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  • Nov 30 2017 23:28
    Build #44 passed
  • Nov 30 2017 22:28

    metalbass on master

    Added README file Added empty project structure (compare)

  • Nov 30 2017 21:10

    metalbass on code_coverage

    (compare)

  • Nov 30 2017 21:09

    metalbass on master

    Initial commit (compare)

  • Nov 30 2017 20:59
    metalbass closed #2
  • Nov 30 2017 20:59
    metalbass reopened #2
  • Nov 27 2017 08:33
    Build #41 passed
  • Nov 27 2017 08:32

    metalbass on parallel_tasks

    (compare)

  • Nov 27 2017 08:32

    metalbass on master

    Temp path is only combined once Moved deletion of tem folder to… Cleaned usings on ZippedMdbExtr… and 6 more (compare)

  • Nov 27 2017 08:29
    Build #40 passed
  • Nov 27 2017 08:28

    metalbass on parallel_tasks

    Temp path is only combined once Moved deletion of tem folder to… Cleaned usings on ZippedMdbExtr… and 5 more (compare)

  • Nov 26 2017 11:30
    metalbass opened #7
  • Nov 26 2017 07:35
    metalbass closed #2
  • Nov 25 2017 21:39
    Build #39 passed
  • Nov 25 2017 21:38

    metalbass on dbi_reading

    (compare)

  • Nov 25 2017 21:38

    metalbass on code_coverage

    First working codecoverage (compare)

  • Nov 25 2017 21:35

    metalbass on code_coverage

    (compare)

  • Nov 25 2017 21:16
    Build #38 passed
  • Nov 25 2017 21:14

    metalbass on master

    First version for DbiExtractor Added NearestNeighborPictureBox… Moved ReadCstring to DataExtrac… and 4 more (compare)

  • Nov 25 2017 21:12
    Build #37 passed
leonvantuyl
@leonvantuyl
Yeah i do think that you should split the code base
I just started using code coverage for a webshop that i'm working on. Too much stuff keeps breaking at the moment so we need more unit tests ;p
leonvantuyl
@leonvantuyl
Are you familiar with the GOG community wishlist?
https://www.gog.com/wishlist/games#search=fallen%20haven
there are 2 threads of people requesting fallen haven 2 to be added to GOG. which probably won't happen.
But you could maybe comment on those threads that you're working on a remake. To lure more people to this project for support
Xavier Arias
@metalbass
splitting: great, will work on that as soon as I get home :)
unit tests: let me know if I can help you integrate it somehow. I'm currently researching on the DBI compressed textures by decompiling the game code, so it' going to take a bit :D
about GOG: great idea, I'll get to that this afternoon
Xavier Arias
@metalbass
I've posted a question on ZenHax about the DBI compression. Do you know any other reverse engineering communities where I can ask? I don't even remember where I posted months ago :D
That post is where I found you atleast ;)
Xavier Arias
@metalbass
and there's where I got redirected to ZenHax :D
I've got an answer on ZenHax, where they describe the compression!
leonvantuyl
@leonvantuyl
And umh maybe you could try reddit or stackoverflow
Xavier Arias
@metalbass
I need to learn more about RE communities haha
btw, I'm writing the decompressor as we speak
there has to be a cleaner/faster way to do this, right?
writer.Write(reader.ReadBytes(chunkLength));
writer is BinaryWriter and reader a BinaryReader. Both are working over MemoryStreams
leonvantuyl
@leonvantuyl
Mmmhhh
So how would you be able to improve that code ?
Xavier Arias
@metalbass
I recall there where methods like CopyTo that work between streams
but I think they just copy whole streams
if they do the same thing internally, I don't know :D
leonvantuyl
@leonvantuyl
yeah that sounds like very specific know how ;p
Xavier Arias
@metalbass
done! the compressed DBIs are read correctly!
leonvantuyl
@leonvantuyl
Nice good job
leonvantuyl
@leonvantuyl
Bug: when you double click the 'install' button it crashes on a busy background worker
leonvantuyl
@leonvantuyl
it works.PNG
got it working ;)
leonvantuyl
@leonvantuyl
Awesome to see all those assets and scenario files
You don't extract the videos ?
Xavier Arias
@metalbass
Great!
About the UI, it needs a lot of work, specially for error handling :)
About videos, I haven't got to that yet, but it must be easy, since we already have the ffmpeg extraction working
Yesterday I was trying to speedup the extraction. It's 4 min 30 seconds on my PC (and we're still need to do more stuff)
Xavier Arias
@metalbass
I got interesting results with the extractio time. I got it down to a bit more than 1:30 on my pc :)
I was thinking that we would benefit from having the SMK extracted files on atlases. Do you know any sprite packing tool that we can use from C#?
At work we use texture packer and unity's built in packer, but I don't think we can use them, since they are premium stuff
maybe the unity one can be used if we reference the unity DLL, but we couldn't include this on the repo, right? (being propietary and all that)
leonvantuyl
@leonvantuyl
texturepackerlibs.PNG
There are 2 packages available. and texturepacker is free it seems
Xavier Arias
@metalbass
Great! I didn't though of searching nuget! Haha
leonvantuyl
@leonvantuyl
;)
I feel so usefull :D
;p
Xavier Arias
@metalbass
Haha, you helped me retake the project; just by that you have been way useful than me (that I abandoned it)
So thank you!
leonvantuyl
@leonvantuyl
hihi n.n
leonvantuyl
@leonvantuyl
You're welcome
now get to work and finish the remake >:- )
leonvantuyl
@leonvantuyl
whathappened.PNG