Page 7 of 44 |
|
Posted: 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
|
|
Back to top |
|
 |
xExtreme
Posts: 5811
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
|
Posted: 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 ... ???
|
|
Back to top |
|
 |
proekaan
VIP Member
Posts: 3650
Location: Finland
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34986
Location: Sweden
|
Posted: 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. 
|
|
Back to top |
|
 |
xExtreme
Posts: 5811
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
|
Posted: Tue, 28th Jul 2009 11:57 Post subject: |
|
 |
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34986
Location: Sweden
|
|
Back to top |
|
 |
xExtreme
Posts: 5811
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34986
Location: Sweden
|
Posted: 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.
|
|
Back to top |
|
 |
xExtreme
Posts: 5811
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
|
|
Back to top |
|
 |
lhzr
Posts: 3902
Location: RO
|
|
Back to top |
|
 |
|
Posted: 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
btw - first though - did the divine divinity and beeyond divinity cem with any mod editior - maybe they use same method of packing ?
|
|
Back to top |
|
 |
mtj
Posts: 2315
Location: Austria / Finland
|
Posted: 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 , 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.
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34986
Location: Sweden
|
Posted: 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.
|
|
Back to top |
|
 |
A-A
Posts: 3156
Location: New york
|
Posted: Tue, 28th Jul 2009 16:21 Post subject: |
|
 |
Anyone got the game to work through dtools lite and yasu yet?
|
|
Back to top |
|
 |
|
Posted: Tue, 28th Jul 2009 17:08 Post subject: |
|
 |
nope, doesnt work for me...
2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
2018 - x Build • Fractal Design Define R6 Gunmetal • Intel Core i9 9900K • Corsair H150i Pro RGB AIO • Asus ROG MAXIMUS XI HERO • 2x16Gb Corsair Dominator Platinum DDR4-3200 • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair HX850i PSU • 1x Samsung 970 Evo M.2, 1x Samsung 860 Evo SATA, 1x Samsung 850 Evo SATA •
|
|
Back to top |
|
 |
|
Posted: Tue, 28th Jul 2009 20:07 Post subject: |
|
 |
Works for me, dt lite + latest yasu, Windows 7 RC x64.
|
|
Back to top |
|
 |
A-A
Posts: 3156
Location: New york
|
Posted: Tue, 28th Jul 2009 20:14 Post subject: |
|
 |
I'll give it a try , thanks Overlord
|
|
Back to top |
|
 |
|
Posted: 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.
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34986
Location: Sweden
|
Posted: 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.)
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
Posted: 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 
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34986
Location: Sweden
|
Posted: 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.)
|
|
Back to top |
|
 |
twobells
Banned
Posts: 2878
Location: England
|
Posted: 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  |
"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
|
|
Back to top |
|
 |
Surray
Posts: 5409
Location: Europe
|
Posted: Wed, 29th Jul 2009 12:29 Post subject: |
|
 |
it would be easier to learn german!
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
|
|
Back to top |
|
 |
A-A
Posts: 3156
Location: New york
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
vurt
Posts: 13835
Location: Sweden
|
|
Back to top |
|
 |
|
Posted: 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)
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34986
Location: Sweden
|
Posted: 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.)
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.
http://www.sendspace.com/file/t6qpgz
Last edited by JBeckman on Wed, 29th Jul 2009 20:06; edited 3 times in total
|
|
Back to top |
|
 |
|
Posted: Wed, 29th Jul 2009 15:39 Post subject: |
|
 |
Can someone tell me how to run this game on win XP ?
|
|
Back to top |
|
 |
Page 7 of 44 |
All times are GMT + 1 Hour |