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{{Hatnote|For a comparison of Win/Mac Oni with PS2 Oni, see [[Oni (PlayStation 2)]].}} | {{Hatnote|For a comparison of Win/Mac Oni with PS2 Oni, see [[Oni (PlayStation 2)]].}} | ||
There are no major gameplay or content differences between the Windows and Mac versions. However, there <u>are</u> major differences in file format and minor differences in scripting functionality that modders should be aware of. | There are no major gameplay or content differences between the Windows and Mac versions. However, there <u>are</u> major differences in file format and minor differences in scripting functionality that modders should be aware of. | ||
{{ | {{TOClimit|2}} | ||
==Game data files== | ==Game data files== | ||
The most visible difference in vanilla retail Oni is the presence of .sep files in the [[GameDataFolder]] of Mac Oni and the Windows Oni demo. This and other changes were made either for general optimization or to meet some limitation on the Mac side. Due to the fact that Mac Oni [[History of Mac Oni|was finished after]] Windows retail Oni but before the Windows demo was made, some changes made for Mac Oni carried over to the Windows demo. (This addition of .sep files was also carried into [[OniX]].) To illustrate what sort of level data files you'll find in the GameDataFolder: | The most visible difference in vanilla retail Oni is the presence of .sep files in the [[GameDataFolder]] of Mac Oni and the Windows Oni demo. This and other changes were made either for general optimization or to meet some limitation on the Mac side. Due to the fact that Mac Oni [[History of Mac Oni|was finished after]] Windows retail Oni but before the Windows demo was made, some changes made for Mac Oni carried over to the Windows demo. (This addition of .sep files was also carried into [[OniX]].) To illustrate what sort of level data files you'll find in the GameDataFolder: | ||
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{|class="wikitable" style="margin-left:auto; margin-right:auto;" | {|class="wikitable" style="margin-left:auto; margin-right:auto;" | ||
!Windows retail | !Windows retail | ||
!Mac demo, Mac retail<br />Windows demo, OniX | !Mac demo, Mac retail,<br />Windows demo, OniX | ||
|- | |- | ||
|<center>*.dat, *.raw</center> | |<center>*.dat, *.raw</center> | ||
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|} | |} | ||
To learn about the differences in how resources are stored in these files, read the articles on [[OBD: | To learn about the differences in how resources are stored in these files, read the articles on [[OBD:Instance file format|instance files]] and [[OBD:Raw and separate file formats|raw and separate files]], especially the "Mac vs. Windows" section in the latter. | ||
==Level logic== | ==Level logic== | ||
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*Support for multibyte languages such as Chinese. | *Support for multibyte languages such as Chinese. | ||
*The name of a newly-acquired weapon is printed at your feet when you pick it up. | *The name of a newly-acquired weapon is printed at your feet when you pick it up. | ||
*New BSL commands for math, game characters, and output, listed [[ | *New BSL commands for math, game characters, and output, listed [[Daodan DLL#Added BSL functions|HERE]]. | ||
*Level files not ending in "_Final" will be loaded by Oni. | *Level files not ending in "_Final" will be loaded by Oni. | ||
===OniX=== | ===OniX=== | ||
[[OniX]] is currently Windows-only | [[OniX]] is currently Windows-only though it will come to Macs in the future. OniX at present has fewer features than the last build of Oni for Intel Macs (see below) but it runs on modern machines, which sadly Mac users cannot say about the Intel Mac build since support for 32-bit apps was dropped from macOS in 2019. OniX also supports HDPI and high refresh rate displays while the Intel Mac build does not. | ||
==Mac exclusives== | ==Mac exclusives== | ||
The original version of Oni for the Mac did not contain any notable bug fixes or niceties except that it could present dialog boxes at startup to [[:Image:Mac OS Oni display selector.png|pick your active monitor]] and to [[:Image:Mac OS Oni startup dialog.png|set your key bindings]]. [[OMNI|The Omni Group build]] for Mac OS X did not add any niceties on top of this, and lost the dialogs for key binding and display picking. | |||
The | |||
However the build of [[FERAL|Oni for Intel Macs]] fixed many issues and restored the display picker. The [[FERAL#Bug fixes|"Bug fixes" section]] of that article contains a full list of fixes compared against the current state of Windows Oni as patched by the Daodan DLL, including the following two that have not been reproduced by the Daodan DLL or OniX: | |||
*Lens flares shining through objects. | *Lens flares shining through objects. | ||
*Crashes from missing textures, missing level files, and excessive particle classes. | *Crashes from missing textures, missing level files, and excessive particle classes. | ||
The major caveat with this Intel Mac build is that, being 32-bit, it cannot run on a version of macOS past 10.14 Mojave. | The major caveat with this Intel Mac build is that, being 32-bit, it cannot run on a version of macOS past 10.14 Mojave. | ||
===Bigger textures=== | ===Bigger textures=== | ||
Intel Mac Oni supports 1024x1024 textures, whereas the Daodan DLL only allows up to 512x512 in Windows, although in practice this isn't much of an advantage because modders generally do not go out of their way to make bigger textures just for Mac players. | |||
===BSL=== | ===BSL=== | ||
Any BSL commands left in a text file with the name '''bsl_config.txt''' alongside the Oni app will be run upon level load. This is equivalent to using the | Any BSL commands left in a text file with the name '''bsl_config.txt''' alongside the Oni app will be run upon level load. This is equivalent to using the [[IGMD/global|global folder]] in IGMD, which works in both Windows and Mac Oni. | ||
====Unique==== | ====Unique==== | ||
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====Functional==== | ====Functional==== | ||
The following commands and variables seem to work on Macs but not in Windows | The following commands and variables seem to work on Macs but not in Windows: | ||
*You can see attack extents by passing an animation name to the '''chr_showextent''' command (with the '''chr_showextent_globals''' variable set to 1). You can see attack extents with the '''chr_showextent_globals''' variable set to 1 by watching characters attack (or by passing an animation name to the '''chr_showextent''' command). | *You can see attack extents by passing an animation name to the '''chr_showextent''' command (with the '''chr_showextent_globals''' variable set to 1). You can see attack extents with the '''chr_showextent_globals''' variable set to 1 by watching characters attack (or by passing an animation name to the '''chr_showextent''' command). | ||
*These variables can also be useful for modders: '''ai2_showastar''', '''am_hit_everything''', '''am_show_axes''', '''character_name_distance''', '''patrolpath_name_distance''', '''show_characters''', '''show_flags''', '''show_patrolpaths''', '''show_sound_all''', '''show_sound_rectangles''', '''show_sound_spheres''', and '''turret_show_debug'''. | *These variables can also be useful for modders: '''ai2_showastar''', '''am_hit_everything''', '''am_show_axes''', '''character_name_distance''', '''patrolpath_name_distance''', '''show_characters''', '''show_flags''', '''show_patrolpaths''', '''show_sound_all''', '''show_sound_rectangles''', '''show_sound_spheres''', and '''turret_show_debug'''. | ||
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==Developer Mode== | ==Developer Mode== | ||
The difference in the hard-coded controls for the Dev Mode camera are illustrated [[Developer Mode# | The difference in the hard-coded controls for the Dev Mode camera are illustrated [[Developer Mode#Camera controls|HERE]]. | ||
==Cheats== | ==Cheats== | ||