Fallout 2 utility RegSnd.exe download?

QuantumApprentice

Where'd That 6th Toe Come From?
Can anybody point me to the modern recompile of RegSnd.exe utility?
I used to have a copy linked here: https://mega.nz/file/iRoihLwJ#pz2aZwhDTfzrquciJxSfLisxl6bKca0dNutW3PjDUOc
but it seems the host has removed it recently.
For what its worth the description I had for it was
"RegSnd (NEW 2024 re-compile from the original source-code)"
(wish I'd saved who handed me the link before).

I found the 2014 compile in Dobrovik's Archive (https://www.mediafire.com/file/mlx8s52bzgczsf6/regsnd_v1.4_by_ABel.rar/file)
but I could have sworn somebody had recompiled it recently, so I'm hoping there's a github out there, or something similar.

Anybody know if ABel has a github or something?
 
oh, you know what? looks like the source code was included with the zip file...
wonder if I recompiled it myself and forgot? :facepalm:

Anyway, does ABel have a github?
Would it be in poor taste if I committed the source code to my github along with a recompiled version?
 
What's wrong with running regsnd.exe in newer Windows? Also with newer sfall one doesn't really need regsnd.exe for new sfx files.
 
What's wrong with running regsnd.exe in newer Windows? Also with newer sfall one doesn't really need regsnd.exe for new sfx files.
The vanilla one works, it just had several hits on virustotal.com.
I'm pretty sure I recompiled it with modern c++ and it didn't have any hits at the time, but I have no idea where I left the compiled executable on my pc.

The link I'm trying to replace was for my Sound Effects modding video, so I'd at least like to keep the vanilla game modding tools intact for that tutorial.

That being said, how do you use sfall for new sounds?
Is there a tutorial?

Having a publicly available github will provide free hosting and people can verify the source code, so I'm mostly hoping I can either host it personally, or point people to the publicly hosted version.
Would it be a bad idea to host it on my github repo?
 
That being said, how do you use sfall for new sounds?
Is there a tutorial?
Check ddraw.ini, the option has been added since 4.3.1 and is enabled by default.
INI:
;Set to 1 to automatically search for new SFX sound files at game startup
;Note: With this option enabled, you will no longer need to use the utility regsnd.exe to register new SFX sounds
;This will slightly increase the startup time of the game on older computers
AutoSearchSFX=1
 
Check ddraw.ini, the option has been added since 4.3.1 and is enabled by default.
INI:
;Set to 1 to automatically search for new SFX sound files at game startup
;Note: With this option enabled, you will no longer need to use the utility regsnd.exe to register new SFX sounds
;This will slightly increase the startup time of the game on older computers
AutoSearchSFX=1
Umm...that doesn't explain how to add the sound to a proto file, and I'm not sure I could get that to work with mapper2.exe, since the mapper relies on sndlist.lst to access new audio files (as does the Proto Manager).
I think this can be used for scripting though? with play_sfall_sound()?

Anyway, no word on github hosting?
 
Anyway, no word on github hosting?
I'm not some legal expert. As long as you give proper credits it should be fine. For example I added DAT2 to GitHub repo two years ago.

BTW it seems mapper2 can generate sndlist.lst, at least from the comment in the source code:
C++:
// BIS Mapper2 can recreate deleted sndlist.lst file (Fallout itself tries to
//  do this too, but it inserts incorrect file tags).
// Looks like my utility is no longer needed.
 
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Did you ever find/upload a new version of Regsnd? I've been looking for a copy with no luck so far and your tutorial's link leads to a 404 error on github.
 
Did you ever find/upload a new version of Regsnd? I've been looking for a copy with no luck so far and your tutorial's link leads to a 404 error on github.
I'm sorry about this, but I've got a bit of a problem here.

When I click on the link while logged in to github it takes me to the download page correctly and I'm able to download the zip directly with no 404 errors.

But when I log out and try to click the link I get a big ol' 404 just like you.
Heck, the "Create" entry doesn't even appear in my public history. I have no idea why its doing this, and I'm not sure how to fix it so it's public.
I'll try and work out what the problem is tonight, hopefully I'll have it up and available by this weekend.
I'll post this response to youtube as well in case you miss it here.
 
I'm not some legal expert. As long as you give proper credits it should be fine. For example I added DAT2 to GitHub repo two years ago.

BTW it seems mapper2 can generate sndlist.lst, at least from the comment in the source code:
C++:
// BIS Mapper2 can recreate deleted sndlist.lst file (Fallout itself tries to
//  do this too, but it inserts incorrect file tags).
// Looks like my utility is no longer needed.
Yeah I read that too, but I'm not sure how to activate it in mapper2.exe, and haven't seen any other documentation explaining anything about this capability, so for now I'd like to just keep the tool around until I have the time to figure that out.

Also, have you run into a situation where a github repository you made wasn't public?
I'm running into that issue for this one I just made for regsnd.exe:
 
Yeah I read that too, but I'm not sure how to activate it in mapper2.exe, and haven't seen any other documentation explaining anything about this capability, so for now I'd like to just keep the tool around until I have the time to figure that out.
mapper2 will generate a new sndlist.lst with the content of sound\sfx\ folder if it can't find any, that means you need to remove the vanilla sndlist.lst from master.dat as well. As long as it can find a sndlist.lst, it won't bother to search new sfx and update the list.

Or maybe try this patched mapper2, which I hacked sfall's AutoSearchSFX in it (and with three M2 patches from TeamX site).

Also, have you run into a situation where a github repository you made wasn't public?
No, I'd double-check the settings of the repo.
 

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I'm not seeing that in your public repository list. Maybe the name is messing with your settings? Erase and reupload?
mapper2 will generate a new sndlist.lst with the content of sound\sfx\ folder if it can't find any, that means you need to remove the vanilla sndlist.lst from master.dat as well. As long as it can find a sndlist.lst, it won't bother to search new sfx and update the list.


No, I'd double-check the settings of the repo.
thanks guys, it turns out I accidentally set it to private when creating the repo(not sure how, but that was the issue).
It's public now, so things should be working correctly...I hope :P

I'll have to try out the mapper re-creating the sndlist.lst file this weekend.
 
Thanks! I thought I was going nuts asking here and on YouTube when I couldn't even see it in your list of repos! Glad it's fixed! I can see the page and download it now! (next step: find out why scripts don't compile for RPU due to a header error in a file I've not touched!).
 
Thanks! I thought I was going nuts asking here and on YouTube when I couldn't even see it in your list of repos! Glad it's fixed! I can see the page and download it now! (next step: find out why scripts don't compile for RPU due to a header error in a file I've not touched!).
lol you and me both :P
 
LOL! And I also feel foolish that I just found out that my script compile errors was because I need to use a newer version of the sfall script editor (I had no idea there was a 4.1.7 version!). Just a heads up since I got version 4.1.6 from your awesome mod tools install video, but that causes compile errors with upu.h when you use it to compile scripts to work with the UPU or RPU. However, sfall Script Editor 4.1.7 RC1 works and compiles RPU and also my new scripts, however.
 
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