Windows Oni vs. Mac Oni: Difference between revisions

→‎BSL: reorganized, added all Mac-only BSL stuff
(→‎BSL: adding sound variables; wording)
(→‎BSL: reorganized, added all Mac-only BSL stuff)
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===BSL===
===BSL===
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. Besides the difference that the function '''chr_location''' can take either the AI's name or the AI's index number on Macs, but only the AI's index number on Windows, the following functions and variables are Mac-only:
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.
 
====Unique====
*The mouse speed can be set with '''mouse_acceleration''' (0.1-1.0).
*The mouse speed can be set with '''mouse_acceleration''' (0.1-1.0).
*You can see attack extents by passing an animation name to the '''chr_showextent''' command (with the '''chr_showextent_globals''' variable set to 1).
*You can see 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).
*The name of a weapon will display when it is equipped if '''chr_show_weaponid''' is set to 1 (a similar feature that comes through the Daodan DLL will show for all players, not just in Developer Mode).
*The name of a weapon will display when it is equipped if '''chr_show_weaponid''' is set to 1 (a similar feature that comes through the Daodan DLL will show for all players, not just in Developer Mode).
*You can see the name of a texture by setting '''am_show_texturename''' to 1 and pointing to a texture while holding a weapon with an active laser sight.
*You can see the name of a texture by setting '''am_show_texturename''' to 1 and pointing to a texture while holding a weapon with an active laser sight.
*You can see the area in which a sound is audible using the variables '''show_sound_all''', '''show_sound_rectangles''', and '''show_sound_spheres'''.
*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'''.
*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'''.
====Improved====
The function '''chr_location''' can take either the AI's name or the AI's index number on Macs, but only the AI's index number on Windows.
====Functional====
The following commands and variables seem to work on Macs but not in Windows.
*You can see attack extents by passing an animation name to the '''chr_showextent''' command (with the '''chr_showextent_globals''' variable set to 1). You can see 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).
*These variables can also be useful for modders: '''ai2_showastar''', '''am_hit_everything''', '''am_show_axes''', '''character_name_distance''', '''patrolpath_name_distance''', '''show_characters''', '''show_flags''', '''show_patrolpaths''', '''show_sound_all''', '''show_sound_rectangles''', '''show_sound_spheres''', and '''turret_show_debug'''.


===Launch arguments===
===Launch arguments===