User talk:Neo: Difference between revisions

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[[User:Neo|Neo]]
[[User:Neo|Neo]]
Hmm. A zero value for velocity might screw up things? I'll try to make a bomber particle that moves up and down or something.
[[User:Gumby|Gumby]] 08:57, 13 September 2008 (CEST)

Revision as of 06:57, 13 September 2008

Heh, EdT wants explosive barrels, right? Well, me too.

Nah, here comes my request. Is there possibility to increase total amount of spawned PAR3 ? Currently it is 1000. I think like 100 000 would be nice. Or is it short, limited to about 65 000 ??? That would be nice as well.

REASON: 1000 particles maximum. Each decal is count as particle. We want to make AE shinier. That involves more particles spawned at one time, especially during gang fights. Even in original Oni, when playing arena scripts, sometimes you can see that victim is hit but no flash appears as all decals are used at that moment. So we should increase number of decals for those flashes. But then, when limit (1000) is hit, engine starts removing the oldest particles again.
100 000 is maybe overrated, but I think it this way: 200 decals for each fight PAR3, 5 000 for each various bulletholes/burns/shrapnels/casing/shielding/etc.

Thank you in advance.

P.S.: XML TRAMs? You rock! ^_^
--Loser 07:23, 10 September 2008 (CEST)

For decals you can try changing this value in the exe:

 0x4EAD6: ff 8f 01 00 - int32, decal buffer size in bytes

For particles you can try changing these:

 0x55D63: 50 C3 00 00 - int32, particle memory block size 
 0x55D9F: 50 C3 00 00
 0x55DAD: 50 C3 00 00
 0x582CF: 50 C3 00 00


The decals hack might work (try double that value) but I'm not sure about particles. It would be simpler to increase the number of 50000 bytes memory blocks (the default is 100) but that cannot be done so we need to increase the block size which can lead to unexpected problems.

And there's no way you can get 100000 particles unless you have a 100GHz processor :)

Neo

OniSplit 0.9.27

OniSplit v0.9.27

Bugfixes and xml export/import for TMBD.

Neo

Hey, testing out TRAM import right now...using it for an explosive barrel.

I have a 1 frame animation where the pelvis consists of this - <EKey>1 0 0 0</EKey> I know the first part is the number of frames, but what are the others? I need to rotate the barrel 90 degrees upward.

See this: barrel.jpg

Gumby 19:25, 11 September 2008 (CEST)

You can take a look here: OBD:TRAM/raw0x34. Appart from the fact that I swapped the number of frames with the rotations it's the same thing. To summarize:

The 3 values after number of frames are:

  • rotations around X, Y and Z axes
  • stored as signed integers with values between -32768 and 32767

To convert those values to degrees you need to multiply by (180 / 32767.5).

To convert from degrees you need to multiply by (32767.5 / 180).

You probably need to rotate the barrel by 90 degrees around X or Z axis. That probably means <EKey>1 16384 0 0</EKey> or <EKey>1 0 0 16384</EKey>

Neo

Hah! It worked. Thank you very much. I was wondering why they were so large, for being rotations. ^_^

Gumby 22:06, 11 September 2008 (CEST)

A mystery: If you set a character to be invulnerable through the TRAM, the refuses to shoot you with the Black Adder. Do you know why?

Gumby 01:16, 12 September 2008 (CEST)

Nope. Are you sure it is because of the invulnerability?

Neo

Thanks you for TRAM done. You are No.1

Anyways, here is report on increasing particle memory blocks' size: Failure. Max value that was Oni able to withstand was FF|FF|00|00. Then there was maybe + 10 or so particles, but in exchange it was extremely unstable. More than 65535 resulted in crash when some particle was spawned. Dang it. This is 100% wrong way.

Decal buffer incrementation: Failure as well. Tried 2x original value, then 1.5x. Oni hangs in both cases when there is too much decals. And last decal was weridly deformed.

No use. We need new engine or source... but thank you for informations.

P.S.: How can I find if I caused memory corruption ? I am modyfing throws now, and Geyser told me that in previous version of TRAM modifications, some TRAMs caused mem corruption. I don't want to repeat same mistakes. Thank you in advance.

--Loser 16:12, 12 September 2008 (CEST)

OK, I did some more checks:

  • Particles: there's basically no way to have a particle block larger than 65535. However, to my knowledge the maximum size of a particle is 256 bytes so with this increase you should be able to get 600 more particles (60 / per block * 100 blocks).
  • Decals: in theory it is possible to increase the decal buffer size but the hack would be rather extensive. Basically you would need something like Daodan dll to replace some function in the exe.


TRAM and memory corruption: tipically you cannot find it until the game crashes. If you manage to make it crash consistently with new animations then give me the animations and I'll see what I can do.

Neo

On the invulnerable TRAM: Yes, I am sure. The character has the invulnerable animation as a default. I commmand him to do another animation, he gets shot at. When the animation stops, and his invunerable idle animation starts, the shooting stops again.

On something else:

I thought dangerous particle awareness was fixed, but avoiding them was broken? In this image: linesun5.jpg It seems that awareness is still broken, look at the blue (or used to be blue, until my image editing program messed up the colors) lines. They still point toward the origin. Aren't they supposed to point toward the danger? However, he does avoid it properly as long as you aren't standing between him and the origin.

Gumby 22:14, 12 September 2008 (CEST)

Invulnerable TRAM: so, if my understanding is correct an AI character won't shoot at another character that runs an invulnerable animation and that happens only with Black Adder? Kind of strange if it happens only with one particular weapon.

Projectile awareness: there's another bug in that function, here's the fix

  • file offset 0x9C110, new value 0x6C

Neo

Thanks. I've only tested the TRAM against the Black adder, SBG, and Plasma Rifle. Let me go try the VDG and the Campbell.

Gumby 23:04, 12 September 2008 (CEST)

http://gumby701.googlepages.com/bomber.wmv

Gumby 23:58, 12 September 2008 (CEST)

Earlier today I realized that, at least with my copy of the modded Oni executable, AI does not avoid persistent dangers like the Screaming Cell or Scram warheads, only gunfire that I emit constantly from my weapon. Is that supposed to be fixed, or will the above hex change fix it, or was it never fixed at all? I know I saw a hack for avoiding the Cell being demoed on YouTube quite some time ago.

@ Gumby's vid: o.O The lines don't seem to have any bearing on the Thug's ability to dodge the threat; also, why didn't the MB disappear post-explosion? --Iritscen 03:32, 13 September 2008 (CEST)

Yes, use that hex value. The lines do something. :D They don't appear if there isn't a threat. They are supposed to point towards the bomber, but they don't. Don't know why, but I'm looking into it, unless Neo knows. When you use stuff like the Screaming Cannon, the lines point toward the warhead (IIRC).

Gumby 06:00, 13 September 2008 (CEST)

So I can't see mem corruption until it crashes? Good X_X. Heh, here comes my two cents for AI2 dodging:

1st, Gumby, that blue-lines-constantly-point-to-origin bug was reported by me several months ago. I reported it repeatedly, even with video proof, but got nothing ("you have to wait, we have more important things to do..."). So thank you that you finally got answer for me ^_^. You are like magician. You ask -> you get.

2nd, those blue lines are pointing towards "source of danger" (Neo has better name for it?). In case of firingspread, source is character's weapon. In case of projectiles, source is dangerous projectile. That green line is something like "vector of movement", pointing where character moves right now. Dodging can be (at least for firingspread) modified in ONCC. You can set how strong is this "vector" of dodging (so when AI2 has vector towards you AND you shoot, it can dodge more or less). You can also set how long this vector should last from the moment it was created. Don't know if those values affect projectile dodging as well.

Iritscen: Instructions how to get projectile awerness (credits go to Neo): In standard EXE, find and change:

0x9C07C: change 30 to 6C
0x9C080: change 34 to 70
0x9C084: change 38 to 74
0x9C110: change 30 to 6C

That should do it.

Hey Neo, can we delete collision stuff at the top of the page? I saved it, so it is not neccessary to leave it here. And that paragraph is huge. Or better: Can I move it to some other page?

--Loser 07:57, 13 September 2008 (CEST)

Thank geyser. I asked him on it, and then he must have asked Neo. But the bomber awareness is still messed up. No matter what, he dodges in the direction of the origin. Look at the video again. The blue lines aren't pointed towards the bomber, AND he runs toward the bomber (and the origin, i think), instead of away. And thank you Loser for making the wonderful ONCCs that come with Edition. They really help with dodging. You will have to help me soon though. I'm working on making the bombers more "suicidal". :)

Gumby 08:16, 13 September 2008 (CEST)

Hey Neo, how do I add a Character collision event + attachement in a PAR3 xml file?

Gumby 08:40, 13 September 2008 (CEST)

Some quick answer to the projectile awareness stuff:

  • there was a bug which prevent it from computing correctly the distance between character and projectile; this one prevent dodging completly
  • there was another bug (the new 0x9C110 fix) that cause it to see a wrong direction vector; this one caused "alwatys dodge towards origin" behvaior
  • I don't know what's up with the bomber. I'm quite surprised that it does any kind of dodging because the bomber is not a projectile. I assume it tries to dodge the death particle but that particle has no velocity and that may cause the behavior you are seeing.

Neo

Hmm. A zero value for velocity might screw up things? I'll try to make a bomber particle that moves up and down or something.

Gumby 08:57, 13 September 2008 (CEST)