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Just wondering where these are located? I can find the old ones at the Space Rangers HD site and forums, but I haven't been able to find any for the new quest format (as of the latest version).

I am currently in the middle of doing fan translations for a number of the quests (which were never translated into English) - which is taking me a while since I don't actually know any Russian (I'm using Google translate to turn it into gibberish, then translating the gibberish into English). But now that the format has changed I have no way of turning them back into the proper quest format...
avatar
squid830: Just wondering where these are located? I can find the old ones at the Space Rangers HD site and forums, but I haven't been able to find any for the new quest format (as of the latest version).

I am currently in the middle of doing fan translations for a number of the quests (which were never translated into English) - which is taking me a while since I don't actually know any Russian (I'm using Google translate to turn it into gibberish, then translating the gibberish into English). But now that the format has changed I have no way of turning them back into the proper quest format...
new redactor here https://snk-games.net/forums/viewtopic.php?f=2&t=1940
resource unpack\repack there https://snk-games.net/forums/viewtopic.php?f=52&t=1947

UnityAssetsExplorer - unpack Unity asstets. You need resources.assets and sharedassets0.assets for modding/
resources.assets has almost all resources.
-english_name_of_quest.txt - quest, replace .txt with .qmm to open with TGE.
-english_name_of_quest_numbers.txt replace .txt with .jpg
- *.mat - Material for #d model, probably need Unity.
- *.tex - textures, UnityAssetsExplorer can convert into standart format for textures *.dds, then you can edit it in photoshop
- *.mesh - compiled 3d-model
- *.ani - animation for 3D model
- *.shader - compiled shader

disclaimer - no point to bother with 3d models, you would need full source code to compile redacted project
sharedassets0.assets includes situations, bases, tutorial (TGE-based) and some textures.

- sg_numbers.txt - situations with messengers\ambassadors(no idea:) )
- Fight.txt - fight, d'oh
- Classes.txt - starting parameters (not TGE)
- Bussines_station.txt - business station (Captain Obvious)
- Battle_station.txt - (Captain Obvious)
- Delivery.txt - (Captain Obvious)
- Pirate_station.txt - (Captain Obvious)
- QuestsRus.txt - list of names for (Text quests, i assume) which engine takes before generation NOT TGE
- Rewards.txt - rewards, not TGE
- Science_station.txt - (Captain Obvious)
- Stimulants.txt - (Captain Obvious), NOT TGE
- Episode_numbers.txt - situations

ILSpy - program for source code unpacker
Main code resides in Assembly-CSharp.dll, after unzip it would be available in openly compilable *.cs written on C#. For your own build you would need compilator csc or full Visual Studio.

Also, you most likely wouldn't be able to make modification for Android & iOS, because instead of dll they rely on memory snapshot global-metadata.dat(and this file can't be redacted with these instruments), Also, without being root (android) or jailbreak(iOS) you can't edit application folder.
avatar
squid830: Just wondering where these are located? I can find the old ones at the Space Rangers HD site and forums, but I haven't been able to find any for the new quest format (as of the latest version).

I am currently in the middle of doing fan translations for a number of the quests (which were never translated into English) - which is taking me a while since I don't actually know any Russian (I'm using Google translate to turn it into gibberish, then translating the gibberish into English). But now that the format has changed I have no way of turning them back into the proper quest format...
avatar
Gremlion: new redactor here https://snk-games.net/forums/viewtopic.php?f=2&t=1940
resource unpack\repack there https://snk-games.net/forums/viewtopic.php?f=52&t=1947

UnityAssetsExplorer - unpack Unity asstets. You need resources.assets and sharedassets0.assets for modding/
resources.assets has almost all resources.
-english_name_of_quest.txt - quest, replace .txt with .qmm to open with TGE.
-english_name_of_quest_numbers.txt replace .txt with .jpg
- *.mat - Material for #d model, probably need Unity.
- *.tex - textures, UnityAssetsExplorer can convert into standart format for textures *.dds, then you can edit it in photoshop
- *.mesh - compiled 3d-model
- *.ani - animation for 3D model
- *.shader - compiled shader

disclaimer - no point to bother with 3d models, you would need full source code to compile redacted project
sharedassets0.assets includes situations, bases, tutorial (TGE-based) and some textures.

- sg_numbers.txt - situations with messengers\ambassadors(no idea:) )
- Fight.txt - fight, d'oh
- Classes.txt - starting parameters (not TGE)
- Bussines_station.txt - business station (Captain Obvious)
- Battle_station.txt - (Captain Obvious)
- Delivery.txt - (Captain Obvious)
- Pirate_station.txt - (Captain Obvious)
- QuestsRus.txt - list of names for (Text quests, i assume) which engine takes before generation NOT TGE
- Rewards.txt - rewards, not TGE
- Science_station.txt - (Captain Obvious)
- Stimulants.txt - (Captain Obvious), NOT TGE
- Episode_numbers.txt - situations

ILSpy - program for source code unpacker
Main code resides in Assembly-CSharp.dll, after unzip it would be available in openly compilable *.cs written on C#. For your own build you would need compilator csc or full Visual Studio.

Also, you most likely wouldn't be able to make modification for Android & iOS, because instead of dll they rely on memory snapshot global-metadata.dat(and this file can't be redacted with these instruments), Also, without being root (android) or jailbreak(iOS) you can't edit application folder.
Thanks for the detailed reply!

I wasn't planning on modding Android (as yet) - my main aim is to get some of the cool text adventures that us English speakers have been missing out on until now...

I was using a really old TGE-based tool called "QMTranslator" to extract the text (in Cyrillic), importing that into Google translate for translation/editing, then reading the English version back in using the same tool.

From a quick glance it looks like the latest TGE also has this feature built-in (import/export of text quests), so I'm hoping it will work in a similar fashion. I'll know more once I get more of a chance to check it out with the new files.

Thanks again!