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Thread: Playing the Game with extracted Files?

  1. #1
    Member
    Registered: Sep 2006
    Location: The Land of many Germs

    Playing the Game with extracted Files?

    Has anyone tried to play the Game with all the Files extracted into the
    Gamefolder? Would be easier to test Things then, i think.

    If so, has anyone found a Way how to do that?

  2. #2
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    ...

  3. #3
    You pretty much described the "complete" install. Bravo!

  4. #4
    Member
    Registered: Sep 2006
    Location: The Land of many Germs
    I am not sure, if i made meself clearly understandable...
    I wanted to get all Files out of the .crf-files,
    copy/move them over to the Gamefolder and delete the Archives.

    Those Threads which can be found by a "complete install" search
    did not answer my Question.

  5. #5
    Member
    Registered: Jun 2001
    Location: The Doldrums
    Why would you want to do this? Are you trying to modify the files? You can already do this without touching the .crf's by making a folder called 'res' in your SS2 directory, have a search for how to make the game 'mod ready'.

  6. #6
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Paging Kolya... or Christine... or, well, you get the idea.

  7. #7
    Member
    Registered: Sep 2002
    Location: I think I've been here
    Vraptor7 explained it quite well and SkuaS albeit being a bit weird seems to understand basic English. So what did you summon me for?

  8. #8
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Because he still hasn't been able to explain what exactly he's trying to do.

    Explaining how SS2's filesystem works can be tricky, even in one's own native language!

  9. #9
    Member
    Registered: Sep 2002
    Location: I think I've been here
    I think he wanted to unpack the CRFs since he doesn't know about making your game mod ready, whereby files in the CRFs can get overridden.

  10. #10
    Member
    Registered: Sep 2006
    Location: The Land of many Germs
    °smiles° And there they are, two Germans who write in a not-native Language,
    but without any Signs of Misunderstanding.
    So i guess it had not so much to do with me being unable to explain things.

  11. #11
    Member
    Registered: Sep 2006
    Location: The Land of many Germs
    I worked it out. I simply extracted the Files in the right Order and edited
    the install.cfg. Though that File looks a bit different than you Example, Kolya.
    Thanks anyway, maybe there the People are a bit more open to new
    Communitymembers.
    (And no, i am not in any Way related to Angelfire)

  12. #12
    Member
    Registered: Jul 2004
    Location: Reykjavík, Iceland
    But why do you want to unpack the CRFs? Are you going to edit some of the files?

  13. #13
    Member
    Registered: Nov 2003
    Location: Tasmania (AU)
    That would seem obvious, wouldn't it?

    All he wanted was a way of modding without having to pack and repack the CRF files over and over.

  14. #14
    Member
    Registered: Jul 2004
    Location: Reykjavík, Iceland
    Not that obvious, I've seen more reasons why people unpack CRFs/PAKs/etc.
    And most of those reasons are pretty weird.

  15. #15
    Member
    Registered: Sep 2006
    Location: The Land of many Germs
    Actually, i just want a clear structure, which i can backup easily
    without thinking about the "freshness" of the file.
    So when i reinstall SS2, i just patch and then remove certain folders
    and Files and then copy over my res-folder, which already includes
    all of the modded Files i need.

    And i wanted to look into the Game too, to see, what can be changed
    in an esay Way. As an Example i dont like to have the limited Inventoryspace
    when i do not have enough Strength, but i dont wanted to cheat that by
    setting somehow my Strength to a higher Level, so that i have more
    Inventoryspace.
    Sadly i did not found any Tables for that, so i guess its hardcoded.

  16. #16
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Skua S. View Post
    Actually, i just want a clear structure, which i can backup easily
    without thinking about the "freshness" of the file.
    Wrong. Wrong wrong wrong wrong.

    Leave the CRFs alone. External assets override internal CRF assets.

  17. #17
    Member
    Registered: Sep 2006
    Location: The Land of many Germs
    I dont have/use any .crf's at all in the installationfolder.

    (edit: which is what i wanted, as stated earlier)

  18. #18
    Member
    Registered: Jul 2004
    Location: Reykjavík, Iceland
    I'd rather use the CRFs, putting modded files in the same location will make the game prefer that file over the same one in the CRF anyways.

  19. #19
    Member
    Registered: Sep 2002
    Location: I think I've been here
    Skua S., wie ZB schon sagte, es gibt keinen guten Grund die CRFs alle zu entpacken. Wenn Du sie entsprechend meiner Anleitung auf Strange Bedfellows in den Ordner "RES" verschoben hast, kannst Du sehr einfach Modifikationen erstellen.
    Willst Du z.B. eine modifizierte Version eines Models verwenden, kannst Du einen Ordner "mesh" direkt im Spielverzeichnis anlegen und darein kommt dein Model (BIN) file.
    Die Dark Engine wird nun beim Laden dein Model im Ordner "mesh" bevorzugen. Die Engine sucht immer erst nach solchen Ordnern (wie "mesh") und schaut da nach. Erst wenn sich dort nichts findet, lädt sie aus den CRFs.

    Diese zuerst zu ladenden Ordner müssen dieselben Namen und Struktur haben, wie Du sie auch innerhalb der CRFs findest.
    Im Beispiel haben wir also eine BIN Datei im CRF Archiv "mesh" außer Kraft gesetzt. Wenn Du nun noch eine Textur für das Model verwenden willst, gehört diese also entsprechend der CRF Struktur, in deinen Ordner "mesh", Unterordner "txt16".

    Diese Vorgehensweise ist letztlich sehr viel sauberer und übersichtlicher, als die CRFs alle zu entpacken. Zumal Du die CRFs mit den Original-Inhalten behältst und trotzdem alles "überschreiben" kannst. Außerdem weißt Du nachher genau, was Du geändert hast. Das macht das Speichern deiner Arbeit, bzw. das Erstellen eines Mods, den andere benutzen können, erheblich einfacher.

    Edit: Was ich hier beschrieben habe, ist eine sog. Best-Practice, die sich schon sehr lange und für viele, viele Modder bewährt hat. Ich wollte sicher gehen, dass Du verstehst, warum das so gehandhabt wird. Damit Du eine Grundlage hast, um zu entscheiden, welche Methode für dich die Beste ist.

    Noch etwas: Es ist vorteilhaft, die CRF Archive automatisch mit deinem Entpacker zu öffnen, damit Du die Datei-Endung nicht jedesmal ändern mußt. Rechts-klicke auf ein CRF Archiv und wähle "Öffnen mit" -> "Programm auswählen". Dann suchst Du die EXE-Datei deines bevorzugten Entpackers. Mach noch ein Häkchen bei "Immer mit diesem Programm öffnen". Jetzt kannst Du CRF Archive einfach doppelklicken wie andere Archive auch.
    Last edited by Kolya; 20th Sep 2006 at 14:16.

  20. #20
    Member
    Registered: Sep 2006
    Location: The Land of many Germs
    Ich stimme dir in allen Punkten zu. Das ist echt mal n modderfreundliches
    Spiel, wesentlich angenehmer als zum Beispiel Battlefield 1942.

    Sag, einen Editor wie "ss1edit", der die .gam datei öffnet, gibt es den
    auch für SS2?

    Und Danke, scheint ja doch noch n paar "normale" Leute hier zu geben

  21. #21
    Member
    Registered: Jul 2004
    Location: Reykjavík, Iceland
    Yeah, SS2 is anything but modding friendly.
    But I haven't tried Battlefield 1942, it can't be more modding friendly than Doom 3 engine-games though.

    (my German knowledge is pretty limited so I could be misunderstanding...)

  22. #22
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Bjossi View Post
    Yeah, SS2 is anything but modding friendly.
    Wrong.

  23. #23
    Member
    Registered: Jul 2004
    Location: Reykjavík, Iceland
    It can be modded, sure, but is it modding friendly? It is limited what you can mod afaik, which is a pretty big drawback.
    And it definately ain't as modding friendly as many games I have modified such as Doom 3 engine-powered games.

  24. #24
    Member
    Registered: Sep 2006
    Location: The Land of many Germs
    The Fact alone, that we can del all crf-files and only use the
    incredients of them is very mod-friendly.
    (and of course this also is true with the
    non-"stupid-german-who-just-is-worth-enough-to-get-abused-because-of-different-opinions"-way)

    Moddingwork in many Games only work if you repack it,
    or do something else complicated.
    That i meant. the Game Content, especially all Datatables are
    (like in most Games) more difficult to mod, i guess.

  25. #25
    Member
    Registered: Jul 2004
    Location: Reykjavík, Iceland
    Many engines work the same way such as Doom 3 engine and Serious Engine 1.0 and 2.0, maybe Unreal Engines but I'm not sure if the files would work if you exported them from the Uxx files.

    I love that method, just extract the files from the archives and modify them as you wish.

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