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{{fmbox
  | text = This method of modding was made obsolete by the [[AE]]'s introduction in 2009 of modular modding; many of the mods below are available from within the AE Installer.
  }}
==Overview==
==Overview==
Plugins are [[dat|instance files]] that do not conform to the "level#_Final" naming convention. The "level ID" field at the beginning of every instance in a .dat file stores a hashed difference between "_Final" and the suffix of the plugin. Instance files can only be used by Oni under the name specified at the time of their creation.
Plugins are [[Game data terminology|level data files]] that do not conform to the "level#_Final" naming convention. The "level ID" field at the beginning of every instance in a .dat file stores a hashed difference between "_Final" and the suffix of the plugin. Instance files can only be used by Oni under the name specified at the time of their creation.




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Oni loads instance files in a certain order. On NTFS partitions of Windows and on Mac OS X that order will be ASCII-based (case-sensitive, "B" before "a", etc). On Windows 98 and such the order is more random and depends on dates of creation. As for what happens to the ''instances'' in the files being loaded, there is no such thing as "overriding" - more like the first instance registered with a certain name being the only one accessible by that name. Instances without raw parts typically follow the intuitive rule "plugin loaded first - instance registered first". For things like [[OBJC]], the order is reversed, i.e., in order to "override" a level's OBJC you have make sure that the overriding plugin's name comes ''after'' level2_Final or whatever you're "overriding" (so, e.g., level2_OBJC). Finally, some instance types are stored dynamically in an array, so: 1) if you have, e.g., several instance files containing [[ONCC]]s, they will all end up in the "shapeshifter" array (first the ones from the first loaded instance file, ordered by name, then the ones from the second instance file, also ordered by name, etc); 2) If two of those instance file have an ONCC with the same name, both of them be loaded, at their respective places in the array: both will be accessible with F8 and by ID, but only the one loaded first will be accessible by name.
Oni loads instance files in a certain order. On NTFS partitions of Windows and in macOS that order will be ASCII-based (case-sensitive, "B" before "a", etc). On Windows 98 and such the order is more random and depends on dates of creation. As for what happens to the ''instances'' in the files being loaded, there is no such thing as "overriding" - more like the first instance registered with a certain name being the only one accessible by that name. Instances without raw parts typically follow the intuitive rule "plugin loaded first - instance registered first". For things like [[OBJC]], the order is reversed, i.e., in order to "override" a level's OBJC you have make sure that the overriding plugin's name comes ''after'' level2_Final or whatever you're "overriding" (so, e.g., level2_OBJC). Finally, some instance types are stored dynamically in an array, so: 1) if you have, e.g., several instance files containing [[ONCC]]s, they will all end up in the "shapeshifter" array (first the ones from the first loaded instance file, ordered by name, then the ones from the second instance file, also ordered by name, etc); 2) If two of those instance file have an ONCC with the same name, both of them be loaded, at their respective places in the array: both will be accessible with F8 and by ID, but only the one loaded first will be accessible by name.




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;Limitation
;Limitation
:Requires an engine fix (available for PC in the latest Daodan, pending for the Mac) that increases the buffer size for font textures. Without the fix, the original level0_Final will fail to load completely, and out-of-game UI will be screwed up. Things that don't quite work are diary pages and level-specific item descriptions.
:Requires an engine fix (available for PC in the latest Daodan, pending for the Mac) that increases the buffer size for font textures. Without the fix, the original level0_Final will fail to load completely, and out-of-game UI will be screwed up. Things that don't quite work are diary pages and level-specific item descriptions.
===BGI troops===
===BGI===
:http://geyser.oni2.net/edition/plugins/level0_BGI.zip
:http://geyser.oni2.net/edition/plugins/level0_BGI.zip <- UPDATED 02:52, 28 August 2008 (CEST)
;Description
;Description
:Includes a plugin for both PC and Mac. Adds a set of [[AE:BGI|BGI]] troopers with various fighting styles and an experimental machine gun. Does not replace any existing ONCC or ONWC.
:Includes a plugin for both PC and Mac. Adds a set of [[AE:BGI|BGI]] troopers and executives with various fighting styles and a set of new weapons (ballistics only, nothing fancy). Does not replace any existing [[ONCC]] or [[ONWC]].
;Limitation
;Limitation
:Only works correctly for a retail version of Oni, with globalized TRAC and TRMA. Otherwise, misses TXMPSUPER_REFLECT (Mukade's env-map texture) and/or various TRAC, some of them not available in the demo. Missing TRAC cause memory corruption.
:Only works correctly for a retail version of Oni, with globalized [[TRAC]] and [[TRMA]]. Otherwise, misses [[TXMP]]SUPER_REFLECT (Mukade's env-map texture) and/or various TRAC, some of them not available in the demo. Missing TRAC cause memory corruption.
 
===HD Griffin===
===HD Griffin===
:http://geyser.oni2.net/edition/plugins/level0_Characters.zip
:http://geyser.oni2.net/edition/plugins/level0_Characters.zip
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;Limitation
;Limitation
:Works correctly for a retail version with globalized TRAC and TRMA. Otherwise, misses TRACTanker_animations and BlackOps Griffin's TRMA. Missing TRAC cause memory corruption.
:Works correctly for a retail version with globalized TRAC and TRMA. Otherwise, misses TRACTanker_animations and BlackOps Griffin's TRMA. Missing TRAC cause memory corruption.
===Shinatama Too===
:http://geyser.oni2.net/edition/plugins/level0_Shin2.zip
;Description
:Includes a plugin for both PC and Mac. Adds new character: a Shinatama who fights like Konoko and no longer hovers above the ground (the TRBS was scaled up and compensated with a body factor in the ONCC). The textures have been color-swapped (meant as placeholders for a more original combat outfit).
;Limitation
:Works for any version, with or without the Edition. Indeed, Konoko's TRAC is global and everything else (TRBS, TRMA, TXMP) is included in the plugin.
===Level 2 CHAR===
===Level 2 CHAR===
:http://geyser.oni2.net/edition/plugins/level2_OBJC.zip
:http://geyser.oni2.net/edition/plugins/level2_OBJC.zip
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;Limitations
;Limitations
:Works best with globalized TRAM. Otherwise, Elites, Ninjas and Furies won't be able to fight. This is typically a thing that will not stay a plugin forever, and is provided purely for testing purposes.
:Works best with globalized TRAM. Otherwise, Elites, Ninjas and Furies won't be able to fight. This is typically a thing that will not stay a plugin forever, and is provided purely for testing purposes.
===Camera===
:http://geyser.oni2.net/edition/plugins/level0_Camera.zip
;Description
:Includes a plugin for PC retail only ([[make_corpse]] doesn't work for OMNI or PC demo; and if you have a Mac beta, plugin-loading hasn't been fixed for you anyway). Provides a character class for [[authoring custom camera animations]], complete with a set of animations and an aiming screen. Supposed to be used in conjunction with the manual camera and '''make_corpse''': position camera, make corpse, copy pelvis matrix from corpse to OBAN.
;Limitations
:None. Works with or without edition/globalization. Without make_corpse it is of little use though, except as an experimental hovering turret... just export/import if you're interested in toying with that.
[[Category:Obsolete AE mods]]