Oni engine patches (Mac PPC): Difference between revisions
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According to an email I received, Feral Interactive is planning to release an Intel native patch of Oni, sometime next year. [[User:EdT|EdT]] 17:12, 14 November 2008 (CET) | According to an email I received, Feral Interactive is planning to release an Intel native patch of Oni, sometime next year. [[User:EdT|EdT]] 17:12, 14 November 2008 (CET) | ||
:Not that this isn't fun already, but could we have more details on that? Do you know if Take2 was involved in the decision? --[[User:Geyser|geyser]] 17:51, 14 November 2008 (CET) | :Not that this isn't fun already, but could we have more details on that? Do you know if Take2 was involved in the decision? --[[User:Geyser|geyser]] 17:51, 14 November 2008 (CET) | ||
:: Not much more details to offer, I sent you the actual text of the email to you YIM account. [[User:EdT|EdT]] 20:11, 14 November 2008 (CET) |
Revision as of 19:11, 14 November 2008
History
The original build of the Oni application (v1.1; 1.5MB) was compiled by Bungie for the PowerPC processor that Macs were using at the time. However, it was also a Carbon app, meaning it was written primarily for Mac OS 9 with only basic compatibility with OS X. Mac OS X was not even released until a couple of months later, and making it a proper Cocoa app would have required rewriting it from the ground up in Objective-C.
With Bungie's permission, Omni Group released a free Cocoa port by the end of the year (v1.0 (Mac OS X), version 1.36; 4.6MB). This port allowed Macs running OS X to run Oni with fewer hiccups in terms of compatibility (such as flawed controls), making the port more of a convenience than a necessity. It did, however, guarantee the game a longer playable lifetime in that it updated the app to more modern technology on the software side. No one could have known at the time that Apple would later switch to Intel processors, moving away from the PowerPC chip that Oni was written for.
Omni's port is therefore native for modern Macintoshes' software in that it is a Cocoa app, but non-native for modern Macs' hardware in that is is written for the PowerPC chip. Additionally, various other elements of the OS and hardware have changed over the years, making the Omni port unable to run on modern Macs without some modifications. Through the efforts of the Oni community, various hex edits have been devised as ways to not only allow the application to run under the latest versions of OS X, but to extend the potential for Oni modding.
List of patches
A brief timeline of the upgrades so far:
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Known Issues
- While playing in Windowed mode, the game and computer cursor are not synced, so one can click outside the game window and disrupt the game. Workaround: set the game resolution to the display resolution (or as close as possible) to minimize the disruption.
- In Dev Mode, the numpad number keys 0-9 are not accessible. Thus the default NumPad keys to move the camera will not work. Workaround: in the key_config.txt file, bind other keys to the camera commands.
- In Dev Mode, when entering commands in the console (accessed with the tilde ~ key), the SHIFT key will not work with the letters a-z, therefore commands requiring uppercase letters cannot be entered. No known workaround while using the console, but, the commands that have uppercase letters can be entered in the bsl (script)
Download
- http://edt.oni2.net/files/Oni.zip -- Updated on Oct 21, 2008, with all above changes made.
Future
According to an email I received, Feral Interactive is planning to release an Intel native patch of Oni, sometime next year. EdT 17:12, 14 November 2008 (CET)