User talk:Geyser: Difference between revisions

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:Hey Geyser
[[TestToo]]
:I sent you an email last week, perhaps you didn't get it.
:I was wondering if you have time to take a look at the key binding issue with the OSX version of Oni where the RETURN and ENTER keys are disabled.
:I've tried looking for the lookup table, but with no success.
:Hope you are well,
::;EdT
----
----
:^^
No idea which part of the page to leave new messages in, but I guess this will do. You wrote [[Special:PermaLink/9550|HERE]], "All 3 guns have been modeled by 17secs and are available as low-poly OBJ." Do you know where they are? I've attempted to browse your FTP directories, but it's difficult with that placeholder image at the top of your subdomain blocking a top-level perusal of available directories. Thanks. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 22:08, 13 April 2019 (CEST)
:I've just turned twenty-f##king-six, and I'm in deep s##t.
:I don't think I ever uploaded those guns on my FTP, and I lost all my Oni files from the time when I wrote that comment. If no one else backed up the models, then there's no way but to remodel them (except the SPAS, for which there are plenty of models available already). [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 17:54, 6 January 2020 (CET)
:Wiki maintenance is about the only hobby I'm allowing myself these days.
::Ah, oh well. We have similar enough models to these three, available as part of the "New Weapons Collection" mod.   --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 18:01, 6 January 2020 (CET)
:Your mail got lost in a heap of spam :
:::Now that I think of it, 17secs may have sent me the models through email, in that case I might be able to recover them. He also may have shared them through OCF, in which case they might have been lost during the move. Looking through 17secs's emails could take a while. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 20:22, 6 January 2020 (CET)
::I may discontine the email address @oni2.net altogether in the near future.
::::Actually, no, that was fast. No trace of attached model files in my emails. And if he gave me URLs, they're probably dead by now. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 20:27, 6 January 2020 (CET)
:::There's still the other one I may have told you of.
:I've checked out the last version of KP :
::definitely a kick-ass proof of concept already,
:::but there's still much room for improvement.
:Converters between FBX, SE3 and Oni are mostly planned out,
::I just need to find myself with a free week or something
:::to actively code and debug it (easy to wish for, hard to get)
:Dunno what Ky4yM is up for with his Java-based model/anim exporter
::(like, what formats he'll interface with, when and if...)
:I'll just try and document the way everything is stored
::(basically just writing up Pierre's extracting code
:::in a human-readable way (thanks Pierre, BTW! ))
:That would be my 2 cents for now,
::active Oni 2 development will have to wait.
:As for the key binding that OMNI screwed up and won't fix :
::it's motivating to fix it up, but I can only succeed
:::if the table looks very much like the one on PC.
::(I may even have to read up on Mac hardware a bit...)
:If I come around to fix it, you'll be the first to know.
::[[User:Geyser|geyser]] 18:21, 24 November 2006 (CET)
:Macs suck anyway ^^
::[[User:Geyser|geyser]] 18:21, 24 November 2006 (CET)
:Almost said that KP still needs its coverage here on the wiki,  
:but perhaps you're not the right person to ask about that ^^
:Take care
::[[User:Geyser|geyser]] 18:21, 24 November 2006 (CET)
----
----
I can see you have your hands full, lots of projects and things to do.
:22:52, 23 August 2018 (CEST) Started filling in tips and tricks about [[MakeHuman]] and [[Fuse]]. The current focus is on Fuse because it's user-friendlier. MakeHuman has potential, but it's on a bit of a standby.  
I'm finding out more Mac Users are playing around with the Dev Mode and that's cool.
:18:40, 20 June 2018 (CEST) Making a [[User_talk:Geyser/IonEyes|new page]] for bookmarks related to the iOnEyEs project (will probably be creating Oni2:Ion_Eyes soon)
(For awhile, I thought I was the only one).
:16:18, 22 May 2018 (CEST) experimenting with a new template for rotated table headers
{| cellspacing=0 border=1
|- style="text-align:left; font-family:courier; vertical-align: bottom;"
! height=120px|
! <div style="{{Transform-rotate|-90}}; width:12px; font:courier">konokocore</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├Shinzom</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├shinatama</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├red</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">└konokolev1</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;└konoko</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;&nbsp;└gen_f</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">strikercore</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├striker</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">│└TCTFswat</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├elite</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">│└barabus</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">├ninja</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">└comguy</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├gen_m</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├doctor</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├security</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├griffin</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├thug</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;├Tanker</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;└muro</div>
! <div style="{{Transform-rotate|-90}}; width:12px;">&nbsp;&nbsp;└mutantmuro</div>
|-
|KONCOMgetup_fw_crouch
|bgcolor=lime|<span style="font-size:50%">100</span>
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|KONCOMkick_heavy
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Regarding the keybinding issue, can you make a screenshot of the PC lookup table, perhaps that could give me a clue.
Something for me to try, until you have the time.


I know the "Mac version of Oni sucks" :-)


In the meantime, I've been having fun at the Oni Central Forums with the "Going places you are not supposed to" and "Trivia" threads.
: 13:50, 22 May 2018 (CEST) need to clean up old stuff, or at least make sure it's not misinterpreted as current stuff
: 13:50, 22 May 2018 (CEST) backing up [[User talk:Geyser/DoxProjectImagoTalkBackup|a talk page about modding from 'Dox's personal space]]


Take care, don't let your age get you down. (This coming from a guy much older than you!)
EdT
----
:Gee, how "much older" can ''you'' be? ^^
:It's not my age that's getting me down,
::but my lousy survival skills (sorta).
:I'm having big trouble concentrating
::on my professional life, even when
:::drastically cutting down on hobbies.
::[[User:Geyser|geyser]] 16:41, 25 November 2006 (CET)
:I haven't checked on OCF at all since
::my last post (two months ago? more?)
:I'll be back as soon as I'm able. ^^
::(more Dev Mode users is cool)
:::(more OTA players is cool, too)
:I forwarded a Mac OTA fan to you this week...
::(and I've written a new kick-ass core ^^ )
::[[User:Geyser|geyser]] 16:41, 25 November 2006 (CET)
:As for key mapping, I really haven't
::looked at it that much for a few months.
:I may have to talk to SFeLi a bit,
::he's not online much, and neither am I.
:I have no Internet at home for the time being
::and real-time Oni hacking at the office is,
:::well, not much of an option...
:I'll see what I can do and let you know.
::[[User:Geyser|geyser]] 16:41, 25 November 2006 (CET)
----
How old am I?  Have you seen my avatar?  :-)  Well maybe not that old...
Professional life... balancing it with hobbies can be hard.
The solution is to have a 30 hour day, then you'll have enough time for everything. :-)
When you need to have the new OTA core tested on the Mac, let me know.
I got the email from the Mac OTA fan, he was trying to run the manplant script.  I never got around to fixing it.
So I just pointed him to the scripts on my site and that's the last I heard from him.
On OCF, we're doing silly but fun things, I just started a thread to find hidden rooms in the various levels and post screenshots of them.
As you know some of those rooms where used for cutscenes, but othere are just there.
So Oni never gets old, there's always something new to do.
What! you mean at work they won't let you play????
I really appreciate your willingness to help with the Mac key binding issue.
EdT
P.S. how do you get the date stamp on your entries?
----
:Hm, I sorta assumed you were one of the younger Oni fans ^^
::Didn't expect anyone much older than myself, anyway.
:(I know of a few exceptions, like Pierre, but I think they're rather rare)
:I'm afraid I'll have to make an all different OTA core for you rebels, ^^
::because my kick-ass functionality uses '''chr_focus''' a lot.
:(basically, you focus to a remote "meta-character" every time you call up the menu)
:Another limitation is that on PC we can watch '''show_performance''' and on Mac, we can't.
::(calling up the menu with that built-in hotkey feels really good)
:The '''show_performance'''-toggled menu is aimed at those who won't use the DevMode.
::For those who will... we'll have to decide on what dev-mode variable we'll watch.
:We should have a look at the few variables that are registered on the Mac (e.g., [[OSL:Preset#Variables|HERE]])
::and see which ones we can toggle with a dev-mode hotkey (hopefully '''ai2_showlocalmelee''').
::(you have to be careful about how you check on the state of a preset variable, though)
::(on PC, at least, I got quite a headache before I got '''show_performance''' to work)
:BTW, the functions are still underdocumented: [[Sandbox|HERE]] ^^
:Oni never gets old: that's good to hear
::(even if I don't think any of the hidden rooms would be much news to me ^^ )
:As for the messed-up ENTER key, I'll really have to figure out ''just what to look for'', first.
::[[User:Geyser|geyser]] 14:59, 27 November 2006 (CET)
----
I guess I'm still young at heart! 
Oh well, I guess I can't enjoy the new OTA core until I get a new computer, probably sometime early next year.
Its kinda hard to test the functions since I can't use the console! :-)
Loser posted his melee patch on OCF, right now its for the striker_easy, but he intends to do more.
What's nice is that the patch works fine on the Mac.
[[User:EdT|EdT]] 04:56, 30 November 2006 (CET)
----
:OMG, people are so spoiled... Did I have the console to help me do Oni Menu? ^^
:RETURN doesn't work, but other dev mode hotkeys do, and that's all you need...
:In order to actually know if they're detectable, you still have to actually script
::load-time logic by hand : variable-watching forks, for one thing.
:So the console doesn't really enter into it.
:Unfortunately, I've done a bit of testing, and it looks like Ctrl+B
::doesn't correspond to any script variable (I hoped for '''ai2_showlocalmelee''')
:That leaves cheatcode watching as the only alternative to direct hotkeys
::(and autocompletion-powered console entries if we can fix RETURN)
:Everyone should play Oni on PC, anyway.
::[[User:Geyser|geyser]] 17:55, 30 November 2006 (CET)
:Like, I sat down and wrote a Rail Gun mode last night, that will only work on PC.
::(crouching with a rifle makes you zoom in till you see the other end of the map)
:It really rocks, but right now the plasma rifle is a lot more enjoyable than the MB
::(I should add a long-range laser sight to the MB, and that means patched ONWC...)
:It rocks so much it ''really'' makes me want to make a few squad missions.
::(every member of the squad has special weapons and faculties : X-ray vision, sniper sight, reflex time, etc)
:You can have none of that on Mac, because '''chr_focus''' is not registered.
::(the Rail Gun mode relies on camera parameters ('''cm_...''') and '''gs_fov_set''')
::[[User:Geyser|geyser]] 17:55, 30 November 2006 (CET)
:Loser's patch is good news (of course it works fine...).
:There really oughta be a lot more of those BINA patches.
:Alloc and I may craft a complete patch engine some time soon.
::[[User:Geyser|geyser]] 17:55, 30 November 2006 (CET)
----
----
:Rail Gun mode sounds cool!
And, we're back! More stuff here and elsewhere Soon(TM), mostly from me and GTO.
:Hopefully early next year, I'll get an Intel Mac with XP, then I'll be able to enjoy Oni fully.
:Mostly? Will there be few works by others (a third/fourth person) too? - 'dox
:In the meantime, there's enough to do to keep me busy.
::Not sure about "works", but our "thing" is a work-in-progress, and it will be open to anybody's contributions. If I have enough time for 3D modeling, we may see something from Ltemplar, if he hasn't given up on me or Oni. That guy has some serious skills. [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 18:00, 17 October 2014 (CEST)
:So keep coming up with new ways to play Oni!!!
:Haven't seen Ltemplar in a while on OCF. My impression is that he is frustated about the engine's limitations which in turn eats his motivation. I guess we all have a taste of that. But you are the one in contact with him so I probably miss some pieces of that picture. - 'dox
::[[User:EdT|EdT]] 00:05, 1 December 2006 (CET)
::We'll see about Ltemplar (maybe I'm the one who disappointed him the most, by failing to keep up with him, and I have yet to get back in touch). As for the graphical/storytelling thing, I'm calling it a "thing" because that's what it is. Basically we're trying our hand at a sequel, but the key word here is "trying", and it's quite rudimentary so far. Calling it anything special at this point, even giving it a working title, would be bad luck ^_^ which doesn't mean we're not enthusiastic and a little bit proud [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 22:36, 17 October 2014 (CEST)
 
:Oh, you're still alive :) You were even more retired than me for a while there. [[User:Gumby|Gumby]] ([[User talk:Gumby|talk]]) 00:44, 18 October 2014 (CEST)
 
Got back in contact with Ltemplar. He's willing and available (as much as anybody, i.e., with his own RL stuff to take care of). The direction and focus will need to be managed very carefully this time around, but apart from that we're good to go. Will probably upload some art/sketches next. [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 19:31, 23 October 2014 (CEST)
:Just to be clear. Is Ltemplar participating your/GTOs thing. Or are you talking about two different things? --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 10:29, 26 October 2014 (CET)
::They're two different thingies. GTO and I are exploring the idea of a sequel (with detailed character design, some scenes, etc - essentially like what Guido and Seventeen Seconds did); the collaboration with Ltemplar is focused on more or less immediate Oni modification (extra levels, BGi faction, etc). In both cases we'll try and deliver on a (very) small scale first. [[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 11:13, 5 November 2014 (CET)  
----
----
:Clean slate again. If you need to look something up, just use the history.
:An exception has been made for the latest discussion. I've put it [[User:Geyser/STFUn00b|HERE]].
:Because I can, and because it really holds a special place in my heart.
----
----
:I was looking for the flag location information at:
{|border=1
::http://geyser.oni2.net/OniTeamArena/flags/QuickList/
|Until further notice, this is no longer a "talk" page. But you can still leave messages.
:but I get a "not found" error message
:Can you give me the correct URL?
::[[User:EdT|EdT]] 02:06, 13 December 2006 (CET)
----
:Late followup to the previous conversation:
:*On an Intel Mac, Oni should run fine with [http://www.winehq.com/ wine].
::No XP needed, hopefully. Please try and report.
:*Rail Gun Mode ''truly'' rocks now. Whoo-ee.
::All scripted, no [[OBD:ONWC|ONWC]] modding required.
::No Mac version though: that's a no-go...
:*I've had a look at the place in the English EXE where the SHIFT key was mistakenly mapped to '''mousebutton3'''.
::and I'll be damned if I can see an array-like structure.
::Actually, they are a bunch of ASM instructions here, another there...
::SFeLi and his trusty disassembler were able to make some sense out of all that, but I'm helpless.
::Things look even more bleak on Mac since we can't check conjectures.
::Your only hope is a guy who can un-ASM the OSX port (SFeLi tried, but gave up because of the different format)
::I'll try to catch SFeLi in ICQ, and ask him to "at least" try and find where RETURN is (not) mapped.
:So, not much good news, eh? Don't cry. Have some '''wine''' instead ^^
::[[User:Geyser|geyser]] 15:23, 13 December 2006 (CET)
:As for the flag lists, it's been a while since I moved them here:
::http://geyser.oni2.net/OBD/BINA/OBJC/FLAG/
:The new URL was posted in the BIP thread. Everything's there.
::[[User:Geyser|geyser]] 15:23, 13 December 2006 (CET)
:I went through the recent threads of {{OCF}} yesterday.
:Haven't checked Loser's melee patch yet. Same for his Crazy Rooftops script.
:Nevertheless, here's a similar challenge for the whole family:
::''get to Mukade in 2 minutes (cutscenes not included)''
:Something I call '''Storming the Rooftops''': good [[parkour]] fun.
:Once you've done that, you're left with the problem of beating [[Mukade]].
:With no hypo, no shield, no weapon, and what health you still have.
::[[User:Geyser|geyser]] 15:23, 13 December 2006 (CET)
:And a bit of trivia (actually, a question to Mac users):
::Do the Mac resources have the glitch mentioned [[Quotes/Diary#{{C6}}|HERE]]?
:Or is it specific to the PC version (perhaps only the English one?)?
::[[User:Geyser|geyser]] 15:23, 13 December 2006 (CET)
:Tosh's highlighter doesn't work at all with Opera (9.01 here).
:I might log in some time soon and post these few things myself.
:But I'm not too sure of that.
::[[User:Geyser|geyser]] 15:23, 13 December 2006 (CET)


:Thanks for the flag URL. I missed the update :-)
As in "Dr. Crane isn't here right now, but if you would like to make an appointment..."
:Once I get an IntelMac, hopefully early next year, I'll be able to play the PC version.
|}
:I plan on getting XP loaded through Bootcamp, so I can use it without any emulation.
:I appreciate your effort to solve the keybinding issue, I guess the only hope is that either Take2 or Feral will decide to update Oni for the Intel Mac and fix the bugs.
:The Mac does not have the quote glitch that you mentioned. (Hey finally something the Mac got right!!!)
:When you have a chance, can you post a movie of the Rail Gun mode?
[[User:EdT|EdT]] 04:33, 14 December 2006 (CET)


:The advantage of emulated environments is that you don't need to buy/borrow/steal Windows at all.
{|border=1 cellspacing=0 cellpadding=5
:Alloc plays Oni under Linux, with wine, and it works OK. So does OUP.
|[[Image:GTO_-_Wake_Up_Call_-_Page_1.jpg|250px]]
:As Feral said, Take 2 are the exclusive owners of the Oni franchise (Rockstar and Feral are just borrowing it ^^).
|[[Image:GTO_-_Wake_Up_Call_-_Page_2.jpg|250px]]
::Therefore, it's up to Take2 to decide (financially) whether, e.g., Oni's source should be distributed or not.
|-
:::However, what we've seen of Take 2 so far doesn't leave much hope in that matter.
|[[Image:GTO_-_Wake_Up_Call_-_Page_3.jpg|250px]]
::I'm sure they have their reasons (actually, rather a lack thereof).
|[[Image:GTO_-_Wake_Up_Call_-_Page_4.jpg|250px]]
 
|}
:The release of patches is a different story. It depends on what exactly the patch is supposed to "fix".
::The network and dev mode were left out ''intentionally'', so one shouldn't expect an official patch for those.
:Actual bugs such as [[Troubleshooting/Blam|Blam]] we somehow think "ought to be fixed".
::We know, however, that Ian suggested to de-Blam Oni ''way'' back in 2000 (not sure about the year).
:::And got no reply.
 
:As for erroneous key mapping, mousebutton3 mismapped to SHIFT, or a non-mapped mouse wheel are one thing.
::Getting those right allows one to customise one's controls and to enhance one's "normal" Oni experience.
:The ENTER key screwed up by OMNI is a completely different thing.
::No one will bind ENTER to a normal-gameplay event. It will only serve for the Developer Mode.
:::And that's where it might hurt...
 
:Politically, I fear that releasing a patch at this stage would mean to acknowledge the die-hard community,
::''along with what that community has been doing'' (hacking, reverse-engineering, resource extracting...).
:That sounds like a pretty good reason for the bureaucrats involved not to do ''anything''. Just to be on the safe side.
::I think those considerations ought to be kept in mind when contacting Take2 or whoever: we're licence violators.
 
:I might release the script for the Rail Gun Mode some time soon. And a little video just for you Mac-haxxors ^^.
::You can view WMVs, can't you?
:As for '''Storming the Rooftops''', make it 1:50 to Mukade with the original scripts, bar the cutscenes.
:(I played Loser's script, and Mukade is ''way'' slow, especially on SP1, where you can outrun him by miles)
 
:Here's something worth a thread on {{OCF}} (and maybe another video by you, hmm?)
::[http://forums.bungie.org/story/?noframes;read=49733 ONI IN SE7EN MINUTES]
:There's Marathon [http://home.comcast.net/~chrismb/marathon1.html 1] & [http://home.comcast.net/~chrismb/marathon2.html 2] in the same thread, as well as [http://forums.bungie.org/story/?noframes;read=49569 Halo], all of them quite enjoyable.
 
:Another idea: a contest of "cat & mouse" pics ^^
::[[User:Geyser|geyser]] 16:46, 14 December 2006 (CET)
 
 
----
==Stamina Rose==
:As for the Rooftops chase, I hereby initiate a team project... ^^
:The idea is to create a music video highlighting {{C10}}
:One that captures the "hot pursuit" feel of Loser's script.
::(the fight with Mukade and the outro are best left out)
:The soundtrack would be Yoko Kanno's '''Stamina Rose''' (from the GITS:SAC OST).
 
:The video can be recorded in several sessions, but it should feature "seamless" action from SP0 to SP4.
:#.MISSION COMPLETE splashscreen with Mukade holding the disc (no sound)
:#"Loading" progress bar (no sound)
:#SP0 cutscene (first strains)
:#SP1 (beat starts, 0:07.5) speed run to the elevator
:#SP2... (power beat kicks in, 0:45) dramatic speed run to zip line
:#SP3... (music settles down a bit) short run to elevator (final loop) Mukade circles Konoko
:#SP4 (beat stops, 2:44) Mukade teleports away, fade out
 
:The timing is really tight, especially for SP1
:*we could slow the track down a bit
:*or speed up the cutscenes
:*or hack Konoko so that she can run faster
:*or just resample the video so that it's not ''really'' real-time
 
:I'll give it a "trial run" tonight, maybe (SP1 in under 40 secs sounds really hard) ^^
:I'd have to register FRAPS in order to record over 30 seconds, though...
 
:Question for you, EdT. What would YouTube do with a movie in letterbox format? resize it to 4:3?
::[[User:Geyser|geyser]] 20:16, 14 December 2006 (CET)
 
----
:Geyser: Lots of things to talk about.
:For "Storming the Rooftops", how about using ssg's nocutscene script and adding a 2:00 minute countdown timer?
:Of course, if I use the jetpack mode, I should have no problem finishing it under that time limit! :-)
 
:Stamina Rose video, sounds like a cool idea. 
:Youtube wants the video in 320x240 format.
 
:Regarding Feral, :I asked about the possibility of making a special edition of Oni with the missing levels and multiplayer feature. And making it compatible with the Intel Macs and fixing the known issues, such as the RETURN key. Here is part of their reply to me
:''if the opportunity arises that we can make an Intel patch we would, however if we added in all of those features I think it would be a pay for patch although the cost would be a lot lower than for a traditional full game. Don't hold your breath waiting for a patch but as I said if we can get all the potential issues out the way and it makes sense to do so we will make a patch.''
 
:There is no free version of Wine for the Mac, only a commerical version called Crossover. Anyways, since I need some Windows programs for work, it makes sense for me to get XP.
 
: The 1 minute Oni was funny, I'll post the link on OCF.
 
:Did you mean another video like Oni Universe except make the cutscenes shorter?  If so, I am working on another version, it has more cutscenes added, but its hard to match the scenes with the beat of the music. I found the actual music video for Inner Universe http://youtube.com/watch?v=svWHGTMyWt8
 
:That's all for now.
 
[[User:EdT|EdT]] 04:42, 15 December 2006 (CET)
----
:The mail from Feral sounds nice. Looks like nagging pays off after all... We shall see.
 
:You should check out [http://en.wikipedia.org/wiki/Darwine Darwine] rather than CrossOver. There are issues, but it's definitely not commercial...
 
:I've timed the thing yesterday. SP1 to SP4 is ''just'' feasible in 2:45, all cutscenes included.
:So I'd leave the original zipline sounds for the intro, and start the music at SP1.
 
:If you're serious about "Storming the Rooftops" on a regular basis (that's awesome movement training, sure)...
:I'd take Loser's script as a basis, rather than ssg's, because setting up Mukade is more work than bypassing cutscenes...
:As for the timer: time limits are frustrating (''Loser's script is frustrating''), so I won't be doing this.
:What I have right now is a nice trainer script with the time (minutes, seconds, tenths) '''dmsg'''ed in a column.
:The difference with the timer is that it's not a countdown: just the time since you started the SP.
:I can pause the counter during cutscenes (whereas the built-in timer can't be paused).
:I can reset the counter (and call '''restore_game''') with certain animations. Flailing resets, too.
:Apart from that, I'm invincible, and there are no AI. So I can train for speed with a 100% clear path.
:It would be exactly the same with the level logic on: no time limit; time ''bonuses'', maybe (hypos?).
 
:My best times right now are 0:40 from SP1 to the 1st elevator, 0:50 from SP2 to the zipline, and 0:20 from SP3 to the 2nd elevator.
:That fits perfectly with '''Stamina Rose''' (with all the musical movements of the track, strong beats etc).
 
:As for the "1 minute Oni" video, I meant exactly the "filmlets" suggested by Mango. Sorta like [http://en.wikipedia.org/wiki/Red_vs._Blue Red VS Blue]...
:As for your "shorter" storyline video, I might have a few suggestions about syncing.
::(make Konoko dive into the acid and land in front of Griffin's office, all in one movement)
:Point is, if such a collaboration is OK with you, perhaps it would makes sense to
::lay out the timeline of a Hi-Q video here on the wiki, and open it to suggestions on {{OCF}}...
:Another ass-kicking video I had in mind (it's itching, it's itching...) would be set to Rob Zombie's Superbeast.
::A little bit in-your-face, but well-fit to illustrate the more badass side of Oni: boss fights.
:Barabas, Mukade, Mutant Muro, and more generally, the violent side of the Daodan
:"Yeah-hey, I'm the one that you wanted, yeah-hey, I'm your super beast" (Konoko disarming Griffin)
:^^
:Oh, BTW, I think now I ''really'' know who Mukade is... ^^
::[[User:Geyser|geyser]] 01:45, 17 December 2006 (CET)
 
----
 
:Thanks for the the tip about Konoko diving in acid/landing at office, it looks great!
:I think it would be fun to make a collaboration of Stamina Rose.
:Can you post the Rooftops Trainer script.
:Regarding Darwine, a known flaw is ''Darwine doesn't have working sound at this time'', that would spoil the fun of Oni :-)
:Care to share who Mukade is?  Or you could post that question on OCF "Who is Mukade?"
::[[User:EdT|EdT]] 04:48, 21 December 2006 (CET)
 
 
----
==This is getting long...==
;May comment out or delete some of the older stuff...
:About Darwine: the lack of sound is a well-known flaw indeed... But.
:I thought you were beyond that: I frequently "play" Oni with no sound ^^
 
:About Mukade: the Mukade=Hasegawa theory is controversial but pretty obvious.
:I've elaborated that theory in great detail on the ASFO2 thread.
:My more recent revelation was somewhat more cynical :
::He'd be Marathon's Security Officer AKA Halo's Master Chief ^^
:Rather than an ordinary thread, I'd make it a poll, but I need a few more options:
:*an android? (interesting...)
:*an alien? (Pfhor or S'Pht or Covenant or?)
:*the Seventh incarnation of the Leveler? (who?)
:*the Laughing Man?
:*Obi-wan Kenobi?
:*your father?
:*etc...
 
:I may have other tips for your "Oni Universe Too"
::(or are you planning to change the soundtrack?),
:but they're better if they're incremental to a WIP that's visible somewhere.
::wanted scenes, timeline of the soundtrack, that kind of thing.
:As for Stamina Rose (and Superbeast), I may start a page here...
:The trainer (it's not really specific to Rooftops) is no big deal at all.
var int m=0;
var int S=0;
var int s=0;
var int d=0;
func main {
    invincible=1
    fork TickTockReset
    fork TickTock
}
func TickTockReset {
    restore_game
    ai2_kill
    m=0; S=0; s=0; d=0;
    sleep 1
    chr_wait_animation 0 KONOKOjump_flail KONOKOrun_bk_1stepa KONCOMrun_bk_1stepa
    fork TickTockReset
}
func TickTock {
    dmsg " "
    PrintDigit(m); PrintDigit(S); PrintDigit(s); PrintDigit(d);
    sleep 6
    d=d+1; if(d eq 10) {d=0;
        s=s+1; if(s eq 10) {s=0;
            S=S+1; if(S eq 6) {S=0;
                m=m+1; if(m eq 10) m=0;
            }
        }
    }
    fork TickTock
}
func PrintDigit(int digit){
    if(digit eq 0) dmsg "0"
    if(digit eq 1) dmsg "1"
    if(digit eq 2) dmsg "2"
    if(digit eq 3) dmsg "3"
    if(digit eq 4) dmsg "4"
    if(digit eq 5) dmsg "5"
    if(digit eq 6) dmsg "6"
    if(digit eq 7) dmsg "7"
    if(digit eq 8) dmsg "8"
    if(digit eq 9) dmsg "9"
}
:In order to use this, you need to have the savepoints recorded properly
::(i.e., you need to have played the original level once)
:Then remove the original scripts and keep only the above stuff.
 
:The '''chr_wait_animation''' may be frustrating if you feel like backpedaling at some point or another.
 
:Also, obviously, the timer will fail to reset if you've shapeshifted to a non-KON character.
 
:Those two can be "fixed" by customizing the '''chr_wait_anim...''' line, as usual.
 
----
 
:Thanks for the trainer script.
 
:The "Oni Universe Take2" is almost done, there are more cutscenes that are edited for a faster pace.
:So if you have any more ideas, please let me know ASAP!
 
:Other ideas about Mukade
:*Sonny Chiba (http://www.imdb.com/name/nm0002002/)
:*Motoko in disguise (hey that's another poll "who would win in a fight between Konoko and Motoko?)
:*askaninja
::;EdT
----
:"Take 2", eh? Nice one... ^^
:I can't make any specific suggestions if I can't see anything specific.
:For one thing, I don't know if you mean to keep the order chronological.
:More dynamic splicing of the cutscenes is a general request: you have that covered.
:Another "tip" would be to fit some scenes to the English/Russian lyrics.
:(but that basically supposes a largely non-chronological reshuffle)
:More generally, telling Oni's story in a linear way, to some soundtrack or another, is rather limited.
:Even if you shuffle them. Watching the same cutscenes over and over... the déjà vu is inevitable.
 
:Massively scripted and hacked videos... that's something different.
:I'm willing to provide scripts and binaries for "revolutionary" videos.
:So revolutionary they'll look like Oni 2 trailers ^^. Your call.
 
:If you don't care about the tenth-of-a-second precision,
:the trainer script can be modified as follows:
var float time=0.;
func main {
    invincible=1
    fork TickTockReset
    fork TickTock
}
func TickTockReset {
    restore_game(); ai2_kill(); time= 0;
    chr_wait_animation 0 KONOKOjump_flail KONOKOrun_bk_1stepa KONCOMrun_bk_1stepa
    sleep 13; fork TickTockReset
}
func TickTock {
    dmsg " "
    sleep 6
    time= time + 0.1;
    if(time > 3600.) time= 0.
    timer_start(time);
    fork TickTock
}
:The advantage is that when you pause the game, the (frozen) timer will remain visible.
 
:Concerning Mukade, suitable actors would make the list too long if I added them.
::(If you look [[Oni2:Influences/Kill Bill|HERE]], you'll see that Chiba is indeed very close, alongside Chia Hui Liu)
::(so maybe I'll add him)
::(there can only be 10 options to pick from, the rest will have to go in a post...)
::("Ooh choices")
:Motoko is already there, sorta. "askaninja" sounds weird.
::[[User:Geyser|geyser]] 21:20, 25 December 2006 (CET)
 
 
----
 
==Pathfinding etc==
:Hi Geyser,
:Do you know where the data for the pathfinding grid is stored?
:I am asking because I am fed up with AIs being permanently stucked in walls or doors,
::because of missing red aka "STOP" pathfinding tiles. Thank you in advance
::[[User:Loser|Loser]] 13:49, 27 December 2006 (CET)
----
:I've been looking for the grids for some time, without much success.
:BNVs are almost certainly related to pathfinding, and maybe the BSP trees, too.
:But I have no clear picture right now, and no time to investigate.
:(BTW, when I have a clear picture of anything, I document it pretty soon ;) )
 
:See [[OBD:BINA/TMBD]] for texture-material assignments. You can make anything breakable by gunfire/combos now.
:Also, it's pretty easy to fix the stupid curbs (sidewalks etc) so that you don't have to jump over them.
:Or to reveal the hidden doors in the warehouse. But here we come to the pathfinding issue again.
 
:Pierre has asked several unanswered questions on the forum, one of them about the blocking algorithm for AI.
:Could you describe the effect of the blocking parameters known to you [[OBD:BINA/OBJC/MELE|HERE]]? Thank you.
::(for my part, I've looked into a few TRAM-related things concerning melee: SABD, attack RAW-chunks...)
 
:As for your semi-question [[OBD:BINA/OBJC/CMBT|HERE]]:
::it seems that both *Run For Alarm* behavior and *Run To Alarm* If no gun events are bugged in the same way and are defunct.
::Or there are missing labels "this is alarm console, you silly AI" in console files.
::I don't know and I think we can live without that.
::Or do you think about something else???
:I have absolutely no idea what you're talking about...
:Don't assume I've been hacking the same things as you.
::[[User:Geyser|geyser]] 17:42, 27 December 2006 (CET)
----
:Update on pathfinding grids.
:I'm almost certain everything you need is in the [[OBD:AKVA|AKVA]].
:Running around after doing '''chr_show_bnv=1''' and '''ai2_chump'''
::strongly suggests that there's one BNV per grid and vice versa.
:Various "big" parameters of the grid will be in th DAT,
::and the tiles I'd expect to be in the RAW.
:Good hunting. And be sure to update the related pages if you're lucky.
::[[User:Geyser|geyser]] 19:24, 27 December 2006 (CET)
----
AKVA & pathfinding:
:<strike>MY left arm is raised into the air under 45°--> and two fingers up</strike>. Geyser, you are '''GENIUS'''!!!! THANK YOU VERY MUCH!!!
--[[User:Loser|Loser]] 05:10, 29 December 2006 (CET)
 
:Doing dubious gestures with your arms and fingers isn't the best way to thank me...
:Please tell us all you know about melee profiles: specifically, blocking parameters.
:You could also tell me more on those "Run For/To Alarm If Whatever" behaviors...
:But I suppose you're too busy hacking pathfinding grids right now... ^^
:Happy New Year
::[[User:Geyser|geyser]] 21:22, 29 December 2006 (CET)
----
:Ok ok DON'T FROGBLAST the Loser's core!!! aka I apologize for my salute...
:Of course I am hacking pathfinding grid like some maniac now and my opinion on ONI's *AI stucking in everything* is more and more sharper. It seems that 3/4 of the whole AI stucking problem is simply undone and not enough tested pathfinding grid. I did some experiments and results are very promising (AI does't stuck in the door or on staircase when chasing you), so we will see and maybe I will release pathfinding patch for level 1 via Oni UnPacker. BTW there are some relicts of earlier layout of obstacles still visible in the grid ^_^
:About those alarm features:
:First, we have "Run For Alarm" CMBT behavior. When you assign it to some distance and let AI notice you and be in that distance, AI will simply freeze and don't move. If AI has weapon, it will fire at you, but not moving with exception of weapon dodge event. IMO this behavior is only half-functional. But problem is that if AI is in *run for alarm* state (by ai2_doalarm for example) it needs '''console to run to'''. You can try a little experiment: tell AI to use console that is behind locked door. AI will ignore that command and act as usual with its behaviors. But what if BEHAVIOR is to use console behind locked door??? AI will freeze. With "Run For Alarm" it is similar, only there aren't any locked door but IMO there are missing (or I hope only disabled) labels *FOR ALL AIs: '''this''' is Alarm console* in console bina data. So...what console we are running to, if there isn't any but it is setted as behavior??? We will freeze ^_^. But I think this behavior was abandoned somewhere in alpha version because there is missing quite important "What should I do, if there is no labeled console in "Alarm console search distance"???
:Second, there is "Run to Alarm" event that belong to "If no gun" slot. So after AI ,which is armed, deplete all its ammo, it should run for alarm. My opinion is similar to that one above, only with exception that there is "What should I do, if there is no labeled console in "Alarm console search distance"??? Answer is in this case "act as usual". Or this whole thing is defunct and ignored, but I don't think so even if I don't have any evidence for that.
:Third, happy New Year 2007 and may the almighty God bless you !!!
:--[[User:Loser|Loser]] 19:22, 31 December 2006 (CET)
----
 
 
==Adding files to DAT==
:Hi Geyser,
:Can you tell me please how I can add file to level.dat structure???
:I have figured that I have to add something at the beginning of the file and at the end of the file.
:But Oni still BLAMs. Can you tell me what is needed???
:Or, can you tell me( or us, if possible) how can I import files into dat structure via OUP?
:Thank you in advance
::;Loser
:Hi. I suggest you to try and have a little patience or something. ^^
:Oni modding (especially BINA) is modular, so why can't you deliver a few more quality BINAs?
:Whatever you are up to, any modular modification will come in handy when you release something big.
:I understand you're a bit like me: figure out something, have a little fun, move on...
:But that's not very rewarding. For you, maybe, but not for "us"... Oh well.
:ssg has tried adding files to a DAT before you, and failed. Have a look [http://www6.fh-eberswalde.de/user/dkriesch/onistuff/subfold/datfile/datfile.htm HERE] if you haven't already...
:There's a lot of stuff to take care of, and it's definitely not something you should do manually.
::(not that it's impossible, but even if you manage to do it, it will be of no ''general'' use)
:Alloc's OUP is ''almost'' there: a little while ago it was able to pack together whole level archives.
:There seems to be a bug somewhere that causes incorrect packing of the textures, and can cause Blams, too.
:You could get the latest version and help us figure out where exactly the repacking goes wrong...
:So "I'm sorry. I can't help you now. No one can." ^^
::[[User:Geyser|geyser]] 17:09, 12 January 2007 (CET)
----
<i>"ssg has tried adding files to a DAT before you, and failed."</i>
:
Only 50% correct. I've failed to add a character to the level0.dat file, because Oni wants all  named files in the dat-head/part2 in alphabetical order. First according to the file extension and then according to the file name. I didn't know that, when I've added the new character, so Oni crashed.
:
But it's not a problem to add unnamed files to dat file. F.e. I've added all WMDD's of the level0_tools.dat to the level0_final.dat without problems.
:
PS: I've read that you've fixed the Mac enter-key bug. And you (and Loser?) figured out the pathfindig grid data. Wow. I'm impressed.
:
Btw, what does BNV stand for? IMO V = volume, because it is one. But B and N. Any ideas?  Perhaps B = binary?
:
PPS: Remember the hidden doors of level 1? The gunk quads in front and behind door 11 (~ door position: -320 0 -450) are 18454 and 18455. If you open the AGQG file of level 1 with OUP and open these packages and change the last bytes from 00 00 10 02 FF FF FF FF to 02 00 10 02 FF FF FF FF, you can make the wall invisible (maybe you can hide it with env_show; I haven't tested that). Unfortunately you can't pass the door, because there's still another invisible wall. But I don't know the ID of it. (Package 31789 has the same points as package 18455, so I've changed it too, but no luck. I couldn't pass the door even though.) Plus the door has no doorframe, so it hangs in the air.
:
PPPS: The Blue Box "Mac exe" contains some more debug messages than the "PC exe". Maybe you can hand over the level0_tools + level0_final + the "Mac exe" to EdT. Perhaps he can enable the level0_tools files (because there's no message to skip it). Btw, the readme of the Blue Box Oni says, that it is version 1.1 . Maybe we should check, if there are other version out there.
:
PPPPS: To SNDG (from BINA/Sound): Imo : It stands for Sound Geometry and not Sound Group.  amb.OSBD and imp.OSBD are called up first. These link to grp.OSBD and this to a SNDD file. Imo SNDG doesn't call up the grp.OSBD directly.
:
PPPPPS: Gosh, it's snowing like hell outside. The first snow this year.
:
<p align=right>[[User:Ssg|Ssg]] 09:29, 25 January 2007 (CET)</p>
----
:Why, hi there ssg, long time no see ^^
::"snowing like hell" = LOL
:First off, a little rant: try to be more careful with the "done" label on Oni Stuff
::(how can you say M3GM is "done" when you have no idea how the VCRA and IDXA are interpreted in that specific case?)
:Oh, and another rant, about bitsets: once and for all, ''there is NO "0" bit''
 
:Now a question: where were we with the rehaul of OBD pages?
::One thing to consider is that wikibooks (PDF dumps of whole namespaces) can't include images.
:::So converting hex screenshots to tables seems worthwhile indeed.
 
:I don't care too much about initials (BNV, SNDG, all that...). As for BNV, N (or NV) could stand for Navigation. B could stand for Bungie ^^
:If you want to talk about specific files (e.g., SNDG), I'd recommend to use their respective talk pages. Why ''here'', dammit?
:And if you want to fix something that's obviously wrong (like that "sound group" thing), just go ahead ( !!! ).
:The BBBB (Big Blue Box Beta) is indeed interesting (particularly because of how it doesn't ignore the Tools),
::but it's not as unASM-friendly as OMNI's port (which is basically a debug build: all functions and globak vars are ''named''...)
:AFAIK, SFeLi is concentrating on that one (OMNI's) but he ''could'' give the BBBB a try. Keep looking for other vers, sure.
:Nameless DAT importing... How useful is this, actually? Aren't nameless files always part of a named file's hierarchy?
::Extra WMDDs is about where it ends, right? (OK, one can add lots of TXANs and animation TXMPs, but no ONCCs, definitely)
:I'll have a look at the hidden doors in level1. Fixing them is all the more appealing as now we can fix the BNVs, too...
::Thanks for the two IDs: they're a good start. I'll try to cath'em all (when I get some free time, heh).
:::Collision is probably defined separately from the visible geometry (in the AGQC rather than in the AGQG).
:Unfortunately, '''env_show''' only works for "objects" (static bike, van, truck, etc). Same for '''env_texswap'''...
::[[User:Geyser|geyser]] 15:37, 26 January 2007 (CET)
----
M3GM contains only links, so it's done. (I don't look to the hierarchy.)
:
VCRA and IDXA ==> [http://www6.fh-eberswalde.de/user/dkriesch/oni/werte.htm Any ideas?]
:
0 bit: It's just an info, that nothing happens when you write 0. ("once and for all" ==> Don't be so rough.)
:
"Now a question: where were we with the rehaul of OBD pages?" Dunno. I've stopped it. First you say I can do what I want, and when I do what I want, you say I have to hold on.
:
<p align=right>[[User:Ssg|Ssg]] 16:36, 26 January 2007 (CET)</p>
----
:I thought we were at a point where we were no longer offended by "roughness" ^^
::The "0 bit" info is misleading. All the bits in a bitset are cumulative
:::(and if they're all OFF, of course you get 0 = "nothing")
::But ''you'' make it seem like the only valid ("possible") values are 0, 1, 2, 4, 8, etc.
:::(which is what is misleading: the only options are 1, 2, 4, 8, etc; each one of those options is either ON or OFF)
::In other words, your list gives "everything OFF" too much of a special status. It's... yes, misleading.


:IDXA and VCRA (and PNTA, even) are generic: they get interpreted in different ways depending on where they're linked to ''from''.
===Reply to "Recent changes" comments===
:In particular, the parsing of the first IDXA is non-trivial and highly specific (see the source for Pierre's OniRip).
Thanks for deleting the spam. Could I suggest https://www.google.com/recaptcha/about/ for human verification, it looks quite good and I think it has a mediawiki module. As for multiplayer, my computer was out of action in the past week and I had exams and schoolwork in the weeks before, so not much progress has been made. I do have the framework for a multithreaded server though and I heard Sfeli was doing something C-Daodan related but he hasn't been online for a while.
::(when you say "That's clear.", could you be more precise? are you sure you understand what face goes where and why?)
:[[User:RossyMiles|rossy]] 09:20, 27 November 2008 (CET)
:Actually, the high bit denotes, ''in this specific case'', the first vertex of a "strip": they're ''not'' triangles.
::(and in other cases, the high bit will mean something completely different)
:Knowledge about IDXA etc should be detailed specifically to the resources that link to them: for example, the M3GM.
::Look at your [http://www6.fh-eberswalde.de/user/dkriesch/oni/werte.htm werte.htm] again. See how all the generic sub-resources of an M3GM are connected? They simply don't make the same sense when considered out of the M3GM's context...
:That's why I say M3GM is not "done": because [http://www6.fh-eberswalde.de/user/dkriesch/oni/werte.htm THIS] is missing knowledge relative to ''M3GM'', ''not'' VCRA or IDXA...
::Sometimes the hierarchy is crucial, i.e., you have to consider a file together with its children/parents.


:I'm surprised your page doesn't include a listing of the TXCA. How can you be sure it's irrelevant? (ah, OK, it's parallel to the PNTA...)
Sorry, not sure where to put this question. Regarding the Hex Hound, how would you animate it within Oni? EdT
::As for the first VCRA: they are vertex normals (basically, averages of the face normals for the adjacent faces). Normalized.
:::Oni (OpenGL) uses them for [http://en.wikipedia.org/wiki/Gouraud_shading Gouraud shading].
:As I told you above, the first IDXA lists triangles not one by one but as strips.
::The second IDXA then groups the triangles (sub-elements of the strips) into bigger faces.
:::The second VCRA refer to those big faces, which can be quads or even more complex groups.
:I'm not sure why so many entries are necessary for the PNTA and the first VCRA. To fix vertex lighting?
::Gouraud will only look nice for rather smooth objects, such as a head; err, for Konoko's head, actually, it's rather ugly
:::And it's totally unadapted for box-shaped objects, which are ''supposed'' to appear square, not smooth.
:I'd expect there to be a flag somewhere that turns Gouraud on and off.
::If there's none, then vertex shading will indeed have to be "fixed" for angular geometry.
:::Which means more PNTA and VCRA for a door than "needed" for a smooth "cube"... Almost stupid.
:Having a little look at that (and at [http://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation quaternions], too)...


:Before you resume your update of the OBD pages, could you give me a list of field types you'll be putting in there? Maybe we should discuss those a little bit. That was what I suggested when I "told you to stop". A exhaustive list of data types will be useful for OUP, too (new struct def format, patching engine...).
:*It should be relative easy for you guys to split him to 19 bones.
:Another thing was our disagreement as for whether OBD table rows should be templated.
:*A field of little practical experience is the TRIA stuff. However, from an [[TRIA#Investigation|experiment]] we know that TRIA has really an effect on how TRAM files are played. All TRBS have their own TRIA instance and with Onisplit v0.9.41.0 you can still access it as plain text. Looks like there is a fair chance for a playable hex hound. =)
::Templates have an advantage: alignment and other cell attributes can be set globally in a nice-looking way. Only actually ''informative'' data needs to be entered on the "client" page.
::[[User:Paradox-01|Paradox-01]] 13:52, 14 May 2011 (UTC)
::Templates have a drawback: unlike table rows, everything has to be on the same line (although one can hack around this, see [[Template:HexRow]])
:I also need your opinion (''again'', yes) on the templated tables (rather than GIFs) for the hex screenshots.
::They're more mirror- and wikibook-friendly.
:What do you think?
::[[User:Geyser|geyser]] 17:22, 26 January 2007 (CET)
==M3GM and overlay anims==
:Update. Last night I figured out both the M3GM&Co and the overlay anims. Happy ^^
:I'll be organizing that in the appropriate pages when I get some time.
:This is just a "public notepad".
::[[User:Geyser|geyser]] 00:33, 28 January 2007 (CET)
===M3GM===
:Most of the stuff is as ssg says [http://www6.fh-eberswalde.de/user/dkriesch/oni/werte.htm HERE].
:*PNTA, TXCA, first VCRA: vertex map (XYZ, UV, vertex normals). Vertex normals used for Gouraud shading.
:*Second VCRA: face normals, for flat shading (not sure the engine ever switches from Gouraud to flat) and specular effects.
:*First IDXA: polygon strips. Vertices are listed this way:
0-2-4-6-...-2n
  \|\|\|\...\|
  1-3-5-...-2n-1
::the positively oriented face are (0,1,2), (1,3,2), (2,3,4), (3,5,4) etc
::AFAIK, strips always have an odd number of triangles (and vertices).
::Strips refer to vertex IDs (those in the PNTA/TXCA/VCRA1). The first vertex of a strip is flagged with a high bit.
:*Second IDXA: normal groups. The triangles (listed in the order in which they appear in strips) are assigned to a face normal (VCRA2).
::[[User:Geyser|geyser]] 00:33, 28 January 2007 (CET)


===Overlay TRAM===
:The Hound is one of those things that I'd definitely ''not'' implement into Oni's engine, the main reason being stairs. Congratulations to Dox on the proof-of-concept though.
:Overlay anims use quaternions rather than quantized Euler angles to define rotations.
:However, I guess it would be OK if the Hounds, like the Iron Demon, were only encountered in stair-less environments, with curbs or nearly horizontal ramps if anything.
::That's because an aiming overlay uses a lot of interpolation (and quaternions are better at it).
:I am not up-to-date on OniSplit's handling of animation. Seeing as Totoro was intended for bipeds, all workarounds would be somewhat hackish. I'd say do the Demon first.
:They all behave the same way except the '''*_arc.TRAM'''. Those are coupled to the TRAS.
::[[User:Geyser|geyser]] 22:41, 22 May 2011 (UTC)
::For an '''*_arc.TRAM''', the frames don't correspond to different moments in time, but to sectors of the aiming screen.
:Basically, such a TRAM holds, e.g., nine positions:
:*aiming high and to the right
:*aiming high
:*aiming high and to the left
:*aiming to the right
:*aiming straight ahead
:*aiming to the left
:*aiming low and to the right
:*aiming low
:*aiming low and to the left
:The TRAC specifies what maximum deviation of the aiming vector the extreme frames correspond to.
::A generic aiming direction in interpolated using that grid.
:There are 15 keyframes for RIF aiming screens (an extra column of 3 on the left and on the right)
:There are 6 keyframes for the prone PIS aiming screen (no bottom row, i.e., you can't aim down)


:The "used parts" and "replace parts" are bitsets that define for which bones the quaternions will indeed be read.
[[Category:Userspace]]
:For the aiming screen TRAMs, there are no "replace parts", and the "used parts" vary a lot:
:*For STRIKEstand_fire_arc.TRAM, only the head turns around, so the used part bitset is 0x00040000
:*For KONCOMstand_fire_arc.TRAM, almost every bone is affected by the aiming direction
:For the other overlay TRAMs, the "used parts" are 0x00010000 (chest), and the "replace parts" vary.
::[[User:Geyser|geyser]] 00:33, 28 January 2007 (CET)

Latest revision as of 02:07, 4 May 2022

TestToo


No idea which part of the page to leave new messages in, but I guess this will do. You wrote HERE, "All 3 guns have been modeled by 17secs and are available as low-poly OBJ." Do you know where they are? I've attempted to browse your FTP directories, but it's difficult with that placeholder image at the top of your subdomain blocking a top-level perusal of available directories. Thanks. --Iritscen (talk) 22:08, 13 April 2019 (CEST)

I don't think I ever uploaded those guns on my FTP, and I lost all my Oni files from the time when I wrote that comment. If no one else backed up the models, then there's no way but to remodel them (except the SPAS, for which there are plenty of models available already). geyser (talk) 17:54, 6 January 2020 (CET)
Ah, oh well. We have similar enough models to these three, available as part of the "New Weapons Collection" mod. --Iritscen (talk) 18:01, 6 January 2020 (CET)
Now that I think of it, 17secs may have sent me the models through email, in that case I might be able to recover them. He also may have shared them through OCF, in which case they might have been lost during the move. Looking through 17secs's emails could take a while. --geyser (talk) 20:22, 6 January 2020 (CET)
Actually, no, that was fast. No trace of attached model files in my emails. And if he gave me URLs, they're probably dead by now. --geyser (talk) 20:27, 6 January 2020 (CET)

22:52, 23 August 2018 (CEST) Started filling in tips and tricks about MakeHuman and Fuse. The current focus is on Fuse because it's user-friendlier. MakeHuman has potential, but it's on a bit of a standby.
18:40, 20 June 2018 (CEST) Making a new page for bookmarks related to the iOnEyEs project (will probably be creating Oni2:Ion_Eyes soon)
16:18, 22 May 2018 (CEST) experimenting with a new template for rotated table headers
konokocore
├Shinzom
├shinatama
├red
└konokolev1
 └konoko
  └gen_f
strikercore
├striker
│└TCTFswat
├elite
│└barabus
├ninja
└comguy
 ├gen_m
 ├doctor
 ├security
 ├griffin
 ├thug
 ├Tanker
 └muro
  └mutantmuro
KONCOMgetup_fw_crouch 100
KONCOMkick_heavy 100
KONCOMpunch_heavy 100
KONRIFkick_heavy 100


13:50, 22 May 2018 (CEST) need to clean up old stuff, or at least make sure it's not misinterpreted as current stuff
13:50, 22 May 2018 (CEST) backing up a talk page about modding from 'Dox's personal space

And, we're back! More stuff here and elsewhere Soon(TM), mostly from me and GTO.

Mostly? Will there be few works by others (a third/fourth person) too? - 'dox
Not sure about "works", but our "thing" is a work-in-progress, and it will be open to anybody's contributions. If I have enough time for 3D modeling, we may see something from Ltemplar, if he hasn't given up on me or Oni. That guy has some serious skills. geyser (talk) 18:00, 17 October 2014 (CEST)
Haven't seen Ltemplar in a while on OCF. My impression is that he is frustated about the engine's limitations which in turn eats his motivation. I guess we all have a taste of that. But you are the one in contact with him so I probably miss some pieces of that picture. - 'dox
We'll see about Ltemplar (maybe I'm the one who disappointed him the most, by failing to keep up with him, and I have yet to get back in touch). As for the graphical/storytelling thing, I'm calling it a "thing" because that's what it is. Basically we're trying our hand at a sequel, but the key word here is "trying", and it's quite rudimentary so far. Calling it anything special at this point, even giving it a working title, would be bad luck ^_^ which doesn't mean we're not enthusiastic and a little bit proud geyser (talk) 22:36, 17 October 2014 (CEST)
Oh, you're still alive :) You were even more retired than me for a while there. Gumby (talk) 00:44, 18 October 2014 (CEST)

Got back in contact with Ltemplar. He's willing and available (as much as anybody, i.e., with his own RL stuff to take care of). The direction and focus will need to be managed very carefully this time around, but apart from that we're good to go. Will probably upload some art/sketches next. geyser (talk) 19:31, 23 October 2014 (CEST)

Just to be clear. Is Ltemplar participating your/GTOs thing. Or are you talking about two different things? --paradox-01 (talk) 10:29, 26 October 2014 (CET)
They're two different thingies. GTO and I are exploring the idea of a sequel (with detailed character design, some scenes, etc - essentially like what Guido and Seventeen Seconds did); the collaboration with Ltemplar is focused on more or less immediate Oni modification (extra levels, BGi faction, etc). In both cases we'll try and deliver on a (very) small scale first. geyser (talk) 11:13, 5 November 2014 (CET)

Clean slate again. If you need to look something up, just use the history.
An exception has been made for the latest discussion. I've put it HERE.
Because I can, and because it really holds a special place in my heart.

Until further notice, this is no longer a "talk" page. But you can still leave messages.

As in "Dr. Crane isn't here right now, but if you would like to make an appointment..."

GTO - Wake Up Call - Page 1.jpg GTO - Wake Up Call - Page 2.jpg
GTO - Wake Up Call - Page 3.jpg GTO - Wake Up Call - Page 4.jpg

Reply to "Recent changes" comments

Thanks for deleting the spam. Could I suggest https://www.google.com/recaptcha/about/ for human verification, it looks quite good and I think it has a mediawiki module. As for multiplayer, my computer was out of action in the past week and I had exams and schoolwork in the weeks before, so not much progress has been made. I do have the framework for a multithreaded server though and I heard Sfeli was doing something C-Daodan related but he hasn't been online for a while.

rossy 09:20, 27 November 2008 (CET)

Sorry, not sure where to put this question. Regarding the Hex Hound, how would you animate it within Oni? EdT

  • It should be relative easy for you guys to split him to 19 bones.
  • A field of little practical experience is the TRIA stuff. However, from an experiment we know that TRIA has really an effect on how TRAM files are played. All TRBS have their own TRIA instance and with Onisplit v0.9.41.0 you can still access it as plain text. Looks like there is a fair chance for a playable hex hound. =)
Paradox-01 13:52, 14 May 2011 (UTC)
The Hound is one of those things that I'd definitely not implement into Oni's engine, the main reason being stairs. Congratulations to Dox on the proof-of-concept though.
However, I guess it would be OK if the Hounds, like the Iron Demon, were only encountered in stair-less environments, with curbs or nearly horizontal ramps if anything.
I am not up-to-date on OniSplit's handling of animation. Seeing as Totoro was intended for bipeds, all workarounds would be somewhat hackish. I'd say do the Demon first.
geyser 22:41, 22 May 2011 (UTC)