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Robot Wars: Aod - Can Be Modded.


Cyrem
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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.

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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.

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  • 1 month later...

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 ;)

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  • 2 weeks later...

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.

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  • 1 year later...

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

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