[ CRAFT ] DAoC UI recipes

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[ CRAFT ] DAoC UI recipes

Postby Eudes » Thu Jul 30, 2015 4:34 pm

Hello DOL,

With the craft recipes tables empty in the database, the craft items are still visible in the UI client side, but if I clic an item to craft it, I got a warning because the recipe is not implemented.

So, I guess the items lists are client side, but where? Does someone know if there is a file with all the DAoC items to craft client side?

Thanks,
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Re: [ CRAFT ] DAoC UI recipes

Postby Eudes » Thu Jul 30, 2015 8:21 pm

So, everything is in ifd.mpk in the data repertory. Inside this .mpk there is a single file called tdl.crf with some values looking like IDs, hexa numbers and the names of the items (in english).

It is possible to edit it with SharpDevelop, I join the file with my message, do not unzip it, just rename the .zip to .crf

It looks simple to modify the names in tdl.crf but in game it does not work so easily and all icons are gone as well as all the names... so this file is the right one, but modifying it is not so easy.

Anyone has some knowledge with these kind of crossed values and especially the hexa ones?

Thanks :)
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Re: [ CRAFT ] DAoC UI recipes

Postby Graveen » Thu Jul 30, 2015 8:55 pm

Yop Eudes,

You can use Book of Craft http://daoctb.sourceforge.net/bookofcrafts__EN.htm to open tdl.crf and list the available recipes. IIRC Hex values are id, and number of needed materials.

PS: back in business ? :)
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Re: [ CRAFT ] DAoC UI recipes

Postby Eudes » Fri Jul 31, 2015 6:36 am

Thanks and Hi Graveen :)

Ok, I can see the whole list of items, the recipes and everything. I can even export to XML and modify the list, but I do not see how to replace the regular list with mine after modification. There is no such option in the software.

Do you have an idea how to manage that, because Hex values are hard to play with for me :)
PS: back in business ? :)
Still trying...
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Re: [ CRAFT ] DAoC UI recipes

Postby Leodagan » Fri Jul 31, 2015 6:45 am

We have some script that can extract this binary Client side Craft List ?!!

I never noticed the DAOCTB Book of Craft was "exportable" :)

That's very interesting I could make a GSS that keep craft table updated with DAOCTB "export file" as source file :D (with some kind of item lookup to match the according db records or warn about missing ones...)

@Eudes

Editing this file would need more than an Hex editor, your only chance in editing this kind of binary "array" is to use a dedicated tool or build one above DAOCTB Code if you can get the Source :)
If you still want to hexa edit the file I would suggest you don't change the file size and replace name with identical string size (even if filled with blanks or truncated !) this way you won't change the file "shape" and you don't need a software to reproduce the data structure :) (and pad numbers with zeros too !)
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Re: [ CRAFT ] DAoC UI recipes

Postby Eudes » Fri Jul 31, 2015 6:53 am

Hi Leo and thanks for your advice :)

I already tryied to just modify one letter in a name, not one more or one less, just one letter by another one. In game the result is bad, all icons are gone in the UI craftbar, and all the names are replaced by @@...

It is too bad to have something not hardcoded that we can not modify ^^
this way you won't change the file "shape"
My goal is to strongly modify the craft items, delete a lot of them and build our own list. We already do that but apart the DAoC UI, with dedicated NPC instead of using the UI. It works but it is not as user friendly as the DAoC UI craftbar is.
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Re: [ CRAFT ] DAoC UI recipes

Postby Leodagan » Fri Jul 31, 2015 8:01 am

I'm pretty sure there has been Shard Project that provided a client craft-list mod. (maybe Uth but they could have re-used an archived classic craft list)
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Re: [ CRAFT ] DAoC UI recipes

Postby HunabKu » Fri Jul 31, 2015 8:07 am

The craft is client-side hard-coded.
Unfortunately, modify the client is illegal.
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Re: [ CRAFT ] DAoC UI recipes

Postby Eudes » Fri Jul 31, 2015 8:30 am

The craft is client-side hard-coded.
Unfortunately, modify the client is illegal.
Hum...

No, it is not hardcoded, it is in a file in text format, that can be modified easily if we understand how.

Illegal... come on Hunab, what about the official contributing servers patching their players clients with their own files and modification? Do you need a list? :)

@Leo: I never seen such a tool. Well, we'll keep doing what we did before, building on our items list in the DB and using it through NPC but is it too bad to not make use of the UI!

Thanks anyway.
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Re: [ CRAFT ] DAoC UI recipes

Postby Leodagan » Fri Jul 31, 2015 8:52 am

The craft is client-side hard-coded.
Unfortunately, modify the client is illegal.
In France it's not illegal to modify any software legally acquired for research or cross-compatibility purpose, it could be illegal to distribute modification or distribute software meant to modify client, but neither of these subject is on topic here...

The topic is clearly about researching how client-side data work, and researching how we can customize the server behavior with this available data... (even if when it comes to customize the displayed client craft list : it "COULD" need client mod...)

@Eudes

I don't know of any tool that allow to edit the client side Craft List, but instead of some dedicated NPC, you may be able to implement custom craft as "skill", it would need some simple new code class (Craft Spec + Craft Spell line + Craft Spell Handler), and then implement craft as a spell that trigger Instantly the Craft Sequence with a given recipe ID (you could even customize spell icon in database)

This solution could be heavy on the Network Skill Packet bandwidth, but you should be able to send hundreds of custom craft "spell" like this :)
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Re: [ CRAFT ] DAoC UI recipes

Postby Eudes » Fri Jul 31, 2015 10:00 am

%I think I understand your idea Leo (You know i'm not a coding guy ^^).

When you say "heavy", it will depend of the number of items and recipes?

Anyway your proposal is interesting, I will share it with my "coding guy"!
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Re: [ CRAFT ] DAoC UI recipes

Postby Graveen » Fri Jul 31, 2015 10:20 am

hum
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Re: [ CRAFT ] DAoC UI recipes

Postby Leodagan » Fri Jul 31, 2015 12:25 pm

%I think I understand your idea Leo (You know i'm not a coding guy ^^).

When you say "heavy", it will depend of the number of items and recipes?

Anyway your proposal is interesting, I will share it with my "coding guy"!
I say "heavy" in comparison to the actual client craft list, if you would like to reproduce this as skill list, it would be dozen of new specs, with hundreds of "skill" to send, it could result in player update skill bandwidth taking around 1 MB to be sent to player on each refresh for a Legendary "All Craft", there may be a lot of limitation to do that also (maybe limited to 255 skills in each line if spell id is coded on a byte)

Anyway this can be a great tool for a few hundred items, getting above "thousands" of items could begin to slow down network ;)
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Re: [ CRAFT ] DAoC UI recipes

Postby Eudes » Fri Jul 31, 2015 12:41 pm

Our goal is to simplify the craft and especially the number of items to craft. So, it is not something to compare with what exists in DAoC/DOL.

Thanks again for your suggestion Leo!
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Re: [ CRAFT ] DAoC UI recipes

Postby HunabKu » Fri Jul 31, 2015 2:41 pm

Leo i'm not sure you can modify the client when it's specified in Terms of use you are not authorized.
I personally already modified client for my use. but i'm not sure i'm legally so i don't share.
"C'est l'ignorance qui apporte le chaos, pas la connaissance."
Scarlett Johansson dans "Lucy" de Luc Besson
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