http://www.bendlins.de/nico/risen/risenlib.7z
Read the included text file to get used to the console command.
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"Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- ConnorGeändert von NicoDE (11.08.2010 um 13:33 Uhr)
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Just to answer the questions I received per private message...
Put the Script_Library.dll into <Risen>/bin/scripts/ - i.e. extract the archive (with sub-folders) into the directory where you installed Risen (or the Demo).
The Script_Library.dll will be loaded by the game (it loads all /bin/scripts/Script_*.dll and calls _ScriptInit@0). On initialization the Script_Library.dll registers a new console command: library.
The console command supports help (library help) and auto-completion for both parameters (press the Tabulator key to complete the parameter or to switch to the next valid parameter).
Why...- ...implemented as a new console command?
It was easier for me.
Else I would have to find a way to initialize the Engine, the Game, the Modules, ... just too much work, sorry. - ...not a custom tool/parser?
It is just something that I do not have time for.
Best regards and good luck,
Nico"Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
- ...implemented as a new console command?
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The Script_Library module has been updated.
All known "problems" have been resolved:- File time-stamps are set on Export.
- Camera raw files are moved to import directory on Export.
Because the time-stamps are set, the Game should no longer rebuild/create new /data/compiled/library/compiled_*.bin on start - as long as you did not changed the raw files. Strictly speaking the "library compile" command isn’t necessary, because the Game checks for modifications on loading a document archive.
Note that PANKRATZX2_01623.xinf has been removed in Patch 1.1 - you should clear the output directory if you exported the Goldmaster infos.
ps: There is no need to distribute the raw files. Everyone who has the Game can generate them - for her/his version of the game."Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- ConnorGeändert von NicoDE (11.08.2010 um 16:48 Uhr)
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Why there is no option to decompile compiled_materials.bin from data\compiled\materials.pak?
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Because I did not implement it
It can be added if it is an eCDocArchive (IIRC it isn't) and the eSDocArchiveConfig parameters are known. The source code is in the RisenSDK http://svn.nicode.net/risensdk/trunk...cript_Library/
Note that there is a long and almost complete Compiled Shader Material research for Risen 1
Best regards,
Nico"Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- ConnorGeändert von NicoDE (13.03.2013 um 09:39 Uhr)