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KillerBeer
KillerBeer - - 16 comments @ Visible Upgrade Full Edition

Can confirm that the method works (only the file name is DX2Main.exe, of course :D ).

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KillerBeer
KillerBeer - - 16 comments @ Version RSD Beta 2.1 (Future Official Update)

DeusExText.u is (probably) safe to overwrite with your version, it replaces books, emails, datacubes and such, but that's all that is safe. DeusExConText.u needs to be compiled together with audio files even if you keep them in English to match conversation with voices, and GMDX is using an updated Confix version of dialogue system, so your file is most probably outdated. And .det files are most assuredly interface files designed for the vanilla version of DX, so all GMDX additions will be cancelled. Mods localisation is a tricky business.

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KillerBeer
KillerBeer - - 16 comments @ Lay D Denton Project 1.0

Was v1.0 based on vanilla or Confix version of dialogue files?

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KillerBeer
KillerBeer - - 16 comments @ Gibbed's Deus Ex HR tools

Is this the latest version of the tool? I'd like to know whether there is a more later version where following problems had been addressed:

Unpack sends a lot of unpacked files into the __UNKNOWN folder with numeric filenames. Apparently the scheme by which file paths are assigned was not completely understood at the time this version was compiled.

DRMDecompress, when called, repacks the content of the file passed as a parameter into the same file (or another if the second parameter is set), but there's no unpacked files seen anywhere. It is unclear where unpacked files are stored (if any), where new content to be packed is supposed to be taken from (if there is such functionality), and if none of the above, what's the purpose of the tool.

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KillerBeer
KillerBeer - - 16 comments @ List of text tutorials to mod Deus Ex Human Revolution.

Also: the Gibbed's Tools version that I use (downloaded from moddb) sends an awful lot of files into default\__UNKNOWN folder. Is it the current state of events with the tool? Has nothing more conclusive been designed?

As I understand, the DRMDecompress tool should unpack a .drm file passed to it as a parameter. Yet when I launch it nothing happens, except that file's date changes to "now". I assume that the archive is repacked immediately into itself (or into the new fie if I set a second parameter), but no intermediate folder of unpacked files is created... which means that the command does effectively nothing useful, since where it would take new content from? The -help key only lists "-help" among program's options, which is not really -helpful.

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KillerBeer
KillerBeer - - 16 comments @ List of text tutorials to mod Deus Ex Human Revolution.

Would you know anything about what files control the flow of conversations in HR? In the bigfile.filelist you refer to I can see the locals.bin file, which is a plain table of text strings, and a large tree of files under pc-w\audio\streams\vo\eng\, which supposedly contains all dialogue lines apparently grouped by area, character, and some dialogue ID (among other things), but I can't find any relation between them - which audio line corresponds to which text in locals.bin, nor in what sequence lines should go in each conversation, and where is conversation logic stored.

If you have any insights about these questions, I'd greatly appreciated that.

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KillerBeer
KillerBeer - - 16 comments @ Russian translation fix for GMDX v9

Обновленный перевод Деуса (с комплектами файлов для GMDX v9 и RSD 2.1) рекомендуется брать с [url]https://planetdeusex.ru/forum/topic/2653-обсуждаем-улучшение-перевода-deus-ex/?do=findComment&comment=94746[/url]

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KillerBeer
KillerBeer - - 16 comments @ ConEdit

> Those are jumps. You can jump to any particular point in the conversation tree (or, if I recall correctly, other conversation trees), but unless specified otherwise it will default to moving to the next line.

Not sure I understood you properly. I know there are Jump type events that allow you to jump to any *labeled* event in any conversation. What I'm talking about, though, are two 4-byte integers present in the header of *every* event. One of them follows the [0..N-1] incrementing pattern everywhere I saw it, but another follows [1..N] pattern *not* always - particularly not after adding or deleting events in a conversation with ConEdit. I was recently told that the game simply ignores them - which, if true, would be a great relief to me for a certain reason. Do you imply that they can be used for another kind of jumping between entries?

Thanks for your answer. I clears a lot of points.

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KillerBeer
KillerBeer - - 16 comments @ ConEdit

Hi, I'd like to clarify some points about .con file binary format, and I thought that you're the likeliest person to have answers I seek.

In the main file header, after the list of missions the file applies to, but before the list of actors involved, there's an integer with value I can't figure what it's for.

Straight before the list of conversations, there are two integers; one is apparently the amount of conversations in the list, but the second may or may not be equal to it. Does the second number have any importance and are there any integrity checks that it might be a part of?

In the Event header, between the Event type and label fields, there are two integers; one seems to be the index of the Event in an array, and the other *usually* is the former+1, but not always. What is it needed for?

(in fact, do Event indexes *ever* matter? Let's assume, hypothetically, that in a particular .con file events in a conversation were not sorted by the index: will it cause a crash in the game? Will entries appear in their physical order, or in a sorted order?)

In the Choice event, after the label and before the ClearScreen flag, there's another integer of uncertain purpose.

I'm writing an utility to implement exporting and importing data from .con files; it started simply as a slightly more rich text exporter than ConEdit itself would provide, and at that point I could simply ignore all those, but now that it supports exporting to XML *and* importing data back to .con, I feel I must be aware of all possible underwater stones that this data format has.

Thanks in advance.

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KillerBeer
KillerBeer - - 16 comments @ GMDXv10 - 05/05/20 Update

You mean... there's no command to generate a whole file for the map, and every single item must be typed by hand? I'll keep investigating, but this sounds kind of meh.

Thank you for your help!

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KillerBeer
KillerBeer - - 16 comments @ GMDXv10 - 05/05/20 Update

Well, I *suspected* they have to be somehow extracted with the editor, I just don't know how, and browsing through UnrealEd's menu didn't ring any bells. Mind you, I'm not a seasoned DX tinkerer, this translation project is my first and the only involvement.

BTW, there's one more question you might shed some light on. While character names normally are stored in either the main DeusEx.int or in one of aforementioned files, names of characters that speak to you through the infolink are not affected by those settings. In the (now obsolete) GOTY localization that we used as a starting point, those names were embedded directly into the DeusEx.u, but I wouldn't like to go that route for other versions, as both Revision and GMDX are actively evolving, and the DeusEx.u would have to be recompiled again with each new update. Also, in one of versions (I don't exactly remember where it initially came from, now) I've seen a DeusEx.int section like this:

[DataLinkPlay]
EndTransmission="END OF TRANSMISSION..."
infoLinkNames[0]="(BindName="AlexJacobson",displayName="Alex Jacobson")"
infoLinkNames[1]="(BindName="AnnaNavarre",displayName="Anna Navarre")"
...

, which looked promising, but no matter how I tried, I haven't seen changing these to affect anything in the actual game. Is there any other way to translate infolink speakers?

Thanks.

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KillerBeer
KillerBeer - - 16 comments @ GMDXv10 - 05/05/20 Update

Here's what I got for reference while working on Revision localization. Any string value is supposed to be translated.

Drive.google.com

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KillerBeer
KillerBeer - - 16 comments @ GMDXv10 - 05/05/20 Update

Acknowledged. There's some further assistance that may be required from the unit.

In the GOTY localization that I have, there are included interface files like 01_NYC_UNATCOIsland.int that provide names for map-specific items and NPCs. I do not know the process of extracting or generating such files from .dx map files. Yet there's possibility that since GMDX does some altering to game maps, then those files might not fully match them and must be updated (while an occasional item or NPC with English title might be all right, non-updated camera/turret/door configuration in a security terminal is not). How can I get reference files of this kind for verifying?

Thanks.

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KillerBeer
KillerBeer - - 16 comments @ GMDXv10 - 05/05/20 Update

~_^ Please clarify, is "will have" an actual reference to future updates, or unit's preferred grammatical setup? :P

Would you have any information about DeusExConText.u binary file structure? It seems that "UCC make" process used to compile it produces all DeusExConAudio*.u files that need to be used (and delivered to users) even though .mp3 audio files inside them are the same, just referenced in different order. I managed to make a full export/import of .con files and eliminate all differences between original and translated versions (apart text content, obviously), in hope that compiling a "synchronized" version of localized DeusExConText will allow to distribute it alone, without the bulk of audio files. That didn't work; yet I haven't given up on the idea. Perhaps by analyzing .u files I might be able to camouflage the compiled dialogue file to match original's scheme. For that, though, I need to know how the data is represented inside the .u file, so I'll be grateful for any insight.

Good karma+1 vote
KillerBeer
KillerBeer - - 16 comments @ Version RSD Beta 2.1 (Future Official Update)

Hi,

I have a localization for Deus Ex that I plan to adapt for GMDX, but before I proceed, I'd like to know whether RSD version has implemented any changes to dialogue files that weren't there in the "classic" v9.0.3, and does it have plans to implement more. I must know whether I'll have to maintain separate branches of the localization for v9, v10, and RSD versions, and what would be the best way to do it. Thanks.

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KillerBeer
KillerBeer - - 16 comments @ GMDXv10 - 05/05/20 Update

Hi,

I have a localization for Deus Ex that I plan to adapt for GMDX, but before I proceed, I'd like to know whether v10 has implemented any changes to dialogue files that weren't there in the "classic" v9.0.3, and does it have plans to implement more. I must know whether I'll have to maintain separate branches of the localization for v9, v10, and RSD versions, and what would be the best way to do it. Thanks.

Good karma+1 vote