History of Oni modding: Difference between revisions

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:''This article is a historical perspective on Oni modding; for an introduction to how to actually mod Oni, see [[Modding Oni|here]]. To download mods, you can start [[:Category:Modding projects|here]].''
:''This article is a historical perspective on Oni modding; for an introduction to how to actually mod Oni, see [[Modding Oni|here]]. To download mods, you can start [[:Category:Modding projects|here]].''


As has been documented on the page about [[Oni]]'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<sup>1</sup> also failed to come true. However, even before Oni fans really knew that there would never be official modding tools from Bungie, they were already eagerly diving into the game data to see how they could mod it.<sup>2</sup> Nevertheless, the lack of any documentation of tools for modding undeniably slowed the development of mods within the community. Only for the last {{age|2007|11|14}} {{#ifexpr:{{CURRENTYEAR}}-(2007)-({{CURRENTMONTH}}<(11)or{{CURRENTMONTH}}=(11)and{{CURRENTDAY}}<(14))=1|year|years}} <!--This #ifexpr statement could be made into a template at some point, I just don't feel like it right now; the date that's hard-coded into that would-be template (11/14/07) is the date OniSplit started, and it seemed like as good a day as any to mark the point where our modding really started improving --Iritscen--> has the community's modding capabilities covered nearly all aspects of the game.
As has been documented on the page about [[Oni]]'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
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In [[Harry]]'s [http://oni.bungie.org/special/part1/brent.html interview], Brent Pease, the Project Lead, said: "What we will do is, I'm about 90 percent sure of this, is give away the file format." He also promises with equal certainty that the tools for converting 3D Studio Max models into Oni models will be given away. Pease eventually left the project before its completion. Hardy LeBel, his replacement, would later say that, due to the time crunch, "Our primary focus had to be on completing the content and features of the game rather than building in support for the mod community."
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also failed to come true. However, even before Oni fans really knew that there would never be official modding tools from Bungie, they were already eagerly diving into the game data to see how they could mod it.
<ref>Fans wasted no time in dumping the readable text from the executable and trying to figure out how to enable Developer Mode, as [http://carnage.bungie.org/oniresforum/onires.archive.pl?read=35 this thread] from before the game's official release date attests. Little did they know it would take another five years before this particular goal would be reached.
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Nevertheless, the lack of any documentation of tools for modding undeniably slowed the development of mods within the community. Only for the last {{age|2007|11|14}} years has the community's modding capabilities covered nearly all aspects of the game.


There are three basic areas in which the game can be modded. In order of difficulty they are: scripting, binary resources, and the engine code.  Along the way, we'll look at some key discoveries the community made in more detail.
There are three basic areas in which the game can be modded. In order of difficulty they are: scripting, binary resources, and the engine code.  Along the way, we'll look at some key discoveries the community made in more detail.
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<sup>1</sup>In [[Harry]]'s [http://oni.bungie.org/special/part1/brent.html interview] with Brent Pease, who was the project coordinator at the time, Pease said: "what we will do is, I'm about 90 percent sure of this, is give away the file format." He also promises with equal certainty that the tools for converting 3D Studio Max models into Oni models will be given away. Pease eventually left the project before its completion. Hardy LeBel, his replacement, would later say that, due to the time crunch, "our primary focus had to be on completing the content and features of the game rather than building in support for the mod community."
==Footnotes==
<!--I really think general modding tools were promised outright in an early interview, but I can't find it right now. In any case, I'm not sure I want to beat the guys over the head with their own words any more than we already have. --Iritscen-->
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<sup>2</sup>Fans wasted no time in dumping the readable text from the executable and trying to figure out how to enable Developer Mode, as [http://carnage.bungie.org/oniresforum/onires.archive.pl?read=35 this thread] from before the game's official release date attests. Little did they know it would take another five years before this particular goal would be reached.


[[Category:Community history]]
[[Category:Community history]]