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by Darkstar
Thu Nov 06, 2008 9:21 pm
Forum: Compressed files and methods
Topic: Unreal 1998 beta (PC) .u [oldunreal.com beat me to it]
Replies: 17
Views: 8904

Re: Unreal 1998 beta (PC) .u

Wow, this is hard. The file formats seem to lack any common identifier, so it's nearly impossible to find them inside the *.u file. The newer Unreal games work with an internal Virtual Machine (similar to Java), and the file formats are just the dumped internal state of the VM clases. But even they ...
by Darkstar
Fri Apr 04, 2008 4:13 pm
Forum: Game Archive
Topic: Guild Wars .DAT File
Replies: 207
Views: 113868

Re: Guild Wars .DAT File

Damn I missed the "open-source window" ;)

If anyone has gotten the source code back then, please speak up, I'm really interested in it, too :)

-Darkstar
by Darkstar
Tue Apr 01, 2008 8:46 pm
Forum: Game Archive
Topic: Guild Wars .DAT File
Replies: 207
Views: 113868

Re: Guild Wars .DAT File

I was under the impression that GWLP is (was?) closed source?
by Darkstar
Sun Mar 16, 2008 10:28 pm
Forum: Holy Cow!
Topic: Header Contest 2008 - Post your votes here!
Replies: 40
Views: 16427

Re: Header Contest 2008 - Post your votes here!

Too many "specialized" logos for my taste (what's Xentax's connection to EA again?). Also, many of the fonts are simply unreadable. I prefer something simple, yet stylish, and not too overloaded. So here are my votes: 1. 26 (simple and technical. my favorite) 2. 23 (has a nice'n'easy logo ...
by Darkstar
Thu Feb 14, 2008 12:56 pm
Forum: Compressed files and methods
Topic: Unreal 1998 beta (PC) .u [oldunreal.com beat me to it]
Replies: 17
Views: 8904

Re: Unreal 1998 beta (PC) .u

The .pas file should work with Unreal (not UT) as well. It seems that only the native functions for U1 have not been generated. My Pascal skills are also not very fresh anymore, but I guess you could use the source as a reference for the file format and whip up your own exporter or something. I migh...
by Darkstar
Wed Feb 13, 2008 2:30 pm
Forum: Compressed files and methods
Topic: Unreal 1998 beta (PC) .u [oldunreal.com beat me to it]
Replies: 17
Views: 8904

Re: Unreal 1998 beta (PC) .u

Have you tried the UTPAS delphi package library?
http://www.acordero.org/prog_proj_UTPDL_Download.html
This is an open source .pas library to open/parse/identify various (older) UT engine files

--Darkstar
by Darkstar
Sun Dec 16, 2007 8:17 pm
Forum: Holy Cow!
Topic: Best way to scan a file?
Replies: 9
Views: 4573

Disk buffering is indeed helpful. The stdlib does it's own little buffering scheme with a few bytes/kbytes, so that's a first step ahead. When in doubt, you can also open the file with a special "sequential" flag which optimizes disk I/O for this special case. File mapping is indeed a nice...
by Darkstar
Mon Dec 10, 2007 11:05 am
Forum: Holy Cow!
Topic: Best way to scan a file?
Replies: 9
Views: 4573

How do you implement the graph? The simple way is to use bidimensional arrays, linear lists are also possible and I found an interesting approach here: http://linux.thai.net/~thep/datrie/datrie.html I'm currently using real heap objects for each node (liked to each other by pointers) but I'm moving...
by Darkstar
Tue Dec 04, 2007 3:56 pm
Forum: Holy Cow!
Topic: Best way to scan a file?
Replies: 9
Views: 4573

I, too, would use Aho-Corasick. You don't have to worry about storing the generated graph somehow: just use the canonical algorithm to build the scanning-graph on runtime. Normally, you have only a few hundred signatures at most, so the time it takes to build the graph is quite small compared to the...
by Darkstar
Wed Oct 24, 2007 8:11 pm
Forum: Game Archive
Topic: Guild Wars .DAT File
Replies: 207
Views: 113868

Yeah, I request files from the server. The GWLP Project hasn't disappeared and I am a staff member, I rarely program for the Login/Game server though. The fileserver was never much of an interest to us, but I got bored a few day's ago and thought I'd write a client. Glad to hear you guys are still ...
by Darkstar
Wed Oct 24, 2007 10:49 am
Forum: Game Archive
Topic: Guild Wars .DAT File
Replies: 207
Views: 113868

Hmm maybe I'm the only one who didn't get it, but... ...could you describe what you mean by "fileserver client"? Did you write a program which downloads files by hash from the official server? Does that mean that you've deciphered the encryption used in the network protocol? Is any of this...
by Darkstar
Thu Oct 11, 2007 8:58 am
Forum: Game Archive
Topic: Guild Wars .DAT File
Replies: 207
Views: 113868

On my system, the path to GW.EXE is saved in HKLM, not HKCU. Your program should check HKLM if it doesn't find it in HKCU ;-) And it seems that after some time, the textures don't get displayed properly anymore. I.e. I only see the checkered background. I don't know what causes this, though. I just ...
by Darkstar
Wed Sep 12, 2007 12:22 pm
Forum: Holy Cow!
Topic: Trinary; The flawless Base-3 Number system.
Replies: 36
Views: 15465

Oh well, you're inventing new terms again: I've considered a modified XOR transistor There is no such thing as an "XOR transistor". This makes no sense, since a transistor switches only voltages or currents, it doesn't do mathematical calculations like XOR. Of course you can build an XOR g...
by Darkstar
Mon Sep 10, 2007 2:15 pm
Forum: Game Archive
Topic: Guild Wars
Replies: 8
Views: 13717

I did take a (quick) look at it, but it seems the changes NCsoft made to the source code are rather trivial and have nothing to do with GW.DAT compression (it still is only an XDelta implementation, after all).
by Darkstar
Mon Sep 10, 2007 2:13 pm
Forum: Holy Cow!
Topic: Trinary; The flawless Base-3 Number system.
Replies: 36
Views: 15465

Okay, now that you've brought the transistor back into the game, maybe you could explain in a little more detail how this works? I don't quite seem to understand if you're creating a completely new "device" (by using "raw" materials like Si or GaAs) - in which case the name "...