Cyrem Posted July 18, 2010 Share Posted July 18, 2010 I was looking into it the other day and managed to get out a heap of files out of it's data file. File Types used inside datafiles: BMP TGA Txt Some other, probably custom files Data Files: Sound.dat - Contains WAV files (not encrypted and not compressed) Sound.idx - Index file that tells the game of the position and size of the files in Sound.dat Lumpy.dat - Contains files compressed with RNC compression Lumpy.idx - Index file that tells the game of the position and size of the files in Lumpy.dat It was easy enough to manually pull out a file from Lumpy.dat and decompress it with some RNC compression software. This is one of the files: ############################# # # ROBOTWARS Global data file # # Created by Ben # ############################# # Tournament Stuff WeightCategory0 55 WeightCategory1 62 WeightCategory2 75 StrengthCategory0 80 StrengthCategory1 120 StrengthCategory2 150 StrengthCategory3 200 Slalom.StartZ 800 Slalom.DistanceZ 700 Slalom.DistanceX 400 Slalom.NumberOfPosts 5 Slalom.PlayerStartX 1300 Slalom.PlayerStartZ 0 #Robot Motion Stuff Enable_Snagging 0 NoComponentDamage 0 #Physics Tweaking TurnForce 0.2 # Improves robot turning (all robots) SkidTrigger 4.0 # Speed at which skid SFX is triggered #Damage Response Stuff HardKnockVelocity 4.0 # If the speed changes by more than this value, do a reliability test BashCoolTime 1.0 # When a robot gets hit, ignore other collisions for x seconds ComponentFailTime 2.0 # When a component has a temporary failure, recover in x seconds ComponentTotalFailValue 35.0 # If the component fails its rely test by this or more DefaultPS2Options.SFXVolume 5 DefaultPS2Options.MusicVolume 5 DefaultPS2Options.VoiceVolume 5 DefaultPS2Options.Rumble 1 DefaultPS2Options.PlayerController 1 VoiceOver.Commentator.FirstNumber 1000 # Number of first numeric filename VoiceOver.Commentator.Filter TRIVIAL # OPTIONS: TRIVIAL -> HELPFUL -> IMPORTANT -> VITAL -> SILENT (ignore messages less important than this setting) VoiceOver.Commentator.ExpensiveRobot 3000 # How much a robot has to cost before it is considered "expensive" VoiceOver.Commentator.RobotToRobotProximity 800 # How close a robot has to be to another robot to be considered "close" VoiceOver.Commentator.RobotToCPZProximity 500 # How close a robot has to be to an active CPZ to be considered "close" (measured from the house robot's spawn point) VoiceOver.Commentator.RobotWithinCPZ 300 # How close a robot has to be to an active CPZ to be considered "inside" (measured from the house robot's spawn point) VoiceOver.Commentator.LowDamageLevel 0.1 # Damage levels VoiceOver.Commentator.HighDamageLevel 0.5 # required to trigger VoiceOver.Commentator.VeryHighDamageLevel 2.0 # relevant commentary levels. VoiceOver.Commentator.FastRobotSpeed 5.0 # How fast a robot has to move for it to be described as "charging" VoiceOver.Commentator.LongTimeWithoutAction 20 # How many seconds can elapse since last hit before commentator complains about lack of action VoiceOver.Commentator.LongTimeInCPZ 10 # How many seconds a robot can spend in CPZ before commentary is triggered VoiceOver.Advisor.FirstNumber 5000 # NUmber of first numeric filename VoiceOver.Advisor.Filter TRIVIAL # OPTIONS: TRIVIAL -> HELPFUL -> IMPORTANT -> VITAL -> SILENT (ignore messages less important than this setting) VoiceOver.Advisor.UserInactiveComplainAfter 300 # How many seconds can pass with no user activity in UI before advisor starts complaining VoiceOver.Advisor.ExpensiveComponent 3000 # How much a component has to cost before it is considered "expensive" VoiceOver.NumberOfNumericFilenameDigits 4 # How many digits there are in a numeric filename VoiceOver.NumberOfMessagesCheckedEachTick 8 # How many messages are checked every game tick to see if they need playing VoiceOver.MessageQueueTimeout 10 # How many seconds a message will wait in the queue for playing before it expires VoiceOver.MessageQueueLength 8 # How many messages can be in the queue at any one time VoiceOver.Volume 5 # Speech volume VoiceOver.Encoding.PC "mp3" # Encoding used for PC speech VoiceOver.Encoding.PS2 "VAG" # Encoding used for PS2 speech VoiceOver.UseNumericFilenames.PC 0 # Filename format for PC VoiceOver.UseNumericFilenames.PS2 1 # Filename format for PS2 Camera.Any.MaxSpeed 20.0 Camera.Any.Acceleration 2.0 Camera.Any.Drag 1.0 Camera.Any.MaxPanRate 20.0 Camera.Any.IncPanRate 1.0 Camera.Any.ZoomRate 0.02 Camera.Any.ColsphereExtent 60.0 Camera.Any.DefaultZoom 1.0 Camera.Any.MinZoom 1.5 Camera.Any.MaxZoom 7.5 Camera.Any.ObstructionTimeout 5 Camera.Any.ScreenAspect 1.33 Camera.Any.ShowLookAt 0 # Display a sphere at the render camera's lookat position Camera.Any.ShowLocation 0 # Display a sphere at the location of all non-rendering cameras Camera.Any.AverageRobotSize 200.0 Camera.Follow.Distance 600.0 Camera.Follow.Height 500.0 Camera.Follow.MaxPanRate 40.0 Camera.Follow.IncPanRate 4.0 Camera.Follow.SweepsearchMaxIters 250 Camera.Debug.MaxYawRate 0.02 Camera.Debug.DeltaYawRate 0.0015 Camera.Debug.MaxPitchRate 0.01 Camera.Debug.DeltaPitchRate 0.001 Camera.Debug.CollideWithArena 0 Camera.Debug.ShowCoords 0 # Overlay debug camera's XYZ coords on screen Camera.Closeup.Distance 350.0 Camera.Closeup.Height 400.0 Camera.Closeup.Angle 45 Camera.Closeup.Offset 0,150,200 Camera.Closeup.SupressJudder 1 # Stabilise the camera if the target robot has the shakes # # damage # GlobalDamageMultiplier 0.125 GlobalMinimumDamage 0.025 ArenaDamageMultiplier 1.0 ArenaMinimumDamage 0.125 DisablePlayerDamage 0 # # mover/bad cell options # # if the target is in a cell marked as bad on the astar map # dont even bother trying to get there (just sit still) AIMover.IgnoreStartMoveToBadCell 0 # If our target moves into a bad cell when we are following # stop the mover, otherwise will just charge in regardless # (which is what it has done up to now) AIMover.AbortMoveIntoBadCell 0 # if no way can be found to the target, dont bother trying to # get there (previously, just drove straight at the target anyway) AIMover.AbortNoPathFound 0 # # behavior overrides # # if distance delta less than this, rams are bailed out AIBehave.Ram.GoodDistDelta 1200.0 # if damage delta >N bailout ram AIBehave.Ram.GoodDamageDelta 25.0 ## These MUST be kept up to date with the lowest entry fee for each of the arenas CashRequiredToAccessArena00 0 CashRequiredToAccessArena01 3000 CashRequiredToAccessArena02 15000 CashRequiredToAccessArena03 8000 CashRequiredToAccessArena04 10000 CashRequiredToAccessArena05 5000 CashRequiredToAccessArena06 25000 CashRequiredToAccessArena07 100000 InitialCash 2000 DamageMultiplier 0.3 AggressionMultiplier 1 ControlMultiplier 1 StyleMultiplier 1 RPMRequiredForGoodControl 1 There was also some of these: (probably to do with collision on maps) #123456789012345678901234567890123456789 0000000000000000000000000000000000000000#00 0000000000000001111111111111111000000000#01 0000000000000001111111111111111000000000#02 0000000000000001111111111111111000000000#03 0000000000000001111111111111111000000000#04 0000000000000001111111111111111000000000#05 0000000000000001111111111111111000000000#06 0000000000000000000000000000000000000000#07 0000000000000000111000000001100000000000#08 0000000000000000111000000001100000000000#09 0000000000000000111000000001100000000000#10 0000000000000000111000000001100000000000#11 0000000000000000111000000001100000000000#12 0000000000000000111000000001100000000000#13 0001111111111111111100000011100000000000#14 0001111000000001111111111111100000000000#15 0001111111111101111111111111100000000000#16 0001111111111101111111111111100000000000#17 0001111111111101111111111111100000000000#18 0001111111111101111111111111100000000000#19 0001111111111100111111111111100000000000#20 0001111111111100111111111111100000000000#21 0001111111110000111111111111100000000000#22 0001111111110111111111111111000000000000#23 0001111111110100001111111110000000000000#24 0001111111110100000111111100000000000000#25 0001111111110100000001110000000000000000#26 0001111111110100000000000000000000000000#27 0001111111110100000000000000000000000000#28 0001111111111100000000000000000000000000#29 0001111111111100000000000000000000000000#30 0001111111111111111111111111000000000000#31 0001111111111111111111111111000000000000#32 0001111111111111111111111111000000000000#33 0000000000000000000000111111000000000000#34 0000000000000000000000111111000000000000#35 0000000000000000000000111111000000000000#36 0000000000000000000000111111000000000000#37 0000000000000000000000111111000000000000#38 0000000000000000000000000000000000000000#39 -5025.348633,-5789.689453,1036.557617,3916.972656 Sadly a couple hundred files I couldn't decompress. I have no idea why as they are using RNC compression, it just says it can't read the file. Never the less I got other text files out and a few textures for metals. I made an app to pull out all the files then go through and decompress them... it takes a good 20minutes to complete though (there's about 826 files in there). Problem is, before you can really mod it, a proper program to read and create the IDX file will have to be made. Oh and there was a hand drawn smilie face in the exe... So there you have it, another game never modded... just waiting to be. Meaning RW: ED may also be moddable. Link to comment Share on other sites More sharing options...
Anonymouse Posted July 19, 2010 Share Posted July 19, 2010 Oh god. That config file is eye candy compared to that of LRR. Link to comment Share on other sites More sharing options...
Cyrem Posted July 19, 2010 Author Share Posted July 19, 2010 Oh god. That config file is eye candy compared to that of LRR. Yes it's quite clean isn't it? Too bad there isn't a lot of options though. Link to comment Share on other sites More sharing options...
bartvbl Posted September 16, 2010 Share Posted September 16, 2010 Do you mean that you didn't manage to extract some of the game files, or that you don't know what kind they are? I got robot wars arenas of destruction myself, so I can check stuff out myself as well ;) Link to comment Share on other sites More sharing options...
Cyrem Posted September 26, 2010 Author Share Posted September 26, 2010 Do you mean that you didn't manage to extract some of the game files, or that you don't know what kind they are? I got robot wars arenas of destruction myself, so I can check stuff out myself as well I did manage to extract most, an example of that was put in my first post. I couldn't extract all though. Link to comment Share on other sites More sharing options...
bartvbl Posted September 29, 2010 Share Posted September 29, 2010 Did you also get out music files? *hope hope* Link to comment Share on other sites More sharing options...
spongebot64 Posted October 15, 2011 Share Posted October 15, 2011 How did you manage to get the .dat file and files inside open? I have the game and might want to mod it. The reason why I want to mod the game is to get the extra camera mode that one of my friends got when they installed the game for the first time on their computer. www.youtube.com/watch?v=SVtFIqud058 Link to comment Share on other sites More sharing options...
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