Oni 2 (Angel Studios)/Running

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Running the game

You will see issues like this with shadows unless you run PCSX2's renderer in Software mode.
Characters will often be "blacked out" due to an issue with the lighting code. This is normal.

The dev build's ISO can be found on epforums.org (registration required) and is playable on a modded PS2 or in an emulator. The only mature PS2 emulator is PCSX2 for Windows and Linux.

To prevent glitched shadows when playing Oni 2 in PCSX2, you need to switch the GSdx plugin to Software mode; this will severely cut performance compared to rendering in Hardware mode. A separate issue with the lighting in this dev build will cause characters to become silhouettes in many settings; this cannot be corrected.

Playing the levels

Once Oni 2 is running, there is only one level available by choosing New Game. Fourteen additional levels, however, can be chosen from the Load Game menu. Beyond this, an additional 80 layouts can be made available by patching the game disc ISO with the tool HERE. "Layout" is the engine's term for what we would call a level or a room; some layouts are quite small, and others are large and complex. This makes a total of 95 layouts in the game (1 + 14 + 80). However, many of these (24, by one count) are nonfunctional. All the layouts are documented in their current functional or nonfunctional state on the Levels page. Levels can take a couple minutes to load, and some do not have loading screens, instead displaying a gray screen until they're done loading.

Launch arguments

Oni 2 accepts various launch arguments. To pass arguments to the game, you must use the package HERE. Note that the patch tool provided in the previous section will allow you to play any level without using launch arguments.

The syntax for arguments which require a parameter, such as "-layout", is "-argument=parameter". The descriptions given below are taken verbatim from the game, and the effects are based on our testing.

Argument Description Effect
-help -- Lists all the following arguments.
-ui use the frontend No effect.
-noui Bypass the frontend and go to game. Game starts by loading first level.
-devui use the dev frontend No effect.
-fullui use the full frontend Same UI for main menu, but game crashes when choosing "Load Game".
-nogame Never go into the game shell. Useful for testing frontend. No effect.
-mission The "mission" to load. Seems to have no effect, though the format of the parameter supplied to this argument is not known.
-level The level to load Seems to have no effect, though the format of the parameter supplied to this argument is not known.
-players The number of human players in game. No effect from "-players=2".
-vsplit Want vertical split for 2 player mode instead of default horizontal split. No effect is to be expected unless multiplayer co-op mode is activated.
-sharevp All players share the same viewport. No effect is to be expected unless multiplayer co-op mode is activated.
-diff Difficulty to use. Enemies may deal more damage with "-diff=high" than "-diff=low".
-musicvol Music volume to use for playback. As there is no music in Oni 2, this has no effect.
-sfxvol Sound FX volume to use for playback. Seems to have no effect, though the format of the parameter supplied to this argument is not known.
-voicevol Voiceover volume to use for playback. As there are no voiceovers in Oni 2, this has no effect.
-nocutscenes Disables in-game cinematics. No effect.
-noattacking Prevents AI from attacking player. The AI will not use melee moves against you, only guarding; however, they will shoot normally at you.
-layout Specify which level to load. Game starts by loading the layout (level) that you name. Names of layouts are found on the Levels page. To add layouts to the Load Game menu so that you don't need to use the "-layout" argument, see the patch tool in the "Playing the levels" section above.
-testloadsave Use test save file to run game. There appears to be a test save file in RB.DAT which contains savepoint info for the "Initial Attack" level, but it does not seem to have any effect on that level.
-oldcam Start with the old camera system in the game. No effect.
-noactorreload Don't reload actor XML files when doing the "quick" restart. Do not know how to perform a "quick" restart.
-defaultcampack Use the default camera package instead of the campack in the layout directory. Removes specially-programmed camera behaviors from a level, like turning the camera to face an approaching attacker.
-nocamcollision No camera collision. Allows camera to pass through floor. When camera passes through wall, it will not relocate itself to remove the obstruction to your view, as it does normally.
-norumble No pad rumbling. Cannot have any effect in Oni 2, as there is normally no rumble effect anyway.
-noparticles No particle effects. No observed effect. Weapons fire looks normal.
-unbreakable Player is unbreakable Game launches with "Invincibility" in Options menu already turned on.
-polar Use polar camera by default. This argument starts the game in polar camera mode. The polar camera is normally the one accessed by pressing both thumbsticks at once. It stays closer to Konoko and does not turn with her when she changes direction. Switching to the normal camera mode results in a broken camera, but the free-flying developer camera still works.
-nohud Don't draw the HUD. The footring which shows Konoko's health and other information is disabled, and cannot be toggled as usual by pressing Select.
-recompile Recompile all used scripts. Scripts cannot be recompiled when running Oni 2 from an ISO, as this would require write access to the disc.
-noai Disables NPC movement/actions. Works as described.
-notemplates Don't preload the actor templates. No observed effect.
-nopausemenu Do not show the pause menu when you press start, just freeze the frame. Pressing "Start" button removes HUD and brightens the image when pausing the game.
-playerNN (Where NN is 0->Max players) Sets the specified player's name. Since player name is not normally displayed anywhere, there may be no effect unless multiplayer co-op mode is activated.
-modelNN (Where NN is 0->Max players) Sets the specified player's model to use. Seems to have no effect, though the format of the parameter supplied to this argument is not known. Argument may be ignored unless multiplayer co-op mode is activated.
-controlcfgNN (Where NN is 0->Max players) Sets the specified player's control configuration. Seems to have no effect, though the format of the parameter supplied to this argument is not known. Argument may be ignored unless multiplayer co-op mode is activated.
-controlmapNN (Where NN is 0->Max players) Sets the specified player's control mapping (i.e. Player 1 is using controller in port 3). Seems to have no effect, unless multiplayer co-op mode must be activated first.