Data files are in \data\ directory. They're packed in ZIP files with propretary compression (PKImploding).
PKZIP can unpack those.
All files are mounted onto logical file system, in one logical directory. \override\ directory is mounted on top of ZIP files, allowing bioware to release script patches without giving out whole archive with each update.
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| Code: \data\base.zip -- contains most of misc stuff. Textures.txt -- dunno what is this. *.bsp -- looks like compiled level files. At least Quake names level files with this extension. *.lua -- yup, some scipts got into base.zip (usualy something insignificant) *.mod -- models. Including angel.mod, which isn't preloaded in any of levels, meaning that "he" isn't seen in game as a secret or something. demo1_5.omn -- the demo. I have information on how to record them. There was way more demos in DC version. stars.sta -- again, dunno. Maybe that's some kind of echanced (i.e. secret on level 4 with developers in stars) skybox or something. *.tex -- textures, duh... \data\local.zip -- Bunch of wav files, with voices. Note that those are raw, and I didn't find proper settings yet. I think I remember settings for DC version. -- Also, note that there is also some other files, like textures. Basicaly, this archive contains material for localization. Files include: local.lua -- This contains one line: chSetLanguage(0) tex.lua mdk2.str jd_mirror00.tex jd_mirror01.tex loading.tex SelGun1L.tex SelHth1L.tex SelItm1L.tex -- Most are self explanatory. Some translations (khm-khm, Russian from 1C, khm-khm) can add some other files here, because local.zip is loaded after base.zip (or even after scripts.zip). -- Those include: dialogfont.lua font.lua dialogfont.tex font.tex \data\scripts.zip -- duh, I need to explain? *.lua everywhere! \data\sounds.zip -- .wav files not intended for localization. Like random noise, etc.
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Also, about some other translations. Seems like some pirates (khm-khm, Russian from Fargus, khm-khm) couldn't figure out how to unpack ZIP files (in 7-Zip or WinRar, you will see list of files, but will not be able to unpack them), so they assumed that wav files have headers and blindly translated stuff and put it into \override\. (i.e. they had to find which file corresponds to which dialog in game, by putting file into \override\)
This leads me to two conclusions:
1) Noobs do twice the work.
2) MDK2 can play wav files with headers.
P.S. Sorry for grammarz. Wasn't typing in English for few weeks. Also, I was (and still) sick.
P.P.S. (totaly unrelated) Wooo! Speedruners discovered new glitch in Super Mario World, and new
World Record is now under 10 minutes! #sub10hype