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Dead Island .pak

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VenomOC
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Re: Dead Island .pak

Post by VenomOC »

cr0bit wrote:to bypass modified *.pak check, we can patch 2 bytes in engine_x86_rwdi.dll. Open that dll in favorite hex-editor and search for FFD684DB, and change 84DB to B301, then save dll and run game with modified *.pak.
P.S. it`s the simple way ;)
P.P.S. sorry for my English...
mod of dll is not perfect, I tried chnge the file text MD Text&Voices.bin from DaraES.pak to the DataEn.pak, the game opened, and the title screen appeared in Spanish, but in time to open the menu, it also closed.

Any idea what might be?

Tks.
rengareng
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Re: Dead Island .pak

Post by rengareng »

yes, cr0bit your method does not working for The Cartel.
cr0bit
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Re: Dead Island .pak

Post by cr0bit »

rengareng wrote:yes, cr0bit your method does not working for The Cartel.
hmm...
i patch engine_x86_rwdi.dll from CoJC and do some modification in Data0.pak to enable dev menu.
it works...
michalss
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Re: Dead Island .pak

Post by michalss »

Everythin works as expected on X360. No any crC CHECKS :)
Quick BMS Editor GUI - simple easy to use
Goto : viewtopic.php?uid=34229&f=29&t=6797&start=0

Downloads from DropBox : https://dl.dropboxusercontent.com/u/
Rick
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Re: Dead Island .pak

Post by Rick »

A slightly less terrible solution instead of hacking the DLL:
X:\dead island\DI>"Y:\Gibbed.DeadIsland.FixZip.exe" -v -o DataEn.pak.orig DataEn.zip DataEn.pak
target hash is 9BAF71AA
actual hash is 13E3327B
base hash is BBE82F6D
generated 57154 bytes of magic
success! final hash of 9BAF71AA
size: 749047 -> 1966102

X:\dead island\DI>
http://mod.gib.me/deadisland/fixzip-r3.zip

If it crashes / doesn't work, let me know! (and include what the original file is, and upload the modified file somewhere)
Last edited by Rick on Fri Sep 09, 2011 7:50 am, edited 1 time in total.
Reason: new fixzip build
https://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
Kamillho
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Re: Dead Island .pak

Post by Kamillho »

Rick wrote:A slightly less terrible solution instead of hacking the DLL:
X:\dead island\DI>"Y:\Gibbed.DeadIsland.FixZip.exe" -v -o DataEn.pak.orig DataEn.zip DataEn.pak
target hash is 9BAF71AA
actual hash is 13E3327B
base hash is BBE82F6D
generated 57154 bytes of magic
success! final hash of 9BAF71AA
size: 749047 -> 1966102

X:\dead island\DI>
http://mod.gib.me/deadisland/fixzip-r3.zip

If it crashes / doesn't work, let me know! (and include what the original file is, and upload the modified file somewhere)
I put Data0.pak on Gibbed.DeadIsland.FixZip and nothing.
Rick
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Re: Dead Island .pak

Post by Rick »

Usage is not that simple. Please at least look at the example txt/bat and the command-line help for FixZip.
https://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
ZerOHearth
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Re: Dead Island .pak

Post by ZerOHearth »

Rick wrote:Usage is not that simple.
I now it´s additional work. But if "you" can build a GUI for it, so that ALL can use "your" tools much more better/easier!?
Image
Rick
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Re: Dead Island .pak

Post by Rick »

I build tools for my use, and I do not use UIs for tools such as FixZip as I use batch scripting to automate their usage.

The ability to use command-line tools is a necessary facet of modding.
https://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
ZerOHearth
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Re: Dead Island .pak

Post by ZerOHearth »

I like your work + tools rick. THX by the way. :up:

Batch is an alternative. :)

But not all can know to use (/like) this. :wink:

I take a look @ it and if i have a question i post here.
Image
Rick
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Re: Dead Island .pak

Post by Rick »

ZerOHearth wrote:I like your work + tools rick. THX by the way. :up:

Batch is an alternative. :)

But not all can know to use (/like) this. :wink:

I take a look @ it and if i have a question i post here.
All of my more recent command-line tools support -h (--help) by default. It will also output the help if you give it no arguments.
https://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
VenomOC
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Re: Dead Island .pak

Post by VenomOC »

Very, very, very, very much, thank you, Rick. It worked perfectly in the COJ The Cartel.

Thanks anyway, was of great help.

Hugs.
Rick
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Re: Dead Island .pak

Post by Rick »

And here I thought this terrible hashing scheme was specific to Dead Island. :|
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Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
rengareng
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Re: Dead Island .pak

Post by rengareng »

Rick wrote:And here I thought this terrible hashing scheme was specific to Dead Island. :|
It is specific to their game engine Chrome Engine 5 of Techland.
Rick
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Re: Dead Island .pak

Post by Rick »

rengareng wrote:It is specific to their game engine Chrome Engine 5 of Techland.
Oh sure, I knew about the engine stuff, was just surprised that wasn't local to Dead Island since it's so terrible I figured it'd be a custom addition to the engine.
https://blog.gib.me/

Don't ask me about localization tools; if you don't have the resources to develop them yourself you don't need them.
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