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	<id>https://wiki.oni2.net/w/index.php?action=history&amp;feed=atom&amp;title=History_of_Oni_modding</id>
	<title>History of Oni modding - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.oni2.net/w/index.php?action=history&amp;feed=atom&amp;title=History_of_Oni_modding"/>
	<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;action=history"/>
	<updated>2026-04-24T13:47:05Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=46210&amp;oldid=prev</id>
		<title>ValBot: replaced Oni Central Forum link with archive.org snapshot URL</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=46210&amp;oldid=prev"/>
		<updated>2025-12-26T06:16:23Z</updated>

		<summary type="html">&lt;p&gt;replaced Oni Central Forum link with archive.org snapshot URL&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:16, 26 December 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l49&quot;&gt;Line 49:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 49:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Certain game resources were easy enough to reverse-engineer that the community was able to mod them almost from the time of Oni&amp;#039;s release, such as textual resources and textures. Some game resources, however, were complex and involved multiple data types, such as character models, and, most obviously, levels themselves. These took a number of years to decipher.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Certain game resources were easy enough to reverse-engineer that the community was able to mod them almost from the time of Oni&amp;#039;s release, such as textual resources and textures. Some game resources, however, were complex and involved multiple data types, such as character models, and, most obviously, levels themselves. These took a number of years to decipher.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OniSplit first gained the ability to import new character models in April 2008.&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive2]].&amp;lt;/ref&amp;gt; At first, since the focus was on the technical side of things, pre-existing models were used, either by modifying Oni&amp;#039;s models, or by finding royalty-free models on web sites and converting them to Oni&amp;#039;s 19-bone system. A more dramatic use of the character-importing ability came with the creation of a high-detail Konoko model from scratch in October 2010.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=1727 OCF thread, &amp;quot;Konoko HD&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OniSplit first gained the ability to import new character models in April 2008.&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive2]].&amp;lt;/ref&amp;gt; At first, since the focus was on the technical side of things, pre-existing models were used, either by modifying Oni&amp;#039;s models, or by finding royalty-free models on web sites and converting them to Oni&amp;#039;s 19-bone system. A more dramatic use of the character-importing ability came with the creation of a high-detail Konoko model from scratch in October 2010.&amp;lt;ref&amp;gt;[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;http://web.archive.org/web/20220524143515/&lt;/ins&gt;http://oni.bungie.org/forum/viewtopic.php?id=1727 OCF thread, &amp;quot;Konoko HD&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008,&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive5]].&amp;lt;/ref&amp;gt; but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010.&amp;lt;ref&amp;gt;[http://web.archive.org/web/20210117150652/http://oni.bungie.org/forum/viewtopic.php?id=1736 OCF thread, &amp;quot;Arena Level&amp;quot;].&amp;lt;/ref&amp;gt; Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community&amp;#039;s level creation abilities came with [[User:EdT|EdT]]&amp;#039;s level &amp;quot;Muro&amp;#039;s Lair&amp;quot; in August 2011&amp;lt;ref&amp;gt;[http://web.archive.org/web/20201029113340/http://oni.bungie.org/forum/viewtopic.php?id=2024 OCF thread, &amp;quot;Muro&amp;#039;s Lair - Preview&amp;quot;].&amp;lt;/ref&amp;gt; and [[User:Samer|Samer]]&amp;#039;s level &amp;quot;Wilderness Preserve&amp;quot; in January 2014.&amp;lt;ref&amp;gt;[http://web.archive.org/web/20211202225410/http://oni.bungie.org/forum/viewtopic.php?id=2698 OCF thread, &amp;quot;NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008,&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive5]].&amp;lt;/ref&amp;gt; but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010.&amp;lt;ref&amp;gt;[http://web.archive.org/web/20210117150652/http://oni.bungie.org/forum/viewtopic.php?id=1736 OCF thread, &amp;quot;Arena Level&amp;quot;].&amp;lt;/ref&amp;gt; Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community&amp;#039;s level creation abilities came with [[User:EdT|EdT]]&amp;#039;s level &amp;quot;Muro&amp;#039;s Lair&amp;quot; in August 2011&amp;lt;ref&amp;gt;[http://web.archive.org/web/20201029113340/http://oni.bungie.org/forum/viewtopic.php?id=2024 OCF thread, &amp;quot;Muro&amp;#039;s Lair - Preview&amp;quot;].&amp;lt;/ref&amp;gt; and [[User:Samer|Samer]]&amp;#039;s level &amp;quot;Wilderness Preserve&amp;quot; in January 2014.&amp;lt;ref&amp;gt;[http://web.archive.org/web/20211202225410/http://oni.bungie.org/forum/viewtopic.php?id=2698 OCF thread, &amp;quot;NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ValBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=46203&amp;oldid=prev</id>
		<title>ValBot: replaced Oni Central Forum link with archive.org snapshot URL</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=46203&amp;oldid=prev"/>
		<updated>2025-12-26T06:14:50Z</updated>

		<summary type="html">&lt;p&gt;replaced Oni Central Forum link with archive.org snapshot URL&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:14, 26 December 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l51&quot;&gt;Line 51:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 51:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OniSplit first gained the ability to import new character models in April 2008.&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive2]].&amp;lt;/ref&amp;gt; At first, since the focus was on the technical side of things, pre-existing models were used, either by modifying Oni&amp;#039;s models, or by finding royalty-free models on web sites and converting them to Oni&amp;#039;s 19-bone system. A more dramatic use of the character-importing ability came with the creation of a high-detail Konoko model from scratch in October 2010.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=1727 OCF thread, &amp;quot;Konoko HD&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OniSplit first gained the ability to import new character models in April 2008.&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive2]].&amp;lt;/ref&amp;gt; At first, since the focus was on the technical side of things, pre-existing models were used, either by modifying Oni&amp;#039;s models, or by finding royalty-free models on web sites and converting them to Oni&amp;#039;s 19-bone system. A more dramatic use of the character-importing ability came with the creation of a high-detail Konoko model from scratch in October 2010.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=1727 OCF thread, &amp;quot;Konoko HD&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008,&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive5]].&amp;lt;/ref&amp;gt; but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=1736 OCF thread, &amp;quot;Arena Level&amp;quot;].&amp;lt;/ref&amp;gt; Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community&amp;#039;s level creation abilities came with [[User:EdT|EdT]]&amp;#039;s level &amp;quot;Muro&amp;#039;s Lair&amp;quot; in August 2011&amp;lt;ref&amp;gt;[http://web.archive.org/web/20201029113340/http://oni.bungie.org/forum/viewtopic.php?id=2024 OCF thread, &amp;quot;Muro&amp;#039;s Lair - Preview&amp;quot;].&amp;lt;/ref&amp;gt; and [[User:Samer|Samer]]&amp;#039;s level &amp;quot;Wilderness Preserve&amp;quot; in January 2014.&amp;lt;ref&amp;gt;[http://web.archive.org/web/20211202225410/http://oni.bungie.org/forum/viewtopic.php?id=2698 OCF thread, &amp;quot;NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008,&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive5]].&amp;lt;/ref&amp;gt; but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010.&amp;lt;ref&amp;gt;[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;http://web.archive.org/web/20210117150652/&lt;/ins&gt;http://oni.bungie.org/forum/viewtopic.php?id=1736 OCF thread, &amp;quot;Arena Level&amp;quot;].&amp;lt;/ref&amp;gt; Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community&amp;#039;s level creation abilities came with [[User:EdT|EdT]]&amp;#039;s level &amp;quot;Muro&amp;#039;s Lair&amp;quot; in August 2011&amp;lt;ref&amp;gt;[http://web.archive.org/web/20201029113340/http://oni.bungie.org/forum/viewtopic.php?id=2024 OCF thread, &amp;quot;Muro&amp;#039;s Lair - Preview&amp;quot;].&amp;lt;/ref&amp;gt; and [[User:Samer|Samer]]&amp;#039;s level &amp;quot;Wilderness Preserve&amp;quot; in January 2014.&amp;lt;ref&amp;gt;[http://web.archive.org/web/20211202225410/http://oni.bungie.org/forum/viewtopic.php?id=2698 OCF thread, &amp;quot;NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Work continues in all areas of modding Oni, as well as documenting the modding process.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Work continues in all areas of modding Oni, as well as documenting the modding process.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ValBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=46194&amp;oldid=prev</id>
		<title>ValBot: replaced Oni Central Forum link with archive.org snapshot URL</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=46194&amp;oldid=prev"/>
		<updated>2025-12-26T06:13:02Z</updated>

		<summary type="html">&lt;p&gt;replaced Oni Central Forum link with archive.org snapshot URL&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:13, 26 December 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l51&quot;&gt;Line 51:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 51:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OniSplit first gained the ability to import new character models in April 2008.&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive2]].&amp;lt;/ref&amp;gt; At first, since the focus was on the technical side of things, pre-existing models were used, either by modifying Oni&amp;#039;s models, or by finding royalty-free models on web sites and converting them to Oni&amp;#039;s 19-bone system. A more dramatic use of the character-importing ability came with the creation of a high-detail Konoko model from scratch in October 2010.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=1727 OCF thread, &amp;quot;Konoko HD&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OniSplit first gained the ability to import new character models in April 2008.&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive2]].&amp;lt;/ref&amp;gt; At first, since the focus was on the technical side of things, pre-existing models were used, either by modifying Oni&amp;#039;s models, or by finding royalty-free models on web sites and converting them to Oni&amp;#039;s 19-bone system. A more dramatic use of the character-importing ability came with the creation of a high-detail Konoko model from scratch in October 2010.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=1727 OCF thread, &amp;quot;Konoko HD&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008,&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive5]].&amp;lt;/ref&amp;gt; but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=1736 OCF thread, &amp;quot;Arena Level&amp;quot;].&amp;lt;/ref&amp;gt; Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community&amp;#039;s level creation abilities came with [[User:EdT|EdT]]&amp;#039;s level &amp;quot;Muro&amp;#039;s Lair&amp;quot; in August 2011&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=2024 OCF thread, &amp;quot;Muro&amp;#039;s Lair - Preview&amp;quot;].&amp;lt;/ref&amp;gt; and [[User:Samer|Samer]]&amp;#039;s level &amp;quot;Wilderness Preserve&amp;quot; in January 2014.&amp;lt;ref&amp;gt;[http://web.archive.org/web/20211202225410/http://oni.bungie.org/forum/viewtopic.php?id=2698 OCF thread, &amp;quot;NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008,&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive5]].&amp;lt;/ref&amp;gt; but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=1736 OCF thread, &amp;quot;Arena Level&amp;quot;].&amp;lt;/ref&amp;gt; Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community&amp;#039;s level creation abilities came with [[User:EdT|EdT]]&amp;#039;s level &amp;quot;Muro&amp;#039;s Lair&amp;quot; in August 2011&amp;lt;ref&amp;gt;[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;http://web.archive.org/web/20201029113340/&lt;/ins&gt;http://oni.bungie.org/forum/viewtopic.php?id=2024 OCF thread, &amp;quot;Muro&amp;#039;s Lair - Preview&amp;quot;].&amp;lt;/ref&amp;gt; and [[User:Samer|Samer]]&amp;#039;s level &amp;quot;Wilderness Preserve&amp;quot; in January 2014.&amp;lt;ref&amp;gt;[http://web.archive.org/web/20211202225410/http://oni.bungie.org/forum/viewtopic.php?id=2698 OCF thread, &amp;quot;NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Work continues in all areas of modding Oni, as well as documenting the modding process.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Work continues in all areas of modding Oni, as well as documenting the modding process.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ValBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=46189&amp;oldid=prev</id>
		<title>ValBot: replaced Oni Central Forum link with archive.org snapshot URL</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=46189&amp;oldid=prev"/>
		<updated>2025-12-26T06:11:59Z</updated>

		<summary type="html">&lt;p&gt;replaced Oni Central Forum link with archive.org snapshot URL&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:11, 26 December 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l51&quot;&gt;Line 51:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 51:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OniSplit first gained the ability to import new character models in April 2008.&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive2]].&amp;lt;/ref&amp;gt; At first, since the focus was on the technical side of things, pre-existing models were used, either by modifying Oni&amp;#039;s models, or by finding royalty-free models on web sites and converting them to Oni&amp;#039;s 19-bone system. A more dramatic use of the character-importing ability came with the creation of a high-detail Konoko model from scratch in October 2010.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=1727 OCF thread, &amp;quot;Konoko HD&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OniSplit first gained the ability to import new character models in April 2008.&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive2]].&amp;lt;/ref&amp;gt; At first, since the focus was on the technical side of things, pre-existing models were used, either by modifying Oni&amp;#039;s models, or by finding royalty-free models on web sites and converting them to Oni&amp;#039;s 19-bone system. A more dramatic use of the character-importing ability came with the creation of a high-detail Konoko model from scratch in October 2010.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=1727 OCF thread, &amp;quot;Konoko HD&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008,&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive5]].&amp;lt;/ref&amp;gt; but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=1736 OCF thread, &amp;quot;Arena Level&amp;quot;].&amp;lt;/ref&amp;gt; Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community&amp;#039;s level creation abilities came with [[User:EdT|EdT]]&amp;#039;s level &amp;quot;Muro&amp;#039;s Lair&amp;quot; in August 2011&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=2024 OCF thread, &amp;quot;Muro&amp;#039;s Lair - Preview&amp;quot;].&amp;lt;/ref&amp;gt; and [[User:Samer|Samer]]&amp;#039;s level &amp;quot;Wilderness Preserve&amp;quot; in January 2014.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=2698 OCF thread, &amp;quot;NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A major obstacle with levels was the question of how to generate pathfinding (PF) grids for the AI. Level geometry could be imported fairly easily as of November 2008,&amp;lt;ref&amp;gt;See [[User talk:Neo/Archive5]].&amp;lt;/ref&amp;gt; but AIs could not navigate the level. Manual PF grid creation was first demonstrated with the creation of the Arena level in November 2010.&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=1736 OCF thread, &amp;quot;Arena Level&amp;quot;].&amp;lt;/ref&amp;gt; Automatic PF grid generation was introduced to OniSplit around June 2011. More comprehensive demonstrations of the community&amp;#039;s level creation abilities came with [[User:EdT|EdT]]&amp;#039;s level &amp;quot;Muro&amp;#039;s Lair&amp;quot; in August 2011&amp;lt;ref&amp;gt;[http://oni.bungie.org/forum/viewtopic.php?id=2024 OCF thread, &amp;quot;Muro&amp;#039;s Lair - Preview&amp;quot;].&amp;lt;/ref&amp;gt; and [[User:Samer|Samer]]&amp;#039;s level &amp;quot;Wilderness Preserve&amp;quot; in January 2014.&amp;lt;ref&amp;gt;[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;http://web.archive.org/web/20211202225410/&lt;/ins&gt;http://oni.bungie.org/forum/viewtopic.php?id=2698 OCF thread, &amp;quot;NEW LEVEL : Chapter 17: Wilderness Preserve - Hasegawa Adventure&amp;quot;].&amp;lt;/ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Work continues in all areas of modding Oni, as well as documenting the modding process.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Work continues in all areas of modding Oni, as well as documenting the modding process.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ValBot</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=46075&amp;oldid=prev</id>
		<title>Iritscen: taking advantage of new redirect</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=46075&amp;oldid=prev"/>
		<updated>2025-12-04T20:56:18Z</updated>

		<summary type="html">&lt;p&gt;taking advantage of new redirect&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:56, 4 December 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l14&quot;&gt;Line 14:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 14:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As scripters were learning [[BSL]], they produced scripts that at first merely modified the original level logic in minor ways. Then they produced more original, often epic fight scripts; later, some ambitious modders scripted totally new objectives and mission layouts (e.g., Mariachi Bear&amp;#039;s alternate storyline). Some of the most complex scripts are the [[OTA]] scripts which were eventually developed to make up for a lack of multiplayer gameplay.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As scripters were learning [[BSL]], they produced scripts that at first merely modified the original level logic in minor ways. Then they produced more original, often epic fight scripts; later, some ambitious modders scripted totally new objectives and mission layouts (e.g., Mariachi Bear&amp;#039;s alternate storyline). Some of the most complex scripts are the [[OTA]] scripts which were eventually developed to make up for a lack of multiplayer gameplay.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;However, fully original scripts are all the more prone to bugs. The first two are easier to set up, but extreme situations tend to overload the engine (as in &amp;quot;[[Blam]]&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;!&lt;/del&gt;&amp;quot;) in ways that scripters have trouble preventing. Testing the scripts required numerous reloads of the game. The process became much faster when the Developer Mode console was unlocked (see {{SectionLink||Finding Dev Mode}}) and individual commands could be tested easily.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;However, fully original scripts are all the more prone to bugs. The first two are easier to set up, but extreme situations tend to overload the engine (as in &amp;quot;[[Blam&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;!&lt;/ins&gt;]]&amp;quot;) in ways that scripters have trouble preventing. Testing the scripts required numerous reloads of the game. The process became much faster when the Developer Mode console was unlocked (see {{SectionLink||Finding Dev Mode}}) and individual commands could be tested easily.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While scripting is the easiest way to mod Oni, it&amp;#039;s also the most limited, because scripts can only utilize the resources that the vanilla level has to offer.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While scripting is the easiest way to mod Oni, it&amp;#039;s also the most limited, because scripts can only utilize the resources that the vanilla level has to offer.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Iritscen</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=44375&amp;oldid=prev</id>
		<title>Iritscen: top-to-bottom light revision; mostly wording improvements and some clarified credits for modders</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=44375&amp;oldid=prev"/>
		<updated>2025-03-13T03:53:44Z</updated>

		<summary type="html">&lt;p&gt;top-to-bottom light revision; mostly wording improvements and some clarified credits for modders&lt;/p&gt;
&lt;a href=&quot;https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;amp;diff=44375&amp;amp;oldid=41462&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Iritscen</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=41462&amp;oldid=prev</id>
		<title>Iritscen: link fix</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=41462&amp;oldid=prev"/>
		<updated>2023-11-09T19:12:21Z</updated>

		<summary type="html">&lt;p&gt;link fix&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:12, 9 November 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Hatnote|This article is a historical perspective on Oni [[wp:Video game modding|modding]]; for an introduction to how to actually mod Oni, see [[&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Modding Oni&lt;/del&gt;|here]]. To download mods, you can start [[AE|here]].}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Hatnote|This article is a historical perspective on Oni [[wp:Video game modding|modding]]; for an introduction to how to actually mod Oni, see [[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Introduction to modding&lt;/ins&gt;|here]]. To download mods, you can start [[AE|here]].}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As has been documented on the page about [[Oni]]&amp;#039;s overall development, time ran out for Bungie West to do everything they wanted with this very ambitious game. Just as some features had to be omitted, the promise of modding support&amp;lt;ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As has been documented on the page about [[Oni]]&amp;#039;s overall development, time ran out for Bungie West to do everything they wanted with this very ambitious game. Just as some features had to be omitted, the promise of modding support&amp;lt;ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Iritscen</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=38087&amp;oldid=prev</id>
		<title>Iritscen: using hatnote template</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=38087&amp;oldid=prev"/>
		<updated>2022-07-02T19:02:55Z</updated>

		<summary type="html">&lt;p&gt;using hatnote template&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:02, 2 July 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;:&amp;#039;&amp;#039;&lt;/del&gt;This article is a historical perspective on Oni [[wp:Video game modding|modding]]; for an introduction to how to actually mod Oni, see [[Modding Oni|here]]. To download mods, you can start [[AE|here]].&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;#039;&amp;#039;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Hatnote|&lt;/ins&gt;This article is a historical perspective on Oni [[wp:Video game modding|modding]]; for an introduction to how to actually mod Oni, see [[Modding Oni|here]]. To download mods, you can start [[AE|here]].&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As has been documented on the page about [[Oni]]&amp;#039;s overall development, time ran out for Bungie West to do everything they wanted with this very ambitious game. Just as some features had to be omitted, the promise of modding support&amp;lt;ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As has been documented on the page about [[Oni]]&amp;#039;s overall development, time ran out for Bungie West to do everything they wanted with this very ambitious game. Just as some features had to be omitted, the promise of modding support&amp;lt;ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Iritscen</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=38032&amp;oldid=prev</id>
		<title>Iritscen: fixed WP redirect</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=38032&amp;oldid=prev"/>
		<updated>2022-06-28T02:13:14Z</updated>

		<summary type="html">&lt;p&gt;fixed WP redirect&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:13, 28 June 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&amp;#039;&amp;#039;This article is a historical perspective on Oni [[&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wikipedia&lt;/del&gt;:&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Mod (video gaming)&lt;/del&gt;|modding]]; for an introduction to how to actually mod Oni, see [[Modding Oni|here]]. To download mods, you can start [[AE|here]].&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&amp;#039;&amp;#039;This article is a historical perspective on Oni [[&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wp&lt;/ins&gt;:&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Video game modding&lt;/ins&gt;|modding]]; for an introduction to how to actually mod Oni, see [[Modding Oni|here]]. To download mods, you can start [[AE|here]].&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As has been documented on the page about [[Oni]]&amp;#039;s overall development, time ran out for Bungie West to do everything they wanted with this very ambitious game. Just as some features had to be omitted, the promise of modding support&amp;lt;ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;As has been documented on the page about [[Oni]]&amp;#039;s overall development, time ran out for Bungie West to do everything they wanted with this very ambitious game. Just as some features had to be omitted, the promise of modding support&amp;lt;ref&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Iritscen</name></author>
	</entry>
	<entry>
		<id>https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=34946&amp;oldid=prev</id>
		<title>Iritscen: link fix</title>
		<link rel="alternate" type="text/html" href="https://wiki.oni2.net/w/index.php?title=History_of_Oni_modding&amp;diff=34946&amp;oldid=prev"/>
		<updated>2021-12-23T22:32:27Z</updated>

		<summary type="html">&lt;p&gt;link fix&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:32, 23 December 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l68&quot;&gt;Line 68:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 68:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most foolproof method of altering the engine turned out to be replacing a library that Oni loads at runtime. Originally this was done by placing a library next to Oni.exe called vtuneapi.dll, which contained code written by SFeLi that would replace or patch functions in Oni. This library came to be known as the [[Daodan DLL]]. The code for it was ported from assembly language to C by RossyMiles. Eventually the decision was made to instead replace binkw32.dll (the library for playing Oni&amp;#039;s intro and outro movies) because it loaded earlier in Oni&amp;#039;s launch sequence. The DLL was later developed by Gumby and then Alloc, fixing more bugs (some of which result from modern computers running a {{Age|2001|1|29}}-year-old game), as well as adding new features. The DLL&amp;#039;s features and settings are documented on the page for the DLL linked above.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most foolproof method of altering the engine turned out to be replacing a library that Oni loads at runtime. Originally this was done by placing a library next to Oni.exe called vtuneapi.dll, which contained code written by SFeLi that would replace or patch functions in Oni. This library came to be known as the [[Daodan DLL]]. The code for it was ported from assembly language to C by RossyMiles. Eventually the decision was made to instead replace binkw32.dll (the library for playing Oni&amp;#039;s intro and outro movies) because it loaded earlier in Oni&amp;#039;s launch sequence. The DLL was later developed by Gumby and then Alloc, fixing more bugs (some of which result from modern computers running a {{Age|2001|1|29}}-year-old game), as well as adding new features. The DLL&amp;#039;s features and settings are documented on the page for the DLL linked above.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Not long after the Daodan DLL was released for Windows Oni, it was discovered that the Mac versions of Oni still had Dev Mode in them, too. Instead of replacing the Bink Carbon Library that came with Mac Oni, the Omni Group port of the game application to Mac OS X was patched directly with a hex editor. In the fall of 2008, it was discovered that numerous BSL functions and variables that were thought to be removed from Oni for the Mac [[Mac beta|before release]] were still present in the code, and the ones which allowed Macs to run (almost) all scripts written for Windows Oni were &amp;quot;unlocked&amp;quot; by EdT using hex edits. Certain changes made by the Daodan DLL for the Windows version were also carried over to the Mac&amp;#039;s [[OMNI|PPC game application]] in hex-edit form with Neo&amp;#039;s assistance. Later, these changes were made in source for Feral Interactive&amp;#039;s [[FERAL|Mac Intel port]].&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Not long after the Daodan DLL was released for Windows Oni, it was discovered that the Mac versions of Oni still had Dev Mode in them, too. Instead of replacing the Bink Carbon Library that came with Mac Oni, the Omni Group port of the game application to Mac OS X was patched directly with a hex editor. In the fall of 2008, it was discovered that numerous BSL functions and variables that were thought to be removed from Oni for the Mac [[Mac beta &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4&lt;/ins&gt;|before release]] were still present in the code, and the ones which allowed Macs to run (almost) all scripts written for Windows Oni were &amp;quot;unlocked&amp;quot; by EdT using hex edits. Certain changes made by the Daodan DLL for the Windows version were also carried over to the Mac&amp;#039;s [[OMNI|PPC game application]] in hex-edit form with Neo&amp;#039;s assistance. Later, these changes were made in source for Feral Interactive&amp;#039;s [[FERAL|Mac Intel port]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br/&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Bug fixes===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Bug fixes===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Iritscen</name></author>
	</entry>
</feed>