AE:Bug-fix and feature requests
This page is not being added to any longer. You can report bugs on the Oni2 Bug Tracker or Oni Central Forum. |
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, see the Modding brainstorms page. For a broader perspective on improving Oni, see the Review criticisms 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
Improvements on original Oni that AE can make
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? --Iritscen 14:11, 20 September 2008 (CEST)
- I think so, yeah. --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. --geyser 05:22, 22 September 2008 (CEST)
- I think so, yeah. --rossy 03:32, 21 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. --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. :) 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. --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. 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. --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. Gumby 19:14, 4 May 2009 (UTC)
- The problem is that gears.grp references SNDDgears.aif and that one does not exist. 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. 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...Gumby 02:36, 5 May 2009 (UTC)
- 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. EdT
- The problem is that gears.grp references SNDDgears.aif and that one does not exist. Neo
- 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. Gumby 19:14, 4 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. --Iritscen 17:13, 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. Gumby 14:57, 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. --Iritscen 11:46, 3 May 2009 (UTC)
AE Bug Reports
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. --geyser 05:22, 22 September 2008 (CEST)