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OBD:ONGS: Difference between revisions

1,446 bytes added ,  14 October 2010
correct me if i'm wrong
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{{OBDtr| 0x014 | float  |FFC8C8| 00 00 C0 3F | 1.500000        | overhealth min damage factor }}
{{OBDtr| 0x014 | float  |FFC8C8| 00 00 C0 3F | 1.500000        | overhealth min damage factor }}
{{OBDtr| 0x018 | float  |FFC8C8| 33 33 13 40 | 2.300000        | overhealth max damage factor }}
{{OBDtr| 0x018 | float  |FFC8C8| 33 33 13 40 | 2.300000        | overhealth max damage factor }}
{{OBDtr| 0x01C | int32  |FFFFC8| 04 00 00 00 | 4                | 4 entries follow }}
{{OBDtr| 0x01C | int32  |FFFFC8| 04 00 00 00 | 4                | number of key health values for health bar color (interpolated?) }}
{{OBDtr| 0x020 | float  |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent health }}
{{OBDtr| 0x020 | float  |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent of full health }}
{{OBDtr| 0x024 | float  |C8FFC8| C2 F5 28 3F | 0.660000        | 66 percent health }}
{{OBDtr| 0x024 | float  |C8FFC8| C2 F5 28 3F | 0.660000        | 66 percent of full health }}
{{OBDtr| 0x028 | float  |C8FFC8| 47 E1 7A 3F | 0.980000        | 98 percent health }}
{{OBDtr| 0x028 | float  |C8FFC8| 47 E1 7A 3F | 0.980000        | 98 percent of full health }}
{{OBDtr| 0x02C | float  |C8FFC8| 00 00 80 3F | 1.000000        | 100 percent health }}
{{OBDtr| 0x02C | float  |C8FFC8| 00 00 80 3F | 1.000000        | 100 percent of full health }}
{{OBDtr| 0x030 | char[48]|C8FFFF| AD DE      | dead            | unused }}
{{OBDtr| 0x030 | char[48]|C8FFFF| AD DE      | dead            | unused; space for 12 more health values}}
{{OBDtr| 0x060 | float  |FFC8FF| 00 00 FF FF | 0, 0, 255; 255  | colour (blue, green, red) and transparency if the character has a health of 0 percent }}
{{OBDtr| 0x060 | ARGB color |FFC8FF| 00 00 FF FF | 0, 0, 255; 255  | color of the health bar (red) at 0 percent of full health }}
{{OBDtr| 0x064 | float  |FFC8FF| 00 FF FF FF | 0, 255, 255; 255 | colour (blue, green, red) and transparency if the character has a health of 66 percent }}
{{OBDtr| 0x064 | ARGB color |FFC8FF| 00 FF FF FF | 0, 255, 255; 255 | color of the health bar (yellow) at 66 percent of full health }}
{{OBDtr| 0x068 | float  |FFC8FF| 2B A1 13 FF | 43, 161, 19; 255 | colour (blue, green, red) and transparency if the character has a health of 98 percent }}
{{OBDtr| 0x068 | ARGB color |FFC8FF| 2B A1 13 FF | 43, 161, 19; 255 | color of the health bar () at 98 percent of full health }}
{{OBDtr| 0x06C | float  |FFC8FF| 00 FF 00 FF | 0, 255, 0; 255  | colour (blue, green, red) and transparency if the character has a health of 100 percent }}
{{OBDtr| 0x06C | ARGB color |FFC8FF| 00 FF 00 FF | 0, 255, 0; 255  | color of the health bar (green) at 100 percent of full health }}
{{OBDtr| 0x070 | char[48]|FFC800| AD DE      | dead            | unused }}
{{OBDtr| 0x070 | ARGB color |FFC800| AD DE      | dead            | unused; space for 12 more health bar colors }}
{{OBDtrBK}}
{{OBDtrBK|Names of the meshes used for powerup items (first entry shown, six used, room for seven)}}
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo                  | 3D model name (reference to 01449-powerup_ammo.[[OBD:M3GM|M3GM]]) }}
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo                  | name of the 3D model of the red ammo clip (reference to 01449-powerup_ammo.[[OBD:M3GM|M3GM]]) }}
|}
|}
;ARGB color
:The storage order is Little Endian, so BGRA. ARGB is the Big Endian order.
;[[Seven]]th powerup type
:We don't know if it ever existed. "NCI" is just "neutral character interaction", not an "item" at all.
;Order of the powerup types
:Same as below and everywhere: ammo, cell, hypo, shield, invis, LSI, "Seven-Up"
:However, LSI is uncountable, whereas the other 6 (including "Seven-Up") are countable, so in [[CHAR]], for example, LSI is treated separately and "Seven-Up" comes 6th in the array of countable powerup amounts.




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[[Image:ongs_m1.gif]]
[[Image:ongs_m1.gif]]


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{{OBD_Table_Header}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
{{OBDtrBK}}
{{OBDtrBK|Names of the "glow" textures displayed for powerups lying on the ground (first entry shown, six used, room for seven}}
{{OBDtr2| 0x420 |char[128]|C87C64| glowtex_ammo                 | name of the texture which surrounds the 3D model above in some distance (reference to 01448-glowtex_ammo.[[OBD:TXMP|TXMP]]) }}
{{OBDtr2| 0x420 |char[128]|C87C64| glowtex_ammo | name of the glow texture for red ammo clips (reference to 01448-glowtex_ammo.[[OBD:TXMP|TXMP]]) }}
|}
|}




----
[[Image:ongs_m2.gif]]
[[Image:ongs_m2.gif]]


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{{OBDtr| 0x7C8 | float  |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow x size }}
{{OBDtr| 0x7C8 | float  |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow x size }}
{{OBDtr| 0x7CC | float  |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow y size }}
{{OBDtr| 0x7CC | float  |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow y size }}
{{OBDtr| 0x7D0 | char[8] |E7CEA5| AD DE      | dead    | ignored; space for an additional powerup }}
{{OBDtr| 0x7D0 | char[8] |E7CEA5| AD DE      | dead    | ignored; space for the glow size of a [[seven]]th type of powerup }}
{{OBDtrBK}}
{{OBDtrBK|Links to sounds (impulse? ambient?) of various gameplay events; room for 23, 17 used }}
{{OBDtr2|0x7D8 | char[32]|FFDDDD| ...                    | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }}
{{OBDtr2|0x7D8 | char[32]|FFDDDD| ...                    | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }}
|}
|}
;Glow size
:In local coordinates, because the orientation of a ''dropped'' powerup can be anything.
;Event sounds (ambient loops grouped at the end?)
:0. ???
#door_fail
#door_lock
#???
#use_hypo
#???
#inventory_fail
#receive_ammo
#receive_cell
#receive_hypo
#receive_lsi
#compass
#objective_new
#objective_prompt
#objective_complete
#autosave
#???
#???
#health_low
#health_over
#shield
#invis
#???




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[[Image:ongs_m3.gif]]
[[Image:ongs_m3.gif]]


Line 100: Line 136:
{{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo        | raw file anchor for the text message (it belongs to the  [[OBD:SUBT|SUBT]] file) }}
{{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo        | raw file anchor for the text message (it belongs to the  [[OBD:SUBT|SUBT]] file) }}
|}
|}
 
;Prompts
:hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character).


{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=Global}}
{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=Global}}


{{OBD}}
{{OBD}}