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

From OniGalore
Jump to navigation Jump to search
mNo edit summary
 
m (minor wording)
 
(33 intermediate revisions by 3 users not shown)
Line 1: Line 1:
==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]]

Latest revision as of 02:10, 14 April 2023

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: Windows, Mac.

Notes on this folder

  • The scripts in the subfolders of IGMD are plain-text files with a .bsl extension, written in BFW Scripting Language.
  • 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.
  • 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 HERE.
  • The folders only present in the Euro Mac and PS2 IGMDs are development relics which do not correspond to 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 HERE for an overview of the cut levels.
  • 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).
Standard Win/
Mac release
European Mac
non-English
Japanese
Win/Mac
Play-
Station 2
Chapter Location (as in Load Game dialog)
global/ 13/ Loads for all levels
EnvWarehouse/ EnvWarehouse/ EnvWarehouse/ 12/ 0: COMBAT TRAINING
1: TRIAL RUN
TCTF Training
Syndicate Warehouse
manplant/ manplant/ MANPLANT/ 15/ 2: ENGINES OF EVIL Manufacturing Plant
lab/ lab/ LAB/ 14/ 3: PUZZLE PIECES Bio-Research Lab
Airport/ Airport/ Airport/ 1/ 4: TIGER BY THE TAIL Airport Assault
Airport_II/ 2/ (cut) Airport Part Deux
Airport_III/ Airport_III/ Airport_III/ 3/ 5: HOT PURSUIT Airport Cargo Hangars
tctf/ tctf/ TCTF/ 23/ 6: COUNTERATTACK TCTF Regional HQ
power/ power/ POWER/ 18/ 7: A FRIEND IN NEED Atmospheric Conversion Center (exterior)
power_II/ power_II/ power_II/ 19/ 8: AN INNOCENT LIFE Atmospheric Conversion Center (interior)
state/ state/ STATE/ 22/ 9: TRUTH AND CONSEQUENCES Regional State Building
roof/ roof/ ROOF/ 20/ 10: CAT AND MOUSE Rooftops
dream_lab/ dream_lab/ dream_lab/ 11/ 11: DREAM DIVER Doctor Hasegawa's Lab
neuro/ neuro/ NEURO/ 16/ 12: SINS OF THE FATHER TCTF Science Prison
BGI/ 16/ (cut) BGI HQ
tctf_ii/ tctf_ii TCTF_II 24/ 13: PHOENIX RISING TCTF Regional HQ (redux)
compound/ compound/ COMPOUND/ 8/ 14: DAWN OF THE CHRYSALIS Syndicate Mountain Compound
aop/ 4/ (multiplayer) The Arena of Pain
CZ/ 9/ (multiplayer) Crossing Zone
pit/ 17/ (multiplayer) Pit
CZ_II/ 10/ (multiplayer) Crossing Zone Too
cap/ 7/ (multiplayer) Capture
ats/ 5/ (development) AlexTestSite
SR/ 21/ (development) FiringRange