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6665edbcab422Xkilljoy98

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6665edbcab4a1
voodoo47
Yeah I tried using that but it still didn't work when I tried it

6665edbcab6b3voodoo47

6665edbcab710
maybe just take the enhanced logs mod and try to edit the strings inside the res (deleting those which do not need to be modified)?

and a suggestion for the future - I'm guessing it will be easier to edit the audio clips that refer to Shodan as male to "it", rather than "she". but that's still a long way down the road, probably.

also, doesn't work how? crashing, or not getting loaded?


//ok here you go, extremely basic conversion of the string part of your mod, using the enhanced logs .as file. works as far as I can tell, but of course, still overrides the enhanced logs mod completely.
[shedan.7z expired]
« Last Edit: 24. September 2022, 15:20:40 by voodoo47 »

6665edbcab9e1Xkilljoy98

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6665edbcaba3b
voodoo47
Maybe, not a bad place to start, I would still like a version with the base logs as well.

Also the editor needs an archive so would I just make the mod and not use the archive?
Yeah audio I would like to edit too but IDK how to do that yet

Sometimes it crashes and sometimes it just doesn't show the changes

And I will have to check and see your file to see what it changed

6665edbcabb1evoodoo47

6665edbcabb73
you can do both, should be trivial once you know how. anyway, see the attach in my previous post.

not sure what do you mean, my understanding is you need to take a res file, load it, and edit the contents. in this scenario, I would start by taking the (enhanced logs) res, opening it, removing all the strings that do not need to be modified, and changing those that should be. save the new res, done?

6665edbcabdc0Xkilljoy98

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6665edbcabe1c
voodoo47
Well the way I did it was edit the logs in the editor (which needs an archive).

6665edbcabee0voodoo47

6665edbcabf31
the well of my knowledge is completely dry now.

6665edbcac1dddertseha

6665edbcac22f
Please clarify: "the editor needs an archive so would I just make the mod and not use the archive"
Do you mean the editor needs the archive to function?
Yes and no. You could edit a mod without loading the entire resource base as static resources (the "archive" file from the base game), however it would be little tricky to know which string to change or keep.

I don't know your procedure that you used.
If I had to do it, I'd load the base resources as static, then go through the texts one-by-one and override those I'd need to change. This way a cybstrng.res in the mod folder is created that only contains the overrides.
If instead you start with copying the original cybstrng.res, then you'd have to remove everything you didn't want to override.

6665edbcac4d3voodoo47

6665edbcac528
This way a cybstrng.res in the mod folder is created that only contains the overrides.
this. thank you.

6665edbcac7e0Xkilljoy98

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6665edbcac83d
dertseha
The editor won't save without an archive, and if none exists it will create one, so could I ignore the archive it makes and just use the cybrstring?

6665edbcacbe2dertseha

6665edbcacc39
The editor won't save without an archive, and if none exists it will create one, so could I ignore the archive it makes and just use the cybrstring?
I am not entire sure we are talking about the same thing, so I need to clarify.
What do you mean with "archive"? Which particular file and procedure are you referring to?

With archive I previously was assuming you meant the entire standard resource-archive (200+MB) that NDS created which contains all the resource files. This would be loaded as the "static" resources in the editor.
The mod then would be an empty folder, which, whenever you edit/override something, will be extended by the respective file upong saving. In case of strings, it would create an almost empty .res file with only the modified text in it.

When you mean "the editor won't save without an archive" - do you perhaps mean that
1 you loaded the standard resources as static files
2 you changed something and
3 nothing was saved
?
If so, then the mod folder in the project settings need to be specified - typically an empty folder to begin with.

See also the documentation here ( https://github.com/inkyblackness/hacked/wiki/Project ) as well as my recommended project folder layout here ( https://github.com/inkyblackness/hacked/wiki/RecommendedProjectLayout )

6665edbcacd19Xkilljoy98

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6665edbcacd6d
The top one is an example of what I mean when I say archive

6665edbcaceaadertseha

6665edbcacf07
Now I got you, thank you. I didn't think of the archive.dat file in this context.
The archive.dat file contains the level structure and its content. If you modify only the texts, this archive.dat will not change - hence, the editor doesn't save it.
And this is also the main difference between a fan-mission and a mod: A mod doesn't provide an archive.dat .

6665edbcacfc7voodoo47

6665edbcad015
to be precise, if you are just replacing/modifying original levels, you are still a mod. a fan mission means completely new level(s), characters etc.

6665edbcad227Xkilljoy98

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6665edbcad27e
voodoo47
Ok, might have to try it again then

6665edbcad34aXkilljoy98

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6665edbcad398
So I did some updates and I got the base version working however I tried to make a proper logs version for whatever reason it crashes the game when loaded even though the original doesn't.
[Cut Content and SHEDAN.zip expired]

6665edbcad460voodoo47

6665edbcad4ad
yes, "Resource 086C is not loaded". tried to delete all res files in the mod but the strings, but no difference.

the base version works. also, are the included mfd, objart and texture res files necessary, I wonder? btw, are the texts stored in multiple files inside the cybstrng.res, or just one?

6665edbcad707Xkilljoy98

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6665edbcad76a
voodoo47
Yeah and the mod.as is the same aside from discription so idk the reason.

The only thing I changed from the original proper logs is changed cybrstrng_proper to just cybrstrng.

Also, IDK if they are needed but I include the files that get updated, and they were among them so thought I'd better be safe than sorry.

6665edbcadffevoodoo47

6665edbcae053
lets wait and see what dertseha can tell us about the error.

6665edbcae228dertseha

6665edbcae276
Yes.. that error. I've seen it before, yet... I have no memory of the solution.
I'll have to double-check. I believe it was something about properly setting up the resource files in the .as file. Whereby "properly" means some weird constellation.

6665edbcae4d5Xkilljoy98

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6665edbcae52c
dertseha
Ok if you think of anything let me know, in the meantime I will upload this version with a (WIP) warning for that version

6665edbcae72cvoodoo47

6665edbcae78c
maybe don't upload stuff you know doesn't work.

also, went through the enhanced logs, and there are only 3 logs that directly refer to Shodan as male, so doing the audio really shouldn't be that difficult.
12
Okay, I think Morris' scrambler is working - it'll take SHODAN a while before he cuts us off. Listen, when you reach the center of the bridge, look for the primary cyberjack. You can't take SHODAN down anywhere but cyberspace. Those computers are so shielded, to destroy them you'd have to blow the whole bridge. Now, once you're in cybersp-. --.- -.. ... - -

18 (listed twice for some reason, also as 27)
We underestimated SHODAN. He's re... I mean it's reprogrammed regeneration rooms all over the station into cyborg conversion chambers. Anyone going in to get healed comes out as a cyborg. I've disconnected the medical CPUs from SHODAN's main data bank, so we can reset them to their normal healing functions without SHODAN noticing. I'm on my way now to reset the one on the hospital level.

120
SHODAN's got complete control of the system. We can't override him, he's keeping the codes from us. If we could just shut down the CPUs on levels one through six then we could... yeah, that would do it. The question is: how do we do it? We can't send strike teams to disable the CPUs on those six floors, we can't even defend ourselves. Richie out.
18/27 can be fixed simply by snipping the first part of the sentence, 12 should be doable by stitching shield and he together, so the only real challenge is going to be 120 (snipping out the offending part would work if nothing else is workable).

6665edbcaea8bXkilljoy98

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6665edbcaeadb
voodoo47
Well only part of it doesn't work

There are more than just 3 logs that do that in the game.

Enhanced logs?, wdym?

6665edbcaebe5voodoo47

6665edbcaec30
the Enhanced Logs mod, which makes the texts consistent with the audio (the name is a bit misleading, should really be Proper Texts or similar). the most popular SS1 mod afaik, as a lot of people find the inconsistency really jarring.

I wouldn't even consider working with the vanilla texts.
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