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RossyMiles (talk | contribs) m (→Widescreen: whoops, fixing) |
(moving some items to Modding brainstorms that are encouraging scope creep, they can be "adopted" and moved back here, but for now I think they belong there) |
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This is a place for | 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''' | ||
AE | |||
=Improvements on original Oni that AE can make= | =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 | 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 | ||
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: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) | :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== | |||
==Widescreen== | |||
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 | 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 | ||
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: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) | :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]] | 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) | :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) | ||
=Bugs to fix in next version of AE= | |||
= | |||
==Dashing AI== | ==Dashing AI== | ||
AI dashing hack applies to Konoko; she should be allowed to run again. --'''Iritscen | AI dashing hack applies to Konoko; she should be allowed to run again. --'''Iritscen | ||
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: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) | :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 | 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) | :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) | ||
==[[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 | 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 | ||