User talk:ONIrules

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Hi ONIrules, I have been watching you for some time (I mean it in good, no stalking ^_^). Looks like you are similar to me in terms of modifying ONI. How about joining our forces together?

Point is: Your TRAM hacks are awesome, but there IS already similar idea by me. I am not saying I am better, NO. We are SAME. Just...I am working on enhanced TRAM system now, this time I want to do more job than just add a few flashes/trails and make a few moves deal more damage or stagger enemy. I want to make combat system a bit deeper, less spam-able and maybe more fun.

My visions:

  • add wall smashing (3 particle system) to knockdowns and some throws, so combat is more environment-interactive
  • add new TRACs for boss-characters (Barabus, Mukade), modify their moves so they are more powerful (not overpowered, just more powerful)
  • add new moves for these TRACs, of course these will be modificated moves that are already present in ONI (I cannot create new moves so far, I have tried and FAILED ^_^)
  • get rid of riddculously large throw distances of come chars (strikers- throw range 20!), make throws work more like "counter attacks" than like regular moves
  • overall add some "new moves" such as side rolls (not that pseudo-roll which is made when you move mouse while character lies on the ground, but real side roll, should be performed by pressing left/right key while on the ground, which will make character roll quickly to the side, not on one place)
  • reduce invulnerability of some moves (mainly specials and throws) so you are vulnerable at the beginning/near the end of the move. This should makespecials less spam-able
  • get rid of unblockables as much as possible (no it is not fun to have unblockables, AI2 is dumb in this and WILL try to block these attacks), some unblockables are must (RIF moves for example) these should do only symbolic damage to avoid abusing
  • in terms of special attacks, replace unblockable with heavy stagger if attack was blocked + of course set 1/2 block damage flag for these moves
  • maybe change ninja's block for "pseudo dodge" for Mukade
  • and lots of other changes

This is NOT full list, it is just brainstormed right at the moment from what I have in my head for at last 2 years. If you join, we will discuss details before we get to work. I want, because in two it will be easier.

So...would you like me to join you on our (almost same) goal? If yes, then we can make sorta mini-team (2 people ^_^) which will do this TRAM modding for others.

Please write your reply in this discussion,

--Loser 16:15, 3 August 2008 (CEST)

Loser: please keep your modding focused, so that you don't spend ages designing "new moves" when you could include them in a later release; please keep your modding modular, so that the more controversial parts can be made optional in a release; please distribute .oni files rather than OUP-importable data chunks when you can; please double-check your modded .raw parts carefully, because you don't want the release to be plagued with memory corruption; what is the most current release of your modded TRAM (did you fix all of the issues present HERE?), and do you believe it is stable (i.e., that it doesn't cause memory corruption and random crashes)? Please reply. Oh, and once your roadmap is clear enough, you can put that kind of talk on AE:Melee and AE_talk:Melee (and on more specific pages like AE:Spam-proof_melee and AE:Char-env_collision and...)

geyser 16:41, 3 August 2008 (CEST)

Join forces?!?!No problem ,but I'm not quite an expert yet. In fact I should call you an expert Loser. I mean you did a lot of things (the old warehouse mod, which makes me start to hack TRAMS) and videos like "Revenge" (I love that). I will try and decide to team up with you!!! Also don't expect much on me when I write scripts. To me is kinda hard. Sorry about taking your idea. It also love to edit TRAMS too ^_^ --ONIrules August 2008 (EST)


THANKS ONIrules!!! OK, first: geyser, I have read and aknowledged. Will try to do it that way.

And now, ONIrules:

- make clean install of EDITION or whatever was the version you modified. I do the same. That should prevent us from unwanted changes to sneak into our work. Then, the file where we will be modifying TRAMs will be EDITION level0. Make backup of clean, unmodified file, so you can compare if something goes wrong.
- use 640x480 windowed mode, it is good for screen capturing (see in TIPS)

1st goal: change of attack part attributes

why first: easy to reach, easy to show in trailer
  • in brackets there is prefix of TRAMs which each one of us will modify:
  • ONIRules: Muro(MUR), MutantMuro(MUT), striker(STR), ninja(NIN), TCTF_swat(TCT)
  • Loser: Konoko(KON), thug(THU), elite(ELI), comguy(COM), tanker(TAN), fury(RED)
  • what to do: play with some ONCC which has "your" moves (for example with Muro). Via script or develop console activate chr_debug_characters=1. In the window which appears, watch names of moves you do with your char. Reason is that TRACs can be inherited, so you can perform some STR moves with Muro. Those should NOT interest you while you are doing MUR ^_^.Play with character a lot for a while, spamming one attack, then next attack, then next...(by "attack" I mean single attack if it is directional, or whole combo if it is string of attacks)...focus on cheapness, spammability and overall look of move (strong and slow, strong and fast, weak and fast...). Then try to figure out in head what should be done in order to make the move be good, useable, but not abusable. Do it, test it, finetune it, move onto another TRAM. In combo, modify gradually one move after another from start to end.
  • TIPS:
  • do only attack moves, throws will be our next step
  • if you want to finetune something, make little script that will do this when you press punch (or any other animation): rotate camera 90°, cm_orbit(90,90) ,pause for a while, sleep 10 ,and then chr_animate 0 "your animation". Then activate thedayismine, make sure you have chr_debug_characters=1, press CRTL+SHIFT+L and then press whatever will trigger the script(punch,kick,some anim). after anim ends, CRTL+SHIFT+L to end capturing. This should take screenshot EVERY frame, allowing you to see how animation looks during its execution.
  • try to get rid of unblockability in special moves, replace it with heavy block stagger (60 frames of stagger, 0x3C00 in raw, that is max stagger before animation starts repeating itself) and 0x0008 attack part TRAM flag (attack does 1/2 dmg when blocked+uses attack flash, not blocked one)
  • use block stagger wisely, don't make it that every stronger attack makes enemy stagger for 60 frames
  • don't be afraid to change sucessful attack's impact on enemy. If it originally does stagger but you feel that body knockdown (50) is better, change it.
  • change also damage if you want but don't overdo it
  • for special attacks, use screen capturing process mentioned above to see how animation looks. Then make it semi-vulnerable. How? TRAM,0x3c, check that it does NOT have 0x02. Then go 0x180. first invulnerable frame, next is last invulnerable frame. Set these so they make middle part of special attack invulnerable, but leave there vulnerable windows at the beginning/in the end. How big? It is up to you, use screens to decide. Also, it should be at least 16 frames in order to have its effect (prevention from spamming). Totally vulnerable specials are bad idea IMO, but try it and if you will like it, do it. ^_^
  • please no particles/flashes changes, this will be done later
  • do RIF/PIS attack moves as well (there is not many of them). For RIF moves, I think it is good to make them unblockable but set damage to low value (1-5) and have them knockdown enemy. Purpose of these TRAMs is IMO to knockdown enemy and then finish them with weapon. Again, use your head and do it your way if you think your solution is better.

I think that is all from me. Write your comments. If you don't have any, write that we can start. Once you finish your work, export it as .oni files, rar it and write link here, so I can d/l it and test it. I will do the same with my part.

EDIT: THIS should help you, anim flags (first part) is what interest you as these are written into 0x12 in OBD:TRAM/raw0x14. CREDITS go to MOLTEN, the one who created it. --Loser 19:13, 3 August 2008 (CEST)

Hi, I'm just reading by. About that pdf: note that the flags are 1 too high. (Example: Remember powerup animation type 219? It is 220 in the pdf.) --Paradox-01 20:05, 3 August 2008 (CEST)