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Since I wrote the first versions of conversion script (v0.1 and 0.2) back when v
ista was released and the sound-issue first surfaced, I've always known it was n
ot finished. I did not have much time to finish it, but it seemed to be working
quite well as it was, so I posted it over at the 3dRealms forum, and had no time
to look back.
Lately I found some time and looked
o see what happened there and found
Since the release of v0.2, June '07
in issues being the lack of support
tate without repacking it.
Crimson Behelit and MaddieMan did a great job, picking it up where I left it: re
leasing v0.3 and trying to tackle the main issues. Some good finds where done, b
ut also some new complications crept in. The script was over-complicated and ove
r-informative, I wanted to clean that up and tackle some of the remaining issues
.
So I decided to pick it up again and release v0.5beta (probably few more release
s will follow). Stay tuned in the forums mentioned for updates and workarounds.
If you have any issues or any questions and remarks please post them in the foru
ms, you can also go there to look for updates.
http://www.alanwake.com/forum/showthread.php?t=1729 I will post any updates the
re.
http://forums.3drealms.com/vb/showthread.php?t=27985
Best regards and Please post your results!
Darkje
-----Read Me! -Ultimate Max Payne(1) Vista/Win7 Sound Fix- v1.0 updated 03-May-09
-----If you install Max Payne (1) on Vista or Windows7 you will probably notice that
most music, intro sound, cut-scene talks and many of the original in game sounds
are missing. This patch will fix that, by converting the original sounds to a f
ormat that does play right in Vista/Windows7. Mods can also be converted and pla
yed with sound now.
Usage:
Unpack the maxpayne_soundpatch.rar file in your game directory and click MaxBatc
h(.bat). A command window will pop up, giving you choice of the options explaine
d below, depending on what it finds in the game directory. You can also stop at
any stage. Upon exit the script will create a shortcut on your desktop to itself
, so you can easily start it again any time. If you want to restore or convert m
ore mods you added later on, just run the script again. It's best to start with
an unconverted game and unconverted mods because the script will remember what i
s converted or not, by looking at the backups it made. If it does not find any b
ackups it will presume an unconverted game/mod. (* converting an already convert
ed mod or game again won't damage it, but is no good for the restore part). On v
ista you may need an account with admin rights, to be able to copy the files to
the game directory.
Location of game directory:
The Location of the game directory depends on how you first installed the game.
If you used the original CD and did not change the default install path, it is p
robably located in 'C:\Program Files\MaxPayne\' or 'C:\Program Files (x86)\MaxPa
yne\'. If you installed the game from Steam, it should be located in 'C:\Program
Files\Steam\steamapps\common\max payne' or 'C:\Program Files (x86)\Steam\steama
pps\common\max payne'. Make sure you copy all patch files there, if you get mess
ages saying you need permission, please allow them, so the script files are all
copied there. As of version v0.85 the script will run in any directory, even if
it's protected by vista's UAC. The script will prompt for elevation once at star
t-up if needed in any phase.
Options:
When you run the script you will presented with some of the following options, d
epending on status found.
[C] - Convert game. This will convert the game .ras files that contain sounds. B
ackups are kept so you can restore later on.
[M] - Convert mod(s). This will convert the mod .mpm files found. Backups are ke
pt so you can restore later on.
[B ] - Convert both game and the found mod(s). This will do both the above, with
backups.
[R] - Restore options. This will launch the restore menu.
[A] - Restore all original files. Will restore both game and mods from the backu
p to the game directory. Only shown in restore menu.
[G] - Restore original game files. Will restore the game .ras files from the bac
kup to the game directory. Only shown in restore menu.
[O] - Restore original mod files. Will restore the mod .mpm files from the backu
p to the game directory. Only shown in restore menu.
[S] - Start analysis again. This restarts the analysis phase. All file detection
is done over again. Useful if you updated the contents of the game directory, a
dded more mods, or fixed missing files.
[L] - Launch game. Will attempt to launch game if the file maxpayne.exe exists.
If additional files are missing, this will be reported in the analysis phase, bu
t as long as maxpayne.exe is there, launch will still be attempted. After launch
ing the script will exit and create a shortcut on the desktop to itself if it di
d not exist already.
[D] - Debug Level (0/1/2). Levels explained below, but please also read the 'Tip
s for debug option:' section. Pressing D will cycle through the debug options 02, so if you accidentally get at a level you don't want, just press D a couple o
f more times until you're back at the first level.
- Level 0 is off, stay here if you don't know about debugging.
- Level 1 will switch the script to verbose mode, so it comments on the file
analysis and other phases. Meant for users with minor problems. Level 1 comment
s are also shown at higher debug levels.
- Level 2 will set sox to verbose and will show lots of info during a conver
sion phase. The conversion of each sound is documented.
[E] - End. This will do guess what .
Possible issues:
- I've sometimes seen a "file in use/directory not empty" error popping up in th
e conversion phase, if this happens please restore the file you where processing
and then exit the script. Edit maxbatch.bat at line 10 where it says "set var_D
elay=5" and try a higher number there like "set var_Delay=10", and convert again
, that should solve it.
- Install issues, for easy step by step guide look here:
Easy step guide to fully installing the game with sound patch:
Installing the sound patch on the Steam Game - http://www.alanwake.com/forum
/showthread.php?p=38480
Installing the sound patch on the CD Game - http://www.alanwake.com/forum/sh
owthread.php?p=38501
to convert the game or do other tasks. Since conception of the fix, it has grown
from a few basic commands typed at the commandline, to a quite complex batchfil
e of over a 1000 lines, that checks for many possible scenarios and does the har
d stuff for you! Batchfiles are textfiles containing a series of commands you wo
uld otherwise type at the commandline. They can be opened in a basic editor like
notepad, so if you are interested in it's inner workings you can review it that
way. The elevate.vbs included in the last few versions is a small VB script tha
t opens an elevated command prompt and restarts the script in there. It can also
be opened with a text editor.
-----UPDATES
-----V1.12, 21-Nov-10
- On the game conversion the size of the result is now checked, if conversion fa
iled backups are restored (if only one fails, all game files are restored, so it
's fresh afterwards).
- Large working and finished messages on the game conversion section, for some p
eople missed the fact the script was still working after the first file, where t
hree files had to be done.- Fixes need for edit if converting cd install of lang
uages other than english.
- Detection and removal of previously failed conversion attempts is done. ie. tm
p removed and backups synced.
- If tmp is not properly emptied between conversion files, - sometimes it happe
ns the os reported file in use- , the script will alert and retry until the file
s are released.
V1.11, 25-Nov-09
Some small bugs where found, this fixes it.
- almost completely rewritten/redisgned.
V1.1, 22-Nov-09
This one focusus on better handling of mods. I separated the game conversion and
mod conversion in to their own screens, the restore screen of v1.0 became obsol
ete by this.
- almost completely rewritten/redisgned.
- mods categorized in 3 types, new, converted and excluded.
- mods failing conversion auto excluded.
- where it used to handle all mods in one go, it can now also handle individual
files.
- fixed qouting on the mod filenames, previous version crashed if it contained s
paces or brackets.
V1.0 Final, 03-May-09
OK people, here is my final one! This should do it all, and unless something maj
or comes up with it I plan no further updates in the near future.
- Colors indicating status, green screen all ok, red screen possible problem(s)
- Separate elevate.vbs no longer needed, the script will auto-generate one in %t
emp% if it needs it.
- Converted file check if conversion worked by comparing size to original, if co
nversion results in equal size or zero size file, it was not needed, or the file
was already converted, or conversion failed. Backups are restored.
- Debug levels 3&4 removed, where only used during beta phase.
- Shortcut no longer placed on desktop, but in startmenu/all programs.
- Many small tweaks.
- Also an earlier fixed bug of missing quotes did occur again under circumstance
s, fixed again.
- One more debug level. Level 3, combining level 1&2
beta v0.8, 17-Apr-09:
- Added testing for UAC, and offer solution No.1 through a new [F]ix option if U
AC is limiting the script.
- Analysis now showing current path, so you know where the script is running fro
m.
- Debugging now has 3 levels (0,1,2), 0 is off, 1 is verbose sound conversion ph
ase and 2 is also echo script.
beta v0.71, 16-Apr-09:
- Fixed the debug-bug. (Debug could not be switched on/off in the scenario of a
clean game and no mods)
- Added to debugging: the script itself will also show in debug mode. This can b
e useful for finding why and where there is a problem with the script.
beta v0.7, 15-Apr-09:
- Approaching final, sanitized script again after lots of changes under the hood
.
- Debug option added, switches sox to verbose, for more info in conversion phase
, see above description at options!
- More small dialog tweaks and cosmetic changes.
beta v0.63, 15-Apr-09:
Another minor update.
- Extended dialog and menus so you can also convert mods only now, without havin
g a converted game.
- Dialog changes, now the script calls the files converted and unconverted, inst
ead of backups. (Still depends on detection of the backups).
- Minor cosmetic changes.
beta 0.61, 13-Apr-09:
Whoot so soon? Yes! Something terrible came up, a bug. Please use this version;
all older versions have that bug.
- Fixed: a nasty bug (in fact it was me forgetting to use quotes somewhere in th
e older parts of the script, very nasty ;)) It caused file names with a space in
them to be skipped and lost in the conversion phase! (Only some sounds on some
mods affected, not the game itself)
beta 0.6, 13-Apr-09:
Just 24h after v0.5 and I've done the fix on the parts that where bugging me ;),
so here's my best version yet...
- Implemented better handling of newly added mods. Now you can add new mods with
out restoring first!
- Created dialog to show status, and menu's to interact
beta 0.5, 12-Apr-09:
- Removed the checks for files, now you just have to make sure yourself you have
them in the game directory.
- Removed most dialog, just run the script and wait for it to finish.
- Removed the alternate path options, complicated things, no one used them anywa
y.
- Removed path dependencies, path no longer specifically has to be c:\Maxpayne,
any location will do.
- Removed the need for more than one script.
- Other languages besides English will also work now.
- Simplified and cleaned the script.
- Fixed unnecessary decompression of the level data.