Talk:Oni engine patches (Mac PPC)

From OniGalore
Revision as of 01:57, 17 October 2008 by EdT (talk | contribs) (→‎BSL variables)
Jump to navigation Jump to search

Large textures

Just tested the upgrade for 1024x1024 and Oni crashed. First of all OniSplit works fine with a 1024x1024 targa image, I can import and export.

When I imported a 1024x1024 image (delorean.tga) I got the level 4 splash screen, but then I got a black screen, I had to force quit Oni. So no crash report. Next I did the same image at 512x512, same result, except this time I got Oni's crash report. Here it is:

Process: Oni (1.0 (Mac OS X) (v1.36) (01/28/03))
exception = 0x00000001, code = 0x00063328;0x00000001;0x88428882;

5 threads:
Thread 0:
srr0: 0x9000b348  srr1: 0x0000d030   cr: 0x24022024  xer: 0x00000000  lr: 0x9000b29c ctr: 0x9000b340
r0: 0xffffffe1  r8: 0x00000000  r16: 0x00000000  r24: 0xf0182840
r1: 0xf0182770  r9: 0x00000000  r17: 0x00000000  r25: 0x00000450
r2: 0xa1b1c1d3  r10: 0x91444fa8  r18: 0x00006803  r26: 0x00006603
r3: 0xf0182840  r11: 0xa0006a28  r19: 0x00000000  r27: 0x00000000
r4: 0x03000006  r12: 0x9000b340  r20: 0x05c8046a  r28: 0x00000000
r5: 0x00000000  r13: 0x00000000  r21: 0x177348d1  r29: 0x03000006
r6: 0x00000450  r14: 0x00000000  r22: 0x0063e7b8  r30: 0x03000006
r7: 0x00006603  r15: 0x00000001  r23: 0x00000000  r31: 0x907de670
   0 -- 0x9000b348 -- _mach_msg_trap
   1 -- 0x9000b29c -- _mach_msg
   2 -- 0x907de998 -- ___CFRunLoopRun
   3 -- 0x907de29c -- _CFRunLoopRunSpecific
   4 -- 0x91458524 -- __ZN10HALRunLoop9OwnThreadEPv
   5 -- 0x914582c4 -- __ZN9CAPThread5EntryEPS_
   6 -- 0x9002bd08 -- __pthread_body

Thread 1:
srr0: 0x00063328  srr1: 0x0000f030   cr: 0x84000248  xer: 0x00000004  lr: 0x0012aec8 ctr: 0x0b127490
r0: 0x0012aec8  r8: 0x00186418  r16: 0x00000000  r24: 0x00000000
r1: 0xbffff9e0  r9: 0x88428842  r17: 0x00000000  r25: 0x00195f6d
r2: 0x0b207498  r10: 0x0b127498  r18: 0x00000000  r26: 0x00000000
r3: 0x00000000  r11: 0x0187de20  r19: 0x00000000  r27: 0x00000000
r4: 0x000003fc  r12: 0x00063300  r20: 0x00000000  r28: 0xbffffb28
r5: 0x000003fc  r13: 0x00000000  r21: 0x00000000  r29: 0x001910bc
r6: 0x0019624c  r14: 0x00000000  r22: 0x00000000  r30: 0x00218c3c
r7: 0x43300000  r15: 0x00000000  r23: 0x00000000  r31: 0x0012afb4
   0 -- 0x00063328 -- _ONrGameState_GetEnvironment
   1 -- 0x0012aec8 -- _P3iDisplayDecals
   2 -- 0x0012afc4 -- _P3rDisplayStaticDecals
   3 -- 0x00062b38 -- _ONiGameState_Display_Reflectable
   4 -- 0x00062d20 -- _ONrGameState_Display
   5 -- 0x00003d48 -- _ONiRunGame
   6 -- 0x00004610 -- _ONiMain
   7 -- 0x0000470c -- _main
   8 -- 0x00002b40 -- __start
   9 -- 0x00002970 -- start

Thread 2:
srr0: 0x90054388  srr1: 0x0200f030   cr: 0x24008244  xer: 0x00000000  lr: 0x90070be8 ctr: 0x90054380
r0: 0xffffffd9  r8: 0x91468918  r16: 0x00000000  r24: 0x00000000
r1: 0xf0284b00  r9: 0xa0001fac  r17: 0x00000000  r25: 0xa00009dc
r2: 0x00000001  r10: 0x00acc0d9  r18: 0x00000000  r26: 0x0063ff94
r3: 0x00000031  r11: 0xa0006be0  r19: 0x00000000  r27: 0x0063ffc0
r4: 0x00002f03  r12: 0x90054380  r20: 0x00000000  r28: 0xf0284bb0
r5: 0x00000000  r13: 0x00000000  r21: 0x00000000  r29: 0xa0001fac
r6: 0x00acc0d9  r14: 0x00000000  r22: 0x00000000  r30: 0xa0001fac
r7: 0xf0284d58  r15: 0x00000000  r23: 0x00000000  r31: 0x900709dc
   0 -- 0x90054388 -- _semaphore_timedwait_signal_trap
   1 -- 0x90070be8 -- _pthread_cond_timedwait_relative_np
   2 -- 0x914696ac -- __ZN7CAGuard7WaitForEy
   3 -- 0x914695bc -- __ZN7CAGuard9WaitUntilEy
   4 -- 0x91467800 -- __ZN11HP_IOThread8WorkLoopEv
   5 -- 0x91467498 -- __ZN11HP_IOThread11ThreadEntryEPS_
   6 -- 0x914582c4 -- __ZN9CAPThread5EntryEPS_
   7 -- 0x9002bd08 -- __pthread_body

Thread 3:
srr0: 0x9003288c  srr1: 0x0000d030   cr: 0x82000002  xer: 0x00000000  lr: 0x33332814 ctr: 0x90032880
r0: 0x00000007  r8: 0x00000000  r16: 0x00000000  r24: 0x00000000
r1: 0xf00807d0  r9: 0xa0010204  r17: 0x00000000  r25: 0x00000000
r2: 0x000000d9  r10: 0x90032824  r18: 0x00000000  r26: 0xf0080bec
r3: 0x00005997  r11: 0x42000008  r19: 0x00000000  r27: 0x00063328
r4: 0x00000000  r12: 0x90032880  r20: 0x00000000  r28: 0x00000001
r5: 0x00000000  r13: 0x00000000  r21: 0x00000000  r29: 0x00005997
r6: 0x00000000  r14: 0x00000000  r22: 0x00000000  r30: 0x00000002
r7: 0x00000000  r15: 0x00000000  r23: 0x00000000  r31: 0x333325c8
   0 -- 0x9003288c -- _wait4
   1 -- 0x33332814 -- _OCCHandleException
   2 -- 0x33331e34 -- _OCCExc_catch_exception_raise_state_identity
   3 -- 0x333329cc -- __Xexception_raise_state_identity
   4 -- 0x33332adc -- _OCCExc_server
   5 -- 0x33331ee0 -- +[OCCCrashCatcher(MachPrivate) _handleExceptions]
   6 -- 0x92bf6118 -- _forkThreadForFunction
   7 -- 0x9002bd08 -- __pthread_body

Thread 4:
srr0: 0x9002c3c8  srr1: 0x0000f030   cr: 0x24000084  xer: 0x00000000  lr: 0x90030eac ctr: 0x9002c3c0
r0: 0xffffffdb  r8: 0xf0101a00  r16: 0x00000000  r24: 0x00000000
r1: 0xf0101c80  r9: 0xa0001fac  r17: 0x00000000  r25: 0x00000000
r2: 0x00000001  r10: 0x90a3f628  r18: 0x00000000  r26: 0xa0000cdc
r3: 0x00003003  r11: 0xa0006bf4  r19: 0x00000000  r27: 0x00627168
r4: 0x00002d03  r12: 0x9002c3c0  r20: 0x00000000  r28: 0xa0001fac
r5: 0x000003e8  r13: 0x00000000  r21: 0x00000000  r29: 0x00627194
r6: 0xffffffff  r14: 0x00000000  r22: 0x00000000  r30: 0xa0001fac
r7: 0x000000ff  r15: 0x00000000  r23: 0x00000000  r31: 0x90030cdc
   0 -- 0x9002c3c8 -- _semaphore_wait_signal_trap
   1 -- 0x90030eac -- _pthread_cond_wait
   2 -- 0x92bfd284 -- -[NSConditionLock lockWhenCondition:]
   3 -- 0x001548a4 -- -[SoundChannelProcessor(Private) _processQueue]
   4 -- 0x0015483c -- -[SoundChannelProcessor processQueueForever:]
   5 -- 0x92bf6118 -- _forkThreadForFunction
   6 -- 0x9002bd08 -- __pthread_body
Ed
Hm, I didn't notice you had tried 512x512 before and still got a crash. Oh well... "the truth is somewhere completely different". Sorry.
geyser 11:40, 13 August 2008 (CEST)
Maybe this will be a clue, when using the new hex of 10, I was able to start level 4. Oni only crashed when the delorean (Using the new 512x512 texture) came into view. Previously, with the hex at 40, Oni crashed right after the splash screen. EdT 15:49, 13 August 2008 (CEST)
I have tested some more on my side and it turned out that the mysterious crash for 1024x1024 textures was some kind of user error (like forgetting to save or something equally stupid). So 1024x1024 works just fine on PC now, and there is thus no similarity between our cases anymore. Also, the crash right after the splashscreen (which one, BTW? intro splashscreen of a level?) seems very suspicious. So, could you please: 1) double-check that you're changing stuff at the right address; 2) let us have a look at the engine after you patched it. --geyser 21:48, 13 August 2008 (CEST)
I tried the 512 patch on a fresh unpatched version of Oni. Same result. I can start level 4, move around, but when I turn to look at the Delorean, Oni crashes. I'm using the files you provided with the new M3GM and OBAN files. However, if I change TXMPdelorean to 256x256, no crash. When I used the previous patch of 40, then Oni would crash after the splash screen for level 4. Note: in both cases, I had imported the TXMPdelorean file into level4 not level0. Here is the patched engine: http://edt.oni2.net/files/Oni512.zip EdT 01:14, 14 August 2008 (CEST)
Sorry for the late reply. Let's run a clean experiment on your side while we double-check OMNI's engine:
  1. Try and import another large texture than the DeLorean's (a skybox, a poster, Master Chief, anything) and test this other large texture without involving the DeLorean at all. Make sure that you rule out everything else that may make Oni crash (e.g., an old M3GM).
  2. As for the DeLorean, make sure its M3GM was imported with a recent version of OniSplit: it could be that it suffers from the same issue as the one that used to plague early TRBS import (i.e., it may be missing extra storage space at the end of the TXCA).
Let us know if it still crashes for the "clean experiment" (just a texture replaced with a large one). And oh, if it crashes, send us the TXMP, just in case.
geyser 15:33, 21 August 2008 (CEST)
hmmm, time for a stupid question, what is the option in OniSplit to create a 512x512 TXMP? I just tried to import a 512x512 texture, but when I exported that file it was 256x256. I imported these files: http://edt.oni2.net/AE_Files/TXMPAIR_FLOOR002.tga and http://edt.oni2.net/AE_Files/TXMPPOSTER1.tga for the Airport lobby floor and posterEdT 23:52, 21 August 2008 (CEST)
So you mean that all this time you were in fact letting OniSplit downsample your textures to 256x256? Then I really don't understand what about the texture may have caused the crashes you reported. The option for disabling the auto-downsampling (and thus retaining the native size of your picture) is -large, e.g.: OniSplit.exe -create:txmp TXMPcreated -format:bgr32 -large TXMPPOSTER1.tga --geyser 00:24, 22 August 2008 (CEST)
No, that's not the case. The first account with the 1024x1024, I used the "-large" option (But today I forgot about that command) With the Delorean crash I used your TXMP .oni file which was 512x512. Anyways, now I used the -large option and imported the file TXMPAIR_FLOOR002.tga as brg555. As Oni was in the process of loading level 4, it crashed. I replaced that with a 256x256 version, no crash. Next I imported TXMPPOSTER1.tga as brg32, Oni crashed as it was loading level 4, replaced with 256x256, back to normal. EdT 01:01, 22 August 2008 (CEST)

Hmm, about the Shift key not being 'accessible'... I actually never noticed before that one cannot type capital letters on the command line, and if I did notice it I would have assumed the PC version was the same. So, one point and one question:

  • It's not exactly true that the Shift key is not accessible or not recognized, because I can type important characters like the underscore and parentheses. It's merely that uppercase letters cannot be typed.
  • Is the lack of access to uppercase letters an issue? This is total news to me, so naturally I am curious as to whether this has been a problem on the Mac side of things that I never knew about. --Iritscen 03:04, 7 October 2008 (CEST)


The PC command line has no major issues: uppercase letters can be entered both on PC and PC demo. There are occasional glitches with autocompletion and some inconsistencies with multithreading (i.e., "fork"ing may not work as expected when launched from the console). Also, the command line is not displayed properly or at all at large resolutions.
Thanks for the disambiguation about the Shift key. Ed didn't make it clear how exactly it didn't work. Do you confirm that the only characters that can't be entered are uppercase letters? Also, Ed, how long have your 3 "known issues" been around? Right from the moment when the Dev Mode was unlocked?
The original variables and functions (preset of scripted) are all lowercase, but team names are capitalized, and many AI names contain uppercase letters as well. So lowercase-only input can be frustrating. The obvious workaround is to use scripts more, so that all command line statements can be lowercase.
geyser 03:36, 7 October 2008 (CEST)
Just confirmed it to make sure; only a-z cannot be modified by the Shift key, i.e., become uppercase. All other characters that require Shift can be typed. And thanks for the answer on what uses uppercase, the team names and AI names slipped my mind. I tested that as well, hoping that the Mac would ignore case, but alas; the console indeed does not recognize any team names without the uppercase letters. --Iritscen 04:02, 7 October 2008 (CEST)
Iritscen, you beat me to it. The SHIFT key does not work in Dev Mode to enter uppercase letters (I should have been more specific, sorry). How long have I've known these issues? The SHIFT key problem was discovered when you, (geyser) asked me to enter some code in the console, I forgot when that happened. The Window mode issue was known as soon as it was figured out how to run Omni group's version in a window. I'm sure this was mentioned at some point, either here or at OCF. The problems with the Numpad key was known back in Jan 2007 and you suggested using the key_config.txt file EdT 04:11, 7 October 2008 (CEST)


BSL functions

Update on large textures
Sorry, but we still haven't got a clear idea of what's going on. Ed's patch is correct, yet the crash log indicates that texture data was written on top of other stuff (i.e. outside of its supposed buffer). This probably means there's another texture buffer somewhere, specific to the Mac build. And we haven't tried looking for it yet. --geyser 04:53, 9 October 2008 (CEST)
Update on projectile awareness
Sorry, but browsing and patching PowerPC ASM code is not pleasant. There are tricky pointers all over the place, which is why Neo is not too hot for fixing the messy awareness on the Mac (even though the nature of the mess is essentially known). --geyser 04:53, 9 October 2008 (CEST)
"Finally, some good news"
Here's a tentative set of in-place patches to enable chr_focus, chr_set_class and chr_location for the Omni engine. A bunch of pointers and strings to edit. I wrote the strings with a fixed-width font, ° standing for the null character, with the old and new strings above one another so you can see what goes where. Make sure you don't mess up with the 2 strings being shifted backwards. --geyser 04:53, 9 October 2008 (CEST)


making cm_barabus into chr_focus: fixing pointers
Offset Old hex New hex Description
0x1B906C 00 16 F8 34 00 16 F8 34 pointer to BSL name; unchanged
0x1B9078 00 16 F8 40 00 16 F8 40 pointer to help string; unchanged
0x1B907C 00 16 F8 5C 00 16 F8 5C pointer to signature string; unchanged
0x1B9080 00 03 58 BC 00 04 19 6C pointer to function; now pointing to _SetMainCharacter


making chr_hold_key into chr_location: fixing pointers
Offset Old hex New hex Description
0x1B918C 00 16 EE 24 00 16 EE 23 pointer to BSL name; shifting 1 char backwards
0x1B9198 00 16 FB E8 00 16 FB E8 pointer to help string; unchanged
0x1B919C 00 16 FC 20 00 16 FC 20 pointer to signature string; unchanged
0x1B91A0 00 03 45 A8 00 04 17 20 pointer to function; now pointing to _iSetAnyCharacterLocation


making ai2_panic into chr_set_class: fixing pointers
Offset Old hex New hex Description
0x1B95DC 00 16 F2 EC 00 16 F2 EA pointer to BSL name; shifting 2 chars backwards
0x1B95E8 00 17 09 48 00 17 09 48 pointer to help string; unchanged
0x1B95EC 00 17 09 68 00 17 09 68 pointer to signature string; unchanged
0x1B95F0 00 03 55 F8 00 04 06 14 pointer to function; now pointing to _iSetCharacterClass


making cm_barabus into chr_focus: fixing strings
Offset 0x16E834 0x16E840 0x16E85C
Old chars cm_barabus°° special camera for barabus°° [ai_name:string | script_id:int] away:float up:float time:int°°°
New chars chr_focus°°° sets a new player character° chr_index:int°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
Description replacing name in-place replacing help string in-place replacing signature string in-place


making chr_hold_key into chr_location: fixing strings
Offset 0x16DE23 0x16EBE8 0x16EC20
Old chars °chr_holdkey° forces a character to hold a key down for some frames°°° [ai_name:string | script_id:int] key_name:string num_frames:int°
New chars chr_location° sets location of a character or prints current location° chr_index:int [[loc_x:float loc_y:float loc_z:float] | ]°°°°°°°°
Description replacing/shifting name replacing help string in-place replacing signature string in-place


making ai2_panic into chr_set_class: fixing strings
Offset 0x16E2EA 0x16F948 0x16F968
Old chars °°ai2_panic°°° makes an AI panic or not panic°° [ai_name:string | script_id:int] timer:int°°
New chars chr_set_class° sets class of a given character° chr_id:int [oncc_name:string | oncc_id:int]°
Description replacing/shifting name replacing help string in-place replacing signature string in-place


Thank you for the patches! chr_set_class works!!! chr_focus works!!! chr_location crashes, I included the report on a separate page. Here is the modified engine: http://edt.oni2.net/files/OniTest.zip for your examination. EdT 07:26, 9 October 2008 (CEST)

Updated the pointer-to-function for chr_location, should work now. Will add weapon_reset later today. Thanks for the crash report (but you should have linked to it ;) ). And I have no idea how you managed to mess up chr_focus the way you did ^_^ --geyser 17:26, 9 October 2008 (CEST)
How did I mess up chr_focus? When I first tried it, I was able to focus on the new character, but couldn't move him, then I read ssg's script command page and realized I needed the command ai2_takecontrol 1, so once I tried the script on that page, I realized chr_focus worked. EdT 23:35, 9 October 2008 (CEST)
How did you determine the hex for the pointer to the function? For example the pointer to _SetMainCharacter is 00 04 19 6C EdT 05:47, 13 October 2008 (CEST)
I didn't. Neo did. You need a disassembling tool for that, and disassembling skills. I never bothered myself. --geyser 14:17, 13 October 2008 (CEST)



OK, Ed, here's a last one that should make your Oni 100% PC-OTA-compatible (I don't remember any other important command that you're missing, will check). Looking forward to massive OTA porting and mission scripting now ;) --geyser 22:14, 9 October 2008 (CEST)

I settled on ai2_skill_save even though it works OK, because we're running short of commands, so I'd rather use something that I know is a mere commodity than something potentially useful that we haven't figured out yet. --geyser 22:14, 9 October 2008 (CEST)


making ai2_skill_save into weapon_reset: fixing pointers
Offset Old hex New hex Description
0x1B97A4 00 17 0F 10 00 17 0F 10 pointer to BSL name; unchanged
0x1B97B0 00 17 0F 20 00 17 0F 20 pointer to help string; unchanged
0x1B97B4 00 16 A1 48 00 16 A1 48 pointer to signature string; unchanged
0x1B97B8 00 03 0D 90 00 0A 56 38 pointer to function; now pointing to _WPiWeapons_Reset


making ai2_skill_save into weapon_reset: fixing strings
Offset 0x16FF10 0x16FF20 0x169148
Old chars ai2_skill_save°° saves the shooting skill being edited out as a text file°°°° °°°°
New chars weapon_reset°°°° deletes unheld weapons and spawns initially present weapons° °°°°
Description replacing name in-place replacing help string in-place empty signature string; unchanged


geyser, weapon_reset works. I did a quick test of OTA and it runs fine, but its not 100% compatible, since I cannot access the menus, using the function keys. Going to Dev Mode and pressing F9 starts the recording, but the OTA menus do not appear, pressing F3 does not cycle arena. EdT 23:35, 9 October 2008 (CEST)

BSL variables

The Mac version doesn't have F2/F3 binding. Another patch, maybe? :) Gumby 00:15, 10 October 2008 (CEST)

Variables, darn it. Not sure what to do about them. 61 of them on the Mac. Sure, a few of them are disposable, and maybe a lot more if we get rid of everything we can't live without, but obviously we can never accomodate the 164 extra variables of the PC version: we'll have to make choices as for what we need the most on either side (what we have to keep VS what we need to add). So, sc_bind_f2, sc_bind_f3, co_display (so that OTA can be run in dev mode without messages cluttering up the screen), show_performance (devmode hotkey Ctrl+Shift/Alt+Y)... and then what? fast_mode? draw_every_frame? wp_kickable? chr_big_head_amount? a bunch of camera parameters? li_center_cursor? (oh, and speaking of camera stuff, we probably need to do the gs_fov_set function, too...). I mean, I can't just start disabling perfectly good variables without a good idea of how many I have in store and how many more I'll have to add. So let's brainstorm for a while (although I probably will add the foremost 4 I mentioned above right away...). Below are two little tables and two big ones. The first table is variables that don't seem to work but probably do, with the special case of ai2_boss_battle beilng used in [compound]. Then there's a small table of "huh" variables that are almost certainly disposable. Then there are tables (mutually exclusive, but overlapping with the small ones): debug/display things (32 items) and not-likely-to-be-tweaked things (17 items). Those would disempower modders and hackers but wouldn't change much or anything for level logic. 49 variables is a lot, but we have to choose wisely, and may end up having to maintain two versions of the Mac engine, one with debug stuff, the other with stuff that is meant to be used in scripts. --geyser 05:14, 10 October 2008 (CEST)

I'll start testing the variables and those I find that do not have a visible effect, I'll add to the possibly broken and disposable section. EdT 07:08, 10 October 2008 (CEST)
Is it possible to add gs_show_ui? That would be useful when taking screenshots or videos without the HUD. I can maintain 2 versions of the Mac Engine, I think a very small number would need the debug features, but having more PC compatible commands will be more appealing since Mac users will be able to play more scripts. Plus it will make it easier for the script writers since there one script fits all! EdT 21:53, 10 October 2008 (CEST)
Ed, you can use ui_show_element(left,0) and ui_show_element(right,0) instead of gs_show_ui=0; and don't forget ui_suppress_prompt=0 and such. The compatibility of scripts, of course, is the main goal. I just wanted to make sure you backed up the versions prior to those rewiring of mine because we are screwing with the engine in hackish ways and may want to take a few steps back. --geyser 02:01, 11 October 2008 (CEST)
Thank you, I did not know about that command, that saves one variable :-) I seem to recall another PC command door_ignore_locks used in some script, this might be useful... EdT 05:40, 11 October 2008 (CEST)
According to Neo sc_bind_f2, sc_bind_f3 cannot be added because the are strings and neither can gs_fov_set be added. However, he was able to add co_display and door_ignore_locks EdT 00:38, 16 October 2008 (CEST)
He was able to add them? So he gave you the fish after all? ^_^ If you want to allow me to give you more fish this week-end, please document the new fish in more detail, so that I know what disposable variables I can no longer use. As for gs_fov_set, it's a pity, gonna ask Neo what's the matter with it. --geyser 01:18, 16 October 2008 (CEST)
For Reference, Neo's changes
co_display = _COgDisplayConsole
name string: at 0x170E8C - REPLACE "ai2_showlos" with "co_display", 0
var pointer: at 0x1B9D20 - REPLACE 0x0018EDD4 with 0x00193579
door_ignore_locks = _OBJgDoor_IgnoreLocks
name string: at 0x171410 - REPLACE "ai2_showintersections" with "door_ignore_locks", 0
var pointer: at 0x1B9E90 - REPLACE 0x00195D2C with 0x0027A1B9
wp_kickable = _WPgPlayerKicksWeapons
name string: at 0x171098 -REPLACE "ai2_showsounds" with "wp_kickable", 0
var pointer: at 0x1B9DB0 - REPLACE 0x0018EDC2 with 0x00192B05
EdT 04:29, 16 October 2008 (CEST)
Just curious, why wp_kickable? I have tried, and I cannot figure out what is stopping Konoko from kicking weapons...Gumby 05:36, 16 October 2008 (CEST)
I'll probably change wp_kickable to something else. wp_kickable allows the AI's to kick or move the weapon that's on the ground, but Konoko or the player cannot. EdT
We might want to add chr_heath since OTA uses it: func void ArenaKillPlayerSeq(void) {chr_health(arena_spawn_id, 1); EdT


BSL variables available on the Mac that have no visible effect but are not likely to be broken, either
bool ai2_boss_battle=0 "enables AI boss-battle target selection"
bool ai2_melee_weightcorrection=1 "weights down non-attack techniques so they are never more than attacks"
int32 ai2_stopignoring_count=6 "set the number of events before the AI will stop ignoring"
int32 ai2_stopignoring_time=240 "set the delay timer before the AI forgets about ignored events"


BSL variables available on the Mac that have no visible effect and are possibly broken and disposable
bool ai2_debug_showsettingIDs=0 "shows ID numbers for combat, melee and neutral settings"
bool ai2_showastar=0 "shows grid squares that are evaluated by the A* pathfinding"
bool ai2_showintersections=0 "debug AI's melee intersections"
bool ai2_showlasers=0 "turns on laser sights for AI2 characters"
bool ph_debug_keyforces=0 "toggle keyboard applied forces"
int32 ai2_debug_localmove_lines=20 "number of lines to cast to debug local-movement code"
(needs ai2_debug_localmovement, which is missing)
bool ai2_showlos=0 "shows AI line-of-sight checking"
bool ai2_shownames=0 "draws the name of every AI above their head"
bool ai2_showsounds=0 "shows AI sounds as they are generated"


BSL variables available on the Mac that enable debug display
bool ai2_debug_localpathfinding=0 "debug local-path code from player's position and facing"
bool ai2_debug_showsettingIDs=0 "shows ID numbers for combat, melee and neutral settings" (no visible effect)
bool ai2_printspawn=0 "prints information about each AI spawn"
bool ai2_showactivationpaths=0 "turns on inactive ==> active pathfinding rendering"
bool ai2_showastar=0 "shows grid squares that are evaluated by the A* pathfinding" (no visible effect)
bool ai2_showcombatranges=0 "shows circles that represent the combat ranges of each AI"
bool ai2_showconnections=0 "turns on pathfinding connection rendering"
bool ai2_showdynamicgrids=0 "turns on pathfinding dynamic grid display"
bool ai2_showfights=0 "shows fights in progress"
bool ai2_showfiringspreads=0 "shows AI firing spread knowledge"
bool ai2_showgrids=0 "turns on pathfinding grid rendering"
bool ai2_showhealth=0 "draws a health bar for every AI above their head"
bool ai2_showintersections=0 "debug AI's melee intersections" (no visible effect)
bool ai2_showjoblocations=0 "draws a green cross at each AI's job location"
bool ai2_showlasers=0 "turns on laser sights for AI2 characters" (no visible effect)
bool ai2_showlinetochar=0 "draws a line from the player to every AI"
bool ai2_showlocalmelee=0 "shows local-environment melee awareness"
bool ai2_showlos=0 "shows AI line-of-sight checking" (no visible effect)
bool ai2_shownames=0 "draws the name of every AI above their head" (no visible effect)
bool ai2_showpathfindingerrors=0 "enables visual display of pathfinding errors"
bool ai2_showpaths=0 "shows the path each AI is following"
bool ai2_showprediction=0 "shows prediction info for AI2 characters"
bool ai2_showprojectiles=0 "shows AI projectile knowledge"
bool ai2_showsounds=0 "shows AI sounds as they are generated" (no visible effect)
bool ai2_showtargeting=0 "shows targeting info for AI2 characters"
bool ai2_showvision=0 "shows each AI's vision cones (central and peripheral)"
int32 p3_debug_collision=256 "enables collision debugging display"
bool ph_debug_keyforces=0 "toggle keyboard applied forces" (no visible effect)
bool p3_show_env_collision=0 "draws particle / environment collisions"
bool ph_show_collisions=0 "toggle display of colliding quads"
bool sound_show_debug=0 "displays sound debugging info"


BSL variables available on the Mac that we're not too likely to modify in level logic
bool ai2_barabbas_run=1 "lets Barabbas run while carrying his gun" (disposable if we never need 0)
bool ai2_blind=0 "turns off the AI's visual sensing system" (disposable if we never need blind AI)
bool ai2_chump_stop=0 "stops the chump"
bool ai2_deaf=0 "turns off the AI's sound sensing system" (disposable if we never need deaf AI)
int32 ai2_debug_localmove_lines=20 "number of lines to cast to debug local-movement code"
(disposable; needs ai2_debug_localmovement, which is missing)
bool ai2_melee_weightcorrection=1 "weights down non-attack techniques so they are never more than attacks" (no visible effect)
int32 ai2_spacing_cookies=2 "number of cookies per fight"
bool ai2_spacing_enable=1 "master enable switch for spacing behavior"
bool ai2_spacing_weights=1 "enables position-sensitive weighting of spacing behaviors"
int32 ai2_stopignoring_count=6 "set the number of events before the AI will stop ignoring" (no visible effect)
int32 ai2_stopignoring_time=240 "set the delay timer before the AI forgets about ignored events" (no visible effect)
bool marketing_line_off=0 "turns the laser line off" (player's laser sight, crosshair, etc)
bool p3_everything_breakable=0 "makes every quad breakable"
bool p3_furniture_breakable=0 "makes all furniture breakable"
bool p3_glass_breakable=1 "enables breakable glass"
bool ph_active=1 "enable physics"
bool ph_debug_keyforces=0 "toggle keyboard applied forces" (no visible effect)

Mac Daodan

What's the possibility of making something Daodan-like for the Mac, or placing function calls in code caves? --rossy 11:18, 10 October 2008 (CEST)
Define "code caves"; I'm not sure there's many of those, and we can't go very far with a hackish approach anyway. As for DLL-similar stuff, SFeLi said it was feasible and even relatively easy with Mach-O files: I haven't looked into that myself. --geyser 18:06, 10 October 2008 (CEST)
Code caves? There are a ton of those in the Mac executable :) Neo
http://en.wiktionary.org/wiki/code_cave Sounds neat\useful, for someone who is good at asm.Gumby 05:38, 16 October 2008 (CEST)