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Re: Legend of Grimlock [.dat file]

Posted: Tue Apr 17, 2012 2:16 pm
by Itze
Ekey just watched your tutorial... damn good work :!: :D

Re: Legend of Grimlock [.dat file]

Posted: Tue Apr 17, 2012 3:38 pm
by Ekey
It is a pity that all LUA not be able to decompile. LUAJit bugged and not all records ByteCode instructions

Re: Legend of Grimlock [.dat file]

Posted: Tue Apr 17, 2012 5:56 pm
by Itze
i guess they'll release the mod tools soon... people in the official forum are begging for them and especially translations

Re: Legend of Grimlock [.dat file]

Posted: Tue Apr 17, 2012 7:56 pm
by Ekey
They planning release only LUA API and MapTool nothing more.

Re: Legend of Grimlock [.dat file]

Posted: Wed Apr 18, 2012 10:35 am
by lostprophet
Ekey wrote:They planning release only LUA API and MapTool nothing more.
Does the LUA API mean we will be able to decompile the .lua files properly?

Re: Legend of Grimlock [.dat file]

Posted: Wed Apr 18, 2012 10:42 am
by Vash
no, it means that you could write your own modules using the LUA functions they write (and compile) probably..

Re: Legend of Grimlock [.dat file]

Posted: Wed Apr 18, 2012 1:09 pm
by Ekey
Vash wrote:no, it means that you could write your own modules using the LUA functions they write (and compile) probably..
Exactly :)

Re: Legend of Grimlock [.dat file]

Posted: Wed Apr 18, 2012 1:21 pm
by Vash
in theory they actually COULD write some translate functions...the question is "will they?"

Re: Legend of Grimlock [.dat file]

Posted: Wed Apr 18, 2012 1:25 pm
by XRaptor
There is no need to do "translate functions". They should simply give uncompilled scripts with texts and that's all. But they are against modding and distributing of original game files.

Re: Legend of Grimlock [.dat file]

Posted: Wed Apr 18, 2012 1:32 pm
by Ekey
Removed

Re: Legend of Grimlock [.dat file]

Posted: Thu Apr 19, 2012 7:51 am
by XRaptor
Well, just to let you know, I just made silent update of version 1.1 on my website. No version change. Just redownload archive. I just added some more filenames to list and added error handler to application for checking 'hashtable.txt'. Some users have problem that application doesn't load that file. So now there is error message if file not found with location where exe is looking for that file. I hope it will help.

Re: Legend of Grimlock [.dat file]

Posted: Thu Apr 19, 2012 10:10 am
by momo

Code: Select all

assets/models/props/prison_floor_corpse.mesh
assets/models/props/prison_floor_corpse.model
assets/models/swipes/swipe_combo_cross.mesh
assets/models/swipes/swipe_combo_cross.model
assets/models/wall_sets/dungeon/wall_rune.mesh
assets/models/wall_sets/dungeon/wall_rune.model

Re: Legend of Grimlock [.dat file]

Posted: Thu Apr 19, 2012 1:52 pm
by Ekey

Code: Select all

assets/models/props/props_rubble_low01.mesh
assets/models/props/props_rubble_low01.model
assets/models/props/props_wood_barrel01.mesh
assets/models/props/props_wood_barrel01.model
assets/models/props/props_torch01.mesh
assets/models/props/props_torch01.model
assets/models/wall_sets/temple/wall_moss.mesh
assets/models/wall_sets/temple/wall_moss.model

Re: Legend of Grimlock [.dat file]

Posted: Thu Apr 19, 2012 2:29 pm
by XRaptor
Ok, here is actual hashlist.txt file. Helper file included.

115 file names is missing.

Re: Legend of Grimlock [.dat file]

Posted: Thu Apr 19, 2012 4:49 pm
by Ekey
Thanks X for update. I extract full archive with new hashtable and total missing files = 128 not 115 :)