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{{TOCfloat}} During [[Oni|Oni's]] development, multiplayer gameplay was an expected feature among eager Bungie fans, especially since it was present in Bungie's previous titles [[Myth]] and [[Marathon]]. Although multiplayer was in fact a [[Pre-beta features|pre-beta feature]] of Oni, it was removed before release. Since then, there have been multiple attempts by fans to add this functionality into the game.
{{Clearall}}
==Original multiplayer==
==Original multiplayer==
[[Image:Oni MP at MacWorld NY 1999 3.jpg|thumb|250px|right|Kevin Armstrong, Oni's networking programmer, is seated at the computer in the background (MacWorld NY '99)]]
[[Image:Filming of Oni MP at Macworld SF 2000 1.jpg|thumb|right]]
Perhaps the biggest blow to Oni's reception was that there was no multiplayer option. Combined with complaints about the AI, players wanted to be able to play against other humans, but this option, although developed internally at Bungie West, was not included in the release due to the claimed constraints of network latency. The public viewed this as another sign of the game's incompletion, comparing Oni to FPS titles with multiplayer such as Unreal and Quake, and failing to recognize that melee combat over the Internet was nearly impossible at that time (and still is; [http://wolfire.com/overgrowth Overgrowth] a.k.a. Lugaru 2 promises LAN support only; a notable exception seems to be [[State of Emergency]], a melee-oriented game that apparently had reasonably fluid online multiplayer).
[[Image:Filming of Oni MP at Macworld SF 2000 2.jpg|thumb|right]]
When Oni was first being shown publicly, multiplayer (MP) was promised, at least over LAN. Some words from the Oni staff on multiplayer (back when it was in development) can be found in interviews with [http://oni.bungie.org/special/part1/kevin.html Kevin Armstrong] (networking programmer) and [http://oni.bungie.org/special/part2/steve.html Steve Abeyta] (3D animator), as well as with Brent Pease himself (see video link below). Eventually, in May of 2000, [http://carnage.bungie.org/oniforum/oni.forum.pl?read=3185 it was announced] that there would be no multiplayer feature in Oni due to issues with latency (though the decision [http://carnage.bungie.org/oniforum/oni.forum.pl?read=10354 may have been made] as early as December 1999).


It is not clear why Bungie did not at least include LAN play functionality, since it was being used in their office for netgames and can be seen in use about 30 minutes into this [http://hl.udogs.net/files/Gaming/Bungie%20Related%20Movies/MWSF%202000/Bungie%20TV/MWSF%202000/bTV_day2_big.mov Bungie video] broadcast from the San Francisco [[wikipedia:Macworld_Conference_%26_Expo|Macworld Expo]] on January 6, 2000 (you can see the 2-minute sequence on its own [http://iritscen.oni2.net/movies/Steve%20demoes%20netplay.mov HERE]; these 2 minutes are the only in-game Oni footage in all of the Bungie TV broadcasts). Visitors to Bungie's booth at the New York City MacWorld Expo of July 1999 and the San Francisco Macworld Expo of January 2000 were even able to play Oni LAN games (pictured at right). However, it is possible that multiplayer suffered from more than latency, and that, without more time to develop this mode of gameplay, the developers decided to cut it rather than frustrate players with an incomplete netplay feature.
The lack of multiplayer in the final product may have been the biggest blow to Oni's reception. Combined with complaints about the AI, players wanted to be able to play against other humans. The public viewed this as another sign of the game's incompletion, comparing Oni to FPS titles with multiplayer such as Unreal and Quake, and failing to recognize that melee combat over the Internet was nearly impossible at that time (a notable exception from Oni's time period seems to be [[State of Emergency]], a melee-oriented game that apparently had reasonably fluid online multiplayer).


Some words from the Oni staff on multiplayer (back when it was in development) can be found in the interviews with [http://oni.bungie.org/special/part1/kevin.html Kevin Armstrong] (networking programmer) and [http://oni.bungie.org/special/part2/steve.html Steve Abeyta] (3D animator, mentions "Oni Soccer" and kickable furniture).
Some questioned why Bungie did not at least include LAN play functionality, since visitors to Bungie's booths were able to play LAN games at the [[wikipedia:Electronic_Entertainment_Expo|E3]] of May 1999 in Los Angeles, the New York City [[wikipedia:Macworld_Conference_%26_Expo|Macworld Expo]] of July 1999 and the San Francisco Macworld Expo of January 2000. However, multiplayer seems to have had latency issues even on LAN; Hardy LeBel [http://web.archive.org/web/20010816164220/http://www.insidemacgames.com/features/00/lebel/ stated], "The biggest factor in the decision to remove multiplayer support was the technological hurdle. We had been playing Oni over our office LAN and consistently experienced serious problems synching up the characters in multiplayer battles." Additionally, without more time to develop content for MP mode, the developers did not want to frustrate players with an incomplete netplay feature.
 
For a period of time, starting from the announcement that MP had been cut (on day 3 of E3, [http://carnage.bungie.org/oniforum/oni.forum.pl?read=3216 May 13, 2000]), until some months after Oni's release, it was hoped that an update to Oni would add in multiplayer. However, as Bungie no longer owned the code, it would have fallen on Take-Two to perform this work. Whether due to the difficulty of learning and building on Bungie's code, or lack of financial motivation, no patches were made to Oni.
 
'''Firsthand fan accounts of MP.''' The first four are negative even about the promise of decent LAN performance, and the fifth post is more optimistic.
*http://carnage.bungie.org/oniforum/oni.forum.pl?read=12725
*http://carnage.bungie.org/oniforum/oni.forum.pl?read=12790
*http://carnage.bungie.org/oniforum/oni.forum.pl?read=10199
*http://carnage.bungie.org/oniforum/oni.forum.pl?read=10207
*http://carnage.bungie.org/oniforum/oni.forum.pl?read=3226
 
'''Video evidence:'''
*[https://www.youtube.com/watch?v=3vKJAZZWIxI E3, May 1999]. GameSpot's brief coverage of Oni at E3 shows more MP gameplay; though brief, this is the clearest footage. Are there 9 players in that game!?
*[https://www.youtube.com/watch?v=iiBE8N1auuo Macworld NY, July 1999]. In a one-minute interview, Project Lead Brent Pease talks about Oni, and some footage of attendees playing MP is shown.
*[https://www.youtube.com/watch?v=Z3u76geVaio Macworld NY, July 1999]. MacObserver shows several seconds of gameplay from the show floor.
*[https://www.youtube.com/watch?v=HOmKXhZJ3b8 Macworld SF, Jan. 6, 2000]. In this excerpt from the Day 2 broadcast of BungieTV, Oni's animator, Steve Abeyta, works with one other player (Jim Ruiz) to give us the longest look at MP.
*Multiplayer at E3, May 2000: [https://www.youtube.com/watch?v=yFQNu-r4TOc], [https://www.youtube.com/watch?v=Sc8crcxjfgM], [https://www.youtube.com/watch?v=8Wp3xqAD4xw]
 
<gallery caption="Photo evidence: Macworld NY, July 1999" mode="packed">
Image:Oni MP at MacWorld NY 1999 1.jpg
Image:Oni MP at MacWorld NY 1999 2.jpg
Image:Oni MP at MacWorld NY 1999 3.jpg
Image:Oni MP at MacWorld NY 1999 4.jpg
</gallery>
 
<gallery caption="Photo evidence: Macworld SF, Jan. 2000" mode="packed">
Image:Oni MP at Macworld SF 2000 1.jpg
Image:Oni MP at Macworld SF 2000 2.jpg
Image:Oni MP at Macworld SF 2000 3.jpg
Image:Oni MP at Macworld SF 2000 4.jpg
Image:Oni MP at Macworld SF 2000 5.jpg
</gallery>


==Fake multiplayer==
==Fake multiplayer==
[[Image:OTA Mountain Compound.jpg|thumb|250px|right|In Oni Team Arena, you fight on one side of a large AI-driven battle.]]
[[Image:OTA Mountain Compound.jpg|thumb|250px|right|In Oni Team Arena, you fight on one side of a large AI-driven battle.]]
Oni Team Arena. Developed by [[User:geyser|geyser]], after an "Unreal Tournament" attempt by [[User:Script_10k|Script10k]], with help from [[User:Your_Mom|Your_Mom]] and [[User:EdT|EdT]]. Emulates multiplayer-like gameplay with respawning bots, meant to experiment with advanced modding, multiplayer-oriented or not (e.g., AI or collision upgrades). Project page [[AE:OTA|HERE]]. Currently more or less maintained by [[User:Gumby|Gumby]], but don't hold your breath (ADD, scope creep, whatever). In fall 2008, the Mac engine was brought on par with the PC engine, with [[BSL]] functions such as [[chr_focus]] and [[chr_location]], which opened the way for a platform-independent and fully featured version of OTA.
[[AE:OTA|Oni Team Arena]] was developed by [[User:geyser|geyser]], after an "Unreal Tournament" attempt by [[User:Script_10k|Script10k]], with help from [[User:Your_Mom|Your_Mom]] and [[User:EdT|EdT]]. It used respawning AIs to emulate multiplayer-like gameplay and experiment with advanced modding, multiplayer-oriented or not (e.g., AI or collision upgrades). The mod was initially Windows-only, but once the Mac game application's BSL capabilities were brought up to par with Windows Oni, it was possible to make a fully featured version of OTA available for Macs too.


Apart from gameplay videos such as [http://www.youtube.com/watch?v=rV1j0q63KFg THIS] one, a remarkable scene (''heartwarming and disturbing at the same time... --[[User:Geyser|geyser]]'') is that of [http://www.youtube.com/watch?v=x5SgCZpY-wo Russian kids playing Oni Team Arena] and enjoying themselves tremendously.
Apart from gameplay videos such as [http://www.youtube.com/watch?v=rV1j0q63KFg THIS] one, a remarkable scene (''heartwarming and disturbing at the same time... --geyser'') is that of [http://www.youtube.com/watch?v=x5SgCZpY-wo Russian kids playing Oni Team Arena] and enjoying themselves tremendously.
{{Clearall}}
==Fan-made multiplayer==
There have been multiple efforts to add multiplayer back into Oni by injecting code that synchronizes relevant elements of the game world between computers.


==Fan-made multiplayer==
[http://oniplayer.oni2.net/ OniPlayer] was a project coordinated by typhen and involving [[User:Admin|Alloc]], Kumo, neonew, and [[User_talk:Ssg|ssg]]. Up till the departure of typhen in 2005, the project remained in the memory-hacking phase, with limited applications of this knowledge being made by Alloc's [[ONI-Trainer|OniTrainer]], typhen's [[OniFly]], and neonew's [http://neonew.oni2.net/ OniHook], which could replicate character animation states over a network.
[[Image:Flatline preview 1 screencap.jpg|thumb|250px|right|A character controlled by the copy of Oni running on the right executes a move which is seen in the copy of Oni on the left.]]
Multiplayer was cut at pre-beta and so wasn't available even to the beta testers. No source code has leaked into the community to this day, pre-beta or otherwise. Even so, there have been efforts to reverse-engineer Oni's runtime to a point of synchronizing relevant structures of the game's state between computers.


OniPlayer was a project coordinated by typhen and involving [[User:Alloc|Alloc]], [[User:Kumo|Kumo]], and [[User:ssg|ssg]]. Up to the departure of typhen, the project remained in the address-finding phase, with applications limited to Alloc's OniTrainer and typhen's OniFly (the Trainer allowed the user to set or freeze most of the known variables on demand, whereas OniFly performed elaborate freezing on character positions based on their aiming vector). Later, [http://neonew.oni2.net neonew] put the knowledge to use with OniHook, actually tracking and patching a character's animations as if synchronizing action over a network.
The next attempt at incorporating MP into Oni was the [[Flatline]] project, started in 2008, with its last release in 2011, and made possible by the [[Daodan DLL]]. Development progressed up to the point where Internet gameplay was smooth in low-latency conditions, though gunplay was not yet supported. [http://www.youtube.com/watch?v=GMeWr11QVjU This video] was made with the last Flatline build before development ceased.


Current knowledge of Oni's game-state and character-state structures is very nearly sufficient for multiplayer. Implementations can combine memory watching and patching, and can also be driven to some extent by Oni's own events, hooked for the purpose. Current developments include the [[AE:Flatline|Flatline]] experiment (an external patcher) and the [[Daodan DLL]].
The most recent attempt at injecting MP into Oni is the [[Zukai]] project, begun in 2012, with its first release in 2015, though it is currently only available for macOS, with a Windows version to follow when gameplay is no longer in a rough alpha state.  


Some multiplayer-related features are actually present in Oni, such as "combat stats" (frag and damage counters) for every character. These combat stats are not yet accessible from [[BSL]] and so are not put to use in OTA; another problem is that dying AI lose their [[MELE]] profile, so that bots can't keep fighting after they've been fragged. An experimental fix for the latter exists, but it hasn't been implemented in a public release of the Daodan DLL as of yet.
<gallery mode="packed" widths=250px heights=250px>
Image:OniHook.jpg|Around 2005, neonew figured out how to send animation data over a network. A movie is available [http://neonew.oni2.net/oniHook%20-%20throwingTest.rar here].
Image:Flatline preview 1 screencap.jpg|An early Flatline proof of concept video from 2009 demonstrates animation synchronization.
Image:Zukai test screencap.jpg|An Internet test match of Zukai in 2015.
</gallery>


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

Revision as of 21:37, 17 December 2020

During Oni's development, multiplayer gameplay was an expected feature among eager Bungie fans, especially since it was present in Bungie's previous titles Myth and Marathon. Although multiplayer was in fact a pre-beta feature of Oni, it was removed before release. Since then, there have been multiple attempts by fans to add this functionality into the game.


Original multiplayer

Filming of Oni MP at Macworld SF 2000 1.jpg
Filming of Oni MP at Macworld SF 2000 2.jpg

When Oni was first being shown publicly, multiplayer (MP) was promised, at least over LAN. Some words from the Oni staff on multiplayer (back when it was in development) can be found in interviews with Kevin Armstrong (networking programmer) and Steve Abeyta (3D animator), as well as with Brent Pease himself (see video link below). Eventually, in May of 2000, it was announced that there would be no multiplayer feature in Oni due to issues with latency (though the decision may have been made as early as December 1999).

The lack of multiplayer in the final product may have been the biggest blow to Oni's reception. Combined with complaints about the AI, players wanted to be able to play against other humans. The public viewed this as another sign of the game's incompletion, comparing Oni to FPS titles with multiplayer such as Unreal and Quake, and failing to recognize that melee combat over the Internet was nearly impossible at that time (a notable exception from Oni's time period seems to be State of Emergency, a melee-oriented game that apparently had reasonably fluid online multiplayer).

Some questioned why Bungie did not at least include LAN play functionality, since visitors to Bungie's booths were able to play LAN games at the E3 of May 1999 in Los Angeles, the New York City Macworld Expo of July 1999 and the San Francisco Macworld Expo of January 2000. However, multiplayer seems to have had latency issues even on LAN; Hardy LeBel stated, "The biggest factor in the decision to remove multiplayer support was the technological hurdle. We had been playing Oni over our office LAN and consistently experienced serious problems synching up the characters in multiplayer battles." Additionally, without more time to develop content for MP mode, the developers did not want to frustrate players with an incomplete netplay feature.

For a period of time, starting from the announcement that MP had been cut (on day 3 of E3, May 13, 2000), until some months after Oni's release, it was hoped that an update to Oni would add in multiplayer. However, as Bungie no longer owned the code, it would have fallen on Take-Two to perform this work. Whether due to the difficulty of learning and building on Bungie's code, or lack of financial motivation, no patches were made to Oni.

Firsthand fan accounts of MP. The first four are negative even about the promise of decent LAN performance, and the fifth post is more optimistic.

Video evidence:

  • E3, May 1999. GameSpot's brief coverage of Oni at E3 shows more MP gameplay; though brief, this is the clearest footage. Are there 9 players in that game!?
  • Macworld NY, July 1999. In a one-minute interview, Project Lead Brent Pease talks about Oni, and some footage of attendees playing MP is shown.
  • Macworld NY, July 1999. MacObserver shows several seconds of gameplay from the show floor.
  • Macworld SF, Jan. 6, 2000. In this excerpt from the Day 2 broadcast of BungieTV, Oni's animator, Steve Abeyta, works with one other player (Jim Ruiz) to give us the longest look at MP.
  • Multiplayer at E3, May 2000: [1], [2], [3]

Fake multiplayer

In Oni Team Arena, you fight on one side of a large AI-driven battle.

Oni Team Arena was developed by geyser, after an "Unreal Tournament" attempt by Script10k, with help from Your_Mom and EdT. It used respawning AIs to emulate multiplayer-like gameplay and experiment with advanced modding, multiplayer-oriented or not (e.g., AI or collision upgrades). The mod was initially Windows-only, but once the Mac game application's BSL capabilities were brought up to par with Windows Oni, it was possible to make a fully featured version of OTA available for Macs too.

Apart from gameplay videos such as THIS one, a remarkable scene (heartwarming and disturbing at the same time... --geyser) is that of Russian kids playing Oni Team Arena and enjoying themselves tremendously.

Fan-made multiplayer

There have been multiple efforts to add multiplayer back into Oni by injecting code that synchronizes relevant elements of the game world between computers.

OniPlayer was a project coordinated by typhen and involving Alloc, Kumo, neonew, and ssg. Up till the departure of typhen in 2005, the project remained in the memory-hacking phase, with limited applications of this knowledge being made by Alloc's OniTrainer, typhen's OniFly, and neonew's OniHook, which could replicate character animation states over a network.

The next attempt at incorporating MP into Oni was the Flatline project, started in 2008, with its last release in 2011, and made possible by the Daodan DLL. Development progressed up to the point where Internet gameplay was smooth in low-latency conditions, though gunplay was not yet supported. This video was made with the last Flatline build before development ceased.

The most recent attempt at injecting MP into Oni is the Zukai project, begun in 2012, with its first release in 2015, though it is currently only available for macOS, with a Windows version to follow when gameplay is no longer in a rough alpha state.