Does anybody know how BotF accesses the entries of english.snd?
After all, the game engine has to "know" which sound to play at which occasion.
Each entry has its own ID, but the game does not seem to use these IDs (at least, I did not find any references to them in trek.exe).
Dividing the IDs into categories didn't help either.
How does BotF access english.snd? (solved)
Moderator: thunderchero
How does BotF access english.snd? (solved)
Last edited by Gowron on Sat Mar 28, 2009 9:46 am, edited 1 time in total.
A discovery consists in seeing something everybody has seen and at the same time thinking something nobody has thought yet.
- thunderchero
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Actually I'm interested in CPU messages
(like "outpost constructed")
I had already tried converse.bin, but can't seem to make much sense (let alone use) of it.
What I'm looking for is the way BotF specifies a certain sound. After all, it doesn's just "play a random sound" at a certain event, but it plays "sound number xx". If the IDs in english.snd are not used by trek.exe, something else must play that role.
EDIT:
Never mind, I found all relevant IDs in converse.bin
Thanks to everybody
(like "outpost constructed")
I had already tried converse.bin, but can't seem to make much sense (let alone use) of it.
What I'm looking for is the way BotF specifies a certain sound. After all, it doesn's just "play a random sound" at a certain event, but it plays "sound number xx". If the IDs in english.snd are not used by trek.exe, something else must play that role.
EDIT:
Never mind, I found all relevant IDs in converse.bin
Thanks to everybody
A discovery consists in seeing something everybody has seen and at the same time thinking something nobody has thought yet.