IGMD is a subfolder of GameDataFolder, where the level logic is defined, chapter by chapter. If the contents of this folder are missing or corrupt, nothing interesting will ever happen :-)
If you think your folder has been corrupted, download a .zip file of the unmodified files for your platform: Windows, Mac.
Notes on this folder
- The scripts in the subfolders of IGMD are plain-text files with the .bsl extension, written in BFW Scripting Language. See BSL for more information.
- The level folder names are case-insensitive for Oni, so you can rename "EnvWarehouse" to "eNvwArEhOuSe" and you'll still be able to play Chapter 1.
- The Mac and Windows scripts are almost identical, but there are minor differences in tctf_ii_cutscene.bsl and tctf2.bsl for the boss battle of Chapter 13, depicted HERE.
Legend
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= needed to run Oni; = unneeded files
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- PS2 directory listing
(each of the directories includes an INDEX.DIR file that links the indices to the actual filenames and extensions)
Corresponding chapter or level
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File/folder names (indexed and actual)
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level0_Final
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"13" = global/ (no .bsl files)
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CHAPTER 00 . COMBAT TRAINING CHAPTER 01 . TRIAL RUN
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"1" = warehouse_anim_scripts.bsl "2" = warehouse_cutscene "3" = warehouse_level_scripts.bsl "4" = warehouse_main.bsl "5" = warehouse_particles.bsl "6" = warehouse_train2.bsl "7" = warehouse_training_scripts.bsl
- "2" = warehouse_anim_scripts.bsl
- "3" = warehouse_cutscene
- "4" = warehouse_level_scripts.bsl
- "5" = warehouse_main.bsl
- "6" = warehouse_particles.bsl
- "7" = warehouse_train2.bsl
- "8" = warehouse_training_scripts.bsl
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CHAPTER 02 . ENGINES OF EVIL
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- "1" = manplant_anim_scripts.bsl
- "2" = manplant_cutscene
- "3" = manplant_level_logic.bsl
- "4" = manplant_main.bsl
- "5" = particle_scripts.bsl
"1" = manplant_anim_scripts.bsl "2" = manplant_cutscene "3" = manplant_level_logic.bsl "4" = manplant_main.bsl "5" = particle_scripts.bsl
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CHAPTER 03 . PUZZLE PIECES
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- "1" = lab_cutscene.bsl
- "2" = lab_level_logic
- "3" = lab_main.bsl
- "4" = particle_scripts.bsl
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CHAPTER 04 . TIGER BY THE TAIL
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- "1" = airport1_level_logic.bsl
- "2" = airport_cutscene.bsl
- "3" = airport_main.bsl
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level5_Final ("Airport Part Deux")
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- "1" = airportii_cutscene.bsl
- "2" = airportii_main.bsl
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CHAPTER 05 . HOT PURSUIT
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- "1" = airport2_cutscene.bsl
- "2" = airport2_level_logic.bsl
- "3" = airport2_main.bsl
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CHAPTER 06 . COUNTERATTACK
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- "1" = particle_scripts.bsl
- "2" = tctf_cutscene.bsl
- "3" = tctf_door_lock_lights.bsl
- "4" = tctf_main.bsl
- "5" = tctf_objectives.bsl
- "6" = tctf_spawn_syndicate.bsl
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CHAPTER 07 . A FRIEND IN NEED
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- "1" = particle_scripts.bsl
- "2" = power_cutscene.bsl
- "3" = power_main.bsl
- "4" = power_objectives.bsl
- "5" = power_spawn.bsl
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CHAPTER 08 . AN INNOCENT LIFE
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- "1" = particle_scripts.bsl
- "2" = power2_spawn.bsl
- "3" = powerII_cutscene.bsl
- "4" = power_II_main.bsl
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CHAPTER 09 . TRUTH AND CONSEQUENCES
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- "1" = state_cutscene.bsl
- "2" = state_level_logic.bsl
- "3" = state_main.bsl
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CHAPTER 10 . CAT AND MOUSE
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- "1" = particle_scripts.bsl
- "2" = roof.bsl
- "3" = roof_cutscene.bsl
- "4" = roof_main.bsl
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CHAPTER 11 . DREAM DIVER
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- "1" = dream_lab_cutscene.bsl
- "2" = dream_lab_logic.bsl
- "3" = dream_lab_main.bsl
- "4" = particle_scripts.bsl
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CHAPTER 12 . SINS OF THE FATHER
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- "1" = neuro_cutscene.bsl
- "2" = neuro_level_logic.bsl
- "3" = neuro_main.bsl
- "4" = particle_scripts.bsl
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level16_Final ("BGI HQ")
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- "1" = bgi_cutscene.bsl
- "2" = bgi_main.bsl
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CHAPTER 13 . PHOENIX RISING
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- "1" = tctf2.bsl
- "2" = tctf_ii_cutscene.bsl
- "3" = tctf_ii_main.bsl
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CHAPTER 14 . DAWN OF THE CHRYSALIS
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- "1" = compound.bsl
- "2" = compound_cutscene.bsl
- "3" = compound_main.bsl
- "4" = particle_scripts.bsl
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level30_Final ("The Arena of Pain")
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level31_Final ("Crossing Zone")
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level32_Final ("Pit")
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level33_Final ("Crossing Zone Too")
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level34_Final ("Capture")
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level55_Final ("AlexTestSite")
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- "1" = ats_main.bsl
- "2" = ninja_teleport.bsl
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level71_Final ("FiringRange")
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- The IGMD structure of the PS2 version closely resembles that of the "Big Blue Box" German Mac version, in that it contains vestigial script folders. These do not correspond to chapters: the corresponding level#_Final.* files are missing and the script folders are never looked up by the engine (see HERE for an overview of the cut levels). It also contains an empty "global" folder (unused by vanilla Oni) which is intended as a location for globally visible scripts (i.e., variables and functions that can be accessed from every level).
- The script folders for the first two levels, EnvWarehouse and manplant contain a "test" subfolder, which are in fact backup folders with unmodified scripts. The scripts in the main folder for each level are typically modified as compared to the PC/Mac version, although those modifications are minor (to be documented later).