Fanta Map

02/25/2013 21:07 <Admin>Zynx#1
Hello i was wondering if any1 had the files for the fanta map
02/26/2013 02:35 \(^O^)/#2
fanta map? ö.ö
02/26/2013 03:24 <Admin>Zynx#3
Yeah i believe its a new ep6 map i beleive its Called Fantasia or something like that..

Its in OS + i have also seen it in some private servers as well.
02/26/2013 04:25 \(^O^)/#4
Quote:
Originally Posted by <Admin>Zynx View Post
Yeah i believe its a new ep6 map i beleive its Called Fantasia or something like that..

Its in OS + i have also seen it in some private servers as well.
/cmove 15
it is dungeon, for dark no both name is Fantasia lair not new map ;)
02/26/2013 04:46 <Admin>Zynx#5
no not that lol

its a new map called Fanta theres a portal to it in jungle near oi i believe in os
02/26/2013 08:06 \(^O^)/#6
Quote:
Originally Posted by <Admin>Zynx View Post
no not that lol

its a new map called Fanta theres a portal to it in jungle near oi i believe in os
add me skype - lifeofjoy2013
02/26/2013 09:36 castor4878#7
Quote:
Originally Posted by <Admin>Zynx View Post
its a new map called Fanta theres a portal to it in jungle near oi i believe in os
"Patanasa" for light one, not fanta ("stop repeat adv. use your brain", says the last adv).

the last maps are:

ID___Lt__Dk__Name
75___x_______Map 6 Patanasa
76_______x___Map 6 Theodores
77___x_______Arcanus Ruins
78___x_______Arcanus Ruins 2
79_______x___Hypnoss Ruins
80_______x___Hypnoss Ruins 2

all these maps are fully defined in the last data.saf from the Shaiya US client (which has NO country / IP checks), where fully means: .wld & .txt for the \world client directory as well as the .svmap files with all mobs finely defined at their right locations for your srvr directory.

so, simply update an US client and do the copy / paste.

and btw, map 15 is "Fantasma Lair", not "Fantasia".
02/26/2013 12:45 BodySalvage#8
What he is asking for is Map 75 data. The names Fantasia(75) and Crucible(76) were the names I gave EP 6 maps when Korea had released and OS USA hadn't gotten em in yet.

My suggestion to you would be to do as I had to do and grab the full client and strip the textures to make patches for the maps and other objects associated with the map your grabbing data for. Remember, the EP 6 client can be used for anything EP 4+, you simply alter the sdatas, level cap, and database to revert to lower EP's. Granted this does remove some new features that require the new EP 6 game.exe, but adding the extra content to any server is easily possible.
02/26/2013 15:54 nubness#9
Too late to get them from the OS client, unless you update from 186 and stop in the right point, since they even encrypted the .wld files now, and not only that. Quite understandable, they don't want us to get our hands on the new GRB map, dammit !
02/27/2013 00:54 castor4878#10
Quote:
Originally Posted by nubness View Post
Too late to get them from the OS client, unless you update from 186 [...]
from version 215 (after the today update):

dump of extracted 75.wld:

Code:
46 4C 44 00 00 08 00 00 54 3A 53 3A 52 3A 50 3A   FLD.....T:S:R:P:
48 3A 38 3A 27 3A 15 3A 04 3A F2 39 E0 39 D3 39   H:8:':.:.:ò9à9Ó9
CA 39 C7 39 C7 39 C7 39 C8 39 D1 39 DD 39 ED 39   Ê9Ç9Ç9Ç9È9Ñ9Ý9í9
F6 39 FF 39 08 3A 0A 3A 01 3A E7 39 BA 39 7C 39   ö9ÿ9.:.:.:ç9º9|9
38 39 D3 38 62 38 E8 37 59 37 DD 36 73 36 F9 35   89Ó8b8è7Y7Ý6s6ù5
A6 35 66 35 33 35 13 35 09 35 09 35 09 35 09 35   ¦5f535.5.5.5.5.5
09 35 10 35 18 35 22 35 34 35 47 35 57 35 63 35   .5.5.5"545G5W5c5
6D 35 77 35 81 35 8B 35 8E 35 93 35 9D 35 B6 35   m5w5.5‹5Ž5“5.5¶5
...
this reads:

Code:
Size:	2048
A8_pebble.tga	null
A8_grass02.tga	null
A8_grass01.tga	null
A8_road.tga	null
A8_swamp.tga	null
A8_thornybush.tga	null
A8_rock.tga	null
A8_sand.tga	null

Buildings
Files (67 items)
	0	boat_L_01.SMOD
	1	boat_L_02.SMOD
	2	A2_LightHouse.SMOD
	3	A4_Guild_01.SMOD
	4	A8_wreck_A01.SMOD
	5	A8_wreck_A02.SMOD
	6	A8_wreck_A03.SMOD
	7	A2_fishhouse02.SMOD
	8	A2_Maitr01_Stairs.SMOD
	9	A2_fishhouse03.SMOD
	10	A2_fishhouse07.SMOD
	11	A8_ferryvillage_bottom.SMOD
	12	a2_Elf_House_01.SMOD
... / ...
the .wld were NOT ciphered, they are currently NOT ciphered, they will NOT be ciphered.

what's true - and I already indicate it months ago when I posted the full format of these files - is that these files contain a lot (30 up to 70%) of garbage, because all strings are defined on 256 characters instead of being length prefixed, and *of course* strings are not left aligned on clean, 00s initialized buffer, they come among random garbage with only a null terminator.

so, if they add a building definition (a name of a .smod file) and / or a reference (location & count) to such building in the map, the whole file is regenerated with 30-60% of random garbage.
02/27/2013 14:39 nubness#11
My bad then, I was quite sure I looked carefully and it was very different from what we have on private server clients.

I would like to talk to you castor, so let me know if you don't mind please.
06/28/2013 01:35 _Diavolino_#12
Hello !
i think Castor will be one of guy able to answer to it, How to get the element correspondant to each world ? i means to get the information relative to each file texture, file sound etc ... how to do it ?

regards and thx:pimp:
Quote:
Originally Posted by castor4878 View Post
from version 215 (after the today update):

dump of extracted 75.wld:

Code:
46 4C 44 00 00 08 00 00 54 3A 53 3A 52 3A 50 3A   FLD.....T:S:R:P:
48 3A 38 3A 27 3A 15 3A 04 3A F2 39 E0 39 D3 39   H:8:':.:.:ò9à9Ó9
CA 39 C7 39 C7 39 C7 39 C8 39 D1 39 DD 39 ED 39   Ê9Ç9Ç9Ç9È9Ñ9Ý9í9
F6 39 FF 39 08 3A 0A 3A 01 3A E7 39 BA 39 7C 39   ö9ÿ9.:.:.:ç9º9|9
38 39 D3 38 62 38 E8 37 59 37 DD 36 73 36 F9 35   89Ó8b8è7Y7Ý6s6ù5
A6 35 66 35 33 35 13 35 09 35 09 35 09 35 09 35   ¦5f535.5.5.5.5.5
09 35 10 35 18 35 22 35 34 35 47 35 57 35 63 35   .5.5.5"545G5W5c5
6D 35 77 35 81 35 8B 35 8E 35 93 35 9D 35 B6 35   m5w5.5‹5Ž5“5.5¶5
...
this reads:

Code:
Size:	2048
A8_pebble.tga	null
A8_grass02.tga	null
A8_grass01.tga	null
A8_road.tga	null
A8_swamp.tga	null
A8_thornybush.tga	null
A8_rock.tga	null
A8_sand.tga	null

Buildings
Files (67 items)
	0	boat_L_01.SMOD
	1	boat_L_02.SMOD
	2	A2_LightHouse.SMOD
	3	A4_Guild_01.SMOD
	4	A8_wreck_A01.SMOD
	5	A8_wreck_A02.SMOD
	6	A8_wreck_A03.SMOD
	7	A2_fishhouse02.SMOD
	8	A2_Maitr01_Stairs.SMOD
	9	A2_fishhouse03.SMOD
	10	A2_fishhouse07.SMOD
	11	A8_ferryvillage_bottom.SMOD
	12	a2_Elf_House_01.SMOD
... / ...
the .wld were NOT ciphered, they are currently NOT ciphered, they will NOT be ciphered.

what's true - and I already indicate it months ago when I posted the full format of these files - is that these files contain a lot (30 up to 70%) of garbage, because all strings are defined on 256 characters instead of being length prefixed, and *of course* strings are not left aligned on clean, 00s initialized buffer, they come among random garbage with only a null terminator.

so, if they add a building definition (a name of a .smod file) and / or a reference (location & count) to such building in the map, the whole file is regenerated with 30-60% of random garbage.
06/28/2013 01:46 [ADM]SpyRow#13
does anyone have this maps ?:D
( can share it, ill give some ***THANKS*** )
06/29/2013 10:43 nubness#14
Quote:
Originally Posted by [ADM]SpyRow View Post
does anyone have this maps ?:D
( can share it, ill give some ***THANKS*** )
Simply extract them from the OS client, nothing hard.