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Alchemist

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  1. Alchemist

    Palettes

    Hmm. I've got some experience with palettes during my attepts to write a X-Com style DOS GUI for the abandoned batch multiplayer project. I can add that game uses so called BIOS formatted palette where all colour components are 6-bit length and this fact limits maximal value to 0x63. Old videocards had such a limit. But if you want to get an effective 8-bit component value, it should be calculated this way: actualColour = paletteColour<<2; In the terms of C language of course. Buffers, you mentioned, are most probably a palette specific indexes for the colour cycling. Lifts at the Alien base and ships make intensive use of this video effect. Palette register values are beeing changed instead of the pixel itself and we see neat wavy glow. This is an unapprooved guess which must bee checked. Other possibility is that these values define replaced portions of the master palette. Concerning detection of the partialy replaced palette portions at the battle screens like the one shown above, I believe the most simple way is a screen capture. It should be made on differnt screen of DOS X-Com via Game Wizard or similar DOS4G(W) aware utility. Palettes of the resulting pictures could be easily compared. I hope this will help you a little.
  2. Thank you very much. I have included the file into WE-combo-r2 and updated the link at the http://fire.prohosting.com/alcemicu page.
  3. Oops. Wrong file. Actually I need <...>\UFO Aftermath\Localization\launcher.vfs.
  4. Of course I do. I've got Russian launcher.vfs as well. It would be nice to get complete language resources.
  5. Just as I thout. Anyway, it looks like nobody except myself was able to download anything by links I've posted first. Noticed that too late.
  6. Looks like my free russian host is down... I've uploaded a copy of the plug-in to http://fire.prohosting.com/alcemicu. If anybody is still interested, grab it from there.
  7. Alrigth then. I come here from time to time, but usually don't have something important to say. Here goes vocepack guideline. First. Extract from gamedata.vfs all files matching criteria share\sound\wavs\exclamations\*.wav. Second. Make new blank VFS container an call it voices.vfs. Third. Add share directory we got at step one into this VFS. Fourth. Drop resulting 50-60Mb file into corresponding directory under plugins\locale. You can check the name needed using descript.ion file found there. Fivth. Apply plugn. Done. Custom fonts for specific localization could be added in the same way. VFS should be named fonts.vfs and the files inside of gamedata.vfs will be share\textures\fonts\*.tga and share\configs\fonts\*.txt. File request. If anybody own other then english version of the game, I'd like to recieve your launcher.vfs file. Plugin itself can handle it already but I don't have other launcher localizations.
  8. Muzzle power depends on barrel parameters as well (impermeability and inner diameter for example) so it is not so impossible. Note also that "damage" in UFO:AM is calculated as a totaly physics unaware integral charateristic which include own precision of the weapon. And this precision could be defferent enough.
  9. P.S. Owners of the official Russian v1.2a and any offical Spanish versions shouldn't bother donwloading this plugin. It will not work with StarForce protected localization encoded versions of the game. You should either get somewhere one of the English, French, German, Italian, Czech, Hungarian, Polish version or use some "unoffical" patch for your game. Contact me if you'll decide to get the last. I made one. :xmas: By the same reason Spanish localization resources are listed but not included in packages.
  10. Hello all. Long time not seen. I have finished (at a crawling speed ) new AlPine plugin which allows to switch between several localizations. Something similar to old X-Com's language selection. But in this case you can start gane with one language, continue with second and finish with some other. Plugin even can switch unit voice packs if any installed. Grab the plugin here: LocaleManager-r1.0.zip Inside of the ZIP resides ALP file which you actally need. Plugin is useless without locale resources. So get them here for ENG, FRA, GER and ITA: Locale-WE-combo-v1.3.zip Here for CZH, HUN and POL: Locale-EE-combo-v1.3.zip And here for RUS (partially fanmade still unfinished): Locale-RU-v1.3-r0.81.zip Warning! In some countries attempt to download or use theese resources, if you don't own the correspondinly localized game itself, could be considered copyright violation! Note also that links are not direct. If you use some download manager, first open link in the browser with enabled scripting and only there get proper link near words "Click here to dowload...". This dumb hosting is located somewhere in Russia and sometimes throws up 404 error.
  11. I had not stored patch scripts for v1.1 and v1.2 but have list of files to be changed. Here it goes, for v1.1a: share\textures\fonts\nakamura_8.tga strategic\models\intreface\ufopedia\bg_comment.txt strategic\models\intreface\ufopedia\comm_sel.txt strategic\models\intreface\ufopedia\sb_tree.txt strategic\configs\intreface\dialog\baselostdlgwnd.txt strategic\configs\intreface\dialog\developmentcompleteddlgwnd.txt strategic\configs\intreface\dialog\equipdlgwnd.txt strategic\configs\intreface\dialog\eventdlgwnd.txt strategic\configs\intreface\dialog\missionresolveddlgwnd.txt strategic\configs\intreface\dialog\newbasedlgwnd.txt strategic\configs\intreface\dialog\newmissiondlgwnd.txt strategic\configs\intreface\dialog\newresearchdlgwnd.txt strategic\configs\intreface\dialog\newresourcesdlgwnd.txt strategic\configs\intreface\dialog\newufodlgwnd.txt strategic\configs\intreface\dialog\raddlgwnd.txt strategic\configs\intreface\dialog\researchcompleteddlgwnd.txt strategic\configs\intreface\dialog\ufoengageddlgwnd.txt strategic\configs\intreface\equipment\newequipmentwnd - st.txt strategic\configs\intreface\geosphere\geospheremainwnd - st.txt strategic\configs\intreface\main\loadprogresswnd.txt tactical\configs\intreface\dialog\debriefing.txt tactical\configs\game\listofenemy.txt tactical\configs\game\listofmagazine.txt tactical\configs\game\listofweapon.txt tactical\configs\intreface\newmaintacticalwnd.txt And for v1.2: strategic\configs\interface\main\profile_st.txt strategic\models\interface\equipment\hintsmall.txt strategic\textures\interface\equipment\anim\help\help.anim strategic\textures\interface\equipment\anim\help\help_04.tga strategic\textures\interface\equipment\anim\help\help_05.tga tactical\configs\game\listofarmor.txt tactical\configs\game\listofcreature.txt tactical\configs\game\listofenemy.txt tactical\configs\game\listofmagazine.txt tactical\configs\game\listoftimes.txt tactical\configs\game\listofweapon.txt tactical\configs\interface\dialog\debriefing.txt tactical\configs\interface\equipment\newtactequipwnd.txt tactical\particles\special fx\area_smoke_1x1.pcfg tactical\particles\special fx_group\area_smoke_1x1.pgrp tactical\models\units\mutants\turnip.txt tactical\models\weapons\x_s-plzse_3d.txt tactical\textures\symbols\new\healthbary.tga tactical\textures\symbols\unselect.tga tactical\ublocks\tutorial\tutorial2.ublck All listings are correct for English version. Localized version of the game could have some more differencies, but them should not affect gameplay and are not very important to us.
  12. Patch v1.3 application script (english version): YGAMMA COMPRESS file1 "tactical/anims/rc4_unit_anim_pack.txt" "3dbb89c6663edc5cc23beb9e05762cfa" UPDATE COMPRESS file2 "tactical/configs/game/listofanim_hum.txt" "b9e43c223c46e54f5eebe0dc8540a023" UPDATE COMPRESS file3 "tactical/configs/game/listoftimes.txt" "b2b713f39761dee4efc33e31a77630d8" UPDATE COMPRESS file4 "tactical/configs/game/listofcreature.txt" "e877aede45a51775effe9dab95cf8bb5" UPDATE COMPRESS file5 "tactical/configs/game/listofweapon.txt" "2b2f412d772c999798fda070f42132a9" ADD file6 "share/sound/wavs/mutants/blare1.wav" ADD file7 "share/sound/wavs/mutants/blare2.wav" ADD file8 "share/sound/wavs/mutants/Crab-A.wav" ADD file9 "share/sound/wavs/mutants/Dog-A.wav" ADD file10 "share/sound/wavs/mutants/fish-A.wav" ADD file11 "share/sound/wavs/mutants/Fly-A.wav" ADD file12 "share/sound/wavs/mutants/growl.wav" ADD file13 "share/sound/wavs/mutants/growl2.wav" ADD file14 "share/sound/wavs/mutants/growl3.wav" ADD file15 "share/sound/wavs/mutants/growl4.wav" ADD file16 "share/sound/wavs/mutants/growl5.wav" ADD file17 "share/sound/wavs/mutants/growl6.wav" ADD file18 "share/sound/wavs/mutants/lamentation.wav" ADD file19 "share/sound/wavs/mutants/lamentation2.wav" ADD file20 "share/sound/wavs/mutants/Larva-A.wav" ADD file21 "share/sound/wavs/mutants/Rattle.wav" ADD file22 "share/sound/wavs/mutants/Rostya-A.wav" ADD file23 "share/sound/wavs/mutants/scream+growl.wav" ADD file24 "share/sound/wavs/mutants/scream.wav" ADD file25 "share/sound/wavs/mutants/scream2.wav" ADD file26 "share/sound/wavs/mutants/scream3.wav" ADD file27 "share/sound/wavs/mutants/scream4.wav" ADD file28 "share/sound/wavs/mutants/scream5-3x.wav" ADD file29 "share/sound/wavs/mutants/Smoke.wav" ADD file30 "share/sound/wavs/mutants/Swarm-A.wav" ADD file31 "share/sound/wavs/mutants/United.wav" UPDATE COMPRESS file32 "strategic\configs\interface\dialog\debugcreatemissionwnd.txt" "5acbbde062d93fbbc7c2e8c9556e3227" Only listed here files from gamedata.vfs are beeng changed. So it looks like EXE digging is still requied.
  13. Made a complete version much quicker then expected. Grab it here Geomarks(CraftColour)-1.0.zip. This version is compatible with Chinook mod by Boks and potentialy some other unreleased yet. But make sure that you have applied Chinook mod before Geomarks an note that in this case plugin applies very very slowly. I think last glitch happens because of eight changeline() calls.
  14. Thanks, Aralez. Looks like that dumb host corrupts downloads with unknown to it mime type. Try this link instead. ALP file is incapsulated in ZIP archive. Should work properly.
  15. If you have localized version 1.2a from 1C then it is a real problem. Because all localization data are packed into gamedata.vfs in an incompatible way. May be Fulby could add support for this version but, I think he will never get one to experiment.
  16. Alchemist

    Geomarks plugin

    I have tried Chinook mod by Boks and got an idea to make a plugin, which will automate setup of the custom colours for aircraft marks on the geosphere. Here you can get unfinished but functioning version Geomarks(CraftColour).zip. Plugin accepts as a parameter six digit decimal RGB definition, where each colour component can take a value from 00 to 99. It's easier to set desired tint this way, but 99 are not 255 at all,. May be it is better to implement nine digit value or decimal representation of hex codes. Try 749770 value for light green marks. And don't forget about zeroes.
  17. 2BlackAlmaz: I'd say accent is more hungarian then russian.
  18. Well, game itself already has a plenty amount of various firearms and ammuntion. May be it would be a nice idea to make several "generalized" weapons like old good X-Com did. "Realizm" in weaponry provided by Altar is not even funny. And also I miss sensor grenades much.
  19. Alchemist

    Vfsutil

    Alright. Then I'll add couple of features into VFSutil and this will be an option for FAR users or bath execution. Well, if I'll have enough time it would be better to implement all of these like an alternate console utility using VFSlib. Hmm... VFS.addon for Total Commander's MultiArc would be nice too.
  20. Check your registry for these keys and remove if need. Patches should install properly after such a clleanup. It's better to reinstall all of them. [HKEY_LOCAL_MACHINE\Software\ALTAR\UFOAftermath] "patch1_2"=hex:ff "patch1_1a"=hex:ff "patch1_3"=hex:ff [HKEY_LOCAL_MACHINE\Software\ALTAR interactive\UFO Aftermath\1.2] [HKEY_LOCAL_MACHINE\Software\ALTAR interactive\UFO Aftermath\1.3]
  21. Alchemist

    Vfsutil

    Well, may be I am just a console addict... If we shall use MultiArc, there is no need to write separate plugin for VFS support. But VFStool code should be altered to provide at least "l", "a" and "x" commands I've described. It's easier and gives more flexibility. Also following this way it's possible to support both FAR and TC.
  22. Why so? Do you have one of those improper localizations russians talk about?
  23. Alchemist

    Vfsutil

    Hi Sigget. I've heard before, that recent versions of Windows Commander (which is known as Total Commander now, because of Microsoft) can actualy use native FAR Manager's plugins but never tried to test it myself. I work with FAR for five years and found it's text mode interface most satisfactory. But I don't care much about drag-n-drop. Don't try get code I send to work. It will not run as expected without cp.exe, rm.exe, mkdirdj.exe and proper installation. Get functional package here: VFSutil-0.6.1.zip Now about new features I've added already. First of all, "list" command output can not be readen by MiltiArc directly. To satisfy it's standarts I had to replace 0x0B symbol, which delimits file size string, with '\n' sequence. Also added another one dup(79) '-' string before files/dirs totals as an end of list marker. Second. "Add" command usually acts almost the same way as "in", but it adds directory itself into VFS, not just whole contens of one. Also "add" can insert not only directories but individual files to. And the last feature of this command is that you can specify path inside of the VFS where you wish to insert file or directory. All of this is not such complicated as looks. In result you just select source(s) in the one panel of the the browser and destination in the other. Then you just need to perform standart copy operation. Command "move" is the same as "add" but it also removes source file or directory. It's a dangerous command. But I need it sometimes. Third. "x" stands for alternative "se" command. Basicaly it is "se" but as before directory itself is beeing extracted, not it's contens only. Fourth. "t" command is just sequencial call of "i" and "c". Not much here. General public, it seems, will not find this command interesting. Almost all of above involves silent copiing of the source files to the temporary directory tree, created by VFSutil, before appling VFStool command. So it inpacts perfomance greatly on large amounts of data. And plenty amount of a free disk space is needed to. What I have not done. Extracting without path names i.e. all files are extracted into one directory and no subdirectories are created. Sometimes it becomes very useful. File list processing. In our case VFStool (and VFSutil) can add or extract only one item (file or directory) per call. So MultiArc has to separate one operation into a sequence of calls. It is not very noticable when you add or exract few itmes but prdouces slowdowns in case of several dozens of individual items. I mean when you need to process some part of the directory contens but not all of it. I think it would be nice if VFStool could take list of the arguments instead of only one. Usualy archivers expext list file name after '@' symbol in the commandline. For axample, RAR could be called this way: rar a archive.rar file.dat, or that way: rar a archive.rar @list.txt. In the last case list.txt should contain full path to the file.dat That's all for now.
  24. Try to install OMEGA Catalyst instead of standart. This might help.
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