In support of people doing mods, or people who want to peruse the text to find paths, etc., etc., here are a set of decrypted text files from 0.7:
7_0001.* contains common text, and the text for the various quest steps.
7_0001.raw.txt is the raw decrypted file
7_0001.txt has had the Russian removed
7_0002.* contains the dialog sequences
7_0002.raw.txt is the raw decrypted file
7_0002.txt has had the Russian removed
7_0002-alpha.txt has been (mostly) sorted into alphabetical order by "state key"
For those unfamiliar with the dialog sequences, each individual display at the bottom of the game screen corresponds to one group of lines in the "alpha" file above. Thus:
05.aboutvic.0@0@m-social@<i>Let's try to find this Victor in the social networks ... There are so many of them, but they aren't the ones I need. And how am I supposed to check the ones without the protos? Is it possible he's actually Eric?</i>
05.aboutvic.1^<i>Look him up in some databases</i>
05.aboutvic.1@2@m-people@<i>Maybe I should look him up in the phonebook, and some other databases ... Hm ... Shit, hundreds of results again. Those don't even have any photos, how am I supposed to find the one I'm looking for?</i>
05.aboutvic.2^<i>Check criminal databases</i>
05.aboutvic.2@13@m-interpol@<i>What if he's on some most wanted lists? Interpol or FBI or something ... I doubt, but I can try ... Yeah, nothing again. How do I find something useful...?</i>
leave!set_can.findmoro_2^<i>finish</i>
represents a set of three states. The first line starts with the state name, and contains the main text. The indented lines have:
- The choice text (to the right of the ^)
- The state to go to next (at the beginning of the line)
- Possibly some alteration to the game state. Thus, for example, when you click on "finish" in the third step, it sets the "can.findmoro" variable to "2".
You can potentially use this information to find where you are in a progression, and what the various choices you're presented will do...
Have fun!