ForceSwitchAiden > YOU SHOULD NOT BE HERE !!! /ari call Here are the most notable strings (constants) in the precompiled Lua chunks found so far: Aside from storing just values as Lua functions, modified versions of Dynamic Communicators are also used for storing the "actual" scene scripts, model data, animation data, (very small amounts of) audio, video (like the sport scenes and cartoons on the in-game TVs), textures, dialog sequence text, and more. The name of these blocks is COM_CONT, which is short for Dynamic Communicator Container. The values of these "settings" are stored either compressed (as a segs entry, which is a split up ZLIB archive), or uncompressed (as a QZIP entry, which is funny, because "ZIP" normally indicates a compressed file entry). These are formatted as precompiled Lua "function chunks". The last sentence is missing in the game, for the better though.Įvery single function name, constant name or value and just about any other dev related text is still readable from the precompiled Lua Dynamic Communicator (DynCom) chunks.Ī Dynamic Communicator is a block of events, parameters and attributes for a certain script function in the game. When you select Regrets at the second option, you will hear this: If there's audio for this is currently unknown. After the Hauntings chapter, and the briefing at the DPA, when you sit down with Ryan, there's some unused dialog to one of the options.
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