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FTKchuuNINJA
Compsognathus
Compsognathus


Posts : 73
Join date : 2016-06-08
Age : 24
Location : Restricted Island Laboratory in the Pacific

PostSubject: strpool.dat   Tue Feb 14, 2017 5:35 am

anyone tried opening up the strpool.dat file? well it has pretty interesting things in it. like sounds and fsm commands *O* and I can get a good idea of why we cannot add sounds. Gonna mess with it! >8D
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Troodon
Hatchling
Hatchling


Posts : 34
Join date : 2017-01-03

PostSubject: Re: strpool.dat   Tue Feb 14, 2017 4:37 pm

In what direction is it located?

EDIT:
Open It with HxD.


Last edited by Troodon on Tue Feb 14, 2017 4:45 pm; edited 1 time in total (Reason for editing : Question Resolved)
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LostWorld
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Join date : 2016-08-12
Location : Camping undetected on Isla Sorna

PostSubject: Re: strpool.dat   Fri Feb 17, 2017 11:07 am

That's very interesting. I would like to know how TClasses work and how to eliminate the 40 species cap... if possible. Also, maybe there's a way to assign additional species their own Unit Id's (so that raptor variants will only flock within their respective group,etc.)
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FTKchuuNINJA
Compsognathus
Compsognathus


Posts : 73
Join date : 2016-06-08
Age : 24
Location : Restricted Island Laboratory in the Pacific

PostSubject: Re: strpool.dat   Fri Feb 17, 2017 11:12 am

umm, touch it with anything and save and it goes haywire... as in... *press* [shutsdown]
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equinox-
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Join date : 2016-11-22

PostSubject: Re: strpool.dat   Mon Feb 20, 2017 11:33 pm

Games designed with limited memory and disk space in mind typically use something called a "STRing POOL" to store repeated text. For instance if a binary file needs to represent the string "testing" it can either write 8 bytes (null terminated string), or a 2 byte short that references a string pool to determine what was actually written. It's extremely likely that's what this file does.
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