I don't know how to successfully run mods on my version of the mac. There was an easy-mod tool that was released on the forums for the mac, but it will not run on my mac [Wrong CPU Type Error] (mine uses an old 32-bit intel based processor). This means that if I am to install mods, I may need to do it all manually. I don't mind doing it manually, but I need more information from those who actually know what they are doing.
In the main resources folder I have a chitin.key file (what does this do)? I also have directories:
[1] data
[2] lang
[3] movies
[4] music
[5] scripts
[6] OSX-DungeonCrawl_v7 (A mod I would like to install)
Now, it looks like the way you would normally do this would be to run the Setup-DC binary. (Which I assume puts all the folders and data in the right places).
Now, for data storage formats (this is, in fact, a data driven game with an engine running on top of it... I think).
-- In the data file, I see ".bif" and ".BIF" files.
-- In the lang file, I see, "dialog.tlk"... this looks important, but it's written in binary. (Am I going to need to start hacking away at this with a hex editor?) Moving further in, I see .wav format sounds. (Good, something I recognize). I assume the dialog.tlk file handles the indexing and tells the Infinity engine what to do with the sounds and where to put them. What does it do?
-- In the movies file, I see, ".wbm" files. I don't recognize what these are, but I assume they are just frames with frame flipping directions with an audio and video compression technique used on them.
-- In the music file, I see, ".MUS" files and ".mus" files. There are also directories with names like "bsd", "mx0013", etc. In the directories, I see ".acm" files. What are these? What do they do?
-- Finally, In the scripts file, I see, ".BS" files and these are written in ASCII. But without a table telling me what most of these numbers are... (I suppose that I could just change the numbers blindly and see what happens, but this doesn't seem wise).
There are lots of differences between the data types that I see in the actual game folders, and the data that I see in the mod file. In the mod file, I see (.are, .tis, .MOS, .cre, .d, .tra, .baf, .sto) files. Files such as these are also present in older versions of the game for windows. Can the Enhanced Edition Infinity Engine still read these?
Is anyone willing to give me some advice? I have a working version of the command line tool WeiDU for my mac that I managed to compile last night.
I will read through this:
http://weidu.org/WeiDU/README-WeiDU.html
In the main resources folder I have a chitin.key file (what does this do)? I also have directories:
[1] data
[2] lang
[3] movies
[4] music
[5] scripts
[6] OSX-DungeonCrawl_v7 (A mod I would like to install)
Now, it looks like the way you would normally do this would be to run the Setup-DC binary. (Which I assume puts all the folders and data in the right places).
Now, for data storage formats (this is, in fact, a data driven game with an engine running on top of it... I think).
-- In the data file, I see ".bif" and ".BIF" files.
-- In the lang file, I see, "dialog.tlk"... this looks important, but it's written in binary. (Am I going to need to start hacking away at this with a hex editor?) Moving further in, I see .wav format sounds. (Good, something I recognize). I assume the dialog.tlk file handles the indexing and tells the Infinity engine what to do with the sounds and where to put them. What does it do?
-- In the movies file, I see, ".wbm" files. I don't recognize what these are, but I assume they are just frames with frame flipping directions with an audio and video compression technique used on them.
-- In the music file, I see, ".MUS" files and ".mus" files. There are also directories with names like "bsd", "mx0013", etc. In the directories, I see ".acm" files. What are these? What do they do?
-- Finally, In the scripts file, I see, ".BS" files and these are written in ASCII. But without a table telling me what most of these numbers are... (I suppose that I could just change the numbers blindly and see what happens, but this doesn't seem wise).
There are lots of differences between the data types that I see in the actual game folders, and the data that I see in the mod file. In the mod file, I see (.are, .tis, .MOS, .cre, .d, .tra, .baf, .sto) files. Files such as these are also present in older versions of the game for windows. Can the Enhanced Edition Infinity Engine still read these?
Is anyone willing to give me some advice? I have a working version of the command line tool WeiDU for my mac that I managed to compile last night.
I will read through this:
http://weidu.org/WeiDU/README-WeiDU.html









