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 Post subject: PK2 QUESTION (null bytes and updates)
PostPosted: Fri Apr 13, 2007 2:38 pm 
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I've got two things I don't really understand. I understand the concept of null bytes. You need to keep the file size the same. I understand that you want to make certain parts of the file smaller when you add larger parts. You then make up the difference in bytes with null bytes. I guess the part I'm confused about is how to check the file size and such. So far, I haven't done anything with null bytes and have had several successful mods (wolf and horse; plusses, weapons, etc keep the same file size). If it runs without error, then does that mean I have the right file size?

I also have a thought about pasting txt files into the media.pk2 file. Let's say the txt files has 1000 characters in it. If you paste it into the pk2 file, it replaces the next 1000 characters (default setting I believe, forgot what it's called... "pasteover" or something). What I'm wondering, is if you edit the file to be smaller than the original txt file, doesn't that mean there are some left over? Can these "leftovers" affect the pk2 file?

The second thing, is a question about updates. Should I place the original pk2 file into the program folder before updates? My thinking is that allowing the update to happen with the modded pk2 file will cause some problems if certain parts are changed. Either that, or now my original file is outdated. Any advice for this?

I'd appreciate it if someone could thoroughly discuss the first issue about null bytes and pasting. The second question is more of a discussion I guess you could say.

I just wanted to say thanks to all the people that have posted guides up to this point. I've had success with almost everything already. About to try switching mobs/seals/skills. After that, I'm pretty much done with all the guides/explanations available in these forums. Maybe I'll start making my own soon. :D

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PostPosted: Fri Apr 13, 2007 3:17 pm 
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Well, when you replace a mob, usually hteir entry,, and code is larger, so you need to compensaate, making another line smaller. In the guide about the wolf, was used a trick about euro mercs. Once the file is smaller (if it is smaller than the original), you make up the difference with null bytes. Now the size can be checked in the Hex editor. In my case i used HexEdit121, the file size is displayed at the lower right corner.

And about the updates, it happened to me once, not sure why yet, i modded a file one day, it was, for example, 600MB, and the next day, i tried to play, with the same setting without mod anything again, and the game didin't run, it crashed when i started. So i was confused because it had worked the day before, then i checked and the file said "601MB", so i thought maybe something updated. I placed my backup on the folder again and didn't run, so at the end i had to reinstall. I'm not sure what happened, but not even the backup saved me this time hehe


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 Post subject:
PostPosted: Fri Apr 13, 2007 8:06 pm 
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If you update your files with them editted, they could ban you. At least, they say they might. I wouldn't take any chances, if you start up Sro and see an update, immiediatly close it, switch to all your original Pk2 files (I like making a folder calling it "Backup"), and then update. The problem is, after the update, you have to remod everything :banghead:. This is especially annoying with editing skills..

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PostPosted: Fri Apr 13, 2007 10:33 pm 
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Azilius wrote:
If you update your files with them editted, they could ban you. At least, they say they might. I wouldn't take any chances, if you start up Sro and see an update, immiediatly close it, switch to all your original Pk2 files (I like making a folder calling it "Backup"), and then update. The problem is, after the update, you have to remod everything :banghead:. This is especially annoying with editing skills..


Well to me it happened in a non inspection day... and the launcher hadn't any sign of update... i guess it was just bad timing :P anyway, it's fixed now.


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