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  1. #151
    schlumpf's Avatar Retired Noggit Developer

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    At least, when I was last doing things, upon logging in, it hashed some regions of the code and sent them on logging in. It threw an "unable to verify game version" in case of a hash mismatch. May be only certain sections.

    [Announce] Model Edits 4.0.3a
  2. #152
    RaptorMX's Avatar Member
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    Yeah it doesnt check whole file, only certain parts of wow.exe, atleast console and dev console parts are not included in hash checks.

  3. #153
    Xel's Avatar ★ Elder ★
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    After some really basic testing I came up with these things:
    Even though I did multiple tries I couldn't get WoW to load the MPQs that I had created. As the MPQ format changed in Cataclysm I was adviced to use the new version of Ladik's MPQeditor for creating the patches. Doing this still lead me to the same error which had to do with WoW unable to load the archive due to some hash table problem.

    I got my hands on a working MPQ and managed to successfully change some tilesets and view the changes in-game. After trying to add some more tilesets changes to the MPQ I could not see any changes at all in-game. I reloaded the files and after receiving an error I recreated the MPQ and added all the tilesets at once. I expected to see all the new tileset changes as well as the old ones as I logged in, but instead it only loaded the first changes I had made - even when I had added the files to the MPQ as equally as possible...

    It seems that changing the MPQ name solves the problem of WoW not loading anything at all, but for what comes to WoW loading the old changes only - I have no idea of where this issue is coming from.

    Sent from my phone.
    Last edited by Xel; 01-16-2011 at 12:51 PM.

  4. #154
    VX2's Avatar Contributor
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    I can't understand your problems. with zezula's total_mpq plugin (1.5.0.71) for test, I pack worgen scene as cc scene, put it in "wow\Data\" folder as prelast patch and have replaced cc scene without any exe or memory modifications/injections:
    wow-update-13328.MPQ

  5. #155
    Xel's Avatar ★ Elder ★
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    I can't understand your problems. with zezula's total_mpq plugin (1.5.0.71) for test, I pack worgen scene as cc scene, put it in "wow\Data\" folder as prelast patch and have replaced cc scene without any exe or memory modifications/injections:
    wow-update-13328.MPQ
    Wait, are you saying the injector is not needed? And what is zezula's total_mpq plugin?
    Does anyone have any idea whether the name of the MPQ is essential?

  6. #156
    Cromon's Avatar Legendary


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    Any changes that apply after glue screen make the client crash on enter world with "Attempt to move file pointer before beginning of the file".

  7. #157
    MoD's Avatar Miscellaneous Options Dev

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    @ Xel: Naming doesn't matter.

    Also, when creating your MPQs with Ladik's, make sure you use the 2.0 (BC) version of MPQ files.

  8. #158
    frieb's Avatar Sergeant
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    Hello, I've been trying to compile the exe file for 7 hours already, In the start I was using Visual C++, then i switched to Visual Studio but its all the same, i always get the same error, I had no problem with the DLL file, only with the exe please give me an advice or something, Im using the first 2 codes as I have Vista 64 and i heard the 2nd codes dont work for 64 bit OS, I'll post a screenshot of the error i get below

    http://img842.imageshack.us/img842/1...sualstudio.jpg


    Edit: i changed to multi byte and now i get another error

    1>c:\users\xxxxxx\documents\visual studio 2010\projects\injector\injector\injector.cpp(17): error C2731: 'main' : function cannot be overloaded
    1> c:\users\xxxxxx\documents\visual studio 2010\projects\injector\injector\injector.cpp(16) : see declaration of 'main'
    1>

    Edit2: i managed to build the files but i still get errors when i start the exe
    Last edited by frieb; 01-19-2011 at 01:58 AM.

  9. #159
    VX2's Avatar Contributor
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    Originally Posted by Xel View Post
    ...And what is zezula's total_mpq plugin?
    download page MPQ Archives - Downloads
    direct download plugin link MPQ Plugin for Total Commander v 1.5.0.70 (32-bit, english, 495 KB)
    Originally Posted by Xel View Post
    ...Does anyone have any idea whether the name of the MPQ is essential?
    if I understood you correctly, I wrote about this in my previous post (#139)
    Originally Posted by Xel View Post
    Wait, are you saying the injector is not needed?...
    Originally Posted by Cromon View Post
    Any changes that apply after glue screen make the client crash on enter world with "Attempt to move file pointer before beginning of the file".
    sorry, I can't tell anymore (confirm or refute), my client still damaged and allow me work only on a glue screens, I can check only after weekend.
    Last edited by VX2; 01-18-2011 at 02:21 AM.

  10. #160
    flan's Avatar Member
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    Originally Posted by Xel View Post
    After some really basic testing I came up with these things:
    Even though I did multiple tries I couldn't get WoW to load the MPQs that I had created. As the MPQ format changed in Cataclysm I was adviced to use the new version of Ladik's MPQeditor for creating the patches. Doing this still lead me to the same error which had to do with WoW unable to load the archive due to some hash table problem.

    I got my hands on a working MPQ and managed to successfully change some tilesets and view the changes in-game. After trying to add some more tilesets changes to the MPQ I could not see any changes at all in-game. I reloaded the files and after receiving an error I recreated the MPQ and added all the tilesets at once. I expected to see all the new tileset changes as well as the old ones as I logged in, but instead it only loaded the first changes I had made - even when I had added the files to the MPQ as equally as possible...

    It seems that changing the MPQ name solves the problem of WoW not loading anything at all, but for what comes to WoW loading the old changes only - I have no idea of where this issue is coming from.

    Sent from my phone.
    You need to make a new MPQ each time you add a file, so just extract all your old files and build a new mpq with all your files. I think it has something to do with the listfile not matching up with the actual contents of the mpq so it doesn't load it.

  11. #161
    Xel's Avatar ★ Elder ★
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    Ok, thanks for the answers. I have extracted the files in to a new MPQ multiple times but still cannot get it to work (the mpq editor). I might have some configs wrong, who knows.. but at least the program settings should be correct.

    I'm atm using a clean mpq as a base for my edits (I c&p the file and add files to it, then get confused as the changes are only partial) so the listfile might be somehow messed.

    Sent from my phone again. (unable to access my computer atm)
    Last edited by Xel; 01-18-2011 at 01:57 PM.

  12. #162
    VX2's Avatar Contributor
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    I find something interesting for you))
    at first, I read this thread http://www.mmowned.com/forums/world-...-new-post.html and would tried to make it (just out of curiosity). I just unpack latest nef m2 & skins and rename it as tam. pack as prelast (wow-update-13328.MPQ latest patch haven't tam models & skins) and after select tam, I had this error (do not pay attention on wow.exe name)) ):

    then I want to check this files in "signaturefile" and found this string:
    Code:
    base;c;50CB7E405BE4D9813DEC3713F06156BF;Character\Tauren\Male\TaurenMale.M2
    I thought it might be because of this (incorrect md5). to fake this, I just replace one symbol in this string, and add this file to my patch-archive. I was forced rename it as last (wow-update-13329.MPQ and last rename as prelast of course). after launch wow.exe, I had another surprise:

    I had to seek this check. after nop call on this sub, it was looks fine and fun, I forgot about textures x)


    p.s. I think you get same errors while try to replace models?
    p.p.s. sorry for my terrible english.

    -----------
    quick patch for original wow.exe 4.0.3.13329, I rewrite it later with separated options.
    wow_unsig(13329)ssd.zip
    disable all at once:
    - GlueXML/FrameXML folder checks and renaming;
    - first online archives check ("mfile");
    - "signaturefile" check (at least on glue screens);
    - second socket connection (for private servers).
    I strongly recomend you do not try to use it for oficial servers.
    Last edited by VX2; 01-19-2011 at 02:24 PM. Reason: quick patch added

  13. #163
    Xel's Avatar ★ Elder ★
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    I installed the Totalcmd plugin and it seems to be working quite stable. Also fixed the problem with hash tables when creating new MPQs by cleaning my software cache and registry. The one problem that still remains is the changes not being displayed correctly (some of the changes do not appear).

    One possible explanation for this thing is that the file names in treepaths came even more specific when Cataclysm came. It seems to me (when looking at the treepaths in the ADT) there are two 'types' of treepaths leading to the files. Ones with e.g. tileset written in capital (TILESET) and others with not (Tileset), this could be the problem since I've noticed that many of the MPQ editors combine two folders with the same name to one without looking at these differences (there might be an option to turn this off, unable to check now).

    This, as I said, is just my guess, nothing is tested yet (will do when I get back home). Another explanation I've been thinking about is that the files that cannot be changed but still display in the MPQs are some kind of 'ghost files' from the previous versions. If so, the 'real' files' should now be located under a completely different treepath and we should be able to find them easily . This, however, does not seem to make that much sense.

    EDIT:
    I find something interesting for you))
    at first, I read this thread http://www.mmowned.com/forums/world-...-new-post.html and would tried to make it (just out of curiosity). I just unpack latest nef m2 & skins and rename it as tam. pack as prelast (wow-update-13328.MPQ latest patch haven't tam models & skins) and after select tam, I had this error (do not pay attention on wow.exe name)) ):

    then I want to check this files in "signaturefile" and found this string:

    Code:
    base;c;50CB7E405BE4D9813DEC3713F06156BF;Character\Tauren\Male\TaurenMale.M2
    I thought it might be because of this (incorrect md5). to fake this, I just replace one symbol in this string, and add this file to my patch-archive. I was forced rename it as last (wow-update-13329.MPQ and last rename as prelast of course). after launch wow.exe, I had another surprise:

    I had to seek this check. after nop call on this sub, it was looks fine and fun, I forgot about textures x)


    p.s. I think you get same errors while try to replace models?
    p.p.s. sorry for my terrible english.

    -----------
    quick patch for original wow.exe 4.0.3.13329, I rewrite it later with separated options.
    wow_unsig(13329)ssd.zip
    disable all at once:
    - GlueXML/FrameXML folder checks and renaming;
    - first online archives check ("mfile");
    - "signaturefile" check (at least on glue screens);
    - second socket connection (for private servers).
    I strongly recomend you do not try to use it for oficial servers.
    This is getting interesting. I'm not sure if I got you right, but are you saying that by bypassing the signature, MD5, and XML file checks, changing one symbol in the signature file (the purpose?) and renaming the file as the last patch, you were able to use a custom MPQ without the injector? Did it work ingame?
    Last edited by Xel; 01-20-2011 at 01:40 AM.

  14. #164
    kimict's Avatar Private
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    Will there be a version made for Windows XP?

  15. #165
    VX2's Avatar Contributor
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    Originally Posted by Xel View Post
    ...I'm not sure if I got you right, but are you saying that by bypassing the signature, MD5, and XML file checks, changing one symbol in the signature file (the purpose?) and renaming the file as the last patch, you were able to use a custom MPQ without the injector?...
    not quite, it's only description of my steps to final result and for show my errors on each step (what may be help identify yours).
    I'm not test all of fixes neediness, just it's all applied on my "wow.exe". at this time I write patch, what will allow apply all of this fixes separately. but I think you must use anyway "mfile" check (else you couldn't use your archives as latest) and "signaturefile" (else you couldn't replace files, described in this file).
    Originally Posted by Xel View Post
    ...Did it work ingame?
    sorry, I can't tell you about this. my client not completely upgraded to cc, and I can't enter world, only glue screens. at weekends, I try to get full version and after, I could tell you something more. of course you can test it self)) for sample this tam-to-nef patch (without textures, just put in "\\wow\data\" folder) Download: wow-update-13327.MPQ | xup.in

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