AE talk:Warehouse

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Revision as of 23:01, 28 July 2006 by Geyser (talk | contribs) (→‎...)
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WANTED Warehouse Too features

level0_Final

Globally effective changes

  • edit some melee files for new experience (we are used to old patterns)

(Don't minimize the impact of scripting and exotic MELE/TRAC pairing. I wouldn't touch the "old" melee patterns without a very good reason. geyser)

  • edit some combat files for better AI behavior
  • edit some weapon files, add secondary fire mode (tribute to Geyser), make AI smarter with guns and aganist guns*

(Those two are complementary, and further complemented by level-and-ONCC-specific AI skills. Handle with care. geyser)

(In particular, secondary fire modes need to have consistent AI skill ID, for the AI to use appropriate fire rate etc. Every ONCC needs to be edited accordingly, which is a lot of work. And ONCC are not patch-friendly. Dunno. geyser)

  • flashy attacks again but this time better used particles (I hope)
  • maybe something else

 *try a little experiment: take A_t48 thug in EnvWarehouse and make him invincible. Then get w1_tap(Equalizer) or w2_sap(Black adder) and turn on superammo cheat. Now startle thug, don't shoot. Lead him to the side opposite of the locked door which leads out of the building. Now dash to the door (so there is big hole between you and thug) and start permanent fire. You will see that after second or two he begins to strafe and he's trying to hide behind corners and objects. If he's too close, he will attack you. Problem is that w1_tap and w2_sap are only guns with that effect. Aganist other ones he just run towards his death.

(Actually (see HERE), the weapons originally using that feature are w1_tap, w2_sap and w4_psm. The effect is harder to notice with w4_psm, because AI often get knocked down before they can dodge or run for cover. geyser)

level1_Final

Changes to level 1 binaries

  • edit characters ONCC files, add idle animations for some chars, health correction, some AI events(rotation, getups etc)

("correction", heh... not feeling too good about that, somehow... geyser)

  • mix few textures and models to create Casey Shanagan character (obstinately misspelling him, huh? geyser)

(I'd say Karen's head mesh, definitely, with a slightly modified female skeleton, upscaled. geyser)

  • edit thug TRAC so it will be Casey's TRAC. try to edit some thug TRAMs into Casey's unique fight style*

(You can handle Casey the same way as a boss, script-mixing anims from different TRAC, without changing anything to the binary. geyser)

  • TRAC game: Thugs will receive Comguy TRAC, Casey will receive changed Thug TRAC, Kojiro and his minions will have Ninja TRAC

(I'd say make it low priority. Unless it's not too time consuming, just leave it : we may have an animating pipeline Soon(TM). geyser)

  • edit character bina file in way I need (renamed characters, changed patrols, switched character classes etc.)
  • edit flag bina file in way I need
  • edit patrol paths bina file, again try to refresh game experience
  • edit some trigger volumes bina files in way I need(mainly positions)

(Those four : a) are most important for custom level logic; b) can be released as 100% PC/Mac-compatible OUP patches. High priority. Edit the RAW part, export from OUP, share. geyser)

  • edit some TXMPs and TXANs, try to create some moving monitors as it was in trailer

(Eye candy. Not too portable at the moment. Low priority. geyser)

  • probably all ^_-

 *I welcome any tips and hints for his moves. Please write them to Oni Central Forum. But remember: Those moves can't be as clean and perfect as original because I can only reverse hack them (I don't have Bungie's animation program). (We could be able to exchange Oni animation tracks with a semi-professional animating tool some time soon. Working on it. geyser)

EnvWarehouse

Scripted level logic

  • this time totally rewritten, not just improved original

(Lots of non-linearities, I hope... geyser)

  • again holstering enemies, this time I hope that in combination with Combat.bina file hack it will be more useful

(There are pretty reliable way to script that. How about a few practical code samples : a mini-script with one smart AI or two? geyser)

  • some boss fight surprises

(I have a few ideas in store : some of them I've already talked about on Oni Central Forum. Curious about yours. geyser)

  • again alternate routes

(Jetpacks, powersuits, and more generally slightly enhanced jumping could make new routes possible.. geyser)

(I'd reveal the 15 hidden doors. Either by scripting, or in binary (have to find the quads first...). Fixing the pathfinding grids would be great, too. geyser)

  • a bit rewritten story*, possibility of two alternate endings of this level, which can affect next level gameplay
  • through the level you will play as Konoko and as Casey(depends on situations)
  • something more???

 *For Geyser: I would like to talk only with you about this. I want this mod to be entertaining so players can't know all details now. Plus your sharp critics. :) (PM/mail details, discuss more general ideas here. Honestly, the wiki isn't all that popular so far, and as for those who read it, a big SPOILER WARNING : DEVELOPER AREA should be dissuasive enough : if they want to enjoy the mod, they just won't read any further. geyser)

Overall, if this mod is successful (or ever made ^_^'), I will create another one of level two with alternate storylines (depends on ending of level 1). Long-time goal is to remake whole game :)

(Hey, that's what ONK is all about. Welcome on board. geyser)



Implementation

WARNING :

SPOILERS
AHEAD!!!
PRACTICAL DEVELOPER TALK STARTS HERE.
IF YOU WANT TO FULLY ENJOY THE MOD
(WHEN AND IF IT'S RELEASED)
YOU MAY WANT TO STOP READING NOW.

Level OBJC

CHAR

FLAG

PATR

TRGV

Weapons

CMBT

ONWC

ONCC shooting skills

Scripted holstering etc

Scripted logic

Combat modifiers

Konoko
Casey
Boss 1
Boss 2
...

Encounter setup

Encounter 1
Encounter 2
...

...