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There are no major gameplay or content differences between the Windows and Mac versions. However, there <u>are</u> major differences in file format and minor differences in scripting functionality that modders should be aware of. | |||
There are no | {{TOCfloat|limit=2}} | ||
==Game data files== | |||
The most visible difference between the files in Mac and Windows Oni is the presence of .sep files in the [[GameDataFolder]] of Mac Oni and the Windows Oni demo. This and other changes were made either for general optimization or to meet some limitation on the Mac side. Due to the fact that Mac Oni [[History of Mac Oni|was finished after]] Windows retail Oni but before the Windows demo was made, some changes made for Mac Oni carried over to the Windows demo. To illustrate what sort of level data files you'll find in the GameDataFolder: | |||
{|class="wikitable" style="margin-left:auto; margin-right:auto;" | |||
!Windows retail | |||
!Mac demo, Mac retail<br />and Windows demo | |||
|- | |||
|<center>*.dat, *.raw</center> | |||
|<center>*.dat, *.raw, *.sep</center> | |||
|} | |||
To learn more, read the articles on [[OBD]] about instance, raw, and separate files. | |||
<br clear="all" /> | |||
==Level logic== | |||
The contents of the [[IGMD|IGMD]] folders are exactly the same on Windows and the Mac, except for tctf_ii ({{C13}}); these changes were made in the logic of the boss battle and cutscenes: | |||
*[http://wiki.oni2.net/Special:ComparePages?page1=BSL%3ATutorial%2Ftctf2.bsl&rev1=&page2=BSL%3ATutorial%2Ftctf2.bsl_%28Mac%29&rev2=&action=&diffonly=&unhide= Differences in tctf2.bsl] | |||
*[http://wiki.oni2.net/Special:ComparePages?page1=BSL%3ATutorial%2Ftctf_ii_cutscene.bsl&rev1=&page2=BSL%3ATutorial%2Ftctf_ii_cutscene.bsl_%28Mac%29&rev2=&action=&diffonly=&unhide= Differences in tctf_ii_cutscene.bsl] | |||
==Windows exclusives== | ==Windows exclusives== | ||
There are no | There are no major features only available in Windows Oni, but one significant difference in the game content is: | ||
*Sounds are generally 44KHz, but are limited to 22KHz in Mac Oni. | |||
===BSL=== | |||
*Windows Oni can turn the BSL boolean '''li_center_cursor''' on/off, whereas this behavior is hardcoded to be on all the time on Macs. | |||
*The BSL boolean '''ai2_debug_localmove_lines'''. | |||
===Daodan DLL=== | |||
It's probably safe to say that all players these days use the [[Daodan DLL]] when they play Windows Oni. The Daodan confers these exclusives: | |||
*Support for multibyte languages such as Chinese. | |||
*The name of a newly-acquired weapon is printed at your feet when you pick it up. | |||
*The BSL commands for math, game characters, and output listed [[Daodan_DLL#Added_BSL_functions|HERE]]. | |||
*Level files not ending in "_Final" will be loaded by Oni. | |||
==Mac exclusives== | ==Mac exclusives== | ||
===A newer | ===A newer, stabler build=== | ||
The current build of Oni for Intel Macs (see [[AE:FERAL|HERE]] for link) is based on code that has been touched up by Bungie, Omni Group, and Feral Interactive since Oni was gold mastered for Windows in 2000 (see [[History of Mac Oni]] for details), so they | The current build of Oni for Intel Macs (see [[AE:FERAL|HERE]] for link) is based on code that has been touched up by Bungie, The Omni Group, and Feral Interactive since Oni was gold mastered for Windows in 2000 (see [[History of Mac Oni]] for details), so they have fixed a few issues over the years, including the following that have not been reproduced by the Daodan DLL: | ||
*Forgetful AIs. | |||
*Lens flares shining through objects. | |||
*Crashes from missing textures, missing level files, and excessive particle classes. | |||
See [[AE:FERAL#Bug_fixes|HERE]] for a full list of fixes which is compared to the current state of Windows Oni as patched by the Daodan DLL. | |||
===Bigger textures=== | ===Bigger textures=== | ||
Macs support 1024x1024 textures, whereas the Daodan DLL only allows up to 512x512 in Windows, although in practice this isn't much of an advantage because no one will go out of their way to make such enormous textures just for Mac players when they can keep their mod to 512x512 and make it playable for everyone ^_^ | Macs support 1024x1024 textures, whereas the Daodan DLL only allows up to 512x512 in Windows, although in practice this isn't much of an advantage because no one will go out of their way to make such enormous textures just for Mac players when they can keep their mod to 512x512 and make it playable for everyone ^_^ | ||
=== | ===BSL=== | ||
Any BSL commands left in a text file with | Any BSL commands left in a text file with the name '''bsl_config.txt'''' alongside the Oni app will be run upon level load. This is equivalent to using the "[[IGMD/global|global]]" folder in IGMD, which the Mac also supports. | ||
*Macs can have the mouse speed set with '''mouse_acceleration''' (0.1-1.0). | |||
*The function '''chr_location''' can take the AI's name as a string or the AI's index number on Macs, but only the AI's index number on Windows. | |||
*Macs can show attack extents by passing an animation name to the '''chr_showextent''' command (with the '''chr_showextent_globals''' variable set to 1). | |||
*Macs can show attack extents with the '''chr_showextent_globals''' variable set to 1 by watching characters attack (or by passing an animation name to the '''chr_showextent''' command). | |||
*Macs can display the name of a weapon when it is equipped if '''chr_show_weaponid''' is set to 1. | |||
*Macs can display the name of a texture if they set '''am_show_texturename''' to 1 and point to a texture with a weapon that has an active laser sight. | |||
*Macs have a few probably-useless variables for graphics left over from the debugging days at Bungie: '''debug_font_cache''', '''gl_disable_dxt1''', '''gl_disable_packed_pixels''', and '''gl_mipmap_offset'''. | |||
=== | ===Launch arguments=== | ||
Instead of using the Terminal to pass launch arguments to the Oni binary, which is extra complicated on the Mac, you can list them in a file with the name '''launch_args.txt''' next to the Oni app, separated by spaces, e.g. "-fsaa2x -noswitch". | |||
On top of this, a launch panel appears if launching Oni with Command held down. Most of the launch arguments can be chosen using the GUI, and if not, they can be typed in manually in the Advanced tab. | |||
===Graphical niceties=== | ===Graphical niceties=== | ||
You can supply the launch arguments '''-fsaa2x''' or '''-fsaa4x''' to get full-screen anti-aliasing | You can supply the launch arguments '''-fsaa2x''' or '''-fsaa4x''' to get full-screen anti-aliasing, and '''-af2x''' or '''-af4x''' to get anisotropic filtering. | ||
=== | ===Gameplay=== | ||
The | The launch argument '''-wsafety''' prevents your weapon from firing when you click, so you can punch and kick with a loaded weapon. The launch argument '''-parkour''' allows the AI to jump over obstacles in pursuit of the player. | ||
==Developer Mode== | |||
The difference in the hardcoded controls for the Dev Mode camera are illustrated [[Developer Mode#Camera_controls|HERE]]. | |||
| | |||
==Cheats== | |||
The Daodan DLL adds the same cheats to Windows Oni that were added to Mac Oni in code, however "shinobi" differs as follows: | |||
*Windows: Player always has 1 HP, but is immune to weapons and the enemy AI cannot hear the player. | |||
*Mac: The enemy AI cannot hear the player, and their vision range is reduced to 25% of normal distance. | |||
[[Category:Modding information]] | [[Category:Modding information]][[Category:Oni Support]] |