User talk:EdT

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Revision as of 01:51, 9 May 2008 by Geyser (talk | contribs) (confirmed Ed's report, and our initial suspicions)
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Hi, Ed
Could you please provide mini-summaries for your edits.
Also try to preview a lot before submitting, so as to
only submit when you really think you're done.
Of course there'll always be a typo or a bug or something,
but there's a difference between 2/3 edits and half a dozen.
Thanks a lot anyway.
geyser 00:48, 18 November 2006 (CET)
geyser
Will preview more before submitting and add a summary.
Ed

Hi Ed,
Here's a tentative fix for the mismapped enter key in the OSX port:
  • go to the offset 0x1B6050
  • you should see 0D 00 00 0A (Oni's "enter" bound to external "return")
  • change it to 0D 00 00 0D (Oni's "enter" bound to external "enter")
It should work. Please confirm.
geyser 04:29, 2 January 2007 (CET)

IT WORKS!!!!! I can now enter commands in the console and by pressing RETURN, I can use the 2 camera modes.
However, the keys to move the camera, NUMPAD have no effect. The only keys that work are the up/down arrow. It will pan the camera up and down.
How did you ever figure it out?
Many thanks!
EdT 06:16, 2 January 2007 (CET)

"How did you ever figure it out?"
Short answer is "RUSSIAN POWER!!!".
Somewhat longer answer is "SFeLi is back, and he means business".
I figured out the enter fix on my own, but I wouldn't have done it if it wasn't for SFeLi's return.
The urge of doing it before he did, or something. And he gave me a few reassuring tips ^^
geyser 21:38, 3 January 2007 (CET)

FYI, while in console mode, I tried pressing the various keys on the NUMPAD and they were entered into the console.
In other words, Oni recognizes those keys, however, in camera mode, Oni does not respond to them and move the camera.
I wonder if it has to do with these commands:
at 001D9D60 InitializeDeveloperKeys
at 001D9F20 UnbindDeveloperKeys
at 001DE240 DeveloperAccess
You're making great progress!
76.170.254.115 17:35, 2 January 2007 (CET)

I'll tell you the story later, it might be worth an OCF thread... ^^
Numpad keys are a bit tricky because of how OMNI used Cocoa.
There are a number of fixes I could suggest, but before I do,
there's a little test I'd like you to carry out.
  • go to the offset 0x1B5EBC
  • you should see 31 00 00 31' (Oni's "1" bound to external "1")
  • change it to BE 00 00 31 (Oni's "numpad1" bound to external "1")
Then try these two things:
  • hit the regular "1" key with an open console: does it still work?
  • hit the regular "1" key in cam control mode: does it move the camera?
More, better, later.
geyser 21:38, 3 January 2007 (CET)

When I press the regular "1" in the console, nothing appears and any other character afterwards is not visible or recognized.
However, when I use the delete key to remove "1" then start typing again, the characters will appear and be recognized
(hm, so it's the same as for illegal characters... £, µ, à, é, all those... hm. geyser)
I tried the command in the lab level chr_teleport 0 114 nothing happened, but when I used chr_teleport 0 200 Konoko moved to that flag.
In camera mode, pressing the regular "1" moves the camera left, also the NUMPAD1 now moves the camera left.
(that's surprising... binding a regular key to Oni's numpad event somehow waked up the proper event)
So between you, SFeLi, Loser and others, we are going to see some amazing things with Oni!!!! That's awesome!!!!!
(hm. ^^)
EdT 22:07, 3 January 2007 (CET)
I've been having lots of fun playing the Rooftops as "Mukade" lately.
Slightly hacked TRAMs allow me to cover huge distances with a properly timed jump.
The cam mode allows me to teleport anywhere I like, and there's also another thing.
Something we refer to as "drifting". It's risky, but it's real teleporting madness.
Oh, and the boss shield. That one rocks so much, it ought to be a regular cheat.
geyser 16:55, 4 January 2007 (CET)

It's strange that I can run the original Oni in OSX, and the NUMPAD keys are recognized and I can move the camera.
But the OSX version by Omnigroup will recognize the NUMPAD keys in the console, but not respond to the NUMPAD keys while in camera mode.
It seems that each version of Oni has its flaws.
  • Original Oni in OS9 -Game mode works fine, Dev Mode works - but when the game crashes it brings down the whole computer.
  • Original Oni in OSX - Dev Mode works - Game mode has flaws: the right mouse button is not recognized, so you can't kick. Also, the mouse acts like it hits the edge of the screen so you can't turn Konoko anymore in that direction.
  • Omnigroup port in OSX - Game Mode works - Dev mode has its flaws -but you're overcoming them!
I know... I know... I should get a PC to play Oni...  :-)
EdT 02:53, 4 January 2007 (CET)
You should get a PC, period. ^^
Original Oni in OSX: the 2nd mouse button might be fixeable, but probably not the mouse limits.
I guess no one will cry too much about that version, as long as we fix OMNI's... right?
OMNI's port. The almost irreductible flaw is the trimmed-down scripting engine. Not sure we'll ever get around to fixing that.
(which is a shame, because a lot of cool mod ideas can only be implemented on PC)
(and I don't mean Loser's Mukade script: that one is fully portable to Mac, flags or no flags).
The camera navigation can be "fixed" rather easily. I feel bad for not having thought of it earlier.
First, revert the above "fix", i.e., bind the regular "1" back to "1". We won't need any of that.
Second, open your key_config.txt, and make it look something like this:
unbindall

bind w to forward
bind a to stepleft
bind s to backward
bind d to stepright
bind q to swap
bind e to drop
bind f to punch
bind c to kick

bind space to jump
bind leftshift to crouch

bind mousebutton1 to fire1
bind mousebutton2 to fire2
bind mousebutton3 to fire3
bind mousexaxis to aim_LR
bind mouseyaxis to aim_UD

bind fkey1 to pausescreen
bind v to lookmode
bind z to walk
bind leftcontrol to action

bind tab to hypo
bind r to reload
bind fkey12 to screenshot

#bind p to forward
#bind l to stepleft
#bind apostrophe to stepright
#bind semicolon to backward
#bind o to swap
#bind leftbracket to drop
#bind k to punch
#bind comma to kick
#bind enter to walk

bind p to man_cam_move_forward
bind l to man_cam_move_left
bind apostrophe to man_cam_move_right
bind semicolon to man_cam_move_backward
bind leftarrow to man_cam_pan_right
bind rightarrow to man_cam_pan_left
bind rightshift to man_cam_move_up
bind rightcontrol to man_cam_move_down
Allow for some variations, of course. Adopt, adapt and improve.
The basic idea is that the left-handed controls are mapped properly.
And we never use them. So? let's map them to man_cam_... instead!
leftarrow and rightarrow are consistent with the auto-bound uparrow and downarrow.
You may want to use pageup and pagedown instead of rightshift and rightcontrol.
Note that you'll hardly ever use anything but the equivalent of WASD, i.e.:
  • man_cam_move_forward
  • man_cam_move_left
  • man_cam_move_right
  • man_cam_move_backward
Why? Because in camera mode 2 (press Enter twice), you can aim up, and then man_cam_move_forward makes you go up much faster than man_cam_move_up would. Same for going down.
The only occasion on which you'll use the other 6 keys is when you want to:
move the camera away so as to get a nice remote view
and keep mouse control over Konoko
That's what camera mode 1 is for. Then you need the whole lot. And you got it.
geyser 16:55, 4 January 2007 (CET)

Now I have an almost fully functioning Dev Mode! Just missing those PC commands! I was just wondering if it would be possible to add a couple of PC commands like chr_focus and chr_location that is needed for your scripts...

Hey since you can record more than 30 seconds, why don't you record your Mukade fun along with the Boss shield!

Thank you for all your efforts for us Mac users!

EdT 04:18, 5 January 2007 (CET)

I notice in the binaries for the Omni port, there is a large section with only zeros. Is it even remotely possible to add commands to that section? Since we have the Mac OniBeta that has the missing PC commands, would that be of help?

I know nothing when it comes to binaries and hex editing, so forgive me for the dumb questions.


Hi Edt,

I wonder if you can find any existing page around "http://oni.godgames.com/".

> There used to be an ONI page on Godgames (http://oni.godgames.com/), but the content got deleted at some point, and then some joker hacked the index page, which had a few people wondering...

Well, maybe we can surf on a random page that is cross-linked. There I expect there the remnant high resolution in-game pictures. Have you still any working link? Maybe in your browser favourite or *somewhere else*??

Paradox-01 22:49, 18 January 2008 (CET)

Hi Ed,

I am trying to learn the science behind your glass-breaking hack. Does it modify *all* character's kicks to break glass, not just Konoko? I am pretty sure I have seen that happen. In addition to that, can the hack make character's bodies break glass when thrown? What about punches from Konoko while holding a weapon? (I always felt like it would have made sense for that to break glass.) I am fairly ignorant of how this all works. --Iritscen 19:43, 28 February 2008 (CET)


First of all, its not "my hack" but geyser's. Here is the instructions for it: AE:Glass#Glass-breaking_combos

As for the science, I can only guess that the hack changes how the 3D particle for dust interacts with glass. So if there is dust related to a move or thrown bodies, it will break the glass. But moves without the dust particle will not break the glass. That's why a punch will not break the glass, no dust particle connect to the punch move. Of course, geyser would know best. Somewhere in the forum was Loser's instructions for a better way of handling the breaking glass, but it requires a lot more editing, so I just went for the simple "hack"

Interesting. I did read the instructions but they don't mean a lot to me. I will have to experiment with this at some point. It's a good way to add excitement to the game. You haven't lived until you've thrown Barabus through the glass at the top of TCTF Regional HQ (using the back-rolling throw that puts Konoko's feet through the glass as she flips backwards) and then fought him inside that floor. Every Earthquake brings a rain of glass down from above. It's awesome. --Iritscen 21:58, 28 February 2008 (CET)

Just wanted to thank you for the work on the modding tutorials (TXMP, adding char.s). That's some really important info. Also, I had a thought about the topic I brought up above, glass-breaking. Since the hack makes the dust particle break glass, can't we mod a move to generate dust if we want that move to break glass? It's still my goal at some point to see a mod that allows Konoko to break glass when she has a weapon in hand, and punches with it. I noticed we have specific documentation that shows where an animation can generate a particle. I bet we could just mod that to generate the glass-breaking particle. What do you think? --Iritscen 15:47, 17 April 2008 (CEST)


I've been meaning to get the tutorials up, hopefully, it will help others to do more modding.

I think it is a good idea, I found the post with Loser's glass breaking hack: http://oni.bungie.org/community/forum/viewtopic.php?pid=2856#p2856

Though, right now I'm still trying to figure out the Masterchief importing. Getting the model to move correctly, it has to do with the centerpoints for each body part. Also, I just cannot find where in Blender, you can change the texture coordinates of a part. Have you tried importing your Griffin into Oni?

One other thing, with the mouse freezing issue with Oni under Leopard, have you tried changing the screen resolution of the game to see if it makes a difference? It worked for one person.

Also, I've had an idea of a new outfit for Konoko as a tribute to GITS. I found the following and hopefully, one day, I'll try to make a skin for it. Maybe once figure out 3D modeling, even modifying the 3D Konoko to look like it. But with my skills, that's a looong way off!

http://www.1999.co.jp/dbimages/user/hobby/itbig/10051368a.jpg

EdT


So, right now, you're trying to figure out two things in Blender, aren't you? Tex coords and setting center points for the bones? I will try to look into those soon. I really want to help, but literally this is the peak of activity at work right now and I am being swamped. I'd want to quit if I weren't already quitting.

I should try a different screen res., that's a good point. It might not even like my MBP's non-standard widescreen, the aspect ratio of which didn't exist when Oni was made. I just hooked up a 4:3 CRT the other day; maybe I should try playing Oni on it at a "normal" resolution.

That Konoko figure is awesome; I'm not typically a figure collector, but I'd buy that. And it's a great idea to give Konoko that outfit. And yes, it would involve 3D modding if you wanted to be accurate. Who knows, by the end of the year I might be able to help with that! :-)

Speaking more seriously, I think that my modding of Oni is not going to be governed by the Edition's release date, but rather, whatever I have done at that point can be released (either in the Edition package, geyser willing, or as a separate optional mod), but I'll just be modding at my own pace both before and after that. A new model here, a new scenario there. I have to be careful about overloading myself with deadlines, I have a tendency to do that. --Iritscen 19:14, 17 April 2008 (CEST)


In Blender, its more the Tex coordinates, I can set the center points, its more of a matter of putting them in the correct place for proper movement. I would like to put some texture on the model, even if its just random, noise texture.

Looks like if you wait until May, you can get the Motoko model: http://www.entertainmentearth.com/prodinfo.asp?number=ORG880291

EdT


HERE is what I meant by more creative choice of body part meshes. She still looks like a cosplayer, but not a completely lame one at that. Obviously I haven't touched the textures at all.
geyser 01:47, 5 May 2008 (CEST)

And another thing. HERE you'll find a dat/raw/sep set that you can place in your GameDataFolder (use the ones with the "Mac" suffix; PC dudes would of course use the ones with the "PC" suffix).
In order for Oni to load those plugins, you have to modify a byte in the engine (both on Mac and on PC). Here are the instructions, let us know if it works on the Mac:
  • for the Mac executable (OMNI):
go to 0x0E2D19 and change 7A to 9A
  • for the PC demo executable:
go to 0x021148 and change 00 to 01
  • for the PC retail executable ("standard" a.k.a. "eastern" a.k.a. THIS one):
go to 0x0206A8 and change 00 to 01
In case you're wondering: yes, it's a little big revolution. There are a few limitations, but mods will be much more modder- and user-friendly with this feature.
geyser 04:41, 5 May 2008 (CEST)


Wow!

I made the change in the Oni and the plugin loaded as you can see here:

Got Level Info for level0_CosplayMac.dat.
Valid Level level0_CosplayMac.dat

EDIT: I see what it does, it loads the cosplay Konoko as a global character.

EDIT2: Are you limited to a single character or could you, for example, make a plugin with all 3 versions of the Masterchief, plus any other new content?

I look forward to more info on how this can be done.

I can see how this will make it much easier for the end user, just put the files in the GameDataFolder and you're done!

Also, thanks for the cosplay model. I still have lots to learn about using the right meshes. But It seems the facets in my Motoko model are a result of the FBX converter. I did another extract of ONCCk4_K and then converted the .dae to fbx. If you're interested, you can see the results here; http://edt.oni2.net/3D/ONCCk4_K.zip

EdT 06:55, 5 May 2008 (CEST)

Wow, geyser, you are full of surprises. I do have to say that it didn't work for me last night. I changed the byte to 9A, verifying that it was 7A to begin with. I put the cosplay .dat/.raw/.sep files in the GDF. But when I loaded a level and used F8, I didn't find any new Konokos. Still, it worked for Ed, so that means I probably just did something wrong. This is really amazing. We demand details! How does this work, what are the limitations, etc. And thanks! --Iritscen 15:28, 6 May 2008 (CEST)

Ed: As for the FBX conversion, I guess you'll have to tell us what you're converting with. It looks like the model is not completely faceted, but was auto-smoothed with a rather small smoothing angle. You should be able to fine-tune that angle or to switch to full smoothing.
It's good to hear that the plugin worked for you. There is no limitation as for what a plugin can hold. You can, for example, split level0_Final into several smaller bundles/folders, with modularity and quick import in mind. You can also have level-specific plugins (e.g., OBJC).
There is, however, a limitation as for the number of .dat files detected by Oni at startup (and also as for the number of .dat files loaded simultaneously). The former limitation is the most relevant to you since OMNI's engine can only "see" 16 .dat files, which is quite minimal.
Iritscen: try to at least fake some patience, for the sake of our friendship. It works simply because the public versions of Oni have an internal test, whereby they only accept "_Final.dat" as valid level files: we've merely disabled that check. And it's not Russian power because I'm just the middleman here.
As for you not seeing any new Konokos (technically, it's a Motoko we're talking about), Motoko is supposed to be at the very start of the F8 loop (meaning that after enabling shapeshifting you'll get her with F8,Shift+F8 or Shift+F8,F8. You can also check startup.txt to see if the .dat was loaded correctly.
Once the engine is patched to allow for non-Final files, you can use OniSplit to create instance files with any name (although you still can't use "_tools" or "_Tools"; there's another check for that, which we consider a minor limitation).
It is critical that you create the files with OniSplit. Renaming them by hand won't work, because the name of the file is hashed and used throughout the instance file as a key (BTW, Ed, looks like Dox and you did double work here; sorry).
Of course, the files are sepness-specific, so if you mean to distribute plugins to both Mac and PC users, you'll have to build a dat/raw/sep set and a dat/raw set like I did for the example above (and the examples below).
To get a feel for the possible applications and for the limitations of OMNI's engine, try the following two plugins.
  • a global "BGI" plugin featuring a bunch of Spartans and the tentative machinegun thingie:
http://geyser.oni2.net/edition/plugins/level0_BGI.zip
http://geyser.oni2.net/edition/plugins/level2_OBJC.zip
If you place both of these in your GDF and then look at the startup file (and at the Load Game dialog), you should notice that level9_Final ( CHAPTER 07 . A FRIEND IN NEED ) failed to load (and maybe other chapters if you've kept the Cosplay around). That's the 16-instance-file limitation issue. If we can't fix OMNI's engine, you'll have to play Oni one "act" at a time (something like 6 chapters + level0 + plugins).
All limitations aside, the effect of the plugins depends on the order in which they are listed and on the type of instance inside. The characters and weapon in level0_BGI end up before those in level0_Final, but it's the BINACJBOCharacter from level2_OBJC that is used, even though level2_OBJC is loaded after level2_Final. Not too intuitive, but hopefully there are firm rules that apply here.
geyser 04:53, 8 May 2008 (CEST)
My problem with the machine gun is that it has non-planar quads triangulated the wrong way (meaning 17secs didn't really do his job as a modeler), and that it has a rather plain look and feel. See it as just an example.
The Spartans have a few remaining issues (apart from them being stolen from Halo, of course).
  • The downsampled and posterized texture (that can only be fixed by remapping the whole thing; then again, the env mapping does a good job at concealing the ugly bits).
  • The awkward look of the shoulder joints while aiming (that's an Oni-wide animation issue, even if it looks especially bad here; maybe the skeleton needs another polish, too).
  • The environment maps won't look "exactly right" unless there are weighted normals (again, this is a general issue in Oni; unweighted normals = ugly Gouraud and envmaps).
geyser 04:53, 8 May 2008 (CEST)
How am I lacking patience? I tried it and it didn't work. There was nothing else for me to try so I reported my problem so you guys could help me. EdT did so by sending me his version of the modded app. Although I think I applied the hack properly, his copy had debugging msgs enabled, and I realized that as I switched characters, it was skipping every other one. Char 1 --> Char 3 --> Char 5, and looping around to hit the even numbers, 2, 4, 6, etc. I still cycled through every character eventually, but didn't see Motoko. Then I realized that if I turned 'shapeshifter' off, it didn't skip characters ^_^' I've always been in the habit of turning it on right after turning on 'killmequick', because it seemed that shape-shifting didn't work properly otherwise. But now it seems to. So, yeah, apparently having shapeshifter enabled twice means each F8 advances two characters, not one. It also skips #0, which is how it identifies Motoko, even when it's doing evensies, apparently because some code thinks that zero is not even, so it starts at 2. But I guess the solution is simply, Don't enable 'shapeshifter' with the Edition. Heh.
Re the 16 level limit, I'm no hacker, but that should be as easy to fix as disabling the check for "_Final". It's also much more important than disabling that check. It's a small thing to have to name a mod patch "yadayada_Final" in order to go along with the original name-check system, but it's a real shame if every patch installed knocks out a level of the game. But I would think it would be easy enough to change a '16' to at least a '31' in the code, if it can be found in the first place. Oh well, I look forward to trying those "plugins".
--Iritscen 15:59, 8 May 2008 (CEST)

Reporting in... kinda of busy right now, so it will be brief

I was able to load all the levels, none were missing, so it looks like there is no 16 instance file limits. Here's the startup file: http://edt.oni2.net/OniSplit/startup.txt

An army of Spartans, cool.

I used FBX converter by AutoDesk, the one Neo mentioned, there are no options for Collada import or export (At least in the GUI)

When you have time, please post instructions on how to create the instance files, I would like to give it a test.

Iritscen: Once I'm in Dev Mode, all I need to do it press F8 to shapeshift or F7 to cycle weapons, I don't need to enter shapeshfter again.

EdT 17:00, 8 May 2008 (CEST)

Okay, that's great news; so maybe we don't need to worry about that level limit. And yeah, Ed, I knew that shapeshifter was supposed to work without entering the specific code, but there was some reason traditionally why I always did that, like the Edition's shapeshifting wasn't cycling backwards when you hit Shift-F8 or something. Maybe I was mistaken, since that works now. --Iritscen 17:42, 8 May 2008 (CEST)

Regarding the 16 .dat files limit: I'd suggest someone check if all levels are actually loading.

Neo

Ed, I second Neo's request. You did say "I was able to load all the levels", but could you please confirm:
  • that you can indeed load and play every one of Oni's 14 chapters
  • that the "army of Spartans" (and cosplay Motoko) is available globally
  • that the character lineup in Chapter 2 is modified as expected (Barabas at the start and Muro at the end)
I mean, the 16-dat limit is a major issue to us, so we can't accept it's gone without a thorough check.
About the Collada-FBX conversion, well, it's a shame that Autodesk's converter has no custom settings.
However, Cheetah almost certainly allows you to recompute the normals, so that the FBX has no facets.
Then there's a chance that the resulting FBX will be converted back to Collada without any trouble.
If Autodesk's converter introduces automatic smoothing on the way back, too, there'll be a problem.
Perhaps the best way around it is to let OniSplit autogenerate normals (there's a -normals tag now).
geyser 19:39, 8 May 2008 (CEST)
Iritscen, shapeshifter is totally redundant of the DevMode. Maybe you used to have problems with Shift+F8 because of the Shift key not being bound or something. Anyway, glad it works for you now. One thing, though. There's no reason why the "double shapeshifter" should ignore 0, so you may want to double-check that. As a matter of fact Oni doesn't care about anything being "even" there, and it just acts as if you kept pressing F8 twice in a row. So I kinda doubt your report about 0, sorry.
By "patience" I merely meant that you could have avoided "We demand details!". I know it's not serious, but you know I hate that crap. You don't need to fake enthusiasm like that, and if it's not faked, then you have a problem ^_^
As for your suggestion about "yadayada_Final", you don't really know what you're talking about. The "_Final" the engine used to check for is supposed to come right after the "level#" sequence, and level0_yadayada_Final, for example, is not a "_Final" name (neither is level0_Final_yadayada)
The 16 can't be changed easily, or else we (me and the expert hacker I represent) wouldn't have been so alarmed/pessimistic about it. We do know where it is, but if it wasn't for the lucky fact that the 16 is somehow ignored, you would have had to load and play Oni one "act" at a time, most likely.
geyser 20:16, 8 May 2008 (CEST)
Sorry to interject, but I didn't realize that OniSplit could generate normals. They're smoothed? Also, is it at all possible that the Mac does not have the same limitation as the PC version? It could even be a difference in the width of the variable that is declared, on the Mac vs. the PC. Just throwing that out there. --Iritscen 19:51, 8 May 2008 (CEST)
The -normals option was requested (by me) some time ago, but only appeared in the latest not-quite-release of OniSplit (0.9.9). It only works for TRBS right now, and still needs some checking.
These normals are totally smooth and "angle-based": the vertex normal is a weigthed sum of the normals of all adjacent faces, the weight being the angle of every face's corner at that vertex. This weighting provides much more accurate normals than an unweighted sum, and hence better-looking Gouraud shading and environment mapping.
As for the limitation, it is of course different on PC and on Mac. On PC, there's no 16 anywhere to see: we can have 512 .dat files in GDF at Oni startup and 64 can be loaded simultaneously. The 64 limit is apparently the same on every version, but the 512 limit is a 16 on Mac and PC demo, apparently ignored (so, no limit?).
geyser 20:16, 8 May 2008 (CEST)
Or does that mean 64 is the limit? I will test this myself when I get the opportunity. --Iritscen 20:31, 8 May 2008 (CEST)
No, technically, 64 is about the simultaneously loaded instance files, not the ones detected at startup. Like, level0_Final and 31 level0_ plugins, and then level9_Final and 31 level9_ plugins (that said, you no longer need to have a _Final file at all. the names can be anything).
Oh, and I see I forgot do address Ed's question about how to make those plugins. I already told you. They're just files built the usual way, with -import:sep or -import:nosep. The only difference is that the target name no longer has to be level#_Final. No changes at all apart from that.
geyser 20:51, 8 May 2008 (CEST)

Sorry, didn't enough time to test all levels when I posted my original comment.

All levels loaded and can be played except for Level 8 TCTF Headquarters. Thus 17 instances loaded? 0-16?
Spartans and cosplay are global
Character lineup has changed with Barabas and Muro

Anything else I should test?

Too many things going on in real life... EdT 22:44, 8 May 2008 (CEST)

Please confirm: does startup.txt look like the one you posted previously (all 18 .dat files listed and reported as valid)?
What about level8 a.k.a. Chapter 6? What can you say about the way that it "can't be played"? Not visible in Load Game?
What about level9 a.k.a. Chapter 7? Could it be that you've skipped it when testing all the levels? Please check again...
geyser 03:51, 9 May 2008 (CEST)
Hm, I'm testing with the PC demo and I get a behavior similar to yours, Ed. Here's what I'm doing (Neo, you too, listen up).
I generated A BATCH OF level0_Crap# FILES from the chaingun thingie and managed to saturate GameDataFolder with them.
First, the results with a clean demo (with only level0_Final, level1_Final and level4_Final in GDF to start with)
  • If I put all 16 Crap files into GDF (that makes 16 + 3 = 19), Oni exits (no Blam) while "loading level 0..."
  • If I only use 15 Crap files (that makes 15 + 3 = 18), Oni lets me play level 4, but Blams upon loading level 1.
  • If I only use 14 Crap files (that makes 14 + 3 = 17), Oni lets me play level 1, but Blams upon loading level 4.
  • If I only use 13 Crap files (that makes 13 + 3 = 16) or less, Oni starts normally and lets me load either level.
(in all these cases startup.txt lists all present .dat as valid, and all the expected ONWCs are available)
Now, with the extra level (with level0_Final, level1_Final, level2_Final and level4_Final in GDF to start with)
  • If I put all 16 Crap files into GDF (that makes 16 + 4 = 20), Oni exits (without a Blam) while "loading level 0..."
  • If I only use 15 Crap files (that makes 15 + 4 = 19), Oni still exits while "loading level 0...", this time with a Blam:
(here's the message given by the Daodan DLL in this case; I didn't bother with the level-load Blams)
loading level 0...

Oni crashed…
Please post your “startup.txt” file to <http://oni.bungie.org/community/forum/>…
Caught exception 0xc0000005 at 0x004244ce…
  EAX = 0000000000, ECX = 0x0027e201, EDX = 0x08000001
  EBX = 0x0054fc20, ESI = 0x0c2b6028, EDI = 0x0c2b6028
  EBP = 0x00bfab20, ESP = 0x0012f590
  • If I only use 14 Crap files (that makes 14 + 4 = 18), Oni lets me play levels 1 and 4, but Blams upon loading level 2.
  • If I only use 13 Crap files (that makes 13 + 4 = 17), Oni lets me play levels 1 and 2, but Blams upon loading level 4.
  • If I only use 12 Crap files (that makes 12 + 4 = 16) or less, Oni starts normally and lets me load all three levels.
(in all these cases startup.txt lists all present .dat as valid, and all the expected ONWCs are available)
So it appears that 16 is indeed the threshold for normal behavior.
Fails to load last file for 17, pre-last for 18, doesn't run at all for 19+.
This is consistent with Ed's report, so I guess this all holds for the Macs.
For the record, PC retail runs normally with all 16 crap files and then some.
It's really a shame, but it looks like the Mac build was born to nag us...
geyser 03:51, 9 May 2008 (CEST)