CSV Hacks - Searching Explanation

04/22/2008 18:55 DeathArt#1
Hey

I'm working on tool to handle extracting/packing files in the data.pak
Which is going quite well.

However, this is purely based on some specifications some friends gave me.
I still lack the basic understanding of what one actually can do with the CSV files.
Seeing this forum is rather filled with noobs spamming "VAC Hack" (VAC = CSV in german?), it doesn't give much information.

If anyone could give me a quick fill-in of what's possible to do with the CSV files, it would be much appreciated. It would also make it easier for me to develope the toolkit.

Personaly I have little interest in playing the game, it's mostly for the 'challenge' in building the toolkit.

A screenshot of my application can be found here:
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04/22/2008 19:28 Mastershouter#2
vac = vacuuming (Means u can lure much more mobs then normal)

csv file editing works for:

Vac Hack
Maphack
Zoomhack
Speedhack (player and Mobs)
Autopots
Inventory Hack (U can open a shop everywhere so u have 10 more slots for items)

(ALL FOR DEKARON EU) In 2moons u have to change it directly in data.pak
04/22/2008 23:53 bots123#3
you cant do anything with the .csv files for BMR
04/22/2008 23:57 Devv#4
Quote:
Originally Posted by bots123 View Post
you cant do anything with the .csv files for BMR
I don't know how knowledgeable you are so I am not going to jump on your neck but you are wrong. You can use the .cvs for BMR very well but currently there is no way to modify client behaviour using those files because no one has created a compiler.

@Topic creator: I can give you some information and hints on using the .cvs files to find information that you can use to edit data.pak or script assembly.
04/23/2008 02:53 DeathArt#5
BMR means ?

Thanks for the information, was a bit more informing than most 'request' posts found here ;-)
04/23/2008 07:23 bots123#6
Quote:
Originally Posted by Devv View Post
I don't know how knowledgeable you are so I am not going to jump on your neck but you are wrong. You can use the .cvs for BMR very well but currently there is no way to modify client behaviour using those files because no one has created a compiler.

@Topic creator: I can give you some information and hints on using the .cvs files to find information that you can use to edit data.pak or script assembly.
Tell me exactly a single .csv file can apply to BMR now ? beside using it for easy reading/compare with data.pak . You should use process monitor to conclude what you said :)
04/23/2008 10:54 Mastershouter#7
Quote:
Originally Posted by DeathArt View Post
BMR means ?

Thanks for the information, was a bit more informing than most 'request' posts found here ;-)
BMR = Bad moons rising (Its the new client for 2moons which came out end of march)
04/23/2008 15:48 DeathArt#8
You mean may? It's april now, march was last month :-)
04/23/2008 15:59 Valex#9
BMR is already out.Since march.
04/23/2008 19:54 Devv#10
Quote:
Originally Posted by bots123 View Post
Tell me exactly a single .csv file can apply to BMR now ? beside using it for easy reading/compare with data.pak . You should use process monitor to conclude what you said :)
That's like saying decompiled Java code is just easy reading for assembler. While it is technically true the diffrence is huge. Besides you can apply all of the files if you decompile the data.pak and then recompile it. As far as I know no one has done this yet because there is no need really. ;)
04/23/2008 21:08 DeathArt#11
Quote:
Besides you can apply all of the files if you decompile the data.pak and then recompile it. As far as I know no one has done this yet because there is no need really
I'm writing a application which allows direct editing of the CSV files =)
It's extremly easy, and the specifications are simple.

I wrote a unpacker on a hour, without having the game installed.
04/23/2008 21:08 bots123#12
Quote:
Originally Posted by Devv View Post
That's like saying decompiled Java code is just easy reading for assembler. While it is technically true the diffrence is huge. Besides you can apply all of the files if you decompile the data.pak and then recompile it. As far as I know no one has done this yet because there is no need really. ;)
lol... u re going off the original topic . Anyway, why do you have to go thru the hassle decompile and recompile the data.pak when you can do the simple process by winhex it ? Also, it s not decompile/recompile , it s only unpack and repack the files. One with some enough knowledge can read/edit data.pak thru winhex much faster than going thru all .csv
04/23/2008 22:53 DeathArt#13
Quote:
One with some enough knowledge can read/edit data.pak thru winhex much faster than going thru all .csv
Why use winhex, when you can write a application to do the job?
Replacing bytes is easy with a proper API like .NET (I use C#).

A hex editor is overdimensioned complex, and have a high failrate.
04/23/2008 23:58 bots123#14
Quote:
Originally Posted by DeathArt View Post
Why use winhex, when you can write a application to do the job?
Replacing bytes is easy with a proper API like .NET (I use C#).

A hex editor is overdimensioned complex, and have a high failrate.
well, i am not sure how ur app will be . Yet, there are already a few unpacking app for data.pak out there.
As with winhex, I can change all the values from AI, vac, wallhax, skill editing, etc. with a few easy scripts ; let it run and save . All costs me around 10-15minutes max . While with the .csv style, I have to search for every single file, open it by excel and search for columns and rows then edit ( open monsters.csv and you ll see how many columns it got). The procedure is easy but tedious .
04/24/2008 08:56 DeathArt#15
But to create the automated process, you need a overview of the data.
And writing such scripts is difficult :)

I'm just having fun developing anyway.