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User talk:Neo: Difference between revisions

dead moles be gone
(crsa crash fix)
(dead moles be gone)
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I'm not sure if you need to change one or both to 20. [[User:Gumby|Gumby]]
I'm not sure if you need to change one or both to 20. [[User:Gumby|Gumby]]
::Thanks for the info, the UsedElementCount refers to the number of corpses that are spawned ingame.  For example in Level1, Chung is the only corpse, so both UsedElementCount would be set to 1.  I added 20 instances of the tag  <CRSACorpse> (including the rest of the code for this tag) to ONLVLevel and now Oni does not crash. [[User:EdT|EdT]]
::Thanks for the info, the UsedElementCount refers to the number of corpses that are spawned ingame.  For example in Level1, Chung is the only corpse, so both UsedElementCount would be set to 1.  I added 20 instances of the tag  <CRSACorpse> (including the rest of the code for this tag) to ONLVLevel and now Oni does not crash. [[User:EdT|EdT]]
 
:::Ed, please don't think of this as a "fix". Does is sound OK to you that every imported level must now have 20 superimposed [[Chung]]s floating around somewhere? It's a nasty workaround and Neo should be urged to handle the CRSA capacity properly. For example, there are no pre-spawned corpses in Rooftops, so a roundtrip of ONLVroof at this time would result in the same crash as the one you observed for the hexagon. This must be fixed, and I mean ''really'' fixed. --[[User:Geyser|geyser]] 17:15, 16 November 2008 (CET)
::
:::Here's a dead-mole-less workaround for you: use OniSplit to pack ONLVLevel and ONLVroof into the same dummy .dat; use OUP to open that .dat and make ONLVLevel link to ONLVroof's CRSA; split the .dat again and ONLV will now have an empty CRSA with room for 20 corpses (size 0, capacity 20). --[[User:Geyser|geyser]] 17:15, 16 November 2008 (CET)
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:::Finally, is it possible to manually write pathfinding data for just that area of the level?
:::Finally, is it possible to manually write pathfinding data for just that area of the level?
:::[[User:EdT|EdT]] 17:28, 15 November 2008 (CET)
:::[[User:EdT|EdT]] 17:28, 15 November 2008 (CET)
::::Long ago I released a tool that allowed motivated people to (re)author pathfinding grids in ASCII: [http://oni.bungie.org/community/forum/viewtopic.php?id=90 HERE] [http://geyser.oni2.net/rawtools/AKVA_0/AKVA_0.ZIP IT] [[OBD_talk:AKVA_0|IS]]. For simple areas, you could set up a complete BNV ([[AKVA]]) manually from scratch, and even OTLF could be updated by hand, but in this day and age no one would be crazy enough for that, not even me. Just wait until Neo implements autogeneration of pathfinding data. --[[User:Geyser|geyser]] 20:08, 15 November 2008 (CET)
::::Long ago I released a tool that allowed motivated people to (re)author pathfinding grids in ASCII: [http://oni.bungie.org/community/forum/viewtopic.php?id=90 HERE] [http://geyser.oni2.net/rawtools/AKVA_0/AKVA_0.ZIP IT] [[OBD_talk:AKVA_0|IS]]. For simple areas, you could set up a complete BNV ([[AKVA]]) manually from scratch, and even OTLF could be updated by hand, but in this day and age no one would be crazy enough for that, not even me. Just wait until Neo implements autogeneration of pathfinding data. --[[User:Geyser|geyser]] 20:08, 15 November 2008 (CET)