u/RyhonPL
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1points
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3points
New Make-A-Wish hat (i.redd.it)
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21points
VostokMods 0.1.1 and ModWorkshop category launched (self.RoadtoVostokGame) [Discussion]
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23points
VostokMods - An experimental mod loader for Road to Vostok (self.RoadtoVostokGame) [Discussion]
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10points
spider check (self.CallMeCarson) [:snoo_surprised: SUGGESTION]
RyhonPL
RyhonPL
If you're still interested, I've found a way to extract PW audio at https://www.reddit.com/r/psphacks/comments/154ims1/comment/mj1ex37
It might work for PO as they use a similar engine
RyhonPL
I figured out a way to extract them in a reply to the comment above if you're still interested
RyhonPL
I figured it out, if you're still interested.
For music and briefing voices, (BGM, BRIEFING, VOICESBF, PS, RT.PDT) use the Peace Walker PDT music QuickBMS script.
For the rest of the sounds, use Chrysalis to extract the slot and stage files. The slots might have .sep files, which can store multiple .at3 files. They start with "RIFF" in ASCII within the file and have the same format as WAV, but need to be converted using ATRACTool back to WAV. I've written a custom script to extract these files.
The remaining sounds will also be in the .sep format within the cache.dar of each stage, which can be extracted using Chrysalis.
Some .sep files might have audio in a different format, you can extract it using PSound.
RyhonPL
Can be obtained by donating $2.99 or more at https://tiltify.com/make-a-wish-intl/battlebitgrantswishes24
RyhonPL
Already ported to Windows, works with pump and bolt actions
RyhonPL
You're not supposed to unzip it
RyhonPL
It's created when you launch the game
RyhonPL
Press any key when the game boots up
RyhonPL
The mod loader will serve as a mod manager. Right now you can disable mods from it, in the future it will be able to update and install new mods from ModWorkshop inside of it
RyhonPL
When I saw your project, I assumed it's meant to be implemented by the game developers so I ignored it. It also looks like it doesn't have 4.0 support, which is what Vostok uses.
Right now, the system for injecting the loader is a custom Godot project, which loads the game PCK for it's scripts and loads the settings save file, which is saved as a .tres and sets the script to a duplicate of the loader script, so it's saved as a sub-resource of the save file. The injector also has partial code for downloading PckTool to inject the loader and run it with the `--script` option. I didn't finish porting this injection method as I realized I can just inject to the save file and that method requires a lot of space because there needs to be a clean and modded PCK.
I did not know about `Resource.take_over_path`, which is used by your script extensions, I've been copying the whole scripts in mods :p
RyhonPL
It's going to get ported to Windows eventually. Right now it's easier to write a bash script for the injector instead of something cross-platform
RyhonPL
He misses the old crew
RyhonPL
Aren't you the guy that made a bomb threat
RyhonPL
boioioioing
RyhonPL
You gave him way too much hair
RyhonPL
Funny mci
RyhonPL
Who are you
RyhonPL
It sucks but do !starterkit once you join to get started
RyhonPL
People are making fan animations again, we're so back to the simpler times
PD89HNM81S still working for 25%