D12 not extractable?
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Re: D12 not extractable?
by GamerXYZ0 » 18 Jun 2011, 21:20
Unfortunate to see there are no working ways to repack a working .wad at the moment. I removed all the @'s to stop the AI from shuffling cards down at certain difficulties and added a [always available = "true"] tag to each non-Revenge decks to unlock them (if that won't work, please tell me what would work), including the 2 Boss decks. Hopefully I can soon use that.
That leaves me with a question: say a program can be made that makes correct wads. Can I use this current already-extracted wad or do I have to extract the original wad again with that new program?
And these dog/cat pictures are really annoying yeah. Wouldn't be bad if they were all clear, but there are plenty of times I really tick all the seemingly correct boxes (having read if I have to select dogs or cats) and yet I made a mistake apparantly O_O
Here's an example I print-screened beforehand in case it would yet again reject it (which it did): http://i53.tinypic.com/wcg0h3.jpg Can you spot the third cat? Or can you spot a dog I checked as a cat? I can't answer either of those questions. Perhaps that top-middle one? No, that's clearly a dog's fur!
That leaves me with a question: say a program can be made that makes correct wads. Can I use this current already-extracted wad or do I have to extract the original wad again with that new program?
And these dog/cat pictures are really annoying yeah. Wouldn't be bad if they were all clear, but there are plenty of times I really tick all the seemingly correct boxes (having read if I have to select dogs or cats) and yet I made a mistake apparantly O_O
Here's an example I print-screened beforehand in case it would yet again reject it (which it did): http://i53.tinypic.com/wcg0h3.jpg Can you spot the third cat? Or can you spot a dog I checked as a cat? I can't answer either of those questions. Perhaps that top-middle one? No, that's clearly a dog's fur!
Last edited by GamerXYZ0 on 18 Jun 2011, 21:40, edited 1 time in total.
Re: D12 not extractable?
by Huggybaby » 18 Jun 2011, 21:33
Hmm, I see only two cats...GH can address this if need be.
A couple more posts and you won't see them again, thanks for your persistence.
A couple more posts and you won't see them again, thanks for your persistence.
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Re: D12 not extractable?
by Rick » 19 Jun 2011, 00:47
If you're already using my build for D12 that I released already, then you won't need to re-extract or anything, that works fine. The WAD validation is not actually a part of the WAD file structure itself but something added on.GamerXYZ0 wrote:That leaves me with a question: say a program can be made that makes correct wads. Can I use this current already-extracted wad or do I have to extract the original wad again with that new program?
gibbed
Re: D12 not extractable?
by GamerXYZ0 » 19 Jun 2011, 01:04
I actually used the wadprogram.jar. But judging by your post that results in the same. Good to hear
Re: D12 not extractable?
by Rick » 19 Jun 2011, 01:11
WAD files are the same format as they were in 2010, so if that was already working that should be fine. My tools just had a bug when handling paths that broke with 2012, that's all.
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Re: D12 not extractable?
by IceManOnline » 19 Jun 2011, 09:25
Do you have a link to your new release of the tools?
-Edit-
Nevermind. Found it ^^
-Edit-
Nevermind. Found it ^^
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Re: D12 not extractable?
by GamerXYZ0 » 19 Jun 2011, 13:46
Huh? I thought there wasn't a fix for making the wad work with 2012 currently? Or does that work well now?Rick wrote:WAD files are the same format as they were in 2010, so if that was already working that should be fine. My tools just had a bug when handling paths that broke with 2012, that's all.
Re: D12 not extractable?
by IceManOnline » 19 Jun 2011, 13:53
If it works then I'm doing it wrong.
Tried it but doesn't work.
Tried it but doesn't work.
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Re: D12 not extractable?
by Rick » 19 Jun 2011, 14:11
I meant my tools can unpack and pack WADs correctly, they can't be loaded into 2012 until I can generate a valid signature for the files, or disable the check somehow.GamerXYZ0 wrote:Huh? I thought there wasn't a fix for making the wad work with 2012 currently? Or does that work well now?
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Re: D12 not extractable?
by BaneslayerMilkingCow » 19 Jun 2011, 16:27
Good to hear you're still working on breaking that stubborn game.
We will still be able to run the game from data folders like in the old version?
We will still be able to run the game from data folders like in the old version?
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Re: D12 not extractable?
by Aborash » 21 Jun 2011, 11:53
Not sure if it would help, but I used the Olly Debugger for check the references of modules that DoPT2012 uses, and I found that it call the Crypt32.dllRick wrote:I meant my tools can unpack and pack WADs correctly, they can't be loaded into 2012 until I can generate a valid signature for the files, or disable the check somehow.GamerXYZ0 wrote:Huh? I thought there wasn't a fix for making the wad work with 2012 currently? Or does that work well now?
http://msdn.microsoft.com/en-us/library ... 84(v=vs.85).aspx
Hope it help somehow.
Re: D12 not extractable?
by kevlahnota » 22 Jun 2011, 10:55
Is it possible to to bypass the check by hexediting the exe? I've tried reading a memory address via cheat engine to find the offsets but still no luck on that .
Rick wrote:I meant my tools can unpack and pack WADs correctly, they can't be loaded into 2012 until I can generate a valid signature for the files, or disable the check somehow.
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Re: D12 not extractable?
by Aborash » 22 Jun 2011, 22:46
Hard to find a check call with cheatenginer.kevlahnota wrote:Is it possible to to bypass the check by hexediting the exe? I've tried reading a memory address via cheat engine to find the offsets but still no luck on that .Rick wrote:I meant my tools can unpack and pack WADs correctly, they can't be loaded into 2012 until I can generate a valid signature for the files, or disable the check somehow.
If somehow I be able to have some free time, I'll try to "Nop" the check with de debugger.
Re: D12 not extractable?
by Rick » 22 Jun 2011, 23:30
You can patch memory address 0x0064B3FF from 0x75 to 0xEB to disable the check. This isn't a simple file patch though since it's packed with Steam DRM.
That's why I have not released anything to disable it yet, I'm still deciding if I want to go this route (via hook DLL) or properly implement the signature generation.
Patching memory will very likely trigger VAC, which is why I'm against it. (I would assume VAC is only operating when you're playing online, though).
That's why I have not released anything to disable it yet, I'm still deciding if I want to go this route (via hook DLL) or properly implement the signature generation.
Patching memory will very likely trigger VAC, which is why I'm against it. (I would assume VAC is only operating when you're playing online, though).
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Re: D12 not extractable?
by GamerXYZ0 » 23 Jun 2011, 01:43
Yeah, VAC's always risky. Hence I have the game twice: a legitimately bought one to go online, and a downloaded one to make sure nothing will go wrong when playing the modded version. And besides, that's easier anyway than having to screw around with renaming files and stuff. However, I also guess that this'd mean that patching would work differently for me, right? (I use a Steamless version)
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