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*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. | *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 [[PC vs Mac#Level_logic|HERE]]. | *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]]. | ||
*The | *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. | ||
*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]]). | *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]]). | ||
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