Divinity 2 Ego Draconis
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gold24




Posts: 926

PostPosted: Tue, 28th Jul 2009 11:06    Post subject:
wow such an awesome game i didn't expect this to be this good cant wait to play the english version
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xExtreme




Posts: 5811
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
PostPosted: Tue, 28th Jul 2009 11:38    Post subject:
mhm game stuck ? after you leave with the crew ( and that intro runs ) when it lands loading screen show up but it keeps loading ... ???
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proekaan
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Posts: 3650
Location: Finland
PostPosted: Tue, 28th Jul 2009 11:44    Post subject:
xExtreme wrote:
mhm game stuck ? after you leave with the crew ( and that intro runs ) when it lands loading screen show up but it keeps loading ... ???


Yup,we are all stuck at that point(like said before). Welcome to the search of an unpacker for the dv2 files. Very Happy


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JBeckman
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Posts: 34986
Location: Sweden
PostPosted: Tue, 28th Jul 2009 11:45    Post subject:
Actually, that's exactly what Epsilon encountered as well after my first report about being able to change the language.
(I could play but I should have tried more stuff before mentioning it, pretty critical issue to not be able to leave the starting area, kinda like a demo version, haha.)

You need to move the file "Dialogs.dv2" to another folder or rename the .dv2 extension however as those files are required by the game it'll bug out instead albeit you won't notice much until you try to leave the tutorial island, which is why I'm still testing stuff with a unpacker since all that's required is to move the files from the \Win32\German\ folder they are currently located in to the folder \Win32\English (Or French, Italian and some others, need to unpack the files to see what files are actually localized to what languages, that's the MainDataStreaming.dv2 file by the way.)

There's also files pointing to \Win32\Dialogue\ and for some reason there's two files of each, for example one "Tut_Rhode_Intro.dialog" and one "Tut_Rhode_IntroGerman.dialog" so I assume the first one is the default one and the second one is language specific, unsure what they actually do though.
(As I can't unpack the archive yet.)

EDIT: Proekaan posted as well. Smile
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xExtreme




Posts: 5811
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
PostPosted: Tue, 28th Jul 2009 11:57    Post subject:
oh Laughing btw wut program can i use to unpack the .bin files ( from image ) i deleted dialogs.dv2 Very Happy don't wanna reinstall the game again Surprised
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JBeckman
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Posts: 34986
Location: Sweden
PostPosted: Tue, 28th Jul 2009 12:05    Post subject:
I don't really know what format the installer uses but the best is to simply reinstaller over the old location and re-apply the 1.01 update. Smile
(Unfortunately the installer re-installs files even if they exist without verifying and then skipping existing ones.)
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xExtreme




Posts: 5811
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PostPosted: Tue, 28th Jul 2009 12:08    Post subject:
Well that's is Sad mhm i didn't applied 1.01 patch Embarassed
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JBeckman
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Posts: 34986
Location: Sweden
PostPosted: Tue, 28th Jul 2009 12:09    Post subject:
While not really required it does fix and improve several things with the game though a restart (New game that is.) is recommended after applying it based on a post by one of the developers in the German section of the official forums.
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xExtreme




Posts: 5811
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
PostPosted: Tue, 28th Jul 2009 12:25    Post subject:
I see, ty for that. Btw none saw the trailer from image ? Venetica looks like a nice RPG, couldn't find a topic here Very Happy ( About uninstalling, why not all publishers make them so fast Laughing i hate those from EA / Activision )
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lhzr




Posts: 3902
Location: RO
PostPosted: Tue, 28th Jul 2009 13:30    Post subject:
xExtreme wrote:
Btw none saw the trailer from image ? Venetica looks like a nice RPG, couldn't find a topic here Very Happy

venetica is from deck13. it doesn't need a topic, it needs to be cancelled.
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damador.




Posts: 711

PostPosted: Tue, 28th Jul 2009 14:07    Post subject:
http://forum.xentax.com/viewtopic.php?f=10&t=3608

i see some progress over the net Smile

btw - first though - did the divine divinity and beeyond divinity cem with any mod editior - maybe they use same method of packing ?


http://rapidshare.com/users/QJJCS5 - Empire Total War Patches
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mtj




Posts: 2315
Location: Austria / Finland
PostPosted: Tue, 28th Jul 2009 14:54    Post subject:
Meh... could not find this yesterday from the local Mediamarkt... Though they advertise it on their webpage. So I bought the witcher ee, but that's another story (you can read it from the witcher thread Smile, ended sadly)

Anyway, back to the game... as I now started thinking.... is this game heavily censored? as the game laws in Germany are from.... kindergarten. If so, then I'd actually just might skip the German release totally and wait for the English.


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JBeckman
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Posts: 34986
Location: Sweden
PostPosted: Tue, 28th Jul 2009 15:15    Post subject:
No censorship as far as I know, game isn't really heavy on blood and gore to begin with as I've seen in various trailers and screens and I doubt that'll change in the other localized versions.
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A-A




Posts: 3156
Location: New york
PostPosted: Tue, 28th Jul 2009 16:21    Post subject:
Anyone got the game to work through dtools lite and yasu yet?
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Tue, 28th Jul 2009 17:08    Post subject:
nope, doesnt work for me...


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Overlord123




Posts: 2335

PostPosted: Tue, 28th Jul 2009 20:07    Post subject:
Works for me, dt lite + latest yasu, Windows 7 RC x64.
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A-A




Posts: 3156
Location: New york
PostPosted: Tue, 28th Jul 2009 20:14    Post subject:
I'll give it a try , thanks Overlord
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daltonism




Posts: 5

PostPosted: Wed, 29th Jul 2009 02:20    Post subject:
I got it running under Windows XP with emulation, by following the instructions posted on a German forum.

Basically, you have to:

1) get a mini image of the MDF (ISO format; it's 22.5 MB - can't help you about WHERE to get it though).

2) You then have to burn the mini image with Alcohol (I guess any version is fine, I did it with the latest one, one of the german users employed an older version and it still did fine).

3) Then, mount the MDF in DT Lite, activate the RPMS emulation and then CLOSE DT Lite.

4) Click on the exe and play.

Now all we need is a working language hack.
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JBeckman
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Posts: 34986
Location: Sweden
PostPosted: Wed, 29th Jul 2009 05:08    Post subject:
Well the file format has proved to be a bit more complicated but I still have high hopes that it'll be extractable, actual solution to rename the containing folders in dialog.dv2 should work just fine once that is possible, however I'm uncertain on how much time it'll take to "crack" that format.

EDIT: Would also be nice if the savegames were language compatible some way, that way it would be really easy to enable the German language before exiting the tutorial area and then re-enable the English language when arriving and after the little cutscene has played out. (And whenever else something like that happens.)

I'll see what I can do about that, not a optimal solution but it might work out OK.
(Have a German save and a English save as it is right now, comparing them might fix this issue if I do it right.)
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Rabowke




Posts: 216

PostPosted: Wed, 29th Jul 2009 08:48    Post subject:
works fine when burned, i used my dvd+dl verbatims ( for 360 Wink )
rpms emulation on and daemon tools lite with rpms emulation on

the game ... not sooo great imo :>
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dead0k




Posts: 7

PostPosted: Wed, 29th Jul 2009 10:44    Post subject:
JBeckman wrote:
Well the file format has proved to be a bit more complicated...

Oh God.

Code:
struct Header
{
  DWORD   version;
  WORD    flags;
  DWORD   dataStart;
  DWORD   nameBufSize;
  BYTE    nameBuf [ nameBufferSize ]; // (sequence of null-terminated filenames
                                                             //  1-st string for 1-st file, 2-nd for 2-nd, etc.
  DWORD   nFiles;
 
  struct fileRecord
  {
    DWORD   offset;                              // (from dataStart)
    DWORD   packedSize;
    DWORD   unpackeSize;
  } pRecs [ nFiles ];
}

data is zlib compressed - no encryption, no block/cluster tricks, plain old zlib


extracting .dv2 isn't a problem, real problem is in parsing /Episode/.../ *.xml files, which contains dialog scripts (all languages in one file), since a registry trick is quite a bad thing, since we do not have english soundbanks and possibly some sorts of guids, init scripts and some other weird stuff as well.
so the only real choice imo is to leave german language, but replace most of german data with english one - it has more chances to work without glitches.
For all non-dialog text it is quite easy - it's stored in packed xml's in different folders for each language, so one might just replace "german" folder with "english" one (working good up to "go into tomb behind the church and kill couple of skeletons and ghost" quest - don't know is it after or before tutorial area).
But as i mentioned before, that trick wouldn't work for dialogs.

ps/
there is a simple way to get english dialogs, though it is simple in mind-working part only - line by line replacing through couple megabytes of text... meh Laughing
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JBeckman
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Posts: 34986
Location: Sweden
PostPosted: Wed, 29th Jul 2009 10:51    Post subject:
To me the XML file editing would be the alternate method, instead I would unpack the Dialog.dv2 file and change the folder of those sound banks from \Win32\German to \Win32\English.

The .Dialog files already exist albeit there's duplicates (One normal and one with German added to the end of the file name.) of some of them from what I can see.

EDIT: Read your post a bit better, seems this might not work as intended albeit your method involves the XML files whereas mine is for the .bnk files, unsure what is better though.

EDIT: In the worst case though it would take time replacing the text might also be possible, though that would be more of a last resort.
(Unsure how much text there is in the game, must be quite a log.)
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twobells
Banned



Posts: 2878
Location: England
PostPosted: Wed, 29th Jul 2009 12:15    Post subject:
dead0k wrote:
JBeckman wrote:
Well the file format has proved to be a bit more complicated...

Oh God.

Code:
struct Header
{
  DWORD   version;
  WORD    flags;
  DWORD   dataStart;
  DWORD   nameBufSize;
  BYTE    nameBuf [ nameBufferSize ]; // (sequence of null-terminated filenames
                                                             //  1-st string for 1-st file, 2-nd for 2-nd, etc.
  DWORD   nFiles;
 
  struct fileRecord
  {
    DWORD   offset;                              // (from dataStart)
    DWORD   packedSize;
    DWORD   unpackeSize;
  } pRecs [ nFiles ];
}

data is zlib compressed - no encryption, no block/cluster tricks, plain old zlib


extracting .dv2 isn't a problem, real problem is in parsing /Episode/.../ *.xml files, which contains dialog scripts (all languages in one file), since a registry trick is quite a bad thing, since we do not have english soundbanks and possibly some sorts of guids, init scripts and some other weird stuff as well.
so the only real choice imo is to leave german language, but replace most of german data with english one - it has more chances to work without glitches.
For all non-dialog text it is quite easy - it's stored in packed xml's in different folders for each language, so one might just replace "german" folder with "english" one (working good up to "go into tomb behind the church and kill couple of skeletons and ghost" quest - don't know is it after or before tutorial area).
But as i mentioned before, that trick wouldn't work for dialogs.

ps/
there is a simple way to get english dialogs, though it is simple in mind-working part only - line by line replacing through couple megabytes of text... meh Laughing



"extracting .dv2 isn't a problem, real problem is in parsing /Episode/.../ *.xml files, which contains dialog scripts (all languages in one file)"

Hmm, usually any language integrated into zlib can be identifed by a stringcode edited, REMOVED etc [ie: delete the German entries] at least that's what I thought but I may be wrong, wouldn't be the first time.........[sniff]

tb
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Surray




Posts: 5409
Location: Europe
PostPosted: Wed, 29th Jul 2009 12:29    Post subject:
it would be easier to learn german!


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A-A




Posts: 3156
Location: New york
PostPosted: Wed, 29th Jul 2009 12:39    Post subject:
Mounted the image , used Yasu latest version , used DTlite latest verison....

Worked fine No burning Smile
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bushwacka




Posts: 2990
Location: Vienna
PostPosted: Wed, 29th Jul 2009 14:09    Post subject:
A-A wrote:
Mounted the image , used Yasu latest version , used DTlite latest verison....

Worked fine No burning Smile

good to hear, but i suppose that only works on win7?
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vurt




Posts: 13833
Location: Sweden
PostPosted: Wed, 29th Jul 2009 14:17    Post subject:
Surray wrote:
it would be easier to learn german!


...or even easier, wait 1.5 month-something for a proper english release Wink
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dead0k




Posts: 7

PostPosted: Wed, 29th Jul 2009 14:22    Post subject:
JBeckman wrote:
To me the XML file editing would be the alternate method, instead I would unpack the Dialog.dv2 file and change the folder of those sound banks from \Win32\German to \Win32\English.

The .Dialog files already exist albeit there's duplicates (One normal and one with German added to the end of the file name.) of some of them from what I can see.

simple unpacking won't work - tried already, btw game doesn't like unpacked files, it could read some of them, but not all, so aside from unpacking and renaming you'll have to pack them back. (adding new files to archive little bit more complicated than replacing)

and those .dialog are not duplicates, it's more like base animation and language-specific lipsinc data (base files are larger, up to 10 times)

ps/
ah, to rename files/folders and do not have to pack/unpack - just cut dialog.dv2 to 3 files:
1.bin ( head)
2.bin (filename buffer - just filenames, no head, no file table)
3.bin ( tail)
replace "german" to "english" in 2-nd file with any text editor, that doesn't fear null-terminated strings, or replace '00' to '0a' and then back, your choice, and remember size increasement (1 byte for each entry)
glue up parts (smth like copy /b *.bin dialogs.dv2)
and finally fix datastart and bufsize (add increasement to 2 dwords @ 0x06 and 0x0a)
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JBeckman
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Posts: 34986
Location: Sweden
PostPosted: Wed, 29th Jul 2009 14:37    Post subject:
Hah, so it looks like it's not possible after all, was hoping it could read unpacked files without having to find a program to repack everything, interesting information though, but I'm not exactly a programmer and more of a amateur so it's not much I can do with the language choice as it looks now, will keep testing stuff but the main game will be played with German language, until the other versions are released later this year. (September it seems.) Smile

EDIT: Might work anyway, what if everything was extracted?
(There's also a -data launch parameter though I haven't gotten it to work, might load non-packed file but I don't actually know at the moment.)

EDIT: There's a unpacker now from the Xentax forums uploaded by "sonycman" and created by IvanAIs, still it's correct that the game mostly disregards unpacked data so the only option would be to repack the thing after modifying it, heh. Sad
http://www.sendspace.com/file/t6qpgz


Last edited by JBeckman on Wed, 29th Jul 2009 20:06; edited 3 times in total
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Drakanojel




Posts: 10

PostPosted: Wed, 29th Jul 2009 15:39    Post subject:
Can someone tell me how to run this game on win XP ?
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