﻿__group__	ticket	summary	component	type	owner	status	created	_changetime	_description	_reporter
Active Tickets	11	Avoid problems with mod and patch overload	AEI2	defect	Christian	new	2013-04-05T23:07:21+02:00	2014-02-13T20:27:49+01:00	We have a report of 60 mods causing Oni to run out of memory, and of too many particle mods crashing Oni. Either prevent user from checking too many mods, or else count the number of potentially-problematic files for a more intelligent solution. But first we need to work out what kind of limits we're up against.	Iritscen
Active Tickets	92	Installation fails when ...? Using a foreign language in Windows?	AEI2	defect	Christian	reopened	2014-10-29T17:19:43+01:00	2021-03-26T23:33:13+01:00	"(Read subsequent comments for changes to the theory of what is going wrong.)

As seen in our latest support request, when Java was installed on C:\ and Oni on D:\, something failed in the installation process. We know that XmlTools failed to patch properly, which might mean that this is an XmlTools bug, or perhaps the path was not passed properly to it? It doesn't seem possible that a failed XML patch would ruin the whole installation, so a deeper problem must be present.

I don't have time to investigate this right now myself, but perhaps the first thing we need to do is figure out what exactly failed. The level data seems to be about the right size (though smaller than what I see on my Mac, perhaps owing to more compressed textures). Oni's debugger.txt reported that ONGS could not be found, which indicates that the level file was built incorrectly (ONGS is the first instance in level0_Final.dat).

We might want to ask the affected fan to upload his level files for us to examine, but perhaps for a level besides zero since level0 is so large (this is assuming that the other levels also have the problem)."	Iritscen
Active Tickets	132	Vago is broken in macOS 10.13	Vago	defect	s10k	new	2018-01-31T22:10:16+01:00	2018-02-04T16:53:01+01:00	"Application doesn't launch (can't find onisplit).

It is the usual pathing issues that broke after a osx upgrade..."	s10k
Active Tickets	136	AEI should display an error message dialog if any of the installation steps return an error	AEI2	defect	Christian	new	2019-02-16T18:30:23+01:00	2019-02-16T18:30:23+01:00	"See example here:
http://oni.bungie.org/forum/viewtopic.php?pid=52723

Even though the installation failed (XmlTools returned status code 1), the AEI says that the installation was successful.

Instead, AEI should display an error dialog to the user, and ideally an option to send the log installation file to us, so we can debug and fix the issues."	s10k
Active Tickets	119	Vago suggestions: shell extensions for most important conversions	Vago	enhancement	s10k	new	2016-09-28T21:10:43+02:00	2016-09-28T21:10:43+02:00	"Add option to install/uninstall shell extension.
Installed by default with Vago.

'''1) Right-click file menu to convert an ONI to XML.
2) Right-click file menu to convert an XML to Oni.'''
3) Right-click file menu to convert DAT file to level folder.
4) Right-click file menu to convert level folder to DAT file.


This would be such a great improvement since often you just want to inspect a file or want to rebuild an level archive."	Paradox-01
Active Tickets	54	bin SVN sometimes stays locked after failed update	AEI2/Updater	defect	Christian	new	2013-05-10T17:59:05+02:00	2013-05-10T17:59:05+02:00	"Check and unlock before update. Perhaps ask user if he's sure he's only running one instance of AEIU before unlocking.

Log:
org.tmatesoft.svn.core.SVNException: svn: E155004: Working copy 'C:\Program Files (x86)\Oni\AE\AEInstaller\bin' locked
svn: E155004: 'C:\Program Files (x86)\Oni\AE\AEInstaller\bin' is already locked.
	at org.tmatesoft.svn.core.wc.SVNUpdateClient.doUpdate(SVNUpdateClient.java:387)
	at net.oni2.svnaccess.SVN.update(SVN.java:248)
	at net.oni2.svnaccess.SVN.updateWC(SVN.java:115)
	at net.oni2.aeinstaller.updater.gui.MainWin$Updater.doInBackground(MainWin.java:148)
"	Christian
Active Tickets	63	AE Self updater does not close and launch AEI	AEI2/Updater	defect	Christian	new	2013-06-28T06:28:25+02:00	2014-03-18T01:49:16+01:00	After AEI was updated to 2.16, when I clicked on the Close and launch AEI button, nothing happened. The updater did not close and AEI did not launch.  I had to quit the updater and then open up AEI directly.	EdT
Active Tickets	65	Menu problems when doing stuff too quickly	Daodan/Win	defect	Christian	new	2013-06-28T21:32:24+02:00	2013-06-28T21:32:24+02:00	"
[http://oni.bungie.org/community/forum/viewtopic.php?pid=46849#p46849 Quote from Loser]:
> Also, I have other bug to report - when a user cycles through menus very quickly (for example very quickly presses ESC to bring main menu, clicks the Load Game withing an instant and swiftly repositions cursor and doubleclicks some savepoint in the load menu), there is a certain chance the application will show Settings menu and freeze, instead of loading the selected savepoint.
> 
> This random bug is not totally new, even in vanilla Oni the vertical sidebar in load menu is sometimes uninteracteable when the aforementioned fast menu switching is performed. However with the AE in effect, the application freezing bug ""show Settings menu instead of save point load"" starts showing up."	Christian
Active Tickets	70	Unzipping Mac apps kills symbolic links	AEI2	defect	Christian	new	2014-02-10T14:50:04+01:00	2014-02-10T14:50:04+01:00	"This is a documented bug in Java, that the built-in zip functionality does not respect symlinks when unzipping a zip file with them in it.  As seen in the screenshot, they start as aliases before zipping and then become non-links upon unzipping.

[[Image(Mac Oni app Java unzip.jpg)]]

This limitation is briefly discussed here: http://stackoverflow.com/questions/14733868/how-can-i-unzip-a-symbolic-link-using-maven. I think the solution is to have Java use the Mac's command line to unzip the file.

So far, this bug does not seem to have harmed anything. Sparkle still seems to be able to check for updates in Oni, and there are few other Mac apps on the Depot, but this is something to be aware of in case we do have issues in the future with any Mac apps."	Iritscen
Active Tickets	79	Recognize svn errors	AEI2	defect	Christian	new	2014-04-03T03:41:17+02:00	2017-10-21T14:36:54+02:00	"Although I'm not sure how this happened, I think I may have manually replaced the AEI with a different build at some point. This caused the following error, according to 'svn st':

{{{
A  +  C *        -   AEInstaller2.jar
      >   local edit, incoming replace upon update
        *       96   .
Status against revision:     96
Summary of conflicts:
  Tree conflicts: 1
}}}

When launching the AEI, this unseen conflict caused the update check to silently fail. There was no way to know there was a newer version available.

I don't know what is the best way to solve this, but it seems that the 'C' on the first line of output is the key indicator that there's a conflict, so if we look for that, at least we can warn the user that there is an issue, and perhaps prompt him to delete bin/ and run the updater (on the Mac, opening ""Run the AE Installer"" will run the updater when the AEI is not present).

P.S.: 'svn help st' shows all possible return values for the seven columns of output (the above 'C' is in the 7th column). Though handling all those possible codes would be a lot of work, perhaps if we are just putting up a generic dialog about deleting bin/, then the AEI only needs to watch for any return code that is not normal (normal being 'M', etc.)."	Iritscen
Active Tickets	107	Report .NET version in use	AEI2	defect	Christian	new	2015-11-11T17:38:50+01:00	2016-03-17T16:29:30+01:00	"I'm not sure how tricky this is, because there can be multiple .NET versions installed on a machine, and OniSplit also has that .config file next to it which guides it in which version to run on. But I was talking to Neo about a language-related issue with OniSplit, and he pointed out that older .NET versions may not play nicely with foreign scripts compared to newer versions, so it would be helpful to see what version is in use when we receive an AE support request -- maybe in aei_output.log where it currently says "".NET: true"".

Also, so I don't have to make a new ticket for this, I wanted to remind you to remove the checking of .raw/.sep files from the ""Building sources list"" step so that we don't see all those ""Not a level file!?"" errors in Installation.log."	Iritscen
Active Tickets	146	AE Setup defaulting to old installation directory	AEI2	defect	Iritscen	assigned	2019-10-05T21:14:28+02:00	2020-06-01T19:07:53+02:00	[https://wiki.oni2.net/Talk:Anniversary_Edition According to Paradox], when installing the AE after having installed and removed it previously, it forced him to install to the directory where he had originally installed the AE, which was incorrect.  Is AE Setup looking at a Registry entry made by a previous run of AE Setup, or maybe looking at Oni's registry entry?	Iritscen
Active Tickets	149	Sound Wizard OSBD.grp properties	Vago	defect	s10k	new	2020-06-05T21:47:28+02:00	2020-06-30T21:25:18+02:00	The default value for Pitch, Min pitch and Max pitch should be set to 1. Otherwise, there is no sound when the file is played on Mac version of Oni.	EdT
Active Tickets	150	Improve applying of options / make options from context menu more visible	Vago	defect	s10k	new	2020-06-06T14:00:02+02:00	2020-06-06T14:00:02+02:00	"After discussing in the discord with a couple of members we concluded the way of applying options in Vago is not as natural as in other programs like compressors or video encoders.

Currently applying options to files in Vago works like this:
1. You first set the options that you want.
2. You then add the files that you want to apply the options to

You can also apply options to existing files, by selecting their rows and right clicking -> apply current options.

The new applying options should be more similar to compress / encoder program, that is, applying the options once you click/change them.

The procedure should be:
1. You add the files
2. The files added get selected immediately (default options are also applied)
3. You are now able to set the options for these selected files, once any change is made, it is applied immediately to the files
4. As bonus, once a cell is selected, all the rows with the same matching options should display their text in the same color (maybe dark green)
5. By clicking an existing cell the options will update automatically for that row (showing which options are applied), though they will be grayed out (you can only change once you select the row
6. You can change existing groups of files options in the same way as above, by selecting their rows first and then changing the options
  a. If there are different options for the selected group a warning should be displayed (maybe in the status bar with yellow text and a warning sign, maybe making the background of the options yellowish), if you change the options then all files will get their own overridden.
7. Change to current options context menu entry should be removed
8. When no rows are selected the options should be disabled, if the user attempts to click on them, we can display a message in status bar ""You need to select a row before changing options"".
-----------------

Additionally members found that the context menu for the files is too hidden. Therefore an idea to improve its visibility is too add a new menu in Vago called ""Edit"", this will contain the same entries and the context menu. Possibly a way to hint the user why the menu is disabled shown be shown, I guess a message in status bar ""Select rows first to edit"" should be sufficient."	s10k
Active Tickets	154	Using newweap feature crashes Chinese Oni	Daodan/Win	defect	Christian	new	2025-12-04T19:15:49+01:00	2025-12-04T19:15:49+01:00	When newweap=true (which is the default), the game crashes when a weapon name is going to be displayed. This is likely caused by the weapon names being single-byte English text, which crashes the DLL used by the localizers to display Chinese text. This bug can be confirmed quickly by loading SP1 of any level and dropping your pistol.	Iritscen
Active Tickets	10	Add mod preview images	WebTools/ModDepot	enhancement	Iritscen	assigned	2013-04-04T03:55:50+02:00	2013-04-05T01:49:00+02:00	Add ability to store an image or gallery of images that show off the mod (then file a request for the AEI to carry these images though to its GUI).	Iritscen
Active Tickets	12	File conflict/overwrite alert	AEI2	enhancement	Christian	accepted	2013-04-05T23:10:40+02:00	2014-02-13T20:28:42+01:00	"Passively alert user, or allow him to call up a window showing file overlap, when one mod will overwrite some/all of the files in another mod, maybe using flagged text in main window or background color in conflicting mod's lines in the mod list.

Also consider marking patch mods in a way that will tell the user that they are not subject to the normal mod number-based precedence (except that they are, in relation to other patches...)."	Iritscen
Active Tickets	38	Cutscene skipping	Daodan/Win	enhancement	Christian	new	2013-04-28T16:11:25+02:00	2017-10-24T03:15:16+02:00	Although Gumby [http://gumby.oni2.net/AE/BSL/cutscene/ attempted to do this] in BSL back in 2008, it wasn't possible to fully recreate the cutscene behavior using BSL and so if the player chose to actually watch a cutscene, there was maybe a 50% chance that it would be buggy. This is a task better taken on with the Daodan so that functions connected to cutscene mode can be hooked instead of trying to replace them with BSL calls.  Edit: Also, I've just read an old post that said that there is unused cutscene-skipping code still present in Oni, so that might be something to look into.	Iritscen
Active Tickets	56	Move mods which are renumbered	AEI2	enhancement	Christian	new	2013-05-18T23:06:38+02:00	2013-05-19T21:44:16+02:00	"Currently, if a mod is renumbered on the Depot, it will stay in place in players' AEInstaller/packages/, and if there are updates issued to the renumbered mod, the player won't get them if he only has the old mod installed.  Also, installing the new mod will lead to a duplicate package on his HD and he'll have to delete the old one manually.

Additionally, if a core mod is renumbered, let's say making it non-core by going above 7999, it will remain a core mod for users with the AE already installed, thus defeating the point of making it an optional install.

One possible solution is a new field in Mod_Info.cfg called something like PreviousNumber which the AEI uses to rename the folder on the HD or re-download the mod under its new number.  I'm not totally sure if this is problem-free, though.  Comments are welcome."	Iritscen
Active Tickets	106	Move mod storage from Mod Depot to Subversion	AEI2	enhancement	Christian	new	2015-09-13T23:55:33+02:00	2015-09-13T23:55:33+02:00	"Benefits of svn over the Depot:
- No mandatory Depot maintenance (as we have seen, Drupal sites are major targets for hackers). Not only do Drupal updates require replacing the entire PHP installation with new files, but some aspects of the configuration of the Depot are fragile and a major update could break them.
- Mods in an svn repo would have unzipped Mod_Info.cfg files that could be read by the server or AE Installer, removing the need to duplicate a Mod_Info file's information on the mod's Depot page.
- svn will allow us to see precisely what is being changed by modders. Right now we can only see one ZIP of a mod being replaced by another, and the Depot cannot even send me notifications when a change is made.

Suggested method of operation:
- Modders would get accounts for a Subversion repo in place of their Depot accounts. Checking in changes to their mods should be easy with an svn GUI.
- When a modder updates his mod, a post-commit svn hook triggers a script that re-ZIPs the latest version of a mod folder in the repo, and updates a cache file with the new mod info.
- When the AEI reads the cache file and sees an update to an installed mod, it downloads the zipped version of the mod and expands it, as it does currently.

Open questions:
1. What do we do with all the links to Depot mod pages that are out there? A URL rewrite rule could be created for each one, but where would it lead?
2. Right now, someone without the AE installed can browse available mods on the Depot to get a sense of what's out there. Otherwise they have to go through a lengthy installation process before they can even see what is available (since reading raw Mod_Infos using WebSVN won't be any fun). How can we provide this info without the Depot?
3. What do we do with non-package mods that can't be installed by the AEI? There are a decent number of these mods, and most of them cannot be ported to packages for various reasons, or they already would have been.

My suggested solution for all three points is that we make a simple PHP script for listing mods. When the main URL is accessed (say, mods.oni2.net), it lists all mods' names by category, and maybe shows their descriptions (this text can come from a cache constructed from the mods' Mod_Info files). At the top of the page would be a note explaining that the AE is needed to actually install these mods.

When a user attempts to follow an old Depot download link (to a mod page node), URL rewriting is used to pass the script the node number they asked for, and it matches that against a table that we prepare in advance that shows which URL was formerly used for which mod. Making this table would be a one-time operation. Using this node-to-svn-directory lookup table, the PHP script would read the current Mod_Info of the mod (or a cache thereof) and show the info for just that mod, with the same explanation about needing the AEI to download it.

This would allow non-package mods to also be committed to svn, but using a Mod_Info.cfg file that is intended for viewing solely on the re-purposed mods.oni2.net web site. This is the only way that modders can still have permission to update their mod pages after the Depot is taken away."	Iritscen
Active Tickets	115	Vago suggestions: TRAC editor	Vago	enhancement	s10k	new	2016-09-21T21:56:57+02:00	2016-12-14T22:31:23+01:00	"TRAC editor = TRAC manager + TRAC verifier

TRAC manager
- Add or remove TRAM in an easy way. (E.g. choose TRAC*.oni and TRAM.oni and weight value. Done. -- GUI tells user if TRAM already exist and if yes how big the current weight value is.)

TRAC verifier (can be extended into an ONCC verifier at a later time)
- This is a Tool for bug prevention especially for new characters that are created from scratch.
- The form should have treeview to show dependancies. Child TRAC is last item in list.
- Overruled TRAMs are have grey background. E.g. STRCOMcomb_p < ELICOMcomb_p
- Missing TRAMs are orange.
- Missing core TRAMs are red. (Core TRAMs such as idle and walk make the game crash when not found?)
- What are dependancies? Not just the links in TRAC but also the links among TRAMs.
  E.g. is the walk cycle complete? Does the throw source has a throw target?
  Does the ""came from"" and ""go to""-animations exist of this TRAM? (shortcuts and combo links)"	Paradox-01
Active Tickets	122	Vago suggestion: sound wizard enhancement #2	Vago	enhancement	s10k	new	2016-12-10T19:34:10+01:00	2016-12-10T19:52:41+01:00	"Convert MP3 file to pc and mac compatible SNDD source files pcm (wav) and ima4 (aif) automatically.

This spares the user to install Audacity and steamlines the workflow.

I know this needs a lot of coding but this would also add a lot of convenience.


This might be helpful:

http://openinnowhere.sourceforge.net/lameonj/
2008-09-2: Version 1.2 released.
Added OOP for decoding MP3 to WAV/PCM.

http://www.programcreek.com/java-api-examples/index.php?source_dir=JavaFrameByFrameVideo-master/jmfsrc/com/ibm/media/codec/audio/ima4/JavaEncoder_ms.java
"	Paradox-01
Active Tickets	129	Rebuild levels if package contents were changed	AEI2	enhancement	Christian	new	2017-12-12T19:15:49+01:00	2018-01-14T22:17:44+01:00	"We got a request from s10k that I think is worth considering. As a modder, he feels discouraged from building a mod package for his new level and using the AEI to reinstall it continuously during development because the AEI will rebuild a whole set of levels instead of just the ones with his changed files. Thus he prefers to just manually change and rebuild levels 0 and 31 (his level's number) without using packages.

I know the AEI already tries to be smart and only rebuild levels with changed mod selections, but in this case there's no change in the ''selection'', only in the ''contents'' of a package. His suggestion was:


""I think you could detect if the package has changed with the following info:
- number of files of the package in the last installation vs number of files in the current installation
- modified date of all files of the package in the last installation vs modified date of all files in the current installation
- md5 (or any other hash of your choice) of all files of the package in the last installation vs md5 of all files in the current installation
If any of the conditions above for any file differs from previous installation you know that the package contents have been changed (and then proceed to the re-installation).

You would need to save the previous installation information somewhere (maybe sqlite or even a file).""

Does this sound reasonable? I think that s10k is not the only modder who has been manually editing his level files. Paradox tends to do the same thing, and I think it's because we haven't given them a convenient enough workflow."	Iritscen
Active Tickets	139	Support non-English characters in game strings	Daodan/Mac	enhancement	Iritscen	assigned	2019-04-06T23:12:37+02:00	2019-09-29T13:17:10+02:00	"Since the English-language Mac build of Oni is distributed with the AE, support for special characters from European languages such as 'ü' is broken, causing on-screen strings to terminate at that point. Can we bring into the Mac Daodan DLL (used to inject Zukai multiplayer) whatever patch the Windows Daodan DLL makes in order to display these characters?

Keywords: Foreign, accents, accented, extended ASCII"	Iritscen
Active Tickets	140	Support Oni Demo for AE	AEI2	enhancement	Christian	new	2019-04-25T07:09:27+02:00	2019-04-25T07:09:27+02:00	"Demo files needs to be converted first to retail format.
Then AE can install.
Mods should be flagged for demo compatiblity.
Incoming from url: https://wiki.oni2.net/Talk:Anniversary_Edition/To-do
"	Paradox-01
Active Tickets	142	Add shield-bypassing flag to PAR3	Daodan/Win	enhancement	Christian	new	2019-05-11T00:30:35+02:00	2019-05-11T00:30:35+02:00	"Loser has requested that we add a flag for PAR3 (there are several unused bits between flags1 and flags2) which would allow a particle to bypass red and blue character shields (the boss shield and force shield) when dealing damage.

Shield-bypassing would allow him to create a more proper wall interaction mod for combat (e.g. smashes, stuns). It would also allow for thrown characters to fly over obstacles (over a railing, out of a window, etc.).
Right now those concepts are broken when a character has one of these shields active."	Iritscen
Active Tickets	143	Correct Oni's sprite-drawing for widescreen resolutions	Daodan/Win	enhancement	Christian	assigned	2019-06-29T23:57:51+02:00	2019-07-01T15:23:29+02:00	There is [https://pcgamingwiki.com/wiki/Oni#Widescreen_resolution a fix] on PCGamingWiki for the drawing of sprites such as weapon sights in widescreen resolutions. The Daodan DLL could accomplish this much more elegantly. So far, the DLL only has [[changeset:447|a fix for talking heads]] in widescreen resolutions, as far as I know.	Iritscen
Active Tickets	147	Add -blender command option when importing and exporting TRAMs	Vago	enhancement	s10k	new	2020-02-13T22:44:55+01:00	2020-06-30T21:26:29+02:00	OniSplit 0.9.99.1 added the option to import and export TRAMs that are compatible to Blender.	EdT
Active Tickets	152	Skip .oni-patch files that would apply to non-existent files	AEI2	enhancement	Christian	assigned	2020-06-10T00:13:03+02:00	2020-06-10T20:39:00+02:00	Samer wants to write a patch mod which will replace custom characters' custom particles with vanilla particles, which an AE user can activate to prevent particle overload.  The problem is that the masterpatch being passed to XmlTools will fail whenever some of the custom characters are not installed, since XmlTools expects all referenced files to be present.  Can the AEI leave out of the masterpatch the contents of any .oni-patch files which don't have matching .oni files among the currently selected mods?  Allowing patches that reference optional (potentially missing) files will have other uses as well.	Iritscen
Active Tickets	34	Blood mod: Droids shouldn't bleed	Packages	defect		new	2013-04-23T17:50:29+02:00	2013-04-23T17:50:29+02:00	Paradox's suggestion was that droids should have an electrical discharge impact effect instead, but at the very least they shouldn't bleed when punched or shot.	Iritscen
Active Tickets	39	Widescreen Fixes - Dream Lab & TCTF II	Packages	defect		new	2013-04-28T21:03:09+02:00	2022-10-18T22:30:50+02:00	"Just making note here of a couple more widescreen bugs that I have not fixed yet:

* In Dream Lab's intro, Konoko's laptop animations start playing too late.
* In TCTF II's intro, Griffin's subordinate can be seen rounding the corner as he leaves Griffin's office, just moments before Konoko shoots out the glass in the ceiling."	Iritscen
Active Tickets	81	Check and fix all custom BSL commands	Daodan/Win	defect	Christian	new	2014-04-09T00:58:35+02:00	2014-04-09T01:00:42+02:00	"Especially optional argument handling seems to be broken. numargs always gives the number of expected arguments, left out arguments have to be detected by checking
 args[i].type == sl_str32 && strlen(args[i].val.value_str32) == 0
I.e. empty arguments are given as empty strings.

There might also be other errors too."	Christian
Active Tickets	101	Resume button-moving feature should support any size of Main Menu	Daodan/Win	defect	Christian	new	2015-03-25T01:39:00+01:00	2015-03-25T13:50:15+01:00	When Oni's Main Menu is not 640x480, e.g. when the HD Screens mod is installed in the AE, the Resume button is way up and to the left of the Options button. The Daodan should be using the coordinates of the Options button to offset the Resume button about 30 pixels to the left of Options, as the Mac Intel build of Oni does.	Iritscen
Active Tickets	127	Outro movie plays only sound with black screen	Daodan/Win	defect	alloc	new	2017-10-22T15:03:22+02:00	2019-08-20T18:36:24+02:00	"The command [http://wiki.oni2.net/BSL:Functions#movie movie_play / bink play] seems to be broken in my machine. [Edit: And also regular playback of ""outro"" upon beating the game, as discussed below. -Iritscen]

When I do ""movie_play outro"" in the dev console, the movie does seem to start to play (I hear the audio) but the video is not displayed; I can only see the current game. I believe the video is playing below the game window while it should play above the game window.

Here's the settings in my daodan ini:

{{{
[devmode]

[gameplay]

[graphics]

[language]

[modding]

[oni]
debugfiles = true

[windows]

}}}

Also I tried binkplay = false in daodan.ini and this time, and the first time that I input the BSL command it works, but once I input the command again the problem comes back."	s10k
Active Tickets	153	When loading the same project twice, existing items in tables get duplicated	Vago	defect	s10k	new	2021-01-12T15:29:38+01:00	2021-01-12T15:29:38+01:00		s10k
Active Tickets	28	Allow user to only be notified about updates to installed mods	AEI2/UI	enhancement	Christian	new	2013-04-14T17:53:30+02:00	2013-04-14T17:53:30+02:00	"So the user doesn't have to get updates for all mods he's ever downloaded, even if he's not planning on installing them again any time soon :-) It can be a sub-checkbox under the existing notification check box in Settings (""sub"" meaning it's disabled unless the main notification is enabled)."	Iritscen
Active Tickets	32	Read Incompatibility\Dependency from Depot	WebTools/ModDepot	enhancement	Iritscen	new	2013-04-19T05:23:52+02:00	2013-04-24T06:14:32+02:00	"the mods read the incompatibility and dependency from the mod.cfg while almost all other info is read from the depot, would it be possible to add to the depot 2 new fields for incompatibility and dependency and have the AEinstaller read them from there ? like it does for description, package number etc ..
reason is when new incompatabilites are discovered or package changes that require new dependencies added or removed, modder is forced to re-upload the package and player to re-download  when all was changed is the mod.cfg info .. if it's on the depot, we can change it anytime we need without having to reupoad\ redownload the whole package and we can ""supervise"" mods whose modders might forget to add them correctly. 
they can also be kept in the mod.cfg to be read in offline mod but letting those on the depot take precedence like description or the other info.
I can only imagine that this would require some heavy rework of code ... so I don't know if it's worth the effort."	Samer
Active Tickets	37	BSL overloaded by standing in damaging TV	Daodan/Win	enhancement	Christian	new	2013-04-24T19:44:09+02:00	2013-04-24T19:44:09+02:00	"From the wiki:
""FATAL SCRIPTING ERROR: exceeded maximum scripting parameter base size of 32768
When you decoy or throw enough guys into a fire then BSL get killed.
It's probably caused by the [[OBD:BINA/OBJC/TRGV|TV inside function]]. ""This one is triggered at every frame (60 times per second) unless the trigger-only-once flag is set.""
[http://www.youtube.com/watch?v=edh4bV_hWqk Here's a vid.] Vanilla Oni suffers the same.
Let's see if we can come up with a fix.
Oh, and, if a group stands in a fire then it seems that only one character gets damage."" -- Paradox
""Engine issue. :) We could always disable the TV and use particles. :P"" -- Gumby

Not sure if this needs to be fixed through the Daodan or if Gumby's suggestion makes more sense. Just moving it here to get it off the wiki page I am trying to remove. Feel free to discuss."	Iritscen
Active Tickets	117	"Vago suggestions: TXMP ""flying head"" editor"	Vago	enhancement	s10k	new	2016-09-21T21:59:00+02:00	2016-09-21T22:07:02+02:00	"- Creates code pieces based on what image and screen position is chosen.
- Operations can be stacked. So a full scene can be made.
- Preview TXMP movement on screen.
"	Paradox-01
Active Tickets	121	Vago suggestions: sound wizard enhancement	Vago	enhancement	s10k	new	2016-11-19T21:08:31+01:00	2016-11-19T21:08:31+01:00	"Sound wizard doesn't really live up to the purpose of .grp files.

For single files you need only one permutation. But (vanilla) music tracks are composed of multiple parts. Also, taunt sounds have multiple permutations, though no <InSound> and <OutSound> link in amb file."	Paradox-01
Active Tickets	133	Add support for clipboard paste (or even copy) in Oni Dev console	Daodan/Win	enhancement	Iritscen	assigned	2018-08-11T17:11:50+02:00	2018-09-08T21:52:32+02:00	"As funktotheface mentioned on the discord server it would be very nice to have clipboard paste ability on the Oni Dev console.

It will make testing commands much easier without having to type them manually.

Accordingly to gumby it shouldn't be that hard to implement.

From what I understood it should work like this on Windows:

You register the Oni Window in the Windows clipboard:

https://docs.microsoft.com/en-us/windows/desktop/dataxchg/using-the-clipboard

(clipboard viewer window method should be preferred for Windows 2000 backwards comparability).

Once oni window is registered on clipboard viewer, we can receive a notification everytime a user does ctrl + v on oni Window.

If the developer mode console is active, we should read the memory on clipboard and if it is valid ASCII text, we should copy it to the address where Oni Dev mode current command is.

If possible it would also be nice to have the copy ability, so if the user trigger ctrl + c when oni dev mode is active (with a command highlight), the current command would be copied for the windows clipboard."	s10k
Active Tickets	137	Carry over support for Japanese text from J release	Daodan/Win	enhancement	Christian	new	2019-02-26T19:25:52+01:00	2019-04-06T23:10:09+02:00	"Japanese Oni has a special EXE which apparently enables the displaying of Japanese symbols, stored in .fnt files which come in the localization's GameDataFolder.  Can we figure out how to support this localization like the Daodan DLL already supports the Chinese localization?  This situation will be trickier because the Chinese version had a separate DLL which the Daodan DLL can simply choose to load.

In the Japanese version, the EXE itself is larger, and my expectation is that it contains some kind of standard ""add-on"" binary code which a localizer would use to read .fnt files and which is somehow hooked into the code that displays fonts in Oni.  Can this .fnt code be broken out into a DLL that can be distributed, or can that code in the special EXE perhaps be accessed using the Daodan DLL while running the standard Oni.exe that we distribute with the AE?"	Iritscen
Active Tickets	141	Add support for smart TXAN	Daodan/Win	enhancement	Christian	new	2019-05-11T00:23:18+02:00	2019-05-11T00:30:56+02:00	"Leaving this here as more of an idea than a request.  TXANs are extremely inefficient with memory and disk space because they don't support variable timing.  If, like a GIF, each frame could have its own timing, then concepts would be possible such as animated faces that blink.  A randomization factor could also be supported.  A resting state (the frame with eyes closed) could also be defined for use when characters die.

Other applications such as blinking electronics on a high-tech combat uniform would be possible.  This feature could also be extended to support lip flap, i.e. animated faces in cutscenes.

There is only one extant TXAN in Oni (TXMPNEWSGUY02) so it's easy to extend the format without breaking existing content."	Iritscen
Active Tickets	145	Add animation types to Oni	Daodan/Win	enhancement	Christian	new	2019-08-01T00:04:23+02:00	2020-01-16T17:34:13+01:00	"Delano has pointed out that with additional animation types, we will be able to add new types of animations such as weapons melee moves (throws, disarms, etc.).  Slightly paraphrased:

""Throws consist of a Throw and a TargetThrow animation, and the game recognizes which TargetThrow animation it's supposed to execute through the TargetType tag in the Throw animation, and the corresponding type in the TargetThrow animation.""
"	Iritscen
Active Tickets	151	Vago: option to disable warning for clearing	Vago	enhancement	s10k	new	2020-06-08T00:44:41+02:00	2020-06-30T21:24:26+02:00	Please add option to disable warning message when trying to remove lines / clear fields. Can be get annoying very quickly.	Paradox-01
Active Tickets	30	Camera drift bug	Daodan/Win	task		new	2013-04-15T03:12:07+02:00	2014-03-21T13:03:52+01:00	"Following is all the relevant text from the wiki when this bug was recorded in 2008.

""Gumby: Yes, I know that Neo never gets this one, but I do, and geyser, too. Type a cheat into the pause window, and the camera goes flying away as if you pressed ""]"" in dev mode. I believe it is caused by some sort of overflow in the cheat buffer. The buffer is not cleared when you close the window. For example: type ""live"", close the window, open it again, type ""forever"". I got it to bug up by typing random gibberish, too. Clearing the cheat buffer when you close the window might fix the problem. If someone (Neo?) who knows more about these sorts of things could comment, that would be great.

geyser: Once and for all, I'd like to stress that it is not true that ""the camera goes flying away"". What happens is that the character drifts away, the velocity being frozen. The character is not rendered during the drifting. If you jump, the camera fails to drift up.""

geyser was also unconvinced that this is caused by the cheat buffer.  And yes, I called this the ""camera"" drift bug even though geyser says it's the character that's drifting.  It just sounds better that way."	Iritscen
Active Tickets	6	"Use Windows Oni icon for ""Run Oni"" buttons in Windows"	AEI2/UI	defect	Christian	new	2013-04-04T02:39:43+02:00	2013-04-04T03:20:46+02:00	Windows Oni still uses the Konoko head [[Image(Konoko.png)]] for an icon, thus Windows users should see that icon instead of the Oni 'O'.	Iritscen
Active Tickets	69	"App name appears in Dock as ""java"" in OS X 10.9+"	AEI2/UI	defect	Christian	new	2014-02-10T14:24:45+01:00	2015-03-17T20:15:36+01:00	"This is a known bug in Java. I'm putting it here so we can track it and wait for the solution.

In 10.8 Mountain Lion and Java 6, the name appears properly. For some reason in 10.8 and Java 7, the name appears without spaces, but at least it still works. But in 10.9 Mavericks and 10.10 Yosemite, it becomes the name of the executable, ""java"".

[[Image(Dock name - 10.8 - Java 6.jpg)]] [[Image(Dock name - 10.8 - Java 7.jpg)]] [[Image(Dock name - 10.9 - Java 6.jpg)]].

The bug was documented by none other than Minecraft's creator here: https://bugs.openjdk.java.net/browse/JDK-8029440. So apparently now we just have to wait for someone to fix it."	Iritscen
Active Tickets	123	AEI: locally stored tools cannot be deleted	AEI2	defect	Christian	new	2017-01-03T19:39:01+01:00	2017-10-16T16:56:08+02:00	"1) When you install a new tool as package directly on your disk (not downloaded from depot) and want to remove it (via context menu), it doesn't work. It's prohibited by AEI. (Though, uninstall works but doesn't remove the files from AE\AEInstaller\packages)

2) So, if you then delete the folder manually, the tool installer/uninstaller might get broken. (This happens only if the tool wasn't uninstalled.) To make it work again you have to delete the installed_tools.xml from AE\AEInstaller"	Paradox-01
