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FTKchuuNINJA
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PostSubject: strpool.dat   strpool.dat Icon_minitimeTue Feb 14, 2017 6:35 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
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PostSubject: Re: strpool.dat   strpool.dat Icon_minitimeTue Feb 14, 2017 5:37 pm

In what direction is it located?

EDIT:
Open It with HxD.


Last edited by Troodon on Tue Feb 14, 2017 5:45 pm; edited 1 time in total (Reason for editing : Question Resolved)
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LostWorld
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PostSubject: Re: strpool.dat   strpool.dat Icon_minitimeFri Feb 17, 2017 12:07 pm

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
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PostSubject: Re: strpool.dat   strpool.dat Icon_minitimeFri Feb 17, 2017 12:12 pm

umm, touch it with anything and save and it goes haywire... as in... *press* [shutsdown]
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equinox-
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PostSubject: Re: strpool.dat   strpool.dat Icon_minitimeTue Feb 21, 2017 12:33 am

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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HydragonofDeath
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PostSubject: Re: strpool.dat   strpool.dat Icon_minitimeFri Jan 18, 2019 3:35 pm

i thought we could add sounds? anyways so its not editable but either way maybe theres info in there about how TClasses work?
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