Modding brainstorms: Difference between revisions

updating for new AE scope and removing precipitation idea (mine, later retracted), restoring old Muro's face (done), new Konoko animations (mine, retracted), new characters (totally done), and infinitely bouncing shells (old AE bug)
m (link fix)
(updating for new AE scope and removing precipitation idea (mine, later retracted), restoring old Muro's face (done), new Konoko animations (mine, retracted), new characters (totally done), and infinitely bouncing shells (old AE bug))
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{{Brainstorm}}
{{Brainstorm}}
Put any ideas for modding here. Some of these might be useful for the Edition, others might become standalone mods. If you think something is definitely prime material for the Edition (beware "scope creep", suggestions that make the Edition cover more ground than it already does), then it can go on the [[AE:Bug-fix and feature requests]] page for review. If your idea gives an answer to a criticism posed on the [[Review criticisms]] page, then you might want to post it there instead.
Put any ideas for modding here -- though if your idea gives an answer to a criticism posed on the [[Review criticisms]] page, then you might want to post it there instead.


==Upgraded content==
==Upgraded content==
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Another challenge is to add reflectivity channels to all the "metallic" parts (characters, objects, environment). --'''geyser'''
Another challenge is to add reflectivity channels to all the "metallic" parts (characters, objects, environment). --'''geyser'''
;Precipitation
What can we do with precipitation? The only precip. we see in the game is snow in the last level. What a tease! Can/should we add snow to other levels, or can we add new kinds of precip. like rain/sleet? --'''Iritscen'''
:Isn't there rain in Rooftops? [[User:Gumby|Gumby]]
::Er, hmm, I guess so! Strange that I forgot that. Maybe it wasn't raining hard enough :-D Well, I still want to see more precip. Snow in particular has some nice possibilities, aesthetically. I guess I just need to know how it is produced from the binary data. --[[User:Iritscen|iritscen]] 02:12, 14 November 2008 (CET)
:::Precipitation is set up in [[PART]]. I think what you really want is for the rain drops (or hail stones) to deal damage. Heavier rain/snow is possible, but it could mean a lot of stress for the engine, depending on how much is "enough". Another problem with heavy rain and snow would be the lack of realism on the ground: ripples in puddles or footprints in snow would have to be implemented with character-emitted particles, puddles themselves would have to be set up from scratch... Sounds like a lot of work. --[[User:Geyser|geyser]] 04:03, 14 November 2008 (CET)
::::Damaging precipitation is easy enough. Heavy rain is too much work, methinks, but snow could be done, maybe. [[User:Gumby|Gumby]]
:::::Just for the record, I never wanted damaging precip, that was geyser thinking weird things. Anyway, it was silly of me to forget that Rooftops has rain. So that makes two levels with precip, eh? That's not so bad as just one level with precip. I suppose that satisfies me... for now. --[[User:Iritscen|iritscen]] 02:53, 6 December 2008 (CET)


==Retrograded content==
==Retrograded content==
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;Models & textures
;Models & textures
Muro's face was a lot nicer back when they made the 1999 trailer. --'''geyser'''
One can also see animated terminal screens in the trailer. That's currently very doable if you ask me. --'''Iritscen'''
One can also see animated terminal screens in the trailer. That's currently very doable if you ask me. --'''Iritscen'''


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;Mapping
;Mapping
Someone really ambitious could try to recreate the missing levels that were in the pre-beta, if only for testing at the time, because there's some interesting designs there: [[Pre-beta_content#Pre-beta_levels]]. --'''Iritscen'''
Someone really ambitious could try to recreate the missing levels that were in the pre-beta, if only for testing at the time, because there's some interesting designs there: [[Pre-beta_content#Pre-beta_levels]]. --'''Iritscen'''
==New animations==
;Hi-yah!
Anyone want to try their hands at animations? New ones, not tweaked ones? How about giving Konoko some authentic martial arts moves? (Maybe more on this later.) --'''Iritscen'''
==New characters==
;Ideas from geyser
Oni characters have a modular design one can take advantage of, by "swapping bones" and authoring all-new textures. One can thus create entities more or less closely related to Oni's original ones, possibly with new storyline roles (Ninja Comguys, BGI executives, cyborg enforcers, WCG troops... you name it: it's almost easy - if you're creative). --'''geyser'''


==New/revised scenarios==
==New/revised scenarios==
"Reshuffled or upgraded binaries are worthless without some genuinely inventive level logic." - geyser
"Reshuffled or upgraded binaries are worthless without some genuinely inventive level logic." - geyser


;Taking advantage of savepoint slots
;Taking advantage of savepoint slots
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*or savepoints that "revisit" a level (alternate missions and storylines)
*or savepoints that "revisit" a level (alternate missions and storylines)
*or non-mission savepoints like [[Oni Team Arena]] (and other such things) --'''geyser'''
*or non-mission savepoints like [[Oni Team Arena]] (and other such things) --'''geyser'''


;"Real" gun mod (new difficulty setting)
;"Real" gun mod (new difficulty setting)
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:::*3) You fight with AI from case 2). This AI manages to knockdown you. Now when you enter knockdown animation, AI automaticaly unholsters its weapon and fires at you. You get up as quickly as possible. The moment you start getting up, AI holsters and continues fighting you with MELEE. -- Loser
:::*3) You fight with AI from case 2). This AI manages to knockdown you. Now when you enter knockdown animation, AI automaticaly unholsters its weapon and fires at you. You get up as quickly as possible. The moment you start getting up, AI holsters and continues fighting you with MELEE. -- Loser
:::::Ah, I see, that is a good idea. --[[User:Iritscen|iritscen]] 20:45, 13 November 2008 (CET)
:::::Ah, I see, that is a good idea. --[[User:Iritscen|iritscen]] 20:45, 13 November 2008 (CET)


;Smart jumping
;Smart jumping
Add this as flag in ONCC. If set, this AI tries systematically (not MELEE randomly) to jump across gaps it can pass in order to reach its enemy. -- '''Loser'''
Add this as flag in ONCC. If set, this AI tries systematically (not MELEE randomly) to jump across gaps it can pass in order to reach its enemy. -- '''Loser'''


;Unsticking bug
;Unsticking bug
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::Ok, then what should I call it? Bug-induced-derendering? [[User:Gumby|Gumby]] 04:52, 16 November 2008 (CET)
::Ok, then what should I call it? Bug-induced-derendering? [[User:Gumby|Gumby]] 04:52, 16 November 2008 (CET)
:::The drifting caused by ] can be called "the ] bug/feature". As for the thing you're trying to fix, when and if you're sure the problem is with the cheat buffer, then I'd call it the "cheat buffer bug", intuitively enough. --[[User:Geyser|geyser]] 05:23, 16 November 2008 (CET)
:::The drifting caused by ] can be called "the ] bug/feature". As for the thing you're trying to fix, when and if you're sure the problem is with the cheat buffer, then I'd call it the "cheat buffer bug", intuitively enough. --[[User:Geyser|geyser]] 05:23, 16 November 2008 (CET)


;Transforming Muro
;Transforming Muro
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::It would totally be worth it if we had the ability to produce a cool transformation, imo. A little annoyance when switching characters vs. a majorly cool upgrade to the final fight. --[[User:Iritscen|Iritscen]] 16:47, 7 June 2009 (UTC)
::It would totally be worth it if we had the ability to produce a cool transformation, imo. A little annoyance when switching characters vs. a majorly cool upgrade to the final fight. --[[User:Iritscen|Iritscen]] 16:47, 7 June 2009 (UTC)
:::There are better ways to go about this, methinks. Like adjusting his body size through scripting. I'd be ok with a halfways-transformed ONCC, if someone wants to model it, though. [[User:Gumby|Gumby]] 07:33, 8 June 2009 (UTC)
:::There are better ways to go about this, methinks. Like adjusting his body size through scripting. I'd be ok with a halfways-transformed ONCC, if someone wants to model it, though. [[User:Gumby|Gumby]] 07:33, 8 June 2009 (UTC)
;Annoying bouncing shells
I think this was discussed a while back, but isn't there a way to stop bullet casings from bouncing perpetually? And was this the result of a mod we made, or did they always do that? --[[User:Iritscen|Iritscen]] 16:47, 7 June 2009 (UTC)
::Was an AE mod to incrase the time bullet shells stick around. We have two options:
* Scrap it completely
* Fix the bouncing. (I think I can...) :)
::Your thoughts? [[User:Gumby|Gumby]] 07:31, 8 June 2009 (UTC)
:::I'll wait for Loser to respond to this, I know he has something to say on the matter. --[[User:Iritscen|Iritscen]] 12:15, 8 June 2009 (UTC)


==Miscellaneous tweaks==
==Miscellaneous tweaks==