Missing gears sound==
When Dev Mode is one, and you are near the gears at the very end of Ch. 12, Science Prison, you get a message about a missing sound for the gears, some kind of ambient noise. It should be easy to find a royalty-free sound effect and stick it in there. --[[User:Iritscen|Iritscen]] 02:02, 27 April 2009 (UTC)
:It would be even more easy to remove the line of the script that references a missing sound. :) [[User:Gumby|Gumby]] 05:35, 3 May 2009 (UTC)
::I don't think it's a line in the script, I think the engine is telling us that there's a sound for that area around the gears that is missing. Anyway, to me this is an opportunity to add a little something to Oni, to fix a glitch in a constructive way, not to just find a way to remove an error message. --[[User:Iritscen|Iritscen]] 11:46, 3 May 2009 (UTC)
:::The only reason the engine would do that is if the script called for a sound to be played. Five dollars says the scipters made a type though. [[User:Gumby|Gumby]] 14:57, 3 May 2009 (UTC)
::::I don't see where in the script it would be, nor does it seem like it *could* be in the script. I'm not talking about something that happens in a cutscene, but rather any time in-game that Konoko is near the gears. So it's a sound volume, or whatever we call them, that leads to Oni trying to play the sound. I also briefly checked the sound files and don't see anything about gears, so while it could be a typo, I think they just plain forgot to include the resource. --[[User:Iritscen|Iritscen]] 17:13, 3 May 2009 (UTC)
:::::There is a gears.grp, but I don't quite know where the ambient is. The best solution IMO would be to use an existing Oni sound. I'll poke around and see what I can find. [[User:Gumby|Gumby]] 19:14, 4 May 2009 (UTC)
::::::The problem is that gears.grp references SNDDgears.aif and that one does not exist. [[User:Neo|Neo]]
:::::::I added a sound file with the name SNDDgears.aif.oni to AE and recompiled level0.  Now there is no missing sound warning, but I don't hear any difference.  If you want to try it: http://edt.oni2.net/AE_Files/SNDDgears.aif.oni.zip  Now the sound is nothing special, just used it for a test. [[User:EdT|EdT]]
::::::::That sound will only work for Macs, I'll try my own experimentation. :) By the way, make sure the volume in gears.grp isn't too low...[[User:Gumby|Gumby]] 02:36, 5 May 2009 (UTC)
 
==Glitches in the animation system==
===Furies===
The Furies have [http://dl.getdropbox.com/u/139715/Fury_idle_glitch_in_original_game.avi a transition glitch] from combat idle to sidestep left and right. (Vid shows non-combat idle at first.) --'''Dox
:Looks like the other way round to me: the visible glitch is when she goes from sidestep to combat idle. Note that the sidesteps are KONCOMss_lt_1stepa/KONCOMss_lt_1stepb and KONCOMss_rt_1stepa/KONCOMss_rt_1stepb. They're supposed to be overridden by REDCOMss_lt_start/REDCOMss_lt_stop and REDCOMss_rt_start/REDCOMss_rt_stop, but somehow are not. The flaw can be either in TRACred_animations, or in the REDCOM TRAM. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
::'''Fixed, duplicated and interpolated KONCOM animations (also twister kicks). [[User:Gumby|Gumby]] 22:27, 17 January 2009 (CET)'''
===Ninja===
After creeping forward with a pistol, the Ninjas somehow interpolate to STRCOMcrouch_idle instead of NINPIScrouch_idle, then switch to NINPIScrouch_idle after STRCOMcrouch_idle has played once. The flaw can be either in TRACninja_animations, or in the NINPIS TRAM. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
:'''Fixed, along with a few other more or less random things (NINPISback_stop not having the right state, etc.) [[User:Gumby|Gumby]] 22:27, 17 January 2009 (CET)'''
===Aiming screens===
The shoulder joints of males look awkward for rifle aiming, and more generally extreme aiming angles look funky. This could be fixed by editing or adding keyframes in the aiming screen TRAM; however, there is still no reasonable pipeline for that. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
 
:Another issue is that KONRIF side rolls use an aiming screen. On one hand, it allows her to keep shooting while in the middle of a roll, which is cool. On the other, the weapon stays upright when aiming and rotates 360° through Konoko's fist, which is uncool (of course, it only shows up in slowmo and/or side view). There is no  solution apart from disabling the aiming screen on KONRIF side rolls. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
 
=="Stop or I'll still shoot"==
The security guard's lines in the State building are kind of silly. "Stop, or I'll shoot". He shoots no matter what you do...>_> --[[User:Gumby|Gumby]]
:Konoko is a "class B threat" wanted dead or alive, who stays defiant in response to the warning, so his "screw this" attitude is understandable... However, it is rather straightforward for a scripter to freeze the action until the player actually "moves a muscle". Another detail is the backup the guard called for; maybe he didn't alert the whole building, but some kind of backup ought to be on its way. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
==Compound laser triggers==
They need to alert the enemies in the vicinity. That is all. :) [[User:Gumby|Gumby]] 09:25, 7 December 2008 (CET)
 
==Cutscene Skipping==
Cutscene skipping is easy, and now viable for the Mac.
 
In the main function, add a fork to this:
func void isjumping {
    chr_wait_animation 0 KONOKOjump
    if(cutscene eq 1) fastmode = 1;
    fork isjumping
}
At the beginning of every cutscene:
cutscene = 1;
start_cutscene2 #Replaces old start_cutscene. Does the same thing, except without locking jump.
At end of every cutscene:
cutscene = 0;
fast_mode = 0;
In the same line as all sound\dialog bits:
if (fastmode eq 0)
Also
func void start_cutscene2{
    lock_keys somethingsomething #I need to figure out how to configure it right!
    letterbox 1
    chr_forceholster 0 1
    #Am I missing anything?
}
Sorry if I made a BSL mistake, I'm a bit rusty.
Another possibility is using draw_every_frame...
[[User:Gumby|Gumby]] 22:37, 16 November 2008 (CET)
:Before the Dev Mode was rediscovered, I came up with [http://geyser.oni2.net/bsl/cutscene.bsl THIS] as part of Oni Menu: it didn't involve modding the cutscene scripts at all, and just skipped all cutscenes depending on the state of a global variable. Now we can use a hotkeyable variable like show_performance. Another solution is to insert fast_mode=0 after every major event (such as a block of dialog lines), and require the user to skip every block with the F hotkey. And yes, there are a few BSL mistakes, and no, it's not a good idea to allow the player to jump during cutscenes, at all. --[[User:Geyser|geyser]] 23:31, 16 November 2008 (CET)
#I forgot about show_performance, I like that idea better.
#I forgot to put splitting up the cutscenes (I planned to >_<), thank you.
#Jumping during cutscenes shouldn't matter, most\all of them are FILMs, but it is irrelevant.
#This was a first draft, and could definitely be improved. However, the OniMenu idea probably isn't perfect either :P
[[User:Gumby|Gumby]] 23:42, 16 November 2008 (CET)
#
#
#FILM playback, '''input 0''' and '''ai2_takecontrol 0''' restrict the use of jump-toggling to a few moments for every cutscene, if any; hotkeyed variables for the win.
#OniMenu sucks, you can say it. And [http://geyser.oni2.net/bsl/cutscene.bsl THIS] doesn't emulate begin_cutscene quite accurately: it was just a decent hack with the means I had at that time.
:[[User:Geyser|geyser]] 02:29, 17 November 2008 (CET)
 
=Bugs to fix in next version of AE=
==ACC interior SP1 scientist==
[http://gumby.oni2.net/Videos/TRAM.wmv THIS]. Not sure what causes it, but it only happens in AE, and with the latest version. More testing will have to be done. [[User:Gumby|Gumby]] 21:55, 29 November 2008 (CET)
:'''Fixed. [[User:Gumby|Gumby]] 18:11, 8 March 2009 (UTC)'''
 
==Dashing AI==
AI dashing hack applies to Konoko; she should be allowed to run again. --'''Iritscen
 
:I've implemented this as a plugin for you to test, for the time being. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
 
:The remaining dashing problem is with FILM sequences played back by AI in cutscenes: if they used to run, they now dash and end up off course. There is no simple fix to this. Ultimately, someone has to either rescript the cutscenes so that they use '''ai2_movetoflag''' instead of '''playback''' or '''chr_playback''' (new flags may need to be set up, but pathfinding will probably be OK as is) or reauthor the FILM sequences. Both are feasible ATM, neither is much fun. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
::Couldn't it also be fixed with special cutscene characters that have the old non-dashing TRACs? [[User:Gumby|Gumby]] 06:09, 22 September 2008 (CEST)
 
==Domino knockdowns and fistsoflegend==
fistsoflegend is still broken. geyser indicated that knockdowns might be optional in the final release, but the question is, "Will using knockdowns always break fistsoflegend?". --'''Iritscen
 
:0) Didn't fistsoflegend suck anyway? 1) I can see there being no such thing as a "final release". 2) Knockdowns ''will'' be optional, that's not an option ^_^  The question is whether they will be fixed. If we can prevent spurious domino knockdowns (I believe we can, but maybe Loser knows better), then there is a chance that fistsoflegend will be redeemed. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
 
=Feature requests for AE=
==Modular installation==
In the final Edition installation process, we need to separate the harder combat mods from the overall improvement mods and make the harder combat mods optional. You probably already plan on doing this, but I felt I should just verbalize it so it's on record as something that's A Really Good Idea. --'''Iritscen
 
:The problem is the lack of clarity on just what difference (and/or interplay) there is between "overall improvement mods" and "harder combat mods". It's not always easy to decompose the modded content into modules, all the less so as some resources are affected by unrelated mods. This interference is virtually impossible to resolve in the case of free-for-all modding, but with a centralized packaging it should be feasible (barely). --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
 
::Basic installer is working for windows. Currently putting packages together and waiting for iritscen to compile. :P [[User:Gumby|Gumby]] 19:13, 26 April 2009 (UTC)
 
==[[AE:Glass]]==
Are the breakable glass (i.e., kicks break glass), damaging glass, and the glass collision (body hitting glass breaks it) mods in the Edition yet? I have glass mods installed separately so I can't tell. I didn't think they were part of the Edition, but I see a PAR3 glass particle is in the Edition files, so I'm not clear on what's been changed. --'''Iritscen
 
:I would love to see the RIF melee animations given glass-breaking status too. It only makes sense that if Konoko can kick glass out, hitting it with a big weapon in hand would also do the trick. Maybe a pistol would as well. --'''Iritscen
 
::Damaging glass is in the Edition (hence the modded BINA3RAPglass_shard), but with a minor damage amount. There is no difference between what you call "glass collision" (or "improved physics") and "breakable glass". Glass particles are absolutely not involved here; it's all about explosive events (known as "glass charges") attached to body parts, either as standalone particles or as part of glows/contrails/whatever. Ultimately, such particles should be assigned to every body part that has enough momentum to break glass. This implies specifically modding particle tracks of every other TRAM in Oni, which is a lot of work. If custom particles are involved, this also implies setting up these particles and adding them to the [[ONCP]] of all the characters. I never attempted such an extensive mod: the glass-breaking combos I released to the public early on either used explosive dust (a dirty hack if there ever was one) or enabled glass-breaking for contrails, with no TRAM-specific or ONCP modding in either case. Loser apparently has tried to produce something more systematic, but "I" have yet to assess it and adapt it for a release of the Edition. --[[User:Geyser|geyser]] 05:22, 22 September 2008 (CEST)
[[Category:AE to-do]]
 
'''I made a utility to quickly set up glass breaking moves (and any other type of particle we want to attach to bones), should be in the next release [[User:Gumby|Gumby]] 18:13, 8 March 2009 (UTC)'''
 
=Other=
==Forgetful AI==
:Only one AI remembers the location of Konoko, while the others go inactive:
:http://edt.oni2.net/mov/1remembers.wmv
:Also, its always the last AI that is spawned that remembers where Konoko is and attacks her.
[[Category:AE to-do]][[Category:Modding ideas]]
==BSL overload==
FATAL SCRIPTING ERROR: exceeded maximum scripting parameter base size of 32769
: When you decoy or throw enough guys into a fire then BSL get killed.
: It's probably caused by the [[OBD:BINA/OBJC/TRGV|TV inside function]]. "This one is triggered at every frame (60 times per second) unless the trigger-only-once flag is set."
: [http://paradox.oni2.net/AE_vid/Oni_BSL_killed.avi Here's a vid.] Vanilla Oni suffers the same.
: Let's see if we can come up with a fix.
: Oh, and, if a group stands in a fire then it seems that only one character gets damage.
::Engine issue. :) We could always disable the TV and use particles. :P [[User:Gumby|Gumby]] 03:20, 18 July 2009 (UTC)

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