ssvb Posted May 5, 2003 Share Posted May 5, 2003 Hello. I'm one of UFO2000 devolopers. For those, who do not know, it is a free open source multiplayer game, which uses XCOM1 graphical and sound resources. These resources are proprietary and are not distributed with the game. One solution would be to collect enough free XCOM-compatible resources (PCK, SPK files, maps...) from different XCOM mods and include them into the game distribution . Maybe at some moment in the future, the game will not depend on proprietary resources and have complete, ready to be used out of the box distributive. I would like to ask XCOM modders if they allow us to use their artworks in UFO2000. --Serge Semashkoufo2000 development teamhttps://ufo2000.sourceforge.net Link to comment Share on other sites More sharing options...
Munkeylord Posted May 5, 2003 Share Posted May 5, 2003 hehehe, i love the idea of ufo2000 but never actually got it to work over the net. but hell i'll MAKE new graphics for it if needed! Link to comment Share on other sites More sharing options...
Munkeylord Posted May 5, 2003 Share Posted May 5, 2003 oh and also about ufo2000.....i was just kinda curious how you guys managed to add the knife and kaset....brass knuckles from fallout2 into the game. i tried ripping the obdata and other files up looking for how the hell you managed to add things. thats another area i am really interested in. if you don't mind, or if its not possible to do it with the actual game then i'd like to know. thanks Link to comment Share on other sites More sharing options...
ssvb Posted May 6, 2003 Author Share Posted May 6, 2003 oh and also about ufo2000.....i was just kinda curious how you guys managed to add the knife and kaset....brass knuckles from fallout2 into the game. i tried ripping the obdata and other files up looking for how the hell you managed to add things. thats another area i am really interested in. if you don't mind, or if its not possible to do it with the actual game then i'd like to know. thanksHaving our own source code has an advantage - we can add almost anything to the game (well, with enough time and patience ). As far as I know, cold weapons support in UFO2000 is implemented using its own code, not XCOM data structures hacking, or something like this. Maybe it is possible to add cold weapon to XCOM1, by I really do not know how. PS. Check your e-mail --Serge Semashkoufo2000 development teamhttps://ufo2000.sourceforge.net Link to comment Share on other sites More sharing options...
Munkeylord Posted May 6, 2003 Share Posted May 6, 2003 hehehe, well since you use your own thing for xcom...............my head just filled with ideas. and yes i've played ufo2000, just not over the net. its no fun playing it by yourself. but yea, name any type of graphic you want and i'll make it for you. p.s. i'll register tomorrow.....i'm kinda tired at the moment. Link to comment Share on other sites More sharing options...
BladeFireLight Posted May 6, 2003 Share Posted May 6, 2003 if your one of the coders for ufo2000 maybe you have more info on some of the data structures that you have hacked and imported do you have the format of the '.cat' files.. and the location of the music in the dos version? I would like to make a .cat to wav conversion util to alow for sounds to be replaced in xcom and TFTD -Blade FireLight Link to comment Share on other sites More sharing options...
NKF Posted May 6, 2003 Share Posted May 6, 2003 Bladefirelight, there appear to be more than one format for the .cat files. I think .cat is just used as a name for sound files in general. The music sequences are stored in gm.cat, adlib.cat and roland.cat. Obviously for general midi, adlib and the Roland GUS soundcards. There's also intro.cat, aintro.cat and rintro.cat, which don't contain any raw audio, so I think are just the introduction sequences for their respective soundcards. Drivers.cat seems to be several midi sound drivers lumped together. sample?.cat contain raw audio used by the game, and there's sometimes also sound1.cat and sound2.cat, which also contain samples but aren't used by the game (I think they're only included in really old versions). The Collectors edition also seems to be missing the file with the audio for the introduction sequence for some reason. - NKF Link to comment Share on other sites More sharing options...
ssvb Posted May 7, 2003 Author Share Posted May 7, 2003 UFO2000 does not have full sound and music XCOM files support (BTW, thanks to NKF for providing additional information). It only loads SOUND1.CAT file now (see https://lxnt.info:8888/repos/ufo2k/trunk/src/sound.cpphttps://lxnt.info:8888/repos/ufo2k/trunk/src/sound.h and for more details). Its format is not very difficult: first 4 bytes - size of all sample headers (divide it by 8 and get number of samples)next come all the sample headers (8 bytes each - 4 bytes for sample offset, 4 bytes for sample length)and then come raw data for samples with 11KHz sample rate This format (or very similar) seems to be also used in other .CAT files. *EDIT*---------------Fixed broken link and added second relavent link-Blade FireLight----------------------Serge Semashkoufo2000 development teamhttps://ufo2000.sourceforge.net Link to comment Share on other sites More sharing options...
BladeFireLight Posted May 7, 2003 Share Posted May 7, 2003 thanks ssvb. that was exactily what i was looking for. i know that the .cat file are not all sound. I think they are just a storage file kind of like a uncompresed zip. -Blade FireLight Link to comment Share on other sites More sharing options...
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