Dcotepatch

Post » Fri May 27, 2011 10:29 am

I found the other function that creates the film grain effects. I'll have the additional patch item ready soon to update the no film patch.In my search, I discovered something else that I think will make another fine patch option. I had always thought that there was somethng a bit odd about the way the screen looked generally during the game. It seemed slightly fuzzy, like mildly bad reception on a TV, but different than the film grain effect. It occured that it might just be the way the graphics engine worked, or maybe my meager video card, or possibly a permanent effect that was purposefully put in to give it a look of old and creepy. Well, as it turns out it is an effect, but it's no longer permanent. Removing it reveals the screen is very clear, clean and sharp. Perhaps I'll need to come up with a stupid brand-like or trademark-like name for it along the lines of: ClearVision, or SharpView. Maybe something like NoTaint, SoberVision, InnsmouthAir, or Cthulhu-Free would do. :)It's definitely got a wee (not Wii - lol) bit of a Wow factor. At least, it did for me when I first saw it. I'll have more details soon.
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Sat May 28, 2011 12:47 am

Argh! I may have posted too soon. I might be going insane myself. Or, more likely, I have not had enough sleep an I'm imagining things. I can't seem to reproduce the clear screen I posted about earlier. I'm wondering if I was messing with the screen brightness at 3:00 a.m. and I thought the screen was clearer or something. I'm still investigating this, but I may have made a mistake. I have found several routines that control the screen effects. I'll have to research more thoroughly before posting findings. My apologies if I dashed anyones hopes.
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Fri May 27, 2011 2:57 pm

Have updated the 1.1 versions to be more out of install patch friendly.Any luck with the bandage stuff xbill?/me watches my hopes lie crushed on the floor:(
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Sat May 28, 2011 12:15 am

Hey, thanks for answering the questions I asked earlier, I appreciate it; now for more unbridled annoyances for your consideration:- What exactly is .net thingy anyway and why does the patch require it?- Would it be possible to alter the code so that bodies don't disappear as soon as they hit the dirt? At least make 'em stay around for, say, an additional 5 seconds?- Seeing as you guys are so intent on tackling patching this game, have you considered approaching Bethesda for the source code? I wonder what their response would be considering that supoort for the game effectively died with Headfirst folding.Dammit... I had some more questions I wanted to ask, but I can't think of the svckers right now. Oh well, later will do fine.Thank you!-Windebieste.
User avatar
Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Fri May 27, 2011 11:15 pm

If it is possible to create a tool for packing and repacking the game's assets, does that mean we may be able to create and use our own custom made skins, textures and character models?Thanks for those replies above, too, by the way...-Windebieste.
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Fri May 27, 2011 9:10 am

Sweet nice one Xbill but someones probably going to have to write that tool for me Im horrible with a hex editor hehe :PIm thinking the ones without .pc.xbd file extensions are repackaged versions for use on the xbox platform. Its doubtful they would be used for the game on a PC since if I remember correctly the video routines used in the xbox are proprietary and resources designed to utilize them wont work on your standard PC video card.But something that has me confused.. DDS files are alpha map textures arent they? Where are the meshes and animations stored then? They would have to be in the same files somewhere.. perhaps the common file since they wouldnt be map specific?In reply to Windebieste though yes it should be quite simple to write a little utility for someone who knows what to look for in the packaged files for file starts and ends.And yes if we can extract the various resources they can be modified and repackaged and the engine should be able to use the modified textures, animations, etc.
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Fri May 27, 2011 9:23 pm

Simple texture extract program needing .NET 2http://www.svcklead.com/DCoTETex.exe
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Fri May 27, 2011 12:40 pm

Doesn't even require much ability either:)Added an import function to load them back in after modification.The saved files contain the offset in the filename.This offset is used to load them back in again to the correct place.The filesize must remain the same.Original pc.xbd is backed up before modification to .original.This has only been very roughly tested so far so backing up your install may be a good idea.I used this to edit the dds files http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htmprobably a better program somewhere else though.
User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Sat May 28, 2011 12:01 am

lol thats cool:)/me thinks of new css sprayHmmm I thought I'd done the directory check...I'll sort that nowAdded a folder browse in now.
User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Fri May 27, 2011 7:26 pm

Hey this gives some additional life to the game. Try to find a texture in-game!I was looking for the textures of the quack remedy posters that appear throughout the streets of Innsmouth and I came across a texture of a pulp crime magazine. I don't remember seeing that in the game, but in I'm sure there are lot's of textures I'll never see in-game. Maybe it's in the Office cutscene.Common.pc.xbd has most of the UI textures like the inventory palette and the menus.I noticed two different syringes. Was there to be another drug that Jack injects himself with? Or does the second one represent an empty syringe?
User avatar
Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Fri May 27, 2011 11:55 am

I've browsed through all the textures and I can't find the posters. Anyone find them? I must have missed them somewhere.
User avatar
CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Fri May 27, 2011 7:56 pm

Can't see them either...there are some more files somewhere?Right there are some DDS in the background files...I'll see if I can pull them out.The program wasn't saving the last dds also which I've fixed now:)
User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Fri May 27, 2011 7:32 pm

Is that from the area where you do the timed crystal maze run?
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Fri May 27, 2011 2:27 pm

The only other place would seem to be the .xbd files. Parts inside an xbd appear to have some very similar structures to dds files. My guess would be that the missing files are in there and are encoded/obfuscated.
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Fri May 27, 2011 10:27 pm

OK got the dds extract working on the naf files after sorting the dss texture size calculation.Updated version on the server now.
User avatar
Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Fri May 27, 2011 5:23 pm

Yup the posters are there in the background files.
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Sat May 28, 2011 12:55 am

"Extractor" supports the DDS format. I'll bet some tools linked from xentax.com do as well.
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Fri May 27, 2011 11:22 am

Right I've added an export all button as the last thing for tonight.Click it then select the resources/xbox directory.All the pc.xbd files will be parsed and put into sub-directories under your output directory.Then click it again and select the backgrounds directory.All the pc.naf files in the sub-directories will be parsed and put into sub-directories under your output directory.
User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Fri May 27, 2011 1:57 pm

hmmm I've noticed the DDS file size calculation isn't right for none square textures.Just trying to sort that now.Or actually it's just some of them have the problem.
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Fri May 27, 2011 6:05 pm

The way you guys are going, soon we'll have a nice set of tools to make our own content for the game. I am looking forward to noodling with the game's assets as a result of your efforts, indeed.Now, if only Bethesda will recognise that their DCotE game has a dedicated mod following. It would be great if they were prepared to release some of their proprietry tools, like, a level editor for the game so we can really put some meat on the bones. That would be sweet!Nonetheless, your efforts are greatly appreciated! I guess your extractor tool also unpacks skins as well as textures? I want see the Thrall wearing a black t-shirt with the Nine Inch Nails logo enblazoned across its chest... That would make a cool desktop wallpaper, hey. :)-Windebieste.
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Fri May 27, 2011 1:35 pm

Maybe I'm just not using it correctly, but I only get exceptions when I try to import a modified texture.
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Fri May 27, 2011 7:04 pm

Programming rule #1: There is no "right" way to use a software package.. theres the way you expect it to be used and the way it actually will be used. If the end user finds error messages you failed to try hard enough to break it.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Fri May 27, 2011 10:20 pm

Moved stuff around a bit last night for the quick export thing and broke the cancel trapping:) Fixed now.For the import you need to have your input directory set as the one containing the dds files for the file you pick when you click the button.If people are interested I'll redo the UI to be a bit more user friendly.
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Fri May 27, 2011 10:00 am

hi, im new here.i downloaded Dark corners of the earth using torrents.i have managed to get to the refinery by autosaving cause i cant save in the game.i just downloaded the patch so i can start from another place in the refinery, caus ei get killed by the shoggoth alot and i got tired of starting the level just to get to the thing and get killed by it easly.well i instaleld the patch in the engine file of the game and nothing happens.i dont know how to handle computer.can you please tell me what to do to get the the patch working.i will apreciate it alot.thanks for your time
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Fri May 27, 2011 5:21 pm

You get no help from me downloading the game tbh.
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

PreviousNext

Return to Othor Games