You didn't miss anything - due to the limitations of the ISO format, the music is not present in the Disk 2 ISO files available from the site.
Until someone updates the downloads with disk images in a format that supports CD audio, the instructions I posted are the only way I know of to get working music using the files available here.
I went ahead and dug up my Alcohol 120% clones of the disks and added them to the download post. Hopefully this helps some people. :)
Man, what a throwback. I'm an adult now. How weird.
Should we have a Development section here on the forums where we can put stuff like this?
Sweet, thanks !
If we could get GitHub.com/OpenMachines that'd be awesome!
As long as we're going OSS, I think a GitHub org would be better than a personal git server. They've got a lot of great tools there for managing the repo and project, plus it's friendlier to OSS devs who typically use GitHub.
Plus we can always set up our own build servers and whatever else to pull from GitHub.
Sounds like we need to start dev.wiredforwar.org back up.
In addition, someone should start a GitHub organization up for OpenMachines and add us all as contributors.
Alright guys I'll get a wiki running soon. Trying to find something more minimalist than MediaWiki... Open to suggestions.
I'd certainly be willing to host one here. Though ironically I'm more of a fan of web clients now like JabbR 😆
Woah, hey! I tried e-mailing your old e-mail awhile back and got a bounce, so I wasn't sure we'd see you here again. Glad you made it back! It's weird after so long, we're all like... grown up now.
If you're in the mood for some heavy nostalgia and cringe, http://forums.wiredforwar.org . If you see anything worth saving, move it here!
Lemon Meringue. /thread.
Here you'll find the model extraction tools written by
nothingness on the old forums.
You can download the utility, and the source code, here.
Recently I remembered about the game and I found some time to try again recreate the models format. Generally, it's stored in a models.bin file (machines, buildings) and in files with the extension *.psb (map tiles), *.arb (artefacts, trees, plants, etc.) from a pdata directory. I enclosed my program to extracting.
Usage: binex a <filename to extract, part of this name or dir branch> <input filename>. Copy program binary to machines root directory. Run command prompt and change dir again to game root (e.g. cd c:\games\machines). Now type binex a .x models.bin to extract all *.x files from models.bin, similarly for *.arb. For *.psb type e.g. binex a .agt pdata\m_desert.psb.
I can't discover orginal objects coordinates so they need to be pieced together, but I think that isn't a big problem.
I hope that in any way it will be useful for something. Meshes can be imported and smoothed in any 3D software. Don't ask how to export new models to original game. I don't recreated whole format and I am not able to do it.