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The Crew fat/dat archives

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Chipicao
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The Crew fat/dat archives

Post by Chipicao »

The closed beta started today and it lasts until the 25th.

Once again we have fat & dat pairs, with FAT2 header like in Far Cry 3. Dunia2 tools don't work, but with any luck they'll only need slight modifications.
The game engine is suposedly called Babel. Not sure to what extent it might be a variation of Dunia, or something new built from the ground up by Ivory Tower.
L.E. Geometry files have the same structure as Far Cry 3, but it seems as though it pre-dates it in terms of development. Not only is the file version is lower, but it also features slightly less data.

Fair warning: the game is still beta. Please don't upload or post any files here, not even external links.

Status report:
Last edited by Chipicao on Sun Dec 07, 2014 6:05 pm, edited 4 times in total.
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Re: The Crew fat/dat archives

Post by MrYeah »

Strange: The .dat files weren't compressed or encrypted. You can see plaintext. But it looks like the files are mixed together.
Unfortunately, I can't compare it to FC3 because I don't have it. Is there some documentation about the FC3 format?
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Re: The Crew fat/dat archives

Post by Ekey »

Can someone share client? > PM please.
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Re: The Crew fat/dat archives

Post by Chipicao »

@MrYeah they don't seem "plain" to me. At least in vehicles.dat I can't see any 3d geometry data. They are at least compressed.
The fat header size is the same as Watch Dogs, posted by Ekey here, except it's FAT2 and version is 5

Code: Select all

struct FATHeader
{
   DWORD   dwID; // 2TAF
   DWORD   dwVersion; // Always = 5
   DWORD   dwUnknown; // Always = 1
   DWORD   dwTotalFiles;
};
but each file entry is 24 bytes in size

@Ekey check PM
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Re: The Crew fat/dat archives

Post by Ekey »

hash is _int64 > CRC64
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Re: The Crew fat/dat archives

Post by MrYeah »

@Ekey: Nice find.

@Chipicao:
You can see some XML in startup.dat, some parts of English sentences in localization.dat and DDS textures compressed with DXT5 like in greatcanyon.dat.
If the geometry data of the cars is compressed, it's not part of the fat/dat format.
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Re: The Crew fat/dat archives

Post by d875j »

We should try to get the game to play after beta time.
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Re: The Crew fat/dat archives

Post by Chipicao »

@MrYeah Nope. That's how this compression type works. You can see glimpses of file headers and plain-text file markers, but everything else is compressed.
It was the same with Far Cry 3. Here, have a look at an unpacked xbg and how you see it in fc3_main.dat:
Image

It's the same thing with those files you mentioned. You're not seeing uncompressed data, just small pieces. Try to snip out that DDS texture and you'll see it doesn't work.
The good news is that Crew xgb file structure seems almost identical to Far Cry 3, which means my import script might work with little to no modifications. :) But I'll only know for sure when we have an unpacker.

@d875j Maybe you should move warez talk someplace else...
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Re: The Crew fat/dat archives

Post by d875j »

Chipicao wrote:@d875j Maybe you should move warez talk someplace else...
Warez? How if the beta is free? All i'm saying i want to play it after the beta period i will buy game but still.
Last edited by d875j on Sun Jul 27, 2014 1:38 pm, edited 1 time in total.
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Re: The Crew fat/dat archives

Post by Chipicao »

Getting the beta to work after it has expired is like making a crack. Period.

Also, you don't need to quote my entire post just to reply to a single phrase. You're just making a mess...
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Re: The Crew fat/dat archives

Post by d875j »

Chipicao wrote:Getting the beta to work after it has expired is like making a crack. Period.

Also, you don't need to quote my entire post just to reply to a single phrase. You're just making a mess...
Sorry but i don't think so at all.It's not like a crack period.People ripping models and ect is kinda wrong but people do it.Any ways as i said i enjoyed game and want to play it while i wait for the game to be released.
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Re: The Crew fat/dat archives

Post by Speeder »

I don't think it's even possible or it would be really too much work for that (afaik savegames are server sided and some features of the game as well, plus memory dumping seems buggy from what I've tried).

Also I dumped every launch options available, can I post those there? (for the ini file, didnt test but seems there is interesting stuff if it's still enabled) :D
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Re: The Crew fat/dat archives

Post by Chipicao »

@d875j Think again. To make the beta work you would have to modify the exe and bypass all the checks and connections it does with uplay and the game servers. That's a crack, so let's stop talking about this.

@Speeder Please do, I'm curious to see what you found.
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Re: The Crew fat/dat archives

Post by Speeder »

Code: Select all

PAUSE_ON_BACKGROUND
INPUT_ON_BACKGROUND
SOUND_ON_BACKGROUND
FORCE_TRACKING
VERBOSE_TRACKING
SYSTEM_PROFILING_TRACKING
CHECK_LOCA
CUV
USE_WHEEL
NO_PAD_VIB
PATCHARCHIVE
USEEDITIONDATA
PC_VERSION
PCGame
UPLAYPC
STEAMPC
RENDERQUALITY (low-medium-high-ultrahigh-durango-orbis-console(=x360 leftover settings?))
DISABLE_CAMERA_CONTROL_MOUSE
VSYNC
AUTO_LOGIN
NO_SOLO
SERVER
FREERIDE
LOGIN
PASSWORD
RB_IP
RB_PORT
PROXY_IP
PROXY_PORT
PVP
TV
SAVE
AFFINITY
NO_ASYNCH_MODE
PC_BETA
I'm not sure how those are supposed to work (I tried to enable the verbose tracking but I didn't find any log... it might be setup for a remote debugger?) and if those aren't supposed to be in the Config.xml file... Time to try and try I guess. :wink:

EDIT: list of every server config available (didnt test all of those, but I doubt there is any offline or serverless config):

Code: Select all

SERVER LIST: THE CREW 
//note: exp might be experimental; ext external; vm virtual machine; uat the QA service of Ubisoft; mtl is for Montreal (internal ubi test I assume); 
work
release
release_ext
milestone
loadtest
mtl
dev
ludo
vm01 to vm18
beta01 to beta09
vm01exp to vm18exp
beta01exp to beta09exp
closedbeta //closed beta official server
closeduat
buat01 to buat09
scalabilityLT
scalabilityLTexp
closedbetapp1
closeduatpp1
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Re: The Crew fat/dat archives

Post by Ekey »

Code: Select all

struct FATEntry
{
   DWORD   dwZSize; // i guess ???
   DWORD   dwUnknown; // Just zero - dwZSize maybe int64 ???
   __int64 dwHash;
   DWORD   dwSize;
   DWORD   dwOffset;
};

Code: Select all

FATEntry.dwSize := FATEntry.dwZSize & $3FFFFFFF;
FATEntry.dwOffset := (FATEntry.dwOffset << 2) |= (FATEntry.dwOffset & $C0000000) >> 30;
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