This thread is for discussing the XML structures that the beta version of the game expects in order to work properly... also known as the "xmls" by some people.
Before I can say that the beta server is ready, some more data is needed to get stuff working properly. (e.g. the car dealer; while you can buy a car, you don't know what car you're looking at.)
**Right now, my top priority is the car dealer ("Purchase Cars" after you create a persona) - if anyone can find logs from 2010, those would be much appreciated, as I need to know how to get the game to render models and display statistics and all that, but only in the car dealer. Outside of that doesn't matter as much.**
So that's why I'm going to show you guys how to get some of the data we need. Please note, it requires compiling a C++ program, but it's really not that hard if you have VS2015 installed with the Visual C++ stuff (or whatever it's called). I can provide a pre-built one if anyone needs it.
Since the creation of the game, I'm assuming, there has been a magical file that lays within the Data folder. It's called NFSWO_COMMUNICATION_LOG.txt. I'm guessing that it was left there for debugging purposes, but I'm not sure if it was supposed to be used in the production version of the game. Anyway, the game happens to log info about requests and responses in this file; it's encrypted though, and that's where the tool comes in.
The tool in question can be found here: (Please note, I didn't make this.)
Once you have the tool compiled, you'll want to copy the communication log file into the folder that the compiled tool is in. Then run:
Code:
exe_name_and_extension_here /d name_of_log_here
Example:
Code:
decrypt.exe /d NFSWO_COMMUNICATION_LOG.txt
A new file should be created, and in that file you'll see the decrypted requests and responses. Afterwards, upload the file somewhere and post the link.
@ has uploaded a package with a modified .jar and the XML files I gave him here: , so you can get the server set up with that. PLEASE NOTE that some information is currently hardcoded, such as the persona name/level. My .jar will change that, but for now I just care about getting stuff to work.
I am excited for this, and I hope we can make this work!
So that's why I'm going to show you guys how to get some of the data we need. Please note, it requires compiling a C++ program, but it's really not that hard if you have VS2015 installed with the Visual C++ stuff (or whatever it's called). I can provide a pre-built one if anyone needs it.
Since the creation of the game, I'm assuming, there has been a magical file that lays within the Data folder. It's called NFSWO_COMMUNICATION_LOG.txt. I'm guessing that it was left there for debugging purposes, but I'm not sure if it was supposed to be used in the production version of the game. Anyway, the game happens to log info about requests and responses in this file; it's encrypted though, and that's where the tool comes in.
....
MSVC (Microsoft Visual C++) compiler. Also, if you're compiling it for the same computer, no flags seems to be needed during the compilation. (As compiling it with the recommended flags just causes it to not work)
Not sure how compatible it is with other C++ compilers (like Borland, or GNU)
Essentially the computer runs on the compiled binary code.
Think of it as the computer eating baked food instead what is available before baking it.
(You also don't even need Visual Studio, just plug in any IDE to the compiler, or grab static compilers, and do it on the command line)
Also, just a heads up, as it's more of a security/privacy thing..
Since I did decrypt some of my earlier comm logs as part of reading through as much of the resource files as possible. (I got partial tpk support...)
The communication logs encrypts the password (And email) along with the rest of the xml text, so if you do attach it... well, I'd suggest you to remove the password on the decompiled xml log, or change your account password if you use the same password anywhere.
Thankfully, release builds actually left the password field blank, and yes, if I recall (by lurking on the EA forums), they did rely on communication log file, along with the crash dumps.
MSVC (Microsoft Visual C++) compiler. Also, if you're compiling it for the same computer, no flags seems to be needed during the compilation. (As compiling it with the recommended flags just causes it to not work)
Not sure how compatible it is with other C++ compilers (like Borland, or GNU)
Old Borland 32-bit compiler wont work. (BCC32)
Newest Borland 32-bit and any version of Borland 64-bit compiler will work as they are Clang Based. Not that you should use them tho...
i founded this communication log with some communications Just download it and decrypt it. Scroll down and click Pobizer, after that click Pobizer again with the 393Kb. It gonna download it. (This is the one i gave to leo for making freeroam avaible and a car detectable for getting driver, maybe can help).
i founded this communication log with some communications Just download it and decrypt it. Scroll down and click Pobizer, after that click Pobizer again with the 393Kb. It gonna download it. (This is the one i gave to leo for making freeroam avaible and a car detectable for getting driver, maybe can help).
Jenkins_32(240sx) = 2825858044 or 0xA86F2BFC
Jenkins_32(350z) = 890471737 or 0x35138539
Jenkins_32(370z) = 1965030943 or 0x751FFE1F
Jenkins_32(bmwm3gtr) = 3448244287 or 0xCD88083F
Jenkins_32(caymans) = 1096113131 or 0x41555BEB
Jenkins_32(challenger71) = 2744149874 or 0xA3906772
Jenkins_32(charger07bee) = 340463575 or 0x144B0FD7
Jenkins_32(charger69) = 2257416053 or 0x868D6F75
Jenkins_32(copcarmus08) = 3446082958 or 0xCD670D8E
Jenkins_32(copcarmus08gh) = 4167086461 or 0xF860B17D
Jenkins_32(copghost) = 2745291138 or 0xA3A1D182
Jenkins_32(copmidsize) = 3147508024 or 0xBB9B2938
Jenkins_32(copsporthench) = 3002281954 or 0xB2F32FE2
Jenkins_32(copsuv) = 951288358 or 0x38B38226
Jenkins_32(corolla) = 890389270 or 0x35124316
Jenkins_32(corvettez06) = 1853505843 or 0x6E7A4133
Jenkins_32(eclipsegt) = 2732002237 or 0xA2D70BBD
Jenkins_32(elise) = 826100022 or 0x313D4936
Jenkins_32(gallardo09) = 3652740394 or 0xD9B8652A
Jenkins_32(imprezawrxsti) = 2721246661 or 0xA232EDC5
Jenkins_32(isf) = 4126786854 or 0xF5F9C526
Jenkins_32(lancerevo9) = 2101449805 or 0x7D41944D
Jenkins_32(mazdaspeed3) = 1886825490 or 0x7076AC12
Jenkins_32(r32) = 2485894945 or 0x942BBF21
Jenkins_32(r8) = 2272539180 or 0x8774322C
Jenkins_32(rx7) = 2383005747 or 0x8E09C833
Jenkins_32(s5) = 616754006 or 0x24C2EB56
Jenkins_32(scirocco) = 2329071357 or 0x8AD2CEFD
Jenkins_32(silvias15) = 3703742235 or 0xDCC29F1B
Jenkins_32(skyliner35) = 4217318880 or 0xFB5F2DE0
Jenkins_32(traf4dsedb) = 1714104611 or 0x662B2923
Jenkins_32(trafficcoup) = 1394226312 or 0x531A3488
Jenkins_32(trafha) = 2697444185 or 0xA0C7BB59
Jenkins_32(trafminivan) = 3872702185 or 0xE6D4BEE9
Jenkins_32(trafpickupa) = 2109639133 or 0x7DBE89DD
Jenkins_32(traftaxi) = 3590420638 or 0xD601789E
Jenkins_32(z4) = 4232410043 or 0xFC4573BB
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Also is still up, it has LZMA compressed files I didn't check.
Alright, I still haven't been able to figure out the hashes for the car products (Not the cars themselves, but the products.) I'm 99% sure I have valid catalog data, but at this point I just don't know what's going on.
Style shows up, probably because the game recognizes ProductTitle or Description, currency stuff works (rentals, cash, etc), but nothing else does. Still looking for help on this one, at this point, this stumps me.