Oni (folder)/GameDataFolder/IGMD: Difference between revisions

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==IGMD==
'''IGMD''' is a subfolder of GameDataFolder, where the level logic is defined, chapter by chapter. If the contents of this folder are missing or corrupt, nothing interesting will ever happen :-)  If you think your folder has been corrupted, download a .zip file of the unmodified files for your platform: [http://geyser.oni2.net/OSL/IGMD/IGMD_PC.zip Windows], [http://geyser.oni2.net/OSL/IGMD/IGMD_Mac.zip Mac].
A subfolder of [[GameDataFolder]]. The original contents is as follows :
 
====IGMD\EnvWarehouse====
'''Notes on this folder'''
Level logic for Chapters 0:COMBAT TRAINING and 1:TRIAL RUN
*The scripts in the subfolders of IGMD are plain-text files with a .bsl extension, written in [[BSL|BFW Scripting Language]].
*warehouse_anim_scripts.bsl
*Oni treats the level folder names as case-insensitive, so you can rename "EnvWarehouse" to "eNvwArEhOuSe" and you'll still be able to play Chapter 1.
*warehouse_cutscene.bsl
*The Mac and Windows scripts are identical except for minor differences in '''tctf_ii_cutscene.bsl''' and '''tctf2.bsl''' for the boss battle of Chapter 13, shown [[PC vs Mac#Level_logic|HERE]].
*warehouse_level_scripts.bsl
*The folders only present in the Euro Mac and PS2 IGMDs are development relics which do not correspond to [[Chapters|Chapters of the game]]; there are no level#_Final.dat/.raw(/.sep) files for them and so the script folders are never looked up by the engine. See [[Pre-beta content#Cut levels|HERE]] for an overview of the cut levels.
*warehouse_main.bsl
*The PS2's script folders 12/ (EnvWarehouse/) and 15/ (manplant/) each contain a "test" subfolder which is a backup of the unmodified scripts. The scripts in the main folder for each level are typically modified from the PC version, although those modifications are minor (documented on [[PS2 vs PC]]).
*warehouse_particles.bsl
 
*warehouse_train2.bsl
{| class="wikitable sortable" style="margin-left:auto; margin-right:auto;"
*warehouse_training_scripts.bsl
!Standard Win/<br>Mac release
====IGMD\manplant====
!European Mac<br>non-English
Level logic for Chapter 2:ENGINES OF EVIL
!Japanese<br>Win/Mac
*manplant_anim_scripts.bsl
!Play-<br>Station 2
*manplant_cutscene.bsl
!Chapter
*manplant_level_logic.bsl
!Location (as in Load Game dialog)
*manplant_main.bsl
|-
*particle_scripts.bsl
|bgcolor=lightgray|
====IGMD\lab====
|'''[[Oni (folder)/GameDataFolder/IGMD/global|global/]]'''
Level logic for Chapter 3:PUZZLE PIECES
|bgcolor=lightgray|
*lab_cutscene.bsl
|13/
*lab_level_logic.bsl
|colspan=2|Loads for all levels
*lab_main.bsl
|-
*particle_scripts.bsl
|'''[[Oni (folder)/GameDataFolder/IGMD/EnvWarehouse|EnvWarehouse/]]'''
====IGMD\Airport====
|EnvWarehouse/
Level logic for Chapter 4:TIGER BY THE TAIL
|EnvWarehouse/
*airport_cutscene.bsl
|12/
*airport_main.bsl
|data-sort-value="00"|{{C|0|0: COMBAT TRAINING}}<br>{{C|1|1: TRIAL RUN}}
*airport1_level_logic.bsl
|valign=bottom|TCTF Training<br>Syndicate Warehouse
====IGMD\Airport_III====
|-
Level logic for Chapter 5:HOT PURSUIT
|'''[[Oni (folder)/GameDataFolder/IGMD/manplant|manplant/]]'''
*airport2_cutscene.bsl
|manplant/
*airport2_level_logic.bsl
|MANPLANT/
*airport2_main.bsl
|15/
====IGMD\tctf====
|data-sort-value="02"|{{C|2|2: ENGINES OF EVIL}}
Level logic for Chapter 6:COUNTERATTACK
|Manufacturing Plant
*particle_scripts.bsl
|-
*tctf_cutscene.bsl
|'''[[Oni (folder)/GameDataFolder/IGMD/lab|lab/]]'''
*tctf_door_lock_lights.bsl
|lab/
*tctf_main.bsl
|LAB/
*tctf_objectives.bsl
|14/
*tctf_spawn_syndicate.bsl
|data-sort-value="03"|{{C|3|3: PUZZLE PIECES}}
====IGMD\power====
|Bio-Research Lab
Level logic for Chapter 7:A FRIEND IN NEED
|-
*particle_scripts.bsl
|'''[[Oni (folder)/GameDataFolder/IGMD/Airport|Airport/]]'''
*power_cutscene.bsl
|Airport/
*power_main.bsl
|Airport/
*power_objectives.bsl
|data-sort-value="01/"|1/
*power_spawn.bsl
|data-sort-value="04"|{{C|4|4: TIGER BY THE TAIL}}
====IGMD\power_II====
|Airport Assault
Level logic for Chapter 8:AN INNOCENT LIFE
|-
*particle_scripts.bsl
|bgcolor=lightgray|
*power_II_main.bsl
|Airport_II/
*power2_spawn.bsl
|bgcolor=lightgray|
*powerII_cutscene.bsl
|data-sort-value="02/"|2/
====IGMD\state====
|(cut)
Level logic for Chapter 9:TRUTH AND CONSEQUENCES
|Airport Part Deux
*state_cutscene.bsl
|-
*state_level_logic.bsl
|'''[[Oni (folder)/GameDataFolder/IGMD/Airport_III|Airport_III/]]'''
*state_main.bsl
|Airport_III/
====IGMD\roof====
|Airport_III/
Level logic for Chapter 10:CAT AND MOUSE
|data-sort-value="03/"|3/
*particle_scripts.bsl
|data-sort-value="05"|{{C|5|5: HOT PURSUIT}}
*roof.bsl
|Airport Cargo Hangars
*roof_cutscene.bsl
|-
*roof_main.bsl
|'''[[Oni (folder)/GameDataFolder/IGMD/tctf|tctf/]]'''
====IGMD\dream_lab====
|tctf/
Level logic for Chapter 11:DREAM DIVER
|TCTF/
*dream_lab_cutscene.bsl
|23/
*dream_lab_logic.bsl
|data-sort-value="06"|{{C|6|6: COUNTERATTACK}}
*dream_lab_main.bsl
|TCTF Regional HQ
*particle_scripts.bsl
|-
====IGMD\neuro====
|'''[[Oni (folder)/GameDataFolder/IGMD/power|power/]]'''
Level logic for Chapter 12:SINS OF THE FATHER
|power/
*neuro_cutscene.bsl
|POWER/
*neuro_level_logic.bsl
|18/
*neuro_main.bsl
|data-sort-value="07"|{{C|7|7: A FRIEND IN NEED}}
*particle_scripts.bsl
|Atmospheric Conversion Center (exterior)
====IGMD\tctf_ii====
|-
Level logic for Chapter 13:PHOENIX RISING
|'''[[Oni (folder)/GameDataFolder/IGMD/power_II|power_II/]]'''
*tctf_ii_cutscene.bsl
|power_II/
*roof_main.bsl
|power_II/
*tctf2.bsl
|19/
====IGMD\compound====
|data-sort-value="08"|{{C|8|8: AN INNOCENT LIFE}}
Level logic for Chapter 14:DAWN OF THE CHRYSALIS
|Atmospheric Conversion Center (interior)
*compound.bsl
|-
*compound_cutscene.bsl
|'''[[Oni (folder)/GameDataFolder/IGMD/state|state/]]'''
*compound_main.bsl
|state/
*particle_scripts.bsl
|STATE/
|22/
|data-sort-value="09"|{{C|9|9: TRUTH AND CONSEQUENCES}}
|Regional State Building
|-
|'''[[Oni (folder)/GameDataFolder/IGMD/roof|roof/]]'''
|roof/
|ROOF/
|20/
|{{C|10|10: CAT AND MOUSE}}
|Rooftops
|-
|'''[[Oni (folder)/GameDataFolder/IGMD/dream_lab|dream_lab/]]'''
|dream_lab/
|dream_lab/
|11/
|{{C|11|11: DREAM DIVER}}
|Doctor Hasegawa's Lab
|-
|'''[[Oni (folder)/GameDataFolder/IGMD/neuro|neuro/]]'''
|neuro/
|NEURO/
|16/
|{{C|12|12: SINS OF THE FATHER}}
|TCTF Science Prison
|-
|bgcolor=lightgray|
|BGI/
|bgcolor=lightgray|
|16/
|(cut)
|BGI HQ
|-
|'''[[Oni (folder)/GameDataFolder/IGMD/tctf_ii|tctf_ii/]]'''
|tctf_ii
|TCTF_II
|24/
|{{C|13|13: PHOENIX RISING}}
|TCTF Regional HQ (redux)
|-
|'''[[Oni (folder)/GameDataFolder/IGMD/compound|compound/]]'''
|compound/
|COMPOUND/
|data-sort-value="08/"|8/
|{{C|14|14: DAWN OF THE CHRYSALIS}}
|Syndicate Mountain Compound
|-
|bgcolor=lightgray|
|aop/
|bgcolor=lightgray|
|data-sort-value="04/"|4/
|(multiplayer)
|The Arena of Pain
|-
|bgcolor=lightgray|
|CZ/
|bgcolor=lightgray|
|data-sort-value="09/"|9/
|(multiplayer)
|Crossing Zone
|-
|bgcolor=lightgray|
|pit/
|bgcolor=lightgray|
|17/
|(multiplayer)
|Pit
|-
|bgcolor=lightgray|
|CZ_II/
|bgcolor=lightgray|
|10/
|(multiplayer)
|Crossing Zone Too
|-
|bgcolor=lightgray|
|cap/
|bgcolor=lightgray|
|data-sort-value="07/"|7/
|(multiplayer)
|Capture
|-
|bgcolor=lightgray|
|ats/
|bgcolor=lightgray|
|data-sort-value="05/"|5/
|(development)
|AlexTestSite
|-
|bgcolor=lightgray|
|SR/
|bgcolor=lightgray|
|21/
|(development)
|FiringRange
|}
 
[[Category:Game directory map]]