AE talk:OTA

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Revision as of 12:53, 31 May 2008 by Geyser (talk | contribs) (1) thanks Mom; 2) why the frack did I add a secion named Chars?)
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This area is for reporting or documenting crashes or other bugs for Oni Team Arena.


Crash reports

I crashed on compound even with the Daodan dll in. I was using the plugin version of the EXE if it matters
Gumby 00:00, 27 May 2008 (CEST)
Did you use the cache fix? I don't know if it was fixed in Daodan dll. I know for sure it's fine with the cache fix EXE. It'd be troublesome if the plugin EXE didn't have the cache fix...
Your_Mom 10:47, 27 May 2008 (PST)
Indeed, not many people are aware of the issue with the pathfinding grid cache, and I'm not sure who released the plugin-ready EXE. Could you guys link to it?
The latest version of the Daodan DLL takes care of the pathfinding grid cache (and enables plugins, too), so you can use it with the original "Engrish" EXE.
geyser 16:25, 28 May 2008 (CEST)
Another issue that systematically causes crashes is Loser's latest contribution to the Edition (TRAM hacks). Roll back to the New Year's release and report.
I feel really sorry for not tracking down those of the upgrades that cause memory corruption, but Loser's TRAM are a lot of stuff to go through. Patience...
geyser 16:25, 28 May 2008 (CEST)
The plugin EXE was posted by EdT [here]. The plugin EXE is hosted on Paradox's oni2.net site.
Your_Mom 22:55, 30 May 2008 (PST)



Bug reports

Players that just stand and stare

This apparently has to do with the number of "duels" that Oni can handle simultaneously. 2x7 players usually work out fine, but for more players it can happen that some characters are singled out and can't start a fight with anyone, because the rest of the players already form a network that has the maximum number of "duels". This could be fixed by making some players forget their opponents, allowing for new awareness/duel links to be created.
geyser 16:25, 28 May 2008 (CEST)

Resolved issues

Insufficient pathfinding grid cache

This used to cause crashes for battles spanning a few BNVs cumulating too many pathfinding grid squares. Typically, this happens in the TCTF parking lot, in some areas of the Airport, and in some multi-storey areas of the Bio-Research Lab. The fix is either to lock out a few areas (e.g. lock the doors between the TCTF parking lot and the main building) or, ultimately, to increase the size of the pathfinding grid cache. This has been available as an in-place patch for the EXE, and is now handled by the Daodan DLL.
geyser 16:25, 28 May 2008 (CEST)

Inconsistent pathfinding data

The only example of that so far is the main gate of the Bio-Research Lab. Even though it's closed, the pathfinding graph is the same as if it was wide open. Therefore, the AI may attempt to pathfind through it, and Oni may crash when they are blocked by the gate. This used to occur in the acid room: enemies falling to the "garage" side would start running out the garage and around the block and through the main gate and up the aisle and into the lobby and up the stairs and into the acid room again. The obvious fix to this was to lock a few doors.
geyser 16:25, 28 May 2008 (CEST)