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Irina
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Posts: 22 Joined: Sat Feb 24, 2007 1:21 pm
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by Irina » Thu Apr 12, 2007 9:38 am
Aww, too bad you can't continue working on it, but thanks for all the work you've done!
Here's the
latest Version for those who want to continue working on it.
BlackDragon
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Posts: 60 Joined: Fri Feb 02, 2007 9:58 pm
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by BlackDragon » Thu Apr 12, 2007 1:53 pm
You did good work on this too. This one actually decompresses the stuff right. Cool.
There's a lot there for anyone to work on. I wonder/hope if GW2 uses the same algorithm so no one has to do this again
BD
Irina
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by Irina » Thu Apr 12, 2007 2:10 pm
The funny thing is, I didn't change anything at all in my code, just added your new decompress.cs to my version and it worked. Guess we'll never find out why my old version didn't work for you
BlackDragon
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by BlackDragon » Thu Apr 12, 2007 3:05 pm
So does this decompress your prefs file properly then? That's great if it does.
Lots of other files work now too. IF I get time, I'll look at that crash bug.
BD
Irina
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by Irina » Thu Apr 12, 2007 4:33 pm
Yes, works fine for my prefs file (and many other files too).
Ravious
ultra-n00b
Posts: 5 Joined: Tue May 01, 2007 4:11 pm
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by Ravious » Tue May 01, 2007 4:58 pm
Has there been any new work done on this lately? I think a lot of GW fans are really excited about the possibility of an eventual model viewer, etc.
If anyone ever needs a test monkey, let me know!
BlackDragon
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by BlackDragon » Wed May 02, 2007 2:50 pm
An anonymous programmer has been making a TON of changes and has pretty much fixed most of the decompression, and has an image viewer.
So be patient, more is in the works. There is no release date yet.
If he/she wants to talk about it they will post
Otherwise, you'll have to wait until I get some time to incorporate his/her changes
BD
Ravious
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Posts: 5 Joined: Tue May 01, 2007 4:11 pm
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by Ravious » Wed May 02, 2007 6:39 pm
Awesome! Looking forward to your work, anonymous he or she programmer. Thanks for the update, BlackDragon.
Irina
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by Irina » Sun May 06, 2007 5:33 pm
Haven't tried it yet, but looks good, thanks for your work!
Is it ok if I try to write a GUI for it?
BoyC
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by BoyC » Sun May 06, 2007 5:49 pm
Yeah sure, that's why the source is in there. Just use it.
Dinoguy1000
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by Dinoguy1000 » Sun May 06, 2007 8:38 pm
Hmm... Is there any particular reason two of the files are named xentax?
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BoyC
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by BoyC » Sun May 06, 2007 9:34 pm
Dinoguy1000 wrote: Hmm... Is there any particular reason two of the files are named xentax? :wink:
Hehe, yeah :)
This was my nth go at this file format and now I based it on blackdragons code from here :) In the end I threw out everything he wrote but it was very educational.
BlackDragon
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by BlackDragon » Mon May 07, 2007 3:23 pm
He did good work on this.
It's time for us to decode the rest of the file formats.
BD
BoyC
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by BoyC » Mon May 07, 2007 9:48 pm
You mean it's time to decode the almost single file format that's left - upon depack the result is about 4 gigabytes, half of it is textures and sounds and the other half is ffna files. So it's definitely game data :D