OBD:ONGS: Difference between revisions

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{{OBD_File_Header | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=Global | align=center}}
{{OBD_File_Header | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=General | align=center}}




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{{Table}}
{{Table}}
{{OBD_Table_Header}}
{{OBDth}}
|- ALIGN=CENTER VALIGN=TOP
{{OBDtr| 0x000 | res_id  |FF0000| 01 00 00 00 | 0                | 00000-game_settings.ONGS }}
{{OBDtr| 0x000 | res_id  |FF0000| 01 00 00 00 | 0                | 00000-game_settings.ONGS }}
{{OBDtr| 0x004 | lev_id  |FFFF00| 01 00 00 00 | 0                | level 0 }}
{{OBDtr| 0x004 | file_id |FFFF00| 01 00 00 00 | 0                | level0_Final.dat }}
{{OBDtr| 0x008 | float  |FFC8C8| 00 00 00 40 | 2.000000        | max overhealth factor }}
{{OBDtr| 0x008 | float  |FFC8C8| 00 00 00 40 | 2.000000        | max overhealth factor }}
{{OBDtr| 0x00C | float  |FFC8C8| 00 00 80 3E | 0.250000        | normal hypo strength }}
{{OBDtr| 0x00C | float  |FFC8C8| 00 00 80 3E | 0.250000        | normal hypo strength }}
Line 18: Line 17:
{{OBDtr| 0x014 | float  |FFC8C8| 00 00 C0 3F | 1.500000        | overhealth min damage factor }}
{{OBDtr| 0x014 | float  |FFC8C8| 00 00 C0 3F | 1.500000        | overhealth min damage factor }}
{{OBDtr| 0x018 | float  |FFC8C8| 33 33 13 40 | 2.300000        | overhealth max damage factor }}
{{OBDtr| 0x018 | float  |FFC8C8| 33 33 13 40 | 2.300000        | overhealth max damage factor }}
{{OBDtr| 0x01C | int32  |FFFFC8| 04 00 00 00 | 4                | 4 entries follow }}
{{OBDtr| 0x01C | int32  |FFFFC8| 04 00 00 00 | 4                | number of used key health values for health bar color }}
{{OBDtr| 0x020 | float  |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent health }}
{{OBDtr| 0x020 | float  |C8FFC8| 00 00 00 00 | 0.000000        | 0 percent of full health }}
{{OBDtr| 0x024 | float  |C8FFC8| C2 F5 28 3F | 0.660000        | 66 percent health }}
{{OBDtr| 0x024 | float  |C8FFC8| C2 F5 28 3F | 0.660000        | 66 percent of full health }}
{{OBDtr| 0x028 | float  |C8FFC8| 47 E1 7A 3F | 0.980000        | 98 percent health }}
{{OBDtr| 0x028 | float  |C8FFC8| 47 E1 7A 3F | 0.980000        | 98 percent of full health }}
{{OBDtr| 0x02C | float  |C8FFC8| 00 00 80 3F | 1.000000        | 100 percent health }}
{{OBDtr| 0x02C | float  |C8FFC8| 00 00 80 3F | 1.000000        | 100 percent of full health }}
{{OBDtr| 0x030 | char[48]|C8FFFF| AD DE      | dead            | unused }}
{{OBDtr| 0x030 | char[48]|C8FFFF| AD DE      | dead            | unused; space for 12 more health values}}
{{OBDtr| 0x060 | float   |FFC8FF| 00 00 FF FF | 0, 0, 255; 255  | colour (blue, green, red) and transparency if the character has a health of 0 percent }}
{{OBDtr| 0x060 | color   |FFC8FF| 00 00 FF FF | 0, 0, 255; 255  | health color at 0 percent of full health (red) (see details below) }}
{{OBDtr| 0x064 | float   |FFC8FF| 00 FF FF FF | 0, 255, 255; 255 | colour (blue, green, red) and transparency if the character has a health of 66 percent }}
{{OBDtr| 0x064 | color   |FFC8FF| 00 FF FF FF | 0, 255, 255; 255 | health color at 66 percent of full health (yellow) }}
{{OBDtr| 0x068 | float   |FFC8FF| 2B A1 13 FF | 43, 161, 19; 255 | colour (blue, green, red) and transparency if the character has a health of 98 percent }}
{{OBDtr| 0x068 | color   |FFC8FF| 2B A1 13 FF | 43, 161, 19; 255 | health color at 98 percent of full health (greenish) }}
{{OBDtr| 0x06C | float   |FFC8FF| 00 FF 00 FF | 0, 255, 0; 255  | colour (blue, green, red) and transparency if the character has a health of 100 percent }}
{{OBDtr| 0x06C | color   |FFC8FF| 00 FF 00 FF | 0, 255, 0; 255  | health color at 100 percent of full health (green) }}
{{OBDtr| 0x070 | char[48]|FFC800| AD DE      | dead            | unused }}
{{OBDtr| 0x070 | color  |FFC800| AD DE      | dead            | unused; space for 12 more health bar colors }}
{{OBDtrBK}}
{{OBDtrBK|Names of the meshes used for powerup items (first entry shown, six used, room for seven)}}
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo                  | 3D model name (reference to 01449-powerup_ammo.[[OBD:M3GM|M3GM]]) }}
{{OBDtr2|0x0A0 |char[128]|C800C8| powerup_ammo                  | name of the 3D model of the red ammo clip (reference to 01449-powerup_ammo.[[OBD:M3GM|M3GM]]) }}
|}
|}
;Health colors
:The colors are specified in the order BGRA. These are not only used for the health bar in the HUD but also hit flashes when striking enemies and for any particle that uses the "special tint" flag (e.g. Barabas' regeneration particles). The actual color used in these circumstances will be an interpolation between the specified key values, so for instance at 33% health you should expect to see a color halfway between 0%'s pure red and 66%'s pure yellow (i.e. orange).
;Order of the powerup types
:Ballistic ammo, energy ammo, hypo, shield, invisibility, LSI




----
[[Image:ongs_m1.gif]]
[[Image:ongs_m1.gif]]


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{{OBD_Table_Header}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
{{OBDtrBK}}
{{OBDtrBK|Names of the "glow" textures displayed for powerups lying on the ground (first entry shown, six used, room for seven}}
{{OBDtr2| 0x420 |char[128]|C87C64| glowtex_ammo                 | name of the texture which surrounds the 3D model above in some distance (reference to 01448-glowtex_ammo.[[OBD:TXMP|TXMP]]) }}
{{OBDtr2| 0x420 |char[128]|C87C64| glowtex_ammo | name of the glow texture for red ammo clips (reference to 01448-glowtex_ammo.[[OBD:TXMP|TXMP]]) }}
|}
|}




----
[[Image:ongs_m2.gif]]
[[Image:ongs_m2.gif]]


Line 51: Line 57:
{{OBD_Table_Header}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
{{OBDtr| 0x7A0 | float32 |B0C3D4| 00 00 A0 40 | 5.000000 |unknown red ammo clip min; it seems that this complete part belongs to the inventory parts above; (note for me: empty blocks above maybe space for the canceled nci powerup) }}
{{OBDtr| 0x7A0 | float32 |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow x size }}
{{OBDtr| 0x7A4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | unknown red ammo clip max }}
{{OBDtr| 0x7A4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | red ammo glow y size }}
{{OBDtr| 0x7A8 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | unknown green energy cell min }}
{{OBDtr| 0x7A8 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | green energy cell glow x size }}
{{OBDtr| 0x7AC | float  |B0C3D4| 00 00 A0 40 | 5.000000 | unknown green energy cell max }}
{{OBDtr| 0x7AC | float  |B0C3D4| 00 00 A0 40 | 5.000000 | green energy cell glow y size }}
{{OBDtr| 0x7B0 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | unknown hypo min }}
{{OBDtr| 0x7B0 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | hypo glow x size }}
{{OBDtr| 0x7B4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | unknown hypo max }}
{{OBDtr| 0x7B4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | hypo glow y size }}
{{OBDtr| 0x7B8 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | unknown force shield min }}
{{OBDtr| 0x7B8 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | force shield glow x size }}
{{OBDtr| 0x7BC | float  |B0C3D4| 00 00 A0 40 | 5.000000 | unknown force shield max }}
{{OBDtr| 0x7BC | float  |B0C3D4| 00 00 A0 40 | 5.000000 | force shield glow y size }}
{{OBDtr| 0x7C0 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | unknown phase cloak min }}
{{OBDtr| 0x7C0 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | phase cloak glow x size }}
{{OBDtr| 0x7C4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | unknown phase cloak max }}
{{OBDtr| 0x7C4 | float  |B0C3D4| 00 00 A0 40 | 5.000000 | phase cloak glow y size  }}
{{OBDtr| 0x7C8 | float  |B0C3D4| 00 00 C0 40 | 6.000000 | unknown lsi min }}
{{OBDtr| 0x7C8 | float  |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow x size }}
{{OBDtr| 0x7CC | float  |B0C3D4| 00 00 C0 40 | 6.000000 | unknown lsi max }}
{{OBDtr| 0x7CC | float  |B0C3D4| 00 00 C0 40 | 6.000000 | lsi glow y size }}
{{OBDtr| 0x7D0 | char[8] |E7CEA5| AD DE      | dead    | unused; maybe unknown min and max for nci? }}
{{OBDtr| 0x7D0 | char[8] |E7CEA5| AD DE      | dead    | ignored; space for the glow size of a [[seven]]th type of powerup }}
{{OBDtrBK}}
{{OBDtrBK|23 links to sounds of various gameplay events }}
{{OBDtr2|0x7D8 | char[32]|FFDDDD| ...                    | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }}
{{OBDtr2|0x7D8 | char[32]|FFDDDD| ...                    | sound name; unused; (reference to an [[OBD:OSBD|OSBD]] file) }}
|}
|}
;Glow size
:In local coordinates, because the orientation of a ''dropped'' powerup can be anything.
;Event impulse sounds
:0. (unused) - some missing door sound
:1. door_fail
:2. door_lock
:3. (unused) - door_unlock
:4. use_hypo
:5. (unused)
:6. inventory_fail
:7. receive_ammo
:8. receive_cell
:9. receive_hypo
:10. receive_lsi
:11. compass
:12. objective_new
:13. objective_prompt
:14. objective_complete
:15. autosave
:16. (unused)
:17. (unused)
;Event ambient sounds
:18. health_low
:19. health_over
:20. shield
:21. invis
:22. (unused)




----
[[Image:ongs_m3.gif]]
[[Image:ongs_m3.gif]]


Line 75: Line 109:
{{OBD_Table_Header}}
{{OBD_Table_Header}}
|- ALIGN=CENTER VALIGN=TOP
|- ALIGN=CENTER VALIGN=TOP
{{OBDtr| 0xAB8 | float  |64AAAA| 33 33 33 3F | 0.700000 | unknown (note: to all unknown fields below: I've tested it with all teams <nowiki>==></nowiki> no effect; changes maybe some ranges like visible, pursuit, etc.?) }}
{{OBDtrBK| the following 9 factors affect the notice, block and dodge specified in the [[OBD:BINA/OBJC/MELE|melee]] profile }}
{{OBDtr| 0xABC | float  |64AAAA| 00 00 80 3F | 1.000000 | unknown }}
{{OBDtr| 0xAB8 | float  |64AAAA| 33 33 33 3F | 0.700000 | notice factor if you play on easy }}
{{OBDtr| 0xAC0 | float  |64AAAA| 33 33 B3 3F | 1.400000 | unknown }}
{{OBDtr| 0xABC | float  |64AAAA| 00 00 80 3F | 1.000000 | notice factor if you play on normal }}
{{OBDtr| 0xAC4 | float  |64AAAA| 9A 99 19 3F | 0.600000 | block chance factor if you play on easy }}
{{OBDtr| 0xAC0 | float  |64AAAA| 33 33 B3 3F | 1.400000 | notice factor if you play on hard }}
{{OBDtr| 0xAC8 | float  |64AAAA| 00 00 80 3F | 1.000000 | block chance factor if you play on normal }}
{{OBDtr| 0xAC4 | float  |64AAAA| 9A 99 19 3F | 0.600000 | enemy block chance factor if you play on easy }}
{{OBDtr| 0xACC | float  |64AAAA| 66 66 A6 3F | 1.300000 | block chance factor if you play on hard }}
{{OBDtr| 0xAC8 | float  |64AAAA| 00 00 80 3F | 1.000000 | enemy block chance factor if you play on normal }}
{{OBDtr| 0xAD0 | float  |64AAAA| CD CC 4C 3F | 0.800000 | unknown }}
{{OBDtr| 0xACC | float  |64AAAA| 66 66 A6 3F | 1.300000 | enemy block chance factor if you play on hard }}
{{OBDtr| 0xAD4 | float  |64AAAA| 00 00 80 3F | 1.000000 | unknown }}
{{OBDtr| 0xAD0 | float  |64AAAA| CD CC 4C 3F | 0.800000 | dodge factor if you play on easy }}
{{OBDtr| 0xAD8 | float  |64AAAA| 00 00 C0 3F | 1.500000 | unknown }}
{{OBDtr| 0xAD4 | float  |64AAAA| 00 00 80 3F | 1.000000 | dodge factor if you play on normal }}
{{OBDtr| 0xAD8 | float  |64AAAA| 00 00 C0 3F | 1.500000 | dodge factor if you play on hard }}
{{OBDtr| 0xADC | float  |64AAAA| 9A 99 99 3F | 1.200000 | weapon accuracy factor if you play on easy }}
{{OBDtr| 0xADC | float  |64AAAA| 9A 99 99 3F | 1.200000 | weapon accuracy factor if you play on easy }}
{{OBDtr| 0xAE0 | float  |64AAAA| 00 00 80 3F | 1.000000 | weapon accuracy factor if you play on normal }}
{{OBDtr| 0xAE0 | float  |64AAAA| 00 00 80 3F | 1.000000 | weapon accuracy factor if you play on normal }}
Line 100: Line 135:
{{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo        | raw file anchor for the text message (it belongs to the  [[OBD:SUBT|SUBT]] file) }}
{{OBDtr2|0x024 | char[32]|00C864| autoprompt_hypo        | raw file anchor for the text message (it belongs to the  [[OBD:SUBT|SUBT]] file) }}
|}
|}
;Prompts
:hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character).


{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings | family=General}}


{{OBD_File_Footer | type=ONGS | prev=ONFA | next=ONIA | name=Oni Game Settings}}
{{OBD}}

Latest revision as of 21:41, 9 December 2023

ONI BINARY DATA
ONFA << Other file types >> ONIA
ONGS : Oni Game Settings
switch to XML:ONGS page
Overview @ Oni Stuff
OBD.png


The first pic shows the first part of this file. The second pic the second part, the third pic the third part and the last pic the fourth part of it.


Ongs a.gif


Offset Type Raw Hex Value Description
0x000 res_id 01 00 00 00 0 00000-game_settings.ONGS
0x004 file_id 01 00 00 00 0 level0_Final.dat
0x008 float 00 00 00 40 2.000000 max overhealth factor
0x00C float 00 00 80 3E 0.250000 normal hypo strength
0x010 float 00 00 80 3F 1.000000 overhealth hypo strength
0x014 float 00 00 C0 3F 1.500000 overhealth min damage factor
0x018 float 33 33 13 40 2.300000 overhealth max damage factor
0x01C int32 04 00 00 00 4 number of used key health values for health bar color
0x020 float 00 00 00 00 0.000000 0 percent of full health
0x024 float C2 F5 28 3F 0.660000 66 percent of full health
0x028 float 47 E1 7A 3F 0.980000 98 percent of full health
0x02C float 00 00 80 3F 1.000000 100 percent of full health
0x030 char[48] AD DE dead unused; space for 12 more health values
0x060 color 00 00 FF FF 0, 0, 255; 255 health color at 0 percent of full health (red) (see details below)
0x064 color 00 FF FF FF 0, 255, 255; 255 health color at 66 percent of full health (yellow)
0x068 color 2B A1 13 FF 43, 161, 19; 255 health color at 98 percent of full health (greenish)
0x06C color 00 FF 00 FF 0, 255, 0; 255 health color at 100 percent of full health (green)
0x070 color AD DE dead unused; space for 12 more health bar colors
Names of the meshes used for powerup items (first entry shown, six used, room for seven)
0x0A0 char[128] powerup_ammo name of the 3D model of the red ammo clip (reference to 01449-powerup_ammo.M3GM)
Health colors
The colors are specified in the order BGRA. These are not only used for the health bar in the HUD but also hit flashes when striking enemies and for any particle that uses the "special tint" flag (e.g. Barabas' regeneration particles). The actual color used in these circumstances will be an interpolation between the specified key values, so for instance at 33% health you should expect to see a color halfway between 0%'s pure red and 66%'s pure yellow (i.e. orange).
Order of the powerup types
Ballistic ammo, energy ammo, hypo, shield, invisibility, LSI



Ongs m1.gif


Offset Type Raw Hex Value Description
Names of the "glow" textures displayed for powerups lying on the ground (first entry shown, six used, room for seven
0x420 char[128] glowtex_ammo name of the glow texture for red ammo clips (reference to 01448-glowtex_ammo.TXMP)



Ongs m2.gif


Offset Type Raw Hex Value Description
0x7A0 float32 00 00 A0 40 5.000000 red ammo glow x size
0x7A4 float 00 00 A0 40 5.000000 red ammo glow y size
0x7A8 float 00 00 A0 40 5.000000 green energy cell glow x size
0x7AC float 00 00 A0 40 5.000000 green energy cell glow y size
0x7B0 float 00 00 A0 40 5.000000 hypo glow x size
0x7B4 float 00 00 A0 40 5.000000 hypo glow y size
0x7B8 float 00 00 A0 40 5.000000 force shield glow x size
0x7BC float 00 00 A0 40 5.000000 force shield glow y size
0x7C0 float 00 00 A0 40 5.000000 phase cloak glow x size
0x7C4 float 00 00 A0 40 5.000000 phase cloak glow y size
0x7C8 float 00 00 C0 40 6.000000 lsi glow x size
0x7CC float 00 00 C0 40 6.000000 lsi glow y size
0x7D0 char[8] AD DE dead ignored; space for the glow size of a seventh type of powerup
23 links to sounds of various gameplay events
0x7D8 char[32] ... sound name; unused; (reference to an OSBD file)
Glow size
In local coordinates, because the orientation of a dropped powerup can be anything.
Event impulse sounds
0. (unused) - some missing door sound
1. door_fail
2. door_lock
3. (unused) - door_unlock
4. use_hypo
5. (unused)
6. inventory_fail
7. receive_ammo
8. receive_cell
9. receive_hypo
10. receive_lsi
11. compass
12. objective_new
13. objective_prompt
14. objective_complete
15. autosave
16. (unused)
17. (unused)
Event ambient sounds
18. health_low
19. health_over
20. shield
21. invis
22. (unused)



Ongs m3.gif


Offset Type Raw Hex Value Description
the following 9 factors affect the notice, block and dodge specified in the melee profile
0xAB8 float 33 33 33 3F 0.700000 notice factor if you play on easy
0xABC float 00 00 80 3F 1.000000 notice factor if you play on normal
0xAC0 float 33 33 B3 3F 1.400000 notice factor if you play on hard
0xAC4 float 9A 99 19 3F 0.600000 enemy block chance factor if you play on easy
0xAC8 float 00 00 80 3F 1.000000 enemy block chance factor if you play on normal
0xACC float 66 66 A6 3F 1.300000 enemy block chance factor if you play on hard
0xAD0 float CD CC 4C 3F 0.800000 dodge factor if you play on easy
0xAD4 float 00 00 80 3F 1.000000 dodge factor if you play on normal
0xAD8 float 00 00 C0 3F 1.500000 dodge factor if you play on hard
0xADC float 9A 99 99 3F 1.200000 weapon accuracy factor if you play on easy
0xAE0 float 00 00 80 3F 1.000000 weapon accuracy factor if you play on normal
0xAE4 float 9A 99 19 3F 0.600000 weapon accuracy factor if you play on hard
0xAE8 float 00 00 80 3F 1.000000 enemy health factor if you play on easy
0xAEC float 00 00 80 3F 1.000000 enemy health factor if you play on normal
0xAF0 float 00 00 A0 3F 1.250000 enemy health factor if you play on hard
0xAF4 float 66 66 A6 3F 1.300000 player health factor if you play on easy
0xAF8 float 00 00 80 3F 1.000000 player health factor if you play on normal
0xAFC float 00 00 80 3F 1.000000 player health factor if you play on hard
0xB00 int32 10 00 00 00 16 array size
First element (black outline)
0x000 char[32] hypo space for notes
0x020 int16 01 00 1 first level with autoprompting
0x022 int16 02 00 2 last level with autoprompting
0x024 char[32] autoprompt_hypo raw file anchor for the text message (it belongs to the SUBT file)
Prompts
hypo, cell, ammo, invis, shield, lsi (5 different prompts), weapon, useconsole, usealarm, usedoor, usehypo, nci (talk to character).
ONI BINARY DATA
ONFA << Other file types >> ONIA
ONGS : Oni Game Settings
General file