Domi Posted December 21, 2005 Share Posted December 21, 2005 Basically, we all do the same repetitive action extracting the D-files out of the game. I figured, I'd put up for download what files I have already extracted. They are filed by Area and can be found here: My Webpage Link to comment
Andyr Posted December 21, 2005 Share Posted December 21, 2005 What are the extracted files for? Also, the link gives a 'not found' message from shaw.ca. Link to comment
Domi Posted December 21, 2005 Author Share Posted December 21, 2005 Interjections, mostly. A couple of people have mentioned that they would not mind having them. I am going to upload my BG1 extracted D's as well, when I get to it. Link to comment
Kaeloree Posted December 21, 2005 Share Posted December 21, 2005 Oooh, thanks Domi-- this'll be incredibly useful! Link to comment
Grim Squeaker Posted December 21, 2005 Share Posted December 21, 2005 Interjections, mostly. A couple of people have mentioned that they would not mind having them. I am going to upload my BG1 extracted D's as well, when I get to it. <{POST_SNAPBACK}> I still don't see the point entirely. I mean, anything you could get out of the decompiled files you could get from InfExp. But fair enough, whatever you find easier. Link to comment
the bigg Posted December 21, 2005 Share Posted December 21, 2005 Have you used --full-from while decompiling the files? this is probably the biggest advantage of to reading decompiled d files over reading them in Infinity Explorer (while this one allows you to read the dialogue paths). Link to comment
Grim Squeaker Posted December 21, 2005 Share Posted December 21, 2005 Have you used --full-from while decompiling the files? this is probably the biggest advantage of to reading decompiled d files over reading them in Infinity Explorer (while this one allows you to read the dialogue paths). <{POST_SNAPBACK}> Looking that up, that is quite useful but I think I'll stick with InfExp. Link to comment
Domi Posted December 21, 2005 Author Share Posted December 21, 2005 Yes, I believe that I have the full form (er... weidu XXXXXXXX.DLG) Well, basically, my dream would be the list of characters per area plugged into the IESDP area data-base and the links to their decompiled files. It helps when adding lots of interjections, especially for multiple charcaters, and when you code for someone else, or when you look for places to interject, without replaying the whole game. Link to comment
Andyr Posted December 21, 2005 Share Posted December 21, 2005 Actually, a rework of the IESDP areas section (with a list of actors, and perhaps a separate searchable list of actors referencing their scripts, dialogues, death variables, areas and so on) would be cool (albeit a lot of work). Link to comment
Domi Posted December 21, 2005 Author Share Posted December 21, 2005 (Sigh) Yep, it would be cool, but is there another Dudley among us? Link to comment
the bigg Posted December 21, 2005 Share Posted December 21, 2005 Yes, I believe that I have the full form (er... weidu XXXXXXXX.DLG) Well, basically, my dream would be the list of characters per area plugged into the IESDP area data-base and the links to their decompiled files. It helps when adding lots of interjections, especially for multiple charcaters, and when you code for someone else, or when you look for places to interject, without replaying the whole game. <{POST_SNAPBACK}> Then you didn't do it what I meant is (cmd.exe commands): @echo off rem get all dlg files inside inside dlg_bank mkdir dlg_bank weidu --biff-get .*\.dlg --out dlg_bank copy override\*.dlg dlg_bank rem and put the decompiled files in d_bank mkdir d_bank rem do all decompiling in one time, then sort by hand weidu dlg_bank\*.dlg --full-from --out d_bank @echo on Link to comment
Domi Posted December 21, 2005 Author Share Posted December 21, 2005 Nope, what I have is just a by-product of my own work with playing through each area, selecting NPCs of interest and extracting files Still, better than nothing. I don't mind people adding stuff I am missing. Link to comment
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