Hellgate Revival :: Forums

Hellgate: London => Reanimator => Topic started by: maeyan on Aug 23, 2010; 01:58 PM

Title: How to procure items using the cube
Post by: maeyan on Aug 23, 2010; 01:58 PM
DISCLAIMER: This document has been written without proof reading, formatting or explanatory pictures. This guide will eventually have all 3 of these things, tonight i'm too tired.

-------------

There are many different ways to get items into the game via Reanimator, but for the sake of simplicity, I will go over one of the least destructive/clean methods which is to create a recipe for it and retrieve it via the cube.

I recommend working from the 1.2.1 cooked files as they already contain all the tweaks that might otherwise prevent you from doing this. To do this, copy all the excel files from the SP modification and paste them over the top of the ones in the Reanimator directory.

The recipe works by creating a 'plan' for the item which involves a combination of other items, which then points to a 'treasure' class which is responsible for the conditions and types of items that are returned.

There are 3 tables involved: items, treasure and recipes. You don't actually edit the items table you'll just open it to retrieve the index of the item you want to create. In this example, lets create a recipe for the Attribute Retrainer. Open the items table in Reanimator and scroll down until you find the row containing the item. The index for the Attribute Retrainer is 265. You will also need to get the index of items you want to use for the recipe ingredients. To make it simple, we will use a Analyzer as the ingredient. The index for this item is 111. Remember these numbers and you can now close the items table.

Next we will create a treasure class that will return the Attribute Retrainer. This is easily done by using the 'Dupe' function which will copy a range of existing items and insert them as new rows. There are lots of bells and whistles to the treasure class and you can do an amazing amount of stuff with it but for simplicity, we will dupe an existing treasure class used for another recipe. So select row 469 which is labeled 'cube_result_townportal' and press dupe. Now scroll to the bottom of the table and a new row will be inserted. Take note of the index of this row which in this example is 531. Rename it to 'cube_result_attribute_retrainer' so you can keep track of it at a later time. Now scroll across until the column named 'item1'. It will currently have the item number 110 in it which is actually the index for the town portal item (uh huh..). Replace this number with the Attribute Retrainer index 265. You can now save and close this table. You should have the Revival SP 1.2.1 modification installed, so override this file which is located in your Hellgate London directory inside: data/excel/treasure.txt.cooked.

The file modification to make is to the recipe table. Open it up and again dupe an existing row, its the quickest way. Lets dupe row 50. Scroll down to the new row which would be row 83. Rename it to 'cube_attribute_retrainer' for reference. This table has a 'code' column which contains a 5 digit number. This must be a unique value to all the other rows in the same table. 32000 isn't used, so replace the current code with this value. This recipe actually already take 1 analyzer at the ingredient. So it doesn't conflict with the existing town portal recipe, change the quantity of analyzers required to 2. You need change the item1minQuality and item1maxQuality to both 2. Finally scroll across to the treasureResultClass column. Replace the number 469 with the new treasure class we created which has 531. Now save this file over the top of the existing one in the same location as the Recipe file.

Congratulations.. you can now create Attribute Retrainers by placing 2 Analyzers into the cube.
Title: Re: How to procure items using the cube
Post by: Bryan on Aug 23, 2010; 05:58 PM
<cue squeels of joy the world over>

Now that's sheer awesomeness,gotta love the Reanimator  :mrgreen:
Title: Re: How to procure items using the cube
Post by: hukhuk on Aug 23, 2010; 11:01 PM
41 views - so i am not the only one who saw this, thought: AWSM and fell dead tired into the bed.
sadly i am still on that damn eeepc O:<


keep on the nice work
Title: Re: How to procure items using the cube
Post by: Neferius on Aug 26, 2010; 12:31 AM
Actually... I tried following this through, but got Stuck on the "dupe" part  :(
I mean, what do I open... and how exactly do I go about inserting a new row? Better yet, WHERE does that row go!?

And while the thought of creating new Item-recipes is Enticing to say the least, I'm also interested learning how to Edit items I already have in my Inventory. Things like adding mod-slots and editing Properties. I've dabbled with the Reanimator and managed to give myself 50,000 Palladium :D ,but sadly the UI is just too complicated for me to completely figure-out on my own  :|
Title: Re: How to procure items using the cube
Post by: Kite on Aug 26, 2010; 12:40 AM
You can only modify items that will be dropped in the game, but not items that are already inside of your inventory. As for the row duping:
Open the table you want to work with and select the row you want to dupe by clicking the grey area to the left of the row. This will select the whole row. Then go to the lower right corner of the screen and click the "Dupe" button. A copy of that row will be appended to the end of the table.

[attachment=0:nkmfvdgi]dupe.png[/attachment:nkmfvdgi]
Title: Re: How to procure items using the cube
Post by: Malachor on Aug 26, 2010; 03:41 AM
Quote from: "Neferius"
And while the thought of creating new Item-recipes is Enticing to say the least, I'm also interested learning how to Edit items I already have in my Inventory. Things like adding mod-slots and editing Properties. I've dabbled with the Reanimator and managed to give myself 50,000 Palladium :D ,but sadly the UI is just too complicated for me to completely figure-out on my own  :|
Regarding this, look here (http://http://www.hellgateaus.net/forum/viewtopic.php?f=77&t=69&hilit=hexing).
Title: Re: How to procure items using the cube
Post by: Neferius on Sep 01, 2010; 08:33 PM
Hey guys, thanx for the Response ...and yeah, sorry about being a bit of a Noob there :lol:
And @Malachor, thanx dude I already have that article Bookmarked, but unfortunately for me, I installed the Game on my Windows-7 x64 partition, and so-far neither HxD or CheatEngine have been successful in opening the Process.
I did consider installing a separate version of the game on my WinXp partition, but I know the graphics-rendering just won't be the same :(  ...I'm still gona' do it Eventually.

Right now I was looking on how to modify the savegames hands-on using HxD, but I quickly learned the information was encrypted  :? ...so for the time-being the Reanimator still remains my favorite tool  :mrgreen:
The reason I'm researching this stuff is because I wanted to find-out if I could Transplant the character-model from one savegame to another, or at least modify it. See, I made this Female Marksman and then painstakingly forged some great Armour for her via the Augmentex 3000 by repeatedly backing-up and restoring the .hg1 save-file. But now, I'm unsatisfied at her Physical appearance ...particularly how Short I've made her (The HGL Character-Creation screen isn't that big on accurate-rendering  :cry: )
Eventually I guess I'll just use the Cube's Item-Trading function to Transfer all the Items to another Character I've made that is aesthetically more Pleasing to me  8-)
It still bothers me that I'll loose the quest-progress, but that's Life  :|

Oh and, before I forget...
Quote from: "maeyan"
I recommend working from the 1.2.1 cooked files as they already contain all the tweaks that might otherwise prevent you from doing this. To do this, copy all the excel files from the SP modification and paste them over the top of the ones in the Reanimator directory.
When I did that, it broke the damn thing and I ended-up having to Reinstall it by removing it's registry manually  :(  ...just thought I should tell you. Maybe you guys could include an Uninstaller for less tech-savvy people in your final Release  ;)
Title: Re: How to procure items using the cube
Post by: Kite on Sep 01, 2010; 09:40 PM
@Neferius:
I'm currently working with the character saves and if you want I could try to give your character a small cosmetic lifting :) I can't promise anything, but it might be worth a try :P
Just send me both character saves and tell me which one should be modified and I'll give do my worst^^
Title: Re: How to procure items using the cube
Post by: kevitachimaru on Sep 08, 2010; 11:34 AM
Why is it that I can't find this "dupe" button?
Title: Re: How to procure items using the cube
Post by: maeyan on Sep 08, 2010; 12:22 PM
Quote from: "kevitachimaru"
Why is it that I can't find this "dupe" button?
Oh that must be in a new version. I'll upload it now
Title: Re: How to procure items using the cube
Post by: kevitachimaru on Sep 09, 2010; 10:10 AM
I can't seem to find this new version that has the "dupe" button, can somebody give me a link?
Title: Re: How to procure items using the cube
Post by: Kite on Sep 09, 2010; 12:13 PM
Once the new version is released, you'll know about it :)
Title: Re: How to procure items using the cube
Post by: Ratero on Oct 02, 2010; 03:48 PM
I had little problems following this guide but I got stuck at the last step.  I modified the item1minQuality and item1maxQuality to 2 and then it says to go to the treasureResultClass and change the 465 to 531.  I could not find a treasureResultClass in the Recipe table.  Is this column in a different table?
Title: Re: How to procure items using the cube
Post by: Kite on Oct 02, 2010; 06:27 PM
This guide is based on an old Reanimator version. In the newer versions a lot more of the tables are known. The entry you're looking for is the "treasureResult1" column :) Additionally the name of the item you just added will be displayed in the right hand column so you can make sure you added the correct one (you'll probably have to select another row for Reanimator to load and display the name of the item).
Title: Re: How to procure items using the cube
Post by: Ratero on Oct 02, 2010; 07:52 PM
Thanks Kite,  I saw that column but was unsure if I should do that one or not.
Title: Re: How to procure items using the cube
Post by: Ratero on Oct 02, 2010; 08:02 PM
Kite, "treasureResult1" which I thought I saw does not exist in my Recipe list.  The closest I have is "resultQualityModifer".  I'm beginning to think I do not have the current release of Reanimator.  Going over the Recipe sheet I should be able to see the end result of the Cube recipe for all the rows in this table as that would be the pointer for the Treasure table.  But none of these pointers are in my copy.
Title: Re: How to procure items using the cube
Post by: Kite on Oct 02, 2010; 09:05 PM
Ouch... you're right. The whole column (and a few others) is missing in that old Reanimator version... I didn't think it'd be that far behind. Well I'll talk to maeyan to see if the last founder release can be moved to the public section so you'll have to wait until then.
(We offer 2 Reanimator versions for DL: The newest version is released for "founding" members only and is mostly used for testing purposes. If the testing of that version is done and we have a newer version, the newest version will be released for founders to test again, while the previous testing version is released to all forum members).
Title: Re: How to procure items using the cube
Post by: Ratero on Oct 02, 2010; 09:12 PM
Ah ok not a problem.  Thank you for clearing that up for me.  I guess new cube recipes will be on  hold for a bit. :)

Ratero.
Title: Re: How to procure items using the cube
Post by: schreder on Oct 26, 2010; 02:00 AM
I did every thing you said, but it didnt work :(
It did add a new recipe at the end of the in game recipe list, and the info is right( Attribute retrainer and shit) but when i use it a regular personal relocation device is created :(
any tip?
Thanks btw :)
Title: Re: How to procure items using the cube
Post by: Kite on Oct 26, 2010; 10:59 AM
The problem with the above description might be, that the game can't decide wether you want to create a portal or an attribute retrainer as both use the same items and only need different quantities. As we can't split item stacks, this is a bit of a problem...

I'd suggest either using another ingredient for this recipe (like 1 "Adrenaline Pill": Ingredient1ItemClass = 79), or add a second item to the recipe so that you need a combination of 1 Analyzer + 1 Adrenaline Pill to create the item.
Title: Re: How to procure items using the cube
Post by: schreder on Oct 26, 2010; 08:19 PM
Now it works :D
Thanks dude!
Title: Re: How to procure items using the cube
Post by: BillMitcheal on Dec 05, 2010; 11:54 AM
I have been having almost as much fun messing around with the Reanimator as playing the game itself - thanks for creating it! I did some editing of the procedure posted for duping stuff to fill in the nubee blanks left by the brilliance that created the original.
Here is my feedback after ensuring I followed the instructions carefully, test several times and then went back through each step afterwards to make sure I didn’t miss anything:
I created four items using the dupe technique outlined and made sure each duped item was uniquely entered and the files saved. Opened the game cube and there they were at the bottom of the list. I created each item. To my disappointment instead of creating fuel, ammo, relic and a battery; all I could create was the first item duped – the fuel. Well not quite, each item created what looked like the fuel item (each item created used the same microjet fuel cell image) but had the properties (affixes) assigned to other items -the relic, or the ammo or the battery.

After many attempts to correct this I gave up and moved on to the “affixes.”  Leaving the four items I created as they were, I went in and goosed up there associated “affixes.” This got really crazy results in game play, exploding Mobs and such. Then I noticed my Character was no longer saving after game play, and I had not saved, saved, saved as advised, so that character goes to the bone yard.
Thanks for the hours of entertainment
Title: Re: How to procure items using the cube
Post by: Yandor on Dec 24, 2010; 02:05 PM
This is the process I went through to get a Thor’s Hammer, Items 420, out of “scorched”, the last recipe shown on the cubes drop down list.

Reanimator shows the last recipe as 81 “cube_egg_cratepecker”.
Ok, change recipe 81 ingredients to 1 nano 116 and 1 analyser 111 and the reward to Items 420.

Hmm, the second to last recipe 80 got changed instead, so I get Kungfu Bunny instead.[attachment=4:38bud0k0]Thor1.png[/attachment:38bud0k0]

What does Reanimator now show?
Hmm, did I change the wrong recipe?
Go with the flow.
The reward for nano +analyser is now cube_result_dye_black_knight.
Where does the Bunny fit in here?
[attachment=3:38bud0k0]Thor2.png[/attachment:38bud0k0]

Hex Editor shows 0419h = 1049$, same digits in a different order, that was quite a fluke.
Hmm, Items 1049 is a bunny but its hiding in the black knights hole.
Wonder how the black knight feels about that?
Maybe his name is Warren Knight.
[attachment=2:38bud0k0]Thor3.png[/attachment:38bud0k0]

So hex this to Items 420$ = 01A4h and see if it will give a 420 Thors Hammer.
Yup and the recipe does show the new reward.
So a level 50 character gets a weapon for a level 23 character, oh well, time will tell.
[attachment=1:38bud0k0]Thor4.png[/attachment:38bud0k0]

Reanimator reads the hexed change for Thors Hammer correctly.
So the important thing is that the cube will create the uniques you choose, we get there in the end. Just maybe need to hex around the edges for now.
Xmas time yay.
[attachment=0:38bud0k0]Thor5.png[/attachment:38bud0k0]

Most of the recipes now in the cube produce items that can be obtained by a high level character from a shop and then item traded to a storage character and duplicated as needed. An exception is the mods recipes perhaps. Anyway there may now be enough information available to do a version of the cube that will create 8 or more chosen uniques using scraps for ingredients which is what I was attempting to do but had problems with Reanimator appearing to read reward item numbers from the right address but write new reward item numbers to the wrong address.  There is little purpose in using quantities other than one for ingredients now. The permutations from 8 types of scrap and up to 6 ingredients per recipe means that scrap ingredients should be able to support more recipes than anyone needs.
Title: Re: How to procure items using the cube
Post by: Yandor on Dec 25, 2010; 01:58 AM
Quote from: "maeyan"
The file modification to make is to the recipe table. Open it up and again dupe an existing row, its the quickest way. Lets dupe row 50. Scroll down to the new row which would be row 83. Rename it to 'cube_attribute_retrainer' for reference. This table has a 'code' column which contains a 5 digit number. This must be a unique value to all the other rows in the same table. 32000 isn't used, so replace the current code with this value.
Although Reanimator 1_1_0 beta 3b displays the two byte numbering system in the "code" column as a decimal value, FSS actually uses a 32 based alphabetical counting sequence.
If non-alphabetic numbers like 32,000 are entered you will likely get a malfunction or a crash.
GIGO- garbage in, garbage out.

Where Reanimator shows "code" = 16705 for the first recipe "fuel", in hex this is 4141h which represents the aphabetic letters AA (Hex Editor displays alphanumeric representations to the right of the hex listing).

FSS increases the numbers in alphabetic sequence..
AA
AB
up to
AZ then the next is
Aa
Ab
up to
Az then
BA
BB
up to
BZ then
Ba

Reanimator needs to display the appropriate 2 digit Alpha form and to restrict new entries to valid, sequential or first unused codes from the sequence. It would also help the sanity of hexers if it compiled the entries in recipes.txt.cooked in sequence, even though FSS doesnt seem to demand it. There are currently some gaps in the sequence and dud entries at the beginning and end of the file.
There is also some sort of misdirection problem that I have not made sense of yet.
Hope it helps.
Title: Re: How to procure items using the cube
Post by: alex2069 on Dec 25, 2010; 05:58 AM
Yea, I'd noticed this way back when I was first trying to determining the full structure to the excel files. At the time I was still digging in the client ASM and there was a lot of other unknowns and I couldn't be bothered trying to confirm/change it, but I did look a little more into it when I'd first noticed it:
I seem to remember there being some entries where this wasn't always so, where they had values < 0x20 or > 0x7E (not necessarily on the recipes table). I expect if this is the case, then they likely started like that (A-z) but some new dev didn't follow the "standards" or they were just pressed too hard and couldn't afford to be so careful. However it has been some time since I'd noticed so I may have seen wrong.

I'd completely forgotten about it until you brought it up though, so it might be worth while looking into again - if only to make it a little easier to edit for both the hex editors and through Reanimator.
I'll add it to my todo list to look into... Which is kind of long, lol
It's sitting below excel table script decompiler/compiler (AKA IntPtr columns) and SP -> TCv4 excel table conversion. i.e. Could be a while.
Title: Re: How to procure items using the cube
Post by: Malachor on Dec 25, 2010; 08:50 AM
Quote from: "Yandor"
Quote from: "maeyan"
The file modification to make is to the recipe table. Open it up and again dupe an existing row, its the quickest way. Lets dupe row 50. Scroll down to the new row which would be row 83. Rename it to 'cube_attribute_retrainer' for reference. This table has a 'code' column which contains a 5 digit number. This must be a unique value to all the other rows in the same table. 32000 isn't used, so replace the current code with this value.
Although Reanimator 1_1_0 beta 3b displays the two byte numbering system in the "code" column as a decimal value, FSS actually uses a 32 based alphabetical counting sequence.
If non-alphabetic numbers like 32,000 are entered you will likely get a malfunction or a crash.
GIGO- garbage in, garbage out.
For recipes, and items, using 32000 is fine. I have recipes starting at 32000 and incrementing by 10, and they're fine. While in items, some are incremented by only 1.
Obviously, I can't speak for any other file.
Title: Re: How to procure items using the cube
Post by: Yandor on Dec 26, 2010; 09:02 AM
Reanimator work arounds

Problem: If I dupe two or more lines in Recipes then try to save them, Reanimator has a memory failure and quits.
Suggestion: Dupe one line then save and exit Reanimator.
Repeat until you have all the new entry lines you need.
Start Reanimator, change the new entries as required, save and exit Reanimator.

Problem: After making any changes to Recipes and saving them, the second to last recipe stops working.
Suggestion: Restart Reanimator, open Recipes, save Recipes without making any changes to it.
Reanimator will have healed the second to last recipe for you.

Make more virtual memory available-
Increasing the system virtual memory aka swap file aka paging file-
Control Panel > System > Advanced System Settings >
In the Performance area (virtual memory) click the "settings" button.
In Performance Options, click the "Advanced" tab,
In the "Virtual Memory" area click the "change" button.
On a 4GB computer Win is likely to be using as little as 3GB of vitual memory.
In "Virtual Memory" click "Custom Size" and enter Initial size (MB): 10,000
and "Maximum size (MB): 20,000
click the "set" button.
Win will warn you if you do something silly.
Title: Re: How to procure items using the cube
Post by: Yandor on Dec 26, 2010; 09:51 AM
Quote from: "Malachor"
Quote from: "Yandor"
Although Reanimator 1_1_0 beta 3b displays the two byte numbering system in the "code" column as a decimal value, FSS actually uses a 32 based alphabetical counting sequence.
If non-alphabetic numbers like 32,000 are entered you will likely get a malfunction or a crash.
GIGO- garbage in, garbage out.
For recipes, and items, using 32000 is fine. I have recipes starting at 32000 and incrementing by 10, and they're fine. While in items, some are incremented by only 1.
Obviously, I can't speak for any other file.

Yes unrestricted numbers are the sensible way to go.
I tried using Alph sequence when duping Recipe lines and it made no change to the problems.
Forget Alph numbers, they were dumb to start with.

There are work arounds for the Recipe problems and I can UL a recipe file when I get the unique creates finished.
Might have to give instructions for duping the Treasure file, 5M is a bit big to UL.
There may be work-arounds for the Treasure Dupe problems too.
Trying to find work-arounds so a hex editor isn't needed.
Just want people to get their Santa sack atm.
If the cube is to be the "fetch" tool then it would help if it becomes straightforward to use and change.

Reanimator seems to have a wrong handle on the way line entries are stored in the Recipe (and Treasure?) file.
It seems to be treating entry blocks as if they end with the Alpha code.
They start with the alpha code, which is apparent from looking at the first and last blocks in Recipes using a hex editor.

If so then any time Reanimator saves Recipes (and Treasure?) it risks a memory violation by attempting to write the first recipe line into the memory area above where the file in memory resides.
It appears to have its "write pointer" offset from its "read pointer" by the length of one data block. An offset like that might be used when stretching a file to add an extra line, but misuse should tend to move data down in the file not up as it is atm.

I intend to reinstall my game sometime soon and intend to keep copies of FSS 1.2 files so I can see if Reanimator alters them on save, with or without changes.
The beginning and end of current Recipe files appear damaged, I suspect it was a work-around to reduce Reanimator crashes that was not present in the original 1.2 file structure. In one sense the crud doesnt matter, if the game and reanimator handle it then no big deal?

When there is "data migration" happening, misdirection, the deviation away from FSS Alph sequencing could have consequences, lost data or damaged data. This is a coding fault fault in Reanimator though so there is only one fix for it and Alph numbers are not going to help as a work-around it seems.

Would like the file structure to stay clean but there are bigger issues.
Also, if HGL tolerates a dud block at the end of a file then that might be exploited to display a message like- Quest for Gold patch for Rev 1.2.1- in the existing text area of the block.

I will probably sub in the new year so less time is wasted on guessing.

One option might be to use Cheat Engine on Reanimator to see if it does write Recipe data outside of its file-in-memory area. It might also demonstrate the data migration within the file area.

Sorry for the jumbled reply. If only it could be just one problem at a time...
Title: Re: How to procure items using the cube
Post by: alex2069 on Dec 27, 2010; 08:46 AM
This is all a little off topic now, but meh:

Quote from: "Yandor"
Yes unrestricted numbers are the sensible way to go.
I tried using Alph sequence when duping Recipe lines and it made no change to the problems.
Forget Alph numbers, they were dumb to start with.
Disclaimer - not 100% sure about this, I've yet to completely test it. I've only been able to get the game to partially work off of "-direct" (not really a priority).
The alpha-numbers are used for inter-table relations. In the cooked version of the excel files, the rows that refer to other tables use index numbers. But in the original .txt versions they use the code value - when cooking, the game strips them out and replaces the row index for instant lookups instead of trying to find the row with xzy code. This is probably why they used alpha-numeric "code" values (another reason I should look into completely implementing this - would make editing easier). <- FSS were very big on making things as fast as humanly possible

Quote from: "Yandor"
Reanimator seems to have a wrong handle on the way line entries are stored in the Recipe (and Treasure?) file.
It seems to be treating entry blocks as if they end with the Alpha code.
They start with the alpha code, which is apparent from looking at the first and last blocks in Recipes using a hex editor.

If so then any time Reanimator saves Recipes (and Treasure?) it risks a memory violation by attempting to write the first recipe line into the memory area above where the file in memory resides.
It appears to have its "write pointer" offset from its "read pointer" by the length of one data block. An offset like that might be used when stretching a file to add an extra line, but misuse should tend to move data down in the file not up as it is atm.
I implemented excel file reading using a generic row-type array style. Each excel table has its own type-class (what is in each row) and the rows are read directly into memory into an array of that type (there's no single/value byte reading) - this is a similar method to how FSS do it (except they do it using pointer offsets etc, but we're using C#; a managed language - makes it a little harder to do that stuff, just easier to copy/paste).
Similarly with writing, the rows are written as a whole block array.
For the recipes you can see the row details here:
https://code.google.com/p/reanimator/so ... s.cs?r=903 (https://code.google.com/p/reanimator/source/browse/trunk/hellgate/Excel/Recipes.cs?r=903)

Now in terms of writing over the end etc... I'm assuming you're using the public release of Reanimator and not the latest in the SVN... Thus this overwrite etc is quite possible, (not really sure). It is many many revisions ago now, quite likely with bugs that have since been fixed. The latest SVN release though has near perfect cooking and uncooking of every table in the game, down to the last byte - I put every table though a very large number of tests and scenarios and did byte comparisons of before an after results etc.

Quote from: "Yandor"
I intend to reinstall my game sometime soon and intend to keep copies of FSS 1.2 files so I can see if Reanimator alters them on save, with or without changes.
The beginning and end of current Recipe files appear damaged, I suspect it was a work-around to reduce Reanimator crashes that was not present in the original 1.2 file structure. In one sense the crud doesnt matter, if the game and reanimator handle it then no big deal?

When there is "data migration" happening, misdirection, the deviation away from FSS Alph sequencing could have consequences, lost data or damaged data. This is a coding fault fault in Reanimator though so there is only one fix for it and Alph numbers are not going to help as a work-around it seems.

Would like the file structure to stay clean but there are bigger issues.
Also, if HGL tolerates a dud block at the end of a file then that might be exploited to display a message like- Quest for Gold patch for Rev 1.2.1- in the existing text area of the block.

I will probably sub in the new year so less time is wasted on guessing.

One option might be to use Cheat Engine on Reanimator to see if it does write Recipe data outside of its file-in-memory area. It might also demonstrate the data migration within the file area.

Sorry for the jumbled reply. If only it could be just one problem at a time...
I wouldn't bother trying to find any bugs in the public release version - that latest SVN is orders of magnitude better (and much has been rewritten). We generally don't even use the data table method any more (which if memory serves is currently broken anyways), we've implemented CSV exports (similar in ways to the original .txt format), which lets us edit in Excel or OpenOffice Calc, etc. Then we drag-drop onto a small cooking app and it's done.
This however is not really non-developer friendly... If I get the time I might go over and try to fix up Reanimator for a new public release (which is apparently needed), however as mention earlier, I'm in the middle of converting the TCv4 for Abyss and Stonehenge to SP tables (which I think people would prefer), so this could be a while.
I might have a quick look at it over the next few days - no promises though.
Title: Re: How to procure items using the cube
Post by: Yandor on Dec 27, 2010; 08:28 PM
Quote from: "alex2069"
If I get the time I might go over and try to fix up Reanimator for a new public release (which is apparently needed), however as mention earlier, I'm in the middle of converting the TCv4 for Abyss and Stonehenge to SP tables (which I think people would prefer), so this could be a while. I might have a quick look at it over the next few days - no promises though.
Yes, as you say, there are better things to do  :D
It also has a memory leak, real or imagined, gives you a very limited time to change and save a file before save attempts fail with an out of memory message. Not sure it would be an easy fix. Might be more sense to wait for the next release.

Yes, alph sequence and file structure will only get maintained if reanimator code makes it happen.  There is no point in me being a voice in the wilderness- your intentions give me comfort for the future, thank you.

I have been able to get unique weapons at their base level.
Not fond of messing with the base levels in order to get the range of levels out of it.

Have previously got some by messing with qualities in 2h weapons.

Had hoped to UL a recipes file with lines in it so people could fetch their own unique weapons and armor but it currently looks like it will involve bigger files that I dont want to UL.
If I find a simple way I will post it, otherwise so be it.
Take it easy Alex, even the Biblical slaves got one day off per week.
Title: Re: How to procure items using the cube
Post by: alex2069 on Dec 28, 2010; 01:05 AM
The latest builds are considerably nicer in terms of memory usage - primarily maeyan stripped out a lot of no longer needed reading and storing of excel file segments (90%+ can be rebuilt automatically like it's supposed to). A side effect of that was it broke a couple of things - most has been fixed, but that's why the data tables need a going over... Which Sam was supposed to do! Sam! Get on Skype when you read this! (he recently purchased a Wii or something and is currently away with Christmas stuffs etc, lol). However this also gave Reanimator a very nice speed boost and it is now quite snappy as well.
Oh, and I'm weird - I like puzzles, and reverse engineering things people go out of their way to stop you from doing so, is a good puzzle, so these are as good as my days off. :D
Title: Re: How to procure items using the cube
Post by: zart on Dec 28, 2010; 02:40 AM
Quote from: "alex2069"
Oh, and I'm weird - I like puzzles, and reverse engineering things people go out of their way to stop you from doing so, is a good puzzle, so these are as good as my days off. :D

And thank god for it. Divining the entrails of this game is not most peoples idea of fun. It was good to see you surface and speak alex, even though I barely understood a word of it it myself. Clearly Yandor has the chops to ask some worthy questions, but I will definitely be sticking to the "pie in the sky" stuff.
Title: Re: How to procure items using the cube
Post by: Yandor on Dec 28, 2010; 04:32 AM
Quote from: "zart"
Quote from: "alex2069"
Oh, and I'm weird - I like puzzles, and reverse engineering things people go out of their way to stop you from doing so, is a good puzzle, so these are as good as my days off. :D

And thank god for it. Divining the entrails of this game is not most peoples idea of fun. It was good to see you surface and speak alex, even though I barely understood a word of it it myself. Clearly Yandor has the chops to ask some worthy questions, but I will definitely be sticking to the "pie in the sky" stuff.
Clearly Yandor has the chops to take one of the Big Boss's threads 100% off topic.
When Lucious/Spike Milligan talks about bum tugging, we are talking about the English kind, not the US kind aren't we? Either way, where did that come from? Good thing its 314's mind we get to visit. Then theres the Wii, talk about an invitation, hang on, I've got to go, well which will it be?

@Alex
Whether its forward or reverse, its only when you get near the end of a project that you finally see how you should have started from the beginning. Finishing can be bitter sweet on that count. I gave up on reverse engineering a tiny 32k piece of firmware, the quality of thought that had been put into it amazed me. Ditto with the HGL files in Reanimator. It took people with a bunch of experience in game structure to conceive this game without blowing a fuse. Just business as usual... Sheeee

Part of the fun is that you can see the payoff, the endgame, the carrot on a stick.

If the HGL executable is 10M, how big were the source files and how does a human mind get a grip on that much, the big picture and the detail?
Title: Re: How to procure items using the cube
Post by: Yandor on Dec 31, 2010; 03:19 PM
Numbers from Items file-
The min, fixed and max numbers are item levels, the char levels may be 6 levels lower.
The fixed number is listed in hex, its decimal equivalent is shown next to it here.
A player of any level can get items of fixed level from the cube.

Index   Desc______min_fixed____max__Char level fixed+nano+augs
277__Hus_______36__27h=39__52___48 (10 Nano)
358__Niks_______38__29h=41__44___48 (9 Nano)
414__Dunbar_____27__1Eh=30__33   ___47 (14 Nano)    
417__Lees_______43__2Eh=46__100__47 (5 Nano)

The question of which weapon a MM should use at high level has never been clear to me.
People say this and that but what do the numbers say?

So thanks to the increased Nanoforge range they all get to be usable for a level 55 character now and they all get the "more exp needed" message in the nanoforge.
Nice to have choices and nice to know the forge can get higher than "max" levels out of a weapon.
Thanks for that Rev people.
Title: Re: How to procure items using the cube
Post by: alex2069 on Jan 01, 2011; 02:08 AM
Just a small side note - the fixedLevel is actually a script (what I'm currently writing a compiler for - decompiler I essentially finished writing a couple of days ago). All the "IntPtr" columns are precompiled script byte codes.
e.g.
26 (0x1A) = Push number onto stack, then followed by a number of which to push.
Not sure about the weapons you're looking at, but some may have a more dynamic "fixed" level than first appears (haven't look at them myself).
Title: Re: How to procure items using the cube
Post by: Malachor on Jan 01, 2011; 03:22 PM
I think it's time this discussion moved into it's own topic, since it's now not about spawning items via the cube.
Title: Re: How to procure items using the cube
Post by: Yandor on Jan 02, 2011; 03:25 AM
Attached is a zip containing recipes.txt.cooked with 8 new recipes added.
The first 4 use single white scraps for ingredients, the second 4 use single rare (blue) scraps for ingredients.
You have to remember to use rare scraps for the last 4 recipes because the cube’s drop down recipe list can’t say rare.
The first 6 recipes for mods now use fewer ingredients.
All recipes use quantity one of each ingredient type.
[attachment=3:c08qvm24]DropDown.png[/attachment:c08qvm24]
This may help those who have been unable to get uniques out of the cube using Reanimator.
The catch is that you still need to use Reanimator to add 8 new entries to Treasure.txt.cooked.
If you are running 4GB Vista (resource hungry), Reanimator may be the only application you can have running when you save an altered file (to avoid an out of memory message).

Before you unzip the new recipes-
Go to C:Program FilesFlagship StudiosHellgate LondonDataexcel folder
Make a new folder named “original recipes” and put copies of both original Recipes.txt.cooked and Treasure.txt.cooked in the folder as backups.
While you are there make another new folder named “8 recipes added”.
The Recipe and Treasure files need to be kept in matching pairs.
Once you get the new file pair working, put copies in the “8 recipes added” folder.
To get armor or whatever, you only have to change the “Item1” column entries for the last 8 treasure entries.
That way the recipes and ingredients don’t have to be changed all the time, just swap in the treasure file version that drops the loot items you want.

The unzip should put the new Recipes file into your excel folder for you.
In Reanimator: Recipes the added ones look like this-
Ingredient1ItemQuality=0 means white, 2 means blue ingredients.
On the right you see these recipes need Treasure lines 531 to 538 to be added to the treasures file.
[attachment=2:c08qvm24]8NewRecipes.png[/attachment:c08qvm24]
In Reanimator: Treasure-
Highlight the Index 506 line by clicking to the left of the Index 506 line as in the picture.
Click the “Dupe” button in the lower right 8 times.
Scroll down to the bottom of the table, you should see treasure entries 531 to 538 have been added.
Change the 16 entries to those shown highlighted in yellow.
The “item1” entries are MM weapons, mostly uniques, start with these and change them to other Items later.
In the top left of the Reanimator bar click File then Save then some more clicks as prompted.
Close Reanimator and check out the recipes ingame.[attachment=1:c08qvm24]8NewTreasure.png[/attachment:c08qvm24]
Sorry-
With weapons and armor these give fixed level drops, near the level at which you would get them in the game, there seems to be no option.
Any player class or character should get the fixed level unique drops regardless of their character level.
If one of the treasure entries “item1” reward is changed to 1067 (cube_result_copper…) it should give a unique Dye Kit with an item level near the character’s level, not a fixed level.
FSS cube code has some bugs, it can sometimes give you a reward from the wrong recipe.

[attachment=0:c08qvm24]8Recipes.zip[/attachment:c08qvm24]