Mac beta 4: Difference between revisions

549 bytes added ,  18 December 2016
→‎German Oni: much-needed re-wording; noting that the Tool mode WMDDs are partly in German
m (wording, typo)
(→‎German Oni: much-needed re-wording; noting that the Tool mode WMDDs are partly in German)
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==German Oni==
==German Oni==
The German localization of Oni for the Mac accidentally shipped with development files. The game app's version number is 1.1, just like retail Mac Oni, and its creation date is 3/13/01, which indicates that the app is a retail build, not a beta. This version was originally called "beta 5" by the community because it was thought to come after the leaked beta 4; but in fact the extra files it contains would likely have come from Oni's <u>pre</u>-beta period. It was also called "Big Blue Box" Oni, or "BBB" for short, because it was first discovered in a collection of four games called The Big Blue Box; however, all German copies seem to have these files, not just the BBB version.
The German localization of Oni for the Mac accidentally shipped with development-related files. This version was originally called "beta 5" by the community because it was thought to come after the leaked beta 4; but in fact the extra files it contains would likely have come from Oni's <u>pre</u>-beta period. It was also called "Big Blue Box beta" or the "BBB beta" because the discovery was made in a collection of four games that included Oni, which was called The Big Blue Box; however, all German copies of Oni seem to have these files, not just the Big Blue Box version.


As in the English version of the Mac application, access to Developer Mode and many BSL functions had been removed, but the game data had two very unusual features: the level0_Tools files, and some scripts for levels that were never released. It also uses the Windows versions of the familiar level scripts. This confirms that the files that were made available to the localization team predated the final preparation for the Mac gold master, which [[History of Mac Oni|came after]] the Windows gold master and included [[Windows Oni vs. Mac Oni|some changes]] to the engine and the level scripts.
The game app itself is unremarkable; its version number is 1.1, just like the English Mac build of Oni, and access to Developer Mode and many BSL functions have been removed as in the English Mac builds of Oni. In fact, the app's creation date is 3/13/01, well after Oni's American release, which indicates that the app was produced after localization had occurred.


The '''level0_Tools files''' (found in GameDataFolder in the usual .dat/.raw/.sep formats) contain resources used during development. The application cannot actually use these tools in-game (in fact, the startup log explicitly records that Oni skips "tool files" such as this one), but the function of the tool files was determined from examining their resources. If you're curious, you can download level0_Tools [http://geyser.oni2.net/edition/plugins/level0_Tools.zip here]. [[OniSplit]] can be used to extract the data into individual resources. level0_Tools contains:
However, the game data had two very unusual features: the level0_Tools files, and some scripts for levels that were never released. It also uses the Windows versions of the familiar level scripts (the Mac scripts have a [[Windows Oni vs. Mac Oni|few small differences]]). This might mean that the Oni files were made available to the localization team between the Windows gold master in November 2000 and the [[History of Mac Oni|Mac gold master]] in December 2000; at least the code for the game app was supplied after the Windows gold master, since [[separate file]]s are present. However, this does not explain why there are files from earlier in Oni's development bundled with the game.
:*distinct furniture models ([[OFGA|OFGAs]]) (which are now "baked into" the environment of Oni's levels, as generic [[AKEV]] quads that are merely flagged as furniture)
:*[[WMDD]]s that were used by Bungie West to visually edit [[OBJC|OBJCs]] and other [[BINA]] resources while in-game
:*textures that were used for debugging, or for other more obscure purposes (the most notable such texture is [[:Image:TXMPPOSTER3.png|Hapékat]], a mask-less rendition of [[:Image:TXMPPOSTER1.png|this little guy]] not found in-game, and now the depiction of our wiki's mascot)


The WMDDs were reconstructed, and "screenshots" have been placed on the [[OBD]] pages of resource types that these windows allowed the developers to edit. A complete collection of the images in one place is found [http://ssg.oni2.net/subfold/bluebox/images/ here]. The labels on the elements in these windows were helpful in reverse-engineering the BINA formats.
The '''level0_Tools files''' (found in GameDataFolder in the usual .dat/.raw/.sep formats) contain resources used during development. The Oni application will not actually load these files (in fact, the startup log explicitly shows that Oni skips "tool files"), but the function of the files was determined from examining their resources. If you're curious, you can download level0_Tools [http://geyser.oni2.net/edition/plugins/level0_Tools.zip here]. [[OniSplit]] can be used to extract the data into individual resources. level0_Tools contains:
:*Distinct furniture models ([[OFGA|OFGAs]]). These are now "baked into" the environment of Oni's levels as generic [[AKEV]] quads that are merely flagged as furniture.
:*[[WMDD]]s that were used by the in-game visual editor, AKA Tool mode. This mode is not available in retail builds of Oni, but Bungie West used it to edit [[OBJC|OBJCs]] and other [[BINA]] resources while in-game. The German localizers seem to have translated some of the Tool mode GUI into German along with everything else, not understanding that the files were superfluous.
:*Textures that were used for debugging, or for other obsolete purposes. The most notable texture is [[:Image:TXMPPOSTER3.png|this mask-less rendition]] of the [[:Image:TXMPPOSTER1.png|Hapémask cat]] who appears in Chapter 2. Logically called "Hapékat", he is now our wiki's mascot.


Secondly, German Mac Oni contains a number of folders within the IGMD folder which are not present in retail Oni either because (a) they provided the logic for levels that were used for testing during development, (b) they represent levels that were later merged into other levels, or (c) they represent actual content that was cut from Oni in development. In total there are 10 folders not present in a retail Oni installation: '''Airport_II''', '''BGI''', '''aop''', '''cap''', '''CZ''', '''CZ_II''', '''pit''', '''ats''', and '''SR'''. The missing levels these scripts referred to, and what the scripts reveal about them, are discussed on the [[Pre-beta content#Cut levels|Pre-beta content]] page. The '''[[IGMD/global|global]]''' folder is also present in IGMD/.
The WMDDs were visually reconstructed, and these images have been placed on the [[OBD]] pages of any resource types that had editor window(s) devoted to them. A complete collection of the images in one place is found [http://ssg.oni2.net/subfold/bluebox/images/ here]. The labels on the elements in these windows were helpful in reverse-engineering the BINA formats.
 
Secondly, German Mac Oni contains a number of '''extra level scripts''' within the [[IGMD]] folder which are not present in retail Oni, either because (a) they provided the logic for test levels used by the developers, (b) they represent content that was later merged into another level, or (c) they represent actual cut content. In total there are 10 folders not present in a retail Oni installation: '''Airport_II''', '''BGI''', '''aop''', '''cap''', '''CZ''', '''CZ_II''', '''[[IGMD/global|global]]''' (empty), '''pit''', '''ats''', and '''SR'''. The missing levels that 9 of these folders refer to, and what the scripts reveal about them, are discussed on the [[Pre-beta content#Cut levels|Pre-beta content]] page.


[[Category:Oni history]]
[[Category:Oni history]]