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Defiance beta

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kilik
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Defiance beta

Post by kilik »

result .wad file if someone can say more
thank's
chrrox
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Re: Defiance beta

Post by chrrox »

why not post the client link.
kilik
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Re: Defiance beta

Post by kilik »

kilik
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Re: Defiance beta

Post by kilik »

say me in pm i can share my account if someone need donwload the client
MrMoonKr
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Re: Defiance beta

Post by MrMoonKr »

i have registered an account.
but, they do not have download menu at that game site.
anyway, this game is very interesting for me.
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Re: Defiance beta

Post by twisted »

Ekey
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Re: Defiance beta

Post by Ekey »

Servers down ?

Code: Select all

Filed to download patch notes.

Recovery process failed. Please check your network connectivity and try again. Patch Error [115]. Download Error [0].
kilik
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Re: Defiance beta

Post by kilik »

yes is stress test at this time
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Re: Defiance beta

Post by Ekey »

How much size full game? Maybe actually upload on sendspace for example if size < 2-3gb?
twisted
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Re: Defiance beta

Post by twisted »

its 14gb.
MrMoonKr
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Re: Defiance beta

Post by MrMoonKr »

Would you mind providing ftp of the installed game for sightseeing or download :D
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Re: Defiance beta

Post by twisted »

If someone has an FTP server I can use I can upload it, don't really want to use my own connection to host.
Also the .wad files use zlib but I've honestly no idea what the format of the files inside are, looks like total garbage.
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Re: Defiance beta

Post by Ekey »

twisted wrote:its 14gb.
Huh lol. Anyway upload 1-2 small wads for review and desirable main executable with all librarys.
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Re: Defiance beta

Post by twisted »

Drop me a PM for file links, I've uploaded 2 files to my dropbox neither of which are particularly small:

resources.wad (1.13gb)
sounds.wad (359mb) - this is the smallest wad file.

The files were taken from the closed alpha but after the latest update they're probably the same as beta stress test.
MrMoonKr
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Re: Defiance beta

Post by MrMoonKr »

this is all i can do now
the game uses custom-formatted asset, and archived them to wad file.
some asset files are zip-compressed.

Code: Select all

//////////////////////////////////////////////////////////////////////////
// 010 Editor v3.1 Binary Template
//
// File     : DefianceTemplateWAD.bt
// Author   : MrMoonKr
// Revision : 0.1
// Purpose  : Defiance wad file analyze
// Changes  :  
//
// ( 2013/01/16/Wed )
//          : Found some helpful links 
//          : ( http://forum.xentax.com/viewtopic.php?f=10&t=10028 )
//
//////////////////////////////////////////////////////////////////////////


//------------------------------------------------------------------------

#include "CommonTemplate.bt"


//------------------------------------------------------------------------

/**
    file offset, file size, etc... 
    - i cannot find yet
    - they scrambled data
*/
typedef struct
{
    uint32              mUnk1 ;
    uint32              mUnk2 ;
    uint32              mUnk3 ;
    uint32              mUnk4 ;
    time_t              mTime ;
    uint32              mZero1 ;
    uint32              mType ;
    uint32              mZero2 ;

    local uint32 bookMark     = FTell() ;
    //FSeek( mOffset ) ;
    //char                mFileData[ mSize ] ;
    //char                mFileName[ 260 ] ;
    FSeek( bookMark ) ;

} WADChunk < bgcolor = cLtPurple , read = ReadWADChunk > ;

string ReadWADChunk( WADChunk& data )
{
    string s = "(no data)" ;
    SPrintf( s , "( %12u , %12u , %12d , %12d )( %12d )" ,
        data.mUnk1 ,
        data.mUnk2 ,
        data.mUnk3 ,
        data.mUnk4 ,
        data.mType 
        ) ;
    return s ;
}

typedef struct
{
    uint32              mChunkCount ;
    uint32              mNextOffset ;
    uint32              mZero4[2] ;

    WADChunk            mChunks[mChunkCount] ;

    if ( mNextOffset > 0 )
    {
        FSeek( mNextOffset ) ;
    }

} WADChunkArray < bgcolor = cLtRed, read = ReadWADChunkArray > ;

string ReadWADChunkArray( WADChunkArray& data )
{
    string s = "(no data)" ;
    SPrintf( s , "( Chunk Count : %d )( Next Offset : %u )" ,
        data.mChunkCount ,
        data.mNextOffset
        ) ;
    return s ;
}

//------------------------------------------------------------------------

/**
    archive file header
*/
typedef struct
{
    char                mFourCC[4] ;
    uint32              mZero1 ;
    uint32              mChunkCount ;
    uint32              mZero2 ;
    uint32              mZero3[4] ;

    local uint32 i=0 ;
    local uint32 remainChunks = mChunkCount ;
    for ( i=0 ; i < remainChunks ; ++i )
    {
        WADChunkArray   mChunkArrays ;
        
        remainChunks    -= mChunkArrays[i].mChunkCount ;
    }
    

} WADHeader < bgcolor = cLtGray , read = ReadWADHeader > ;

string ReadWADHeader( WADHeader& data )
{
    string s = "(no data)" ;
    SPrintf( s , "( FourCC : %s )( ChunkCount : u )" ,
        data.mFourCC ,
        data.mChunkCount
        ) ;
    return s ;
}


//////////////////////////////////////////////////////////////////////////

LittleEndian() ;
//BigEndian() ;

WADHeader               gHeader ;



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