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ef

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Everything posted by ef

  1. But it says on the spidweb site: Win 95 or later. So whatever is missing, it can't be due to your windows version.
  2. Quote: In other words, Palhatis had time to make an entire covert setup for someone else to come along and push a couple of buttons and clean up all of the waste, but there was so little time before the school closed that cleaning up the waste would delay the closing of the school and therefore anger the Empire. This doesn't make sense. It didn't make sense to me either, when I played the scenario. Nor did I understand, why speaking up should make Palhatis an enemy, so dangerous that he had to be murdered. And the stone that opened the school, why was it hidden in the vicinity as well as the instructions on how to operate the lower level. Palhatis couldn't have done it. He was dead by then. The only context that brought these puzzling pieces together was for me to imagine that Vinnia never intended to stop the basement activities. Quickfire would have destroyed all, so yes, she'd want to avoid that. And whoever suggested it would endanger her plans and herself. If she thought of secretly returning after a while, then it all made sense. But maybe her own end was closer than she anticipated. In the visitors' section is a throne room. When you sit down on that throne, a spirit appears, and I well remember its first sentence: 'I was Vinnia.'.
  3. Did you try compatibility mode?
  4. A clan reaction is what you understand it to be: a member of a group tuning into an argument to defend and support other members of the same group. But 'uninteresting clan reaction' does not mean that he is not interested in your opinions. It just means that he sees Kyna's post more as a 'clan reaction' than as an individual opinion.
  5. Switching between scenarios can be smooth and easy, if the designers agree to name their sound folder 'sound' and ask to place it, say, within the data folder. The individual sound files should just have numbers: 151, 152, etc. A player who wants to listen to custom sounds would have to create a couple of empty files within the .exe-directory, using a program like reshack, which is freeware. That program also creates the links. Once that is done, the only further effort required is copying the scenario's sound folder into the data folder. You'll have to delete it when you finish the game and replace it with your next scenario's sound folder and so on. File 151 can then be a banging door in scenario 1, the sound of rain in scenario 2, a short tune in scenario 3, etc.
  6. I don't have BoA, I'm on a PC, but I checked all other games. The sound files are always part of the .exe-directory. What I tried out with various games is adding files to the already existing ones. Let's say Jeff's files cover numbers 1 - 150. I then added 151, 152 etc. I linked those new (empty) files to my corresponding sound files, which I saved in a different folder and a different directory someplace else on my harddesk. Then ran sound tests from within the .exe-directory to see if the sounds would be played. It worked. That's why I think that it should be relatively easy to add custom sounds to a scenario. You can save them in a sound folder that comes with the scenario and link them to the .exe. If you remove the folder, all that remains are a couple of empty files within the .exe-directory. Jeff's own files are not touched or altered in any way.
  7. You won't have to take the original ones out, just add your own new ones to the already existing number of files. Jeff Vogel's own files will not have to be touched or altered in any way. Creating .wav-files: a sound you record is a .wav-file usually (on PCs, that is). Or from MP3s, using an encode-decode program.
  8. Quote: a scenario feature that doesn't work for PCs is useless. But it does work. I did it. If you use the above link and read on, you'll see how. I thought at first that a program might be useful that added custom sound files, when a scenario is started, and deleted them, when it is finished. But that's not really necessary. A folder with custom sounds that come with the scenario will work just fine.
  9. That varies a bit from game to game. In Geneforge 2 this is the .exe: Geneforge2.exe (the .exe is the directory) + Icon + Dialog + String Table + Icon Group + 100 (wav files) Then there's the data folder, containing graphics, .dat files, scripts and save files. I'm on a PC, so I don't know the BoA particulars.
  10. It's alright. The Resource Hunter shows you either the tree structure, like this: or alternatively the icon/cursor/wav files etc, like for instance: 100-1 100-2 etc. It's a better program than the Reshack, but not free, I downloaded a trialversion. So I have to find out what this '1003' refers to *sigh*. edit: did find out. The socalled resource language, refered to by number 1003 is simply the language used, english in this case. Oh dear. I don't think it is important, if the wav files are shown in subfolders or not, as refering to them by their numbers works.
  11. This is how it looks: The sounds seem to be wav-files. At least that's what the program says and their bytesize confirms. The wav-file I added worked, while MP3s did not.
  12. The reshack program has shown me how to do that, and not only change, but add sound files. But that is just for me individually. If scenarios could come with custom sound files and play them as naturally as they show custom graphics (and without the player having to adjust the settings), that would be great. Imagine cutscenes, where motion and sound are perfectly timed and matched.
  13. Geneforge2.exe for example looks like this: Geneforge2.exe (the .exe is the directory) + Icon + Dialog + String Table + Icon Group + 100 Now you open some folders: Geneforge2.exe - Icon ----1 -----* 1033 + Dialog - String Table ----19 -----* 1033 ---+20 (etc) + Icon Group - 100 ---+1 ----2 -----* 1033 ---+3 (etc) and so on A custom sound file that comes with the scenario should work when you add the appropriate subfolder numbers to the '100'-folder, each subfolder then containing the '* 1033' key. You cannot play the sounds without that key, I tried it. What I am looking for is a program that adds these new subfolders to the .exe when the scenario is started and deletes them when the player leaves the scenario. Is something like this possible?
  14. Sorry, I'm not used to do this kind of thing in english. I'll try again. Yes, the same directory. resource language: I borrowed that word from the program I used to open the sound files, as I've absolutely no idea what the correct english expression might be. All subfolders in the directory are identified by their numbers (1 - whatever). When you open a subfolder you see an icon, followed by the number '1033'; cursor files, icon files, sound files, they look alike - same icon, same number; a numerical key shared by all the files in that directory.
  15. I don't know how it will be in BoA, but if the previous game structure is habitually kept, the .exe will contain a folder named '100'. Inside that folder are subfolders, numbered 1 - whatever, each holding one soundfile and the resource language number '1033'. That is completely different from what you describe as the Mac structure. The pc_heard_sound seems to do the same as play_sound, as far as I can see.
  16. Easily accessible sound files would be a new feature for Windows users. So far, they've always been stored within the .exe. It is possible to add sound files to the .exe, not just replace them. get_sdf, pc_heard_sound and play_sound are the calls used in the Geneforge scripts, and as the Geneforge scripts look much like Avernumscript I assume it is the same in BoA?
  17. Quote: If there's enough interest, I could write one. I'd be grateful and happy, if such a program existed.
  18. That reshack is a nice program, thanks. Easy to use.
  19. You can't run DOS on Win 2000. Away from that there shouldn't be any problems.
  20. It's an older game, so you may confront a compatibility problem. Microsoft offers compatibility patches for games, just check their site. Also read this: Compatibility mode
  21. I've never heard of this before. Yes, you could consider downloading it again, but I remember your troubles with the download. You seem to confront a lot of problems with this particular game, how about buying the CD-version?
  22. He has an online, not an offline problem, if I understand him right. Though just in case, did you check your registry: HKEY_LOCAL_MACHINE SOFTWARE Microsoft Windows Current Version Run What did you find?
  23. More messy than wonderful, as numbers 5007, 5083, 853, 902 and 905 are nonexistant files. Sorry about that. So here: 1010 ; 1512 ; 1516 ; 1543 ; 1545 ; 1560 ; 1587 ; 1590 ; 1592 ; 1594 ; 1595 ; 1605 ; 1801 ; 1803 ; 1805 ; 1806 ; 1807 ; 1808 ; 1809 ; 1814 ; 1815 ; 1823 ; 5076 ; 760 ; 763 ; 764 ; 766 ; 768 ; 770 ; 771 ; 772
  24. I checked, I knew I'd made a mistake somewhere. I have them in my folder. But you lost quite a few. You had no virus or trojan? If you want, I'll upload your missing files, so you can get them back. Though if it was my comp, I'd probably check it thoroughly. A bit too many for just a small glitch.
  25. Hope I got them all: 1000 - 1025; 1400 - 1402; 1500 - 1579; 1581 - 1622; 1649 - 1673; 1700 - 1704; 1800 - 1823; 2000; 3001; 3003; 3004; 4900; 4901; 5000 - 5027; 5035 - 5042; 5050; 5051; 5058 - 5065; 5070 - 5092; 700; 7000; 701 - 773; 800 - 809; 811 - 816; 840 - 842; 850 - 854; 901 - 906
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