-ô_ô- on 22/9/2001 at 01:34
I'm not complaining, but the admins might prefer that you use a single thread for updates like this.
Keep up the good work. <img src=http://www.ttlg.com/forums/ubb/icons/icon14.gif>
twisty on 22/9/2001 at 08:21
Sounds very promising indeed! Is this a solo effort, or are you going to gather a team, much like the other ultima remakes.
TazMan on 22/9/2001 at 16:45
Quote:
Originally posted by -ô_ô-:
<STRONG>I'm not complaining, but the admins might prefer that you use a single thread for updates like this.
Keep up the good work.
</STRONG>
If they do, I wish they'd tell me! Heh!
Quote:
Originally posted by twisty:
<STRONG>Sounds very promising indeed! Is this a solo effort, or are you going to gather a team, much like the other ultima remakes.</STRONG>
Right now, primarily solo, with the guidence of Bethesda. They aren't doing any actual work on it... but they are providing me with 3DS Max info that pertains to Morrowind, and will probably be giving me scripting language support, when I get to that stage.
Will I look to gather a small team in the future?
I don't know. So far, the only thing I really see that I would need help with is getting all the dialog from each NPC (That can talk, obviously). It would be very time consuming to go through the game and talk to each NPC over and over to get their full dialog. That is time that would be taken away from physically working on the mod.
Of course... if there was a hack to look at the dialog files... that would make it even easier.
Taz
ACT SMILEY on 22/9/2001 at 21:18
heh, keep all this to one thread? this is whats keeping this forum alive, (other than arx) ;)
Its looking good, as Ive said numerous times before.
Al_B on 23/9/2001 at 15:14
Quote:
Originally posted by TazMan:
<STRONG>
Of course... if there was a hack to look at the dialog files... that would make it even easier.
</STRONG>
The conversations are in an interpreted byte code instruction format, that acts almost like a mini virtual conversation machine. Decoding the strings for the conversations is easy enough, and I did write a small program that allowed you to step through some of the conversation code, although it was very primitive and was just for my own use.
I know that Jim's done some work on documenting the conversation structure for the shack project, so you could take a look at the information there.
Alistair
TazMan on 23/9/2001 at 17:30
Quote:
Originally posted by Al_B:
<STRONG>The conversations are in an interpreted byte code instruction format, that acts almost like a mini virtual conversation machine. Decoding the strings for the conversations is easy enough, and I did write a small program that allowed you to step through some of the conversation code, although it was very primitive and was just for my own use.
I know that Jim's done some work on documenting the conversation structure for the shack project, so you could take a look at the information there.
Alistair
</STRONG>
Hmmm... I found nothing regarding conversation structure on Jim's site. I even downloaded and ran the latest shack viewer.
Even if he had some info regarding the structure... I doubt I have the programming ability to utilize the info. I haven't touched C / C++ in like 10 years, LOL!
Maybe you would be open to obtaining the conversation trees for me in UW1, since you have fiddled with it already. In exchange for credit on the project, Of course. ;)
If possible, I would like to get the conversation tree in "sort of" a flow chart format per NPC. That way, porting the dialog into the Morrowind Editor would be fairly straight forward data entry.
Let me know if you are interested :)
Regards,
Taz
jim the hairy on 24/9/2001 at 13:40
TazMan: There is some information on the bytecode format for the Underworld conversation engine in the unofficial specs document. If you download the <a href="http://madeira.physiol.ucl.ac.uk/people/jim/games/tsshp-current.tar.gz">TSSHP source release</a> you will find it in the <tt>doc/</tt> subdirectory, or there's an online copy at (
http://madeira.physiol.ucl.ac.uk/people/jim/games/uw-specs.txt) http://madeira.physiol.ucl.ac.uk/people/jim/games/uw-specs.txt . The latter isn't guaranteed to be bang up-to-date though.
As far as strings go that's easy ... I've written a program to dump those out in text format which you are welcome to a copy of, or just the text file itself if you'd prefer.
If you need anything else hacking-related just yell. I can probably get you geometry information on the original 3D models, such as the ankh (did you know the damn thing was Gouraud-shaded? In 1991?) --I've pretty much cracked the 3D model format except for the colour information which is coded in a really weird way.
TazMan on 25/9/2001 at 01:05
Quote:
Originally posted by jim the hairy:
<STRONG>As far as strings go that's easy ... I've written a program to dump those out in text format which you are welcome to a copy of, or just the text file itself if you'd prefer.
If you need anything else hacking-related just yell.
</STRONG>
/ME YELLS
Heh!
Looking at that latter link... the info looks like it's assembly language, which is way over my head. :eek:
So anything you wish to contribute as far as getting the dialog out of UW would be very much appreciated! :)
I've pretty much got the rest of it licked!
Thanks,
Taz
jim the hairy on 25/9/2001 at 17:28
Quote:
Originally posted by TazMan:
<STRONG>
Looking at that latter link... the info looks like it's assembly language, which is way over my head. :eek:
</STRONG>
It is assembly language, in a manner of speaking, though for a virtual processor.
Quote:
<STRONG>
So anything you wish to contribute as far as getting the dialog out of UW would be very much appreciated! :)
</STRONG>
I've made a dump of all the game strings and put it at (
http://madeira.physiol.ucl.ac.uk/tsshp/uwstrings.txt) http://madeira.physiol.ucl.ac.uk/tsshp/uwstrings.txt which should give you something to look at at least ... I'm not quite sure how we'd go about converting the scripts proper into something that could be used by Morrowind though, what format does it use?