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Just braindumping before bed.

levels 0-31 - level and savegame show on list

levels 32-63? - level name shows up, but no savegames

levels 64-127? - nothing shows up, but is playable if you start from a lower level, or (theoretically) you make a level load call from the Daodan (not yet implemented :P)

levels-128+ - Nach, not possible.

As far as I know so far, having two different ONLDs with the same level number leads to one of them being bumped to the top of the level load list (level0?). Could be useful for easy MP level load solution (maybe :P). Both of them use the same savegame however. I'm not sure what happens if you load more than two of the same.

Gumby 10:32, 31 October 2008 (CET)

Looks like level location in save game load menu is determined by level0 plug-in name and level0_Final trough alphabetical order. Let's see for our current mods.

VR mission: Syndicate training -- level0_(VR_Training)/ONLDlevel_20
          "(" and ")" are taken even before "level0_A"
          "(" and ")" are illegal token for mac plug-in creation so it's "[" "]" there

TCTF Training level -- (level0_Final/ONLDlevel_01)
Syndicate Warehouse -- (level0_Final/ONLDlevel_01)
Manufacturing Plant -- (level0_Final/ONLDlevel_02)
Arena of Pain -- (level0_Final/ONLDlevel_30)
Test Barn II -- (level0_Final/ONLDlevel_99) (not listed but playable; resources: level99_Final)
test -- (level0_Final/ONLDlevel_100) (not listed but playable; resources: level100_Final)

VR mission: Syndicate training -- (level0_VR_Training/ONLDlevel_20)
test -- (level0_VR_Training/ONLDlevel_100) (not listed but playable; resources: level100_A_mod)

It's possible to continue the game in level order - doesn't matter if next level is _Final or a plug-in.

Example: When you win level99_Final then the game will go on with plug-in level100_A_mod if level0_Final/ONLDlevel_99 has <NextLevelNumber>100</NextLevelNumber>.

I'm not sure what happens if you load more than two of the same.
.. testing 6 plug-in at once

  • level0_(VR_Training) (containing ONLDlevel_20)
  • level0_(VR_Training2) (containing ONLDlevel_20)
  • level0_(VR_Training3) (containing ONLDlevel_20)
  • level0_VR_Training (containing ONLDlevel_20)
  • level0_VR_Training2 (containing ONLDlevel_20)
  • level0_VR_Training3 (containing ONLDlevel_20)

Oni can load all of them and they are working with same resources (level20_Final). --Paradox-01 11:50, 31 October 2008 (CET)

Actually, there is no difference between "Final" instance files and "plugins": of course, the filename hash is based on "Final", and there's a check in the engine that ignores non-Final files (which we removed), but otherwise all names are equivalent. For example, you can repack all the original content to instance files named level0_GlobalStuff.dat, level1_TrialRun.dat, level2_EnginesOfEvil.dat, etc (or more exotic names) and Oni will run fine even though there are no _Final files at all(if you have enabled "plugins" of course). --geyser 13:04, 31 October 2008 (CET)

Erm, a few more things. About the loading order: it's indeed ASCII (except on Win95 and Win98, that is), and for the ONLD it's the direct loading order that matters (for BINA it's the reverse loading order: if you want to "override" the CHAR of level2, you have to call the plugin level2_OBJC for example, i.e., make it come after level2_Final). --geyser 13:47, 31 October 2008 (CET)
I don't think () and [] are a good idea. First, because [] come after A-Z, which kinda kills the point of using () in the first place. Second, because there are perfectly "normal" chars you can use, like 0-9 or "-". --geyser 13:47, 31 October 2008 (CET)
On another note, I'm not sure that I get the point of the tests with level100_A_mod and level100_Final: if both are present, then of course Oni will use not one of them but both when it loads level 100 (with level100_A_mod loaded before level100_Final, which has a different "priority" effect for different instance types). --geyser 13:47, 31 October 2008 (CET)
I don't think () and [] are a good idea.
Only if it matter for win 95 / 98. I need a level0 plugin to load some instances before their doubles in level0_Final because I can't come up with a good name from A to F so it starts with "(" on PC and "[" on Mac. (no level0_imago, no _overwrite, no _project, no _update -_- )
I'm not sure that I get the point of the tests with level100_A_mod and level100_Final
level100_A_mod and level100_Final weren't presented at same time. In the test there were only level99_Final and level100_A_mod. But you're right, this is senseless because I wasn't aware that _Final and _custom archive are handled fully equal. --Paradox-01 14:43, 31 October 2008 (CET)
On loading multiple ONLDs, I was talking about placement on the menu. Something odd and glitchy might have happened, but apparently not :) Gumby 17:58, 31 October 2008 (CET)

As far as I know, "Next level" is ignored. Gumby 17:57, 31 October 2008 (CET)

Heck, that's right. Tested it on level 20 which should lead to level100 but lead to the nearest available level: 99. --18:57, 31 October 2008 (CET)