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History of Mac Oni: Difference between revisions

more dates, wording
(→‎Windows Oni 1.0 to Mac Oni 1.1: more details on release period)
(more dates, wording)
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==Windows Oni 1.0 to Mac Oni 1.1==
==Windows Oni 1.0 to Mac Oni 1.1==
[[Image:Classic_Mac_Oni_Get_Info_window.jpg|thumb|Bungie's original Carbon PPC build of Oni 1.1.]]
[[Image:Classic_Mac_Oni_Get_Info_window.jpg|thumb|Bungie's original Carbon PPC build of Oni 1.1.]]
While Oni was developed by [[Bungie West]] simultaneously for Windows and Mac OS (with the PlayStation 2 port being done in parallel by Rockstar), the game's development was not completed for both PC platforms at the same time. Oni was [[wikipedia:Software_release_life_cycle#Release_to_manufacturing_.28RTM.29|gold mastered]] for Windows [http://carnage.bungie.org/oniforum/oni.forum.pl?read=6259 around mid-November 2000]. The Mac version continued in development for another month (the demo files are dated 12/19/2000 and the retail files are 12/21/2000), partly due to a graphics bug discovered [http://carnage.bungie.org/oniforum/oni.forum.pl?read=7653 at the last minute]. During this month-long period, a complete [[Mac betas|beta build]] of the game for Macs was leaked.
While Oni was developed by [[Bungie West]] simultaneously for Windows and Mac OS (with the PlayStation 2 port being done in parallel by Rockstar), the game's development was not completed for both PC platforms at the same time. Oni was [[wikipedia:Software_release_life_cycle#Release_to_manufacturing_.28RTM.29|gold-mastered]] for Windows [http://carnage.bungie.org/oniforum/oni.forum.pl?read=6259 around 11/17/2000]. The Mac version continued in development for another month, partly due to a graphics bug discovered [http://carnage.bungie.org/oniforum/oni.forum.pl?read=7653 at the last minute], and probably gold-mastered on 12/21/00 (the date on the retail files, and the day before the Mac demo came out).


At some point after gold-mastering Windows retail Oni, while still working on Mac Oni, but before the Windows demo was made, some significant changes were made to the layout of the level data files (see [[Windows_Oni_vs._Mac_Oni#Game_data_files|Windows Oni vs. Mac Oni]] for details), and thus the code of the application had to be updated to match it. After these irreversible changes were made, the Windows demo was produced. Thus, the Windows demo application and its accompanying level files have the same differences from Windows retail Oni as Mac retail Oni.
At some point between gold-mastering Windows retail Oni and releasing the Windows demo<!--The weird thing is that the demo's .dat/.raw/.sep files are dated 11/20/00, even though it wasn't released for another month... did BWest switch to the .sep format between 11/17 and 11/20, with all the code changes that entailed? Or are the files dated incorrectly?-->, while still working on Mac Oni, some significant changes were made to the layout of the level data files (see [[Windows_Oni_vs._Mac_Oni#Game_data_files|Windows Oni vs. Mac Oni]] for details), and thus the code of the application had to be updated to match it. After these irreversible changes were made, the Windows demo was released, [http://oni.bungie.org/newsarchives/2000/dec00.html around 12/17/00]. Thus, the Windows demo application and its accompanying level files have the same differences from Windows retail Oni as Mac retail Oni.


As a result of reaching gold status first, the Windows retail Oni application is version 1.0 (as seen in the [[Oni_(folder)/readme.txt|Windows read-me]]), and Bungie's build of the game app for Macs was version 1.1 (pictured, right; also see the [[Oni_(folder)/Oni_ReadMe|Mac read-me]]). But even long after 1.1, the Mac Oni app would continue to evolve.
As a result of reaching gold status first, the Windows retail Oni application is version 1.0 (as seen in the [[Oni_(folder)/readme.txt|Windows read-me]]), and Bungie's build of the game app for Macs was version 1.1 (pictured, right; also see the [[Oni_(folder)/Oni_ReadMe|Mac read-me]]). But even long after 1.1, the Mac Oni app would continue to evolve.
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==Carbon to Cocoa==
==Carbon to Cocoa==
[[Image:Omni Oni Get Info window.png|thumb|The Omni Group's Cocoa PPC port of Oni for Mac OS X.]]
[[Image:Omni Oni Get Info window.png|thumb|The Omni Group's Cocoa PPC port of Oni for Mac OS X.]]
Then, at the end of 2001, [http://www.omnigroup.com The Omni Group] [http://www.omnigroup.com/mailman/archive/omni-press/2001/000008.html released] a "Cocoa" (native OS X) build of the game which they had produced for free. This became known as the Omni build (now often referred to as the PPC build to differentiate it from the later Intel build). Their OS X builds (released through 2003) kept Oni stable on the latest Mac OS for several years. The last Omni build is still available [http://www.omnigroup.com/ftp/pub/software/MacOSX/10.1/Oni-1.0v1.36.dmg here]. However, as computers advanced, a critical bug appeared in both Windows and Mac Oni: the game would immediately crash while querying the graphics card at startup. Once a patch, made through hex editing, was figured out in Windows, it was carried over to the PPC build. Other patches were made in time to the PPC build; see [[AE:OMNI|HERE]] for details.
Then, at the end of 2001, The Omni Group [http://www.omnigroup.com/mailman/archive/omni-press/2001/000008.html released] a "Cocoa" (native OS X) build of the game which they had produced for free. This became known as the Omni build (now often referred to as the PPC build to differentiate it from the later Intel build). Their OS X builds (released through 2003) kept Oni stable on the latest Mac OS for several years. The last Omni build is still available [http://www.omnigroup.com/ftp/pub/software/MacOSX/10.1/Oni-1.0v1.36.dmg here]. However, as computers advanced, a critical bug appeared in both Windows and Mac Oni: the game would immediately crash while querying the graphics card at startup. Once a patch, made through hex editing, was figured out in Windows, it was carried over to the PPC build. Other patches were made in time to the PPC build; see [[AE:OMNI|HERE]] for details.
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