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Preserve your own courier messages log across MP match restarts

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Post  risorgimento59 Wed May 27, 2020 4:43 pm

Hey guys,
From the next time I'll join, if you don't mind, I'm going to use this super stupid python script + changing 3 bytes in the exe (to skip corresponding savegames' checksums).
Take note then that all my dispatches, both in and out, will stay safe from now for posterity.
But "as a tribute to chivalry" (Pat, Kevin, doesn't this sound familiar? Very Happy ) and in order to keep this a real gentlemen's club, I believe it's a good thing to share everything in name of fair play (= fair trials lol!).
https://gist.github.com/Faxnico/24ade0c7625484b2fc91119d35a37d04
0005A632 75 31 -> EB 31
0005A279 75 2C -> EB 2C
0005A2E7 75 2D -> EB 2D
P.S. Good luck for Friday's one.

risorgimento59

Posts : 105
Join date : 2015-06-19

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Post  Uncle Billy Thu May 28, 2020 4:09 pm

So by removing the checksum checks, the player messages will have the original message inside and the player receiving the message will be able to read it?
Uncle Billy
Uncle Billy

Posts : 4611
Join date : 2012-02-27
Location : western Colorado

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Post  risorgimento59 Thu May 28, 2020 4:37 pm

Uhm... I don't think so, Kevin. Sorry for explaining that poorly. Very Happy
Disabling checksums just allows the game to load any modified savegame file.
These operations are performed within the python script.
What it does is retrieving the savefile zip from your dropbox folder and writing its .sav content until the local player messages chunk.
That data is then taken from the defsave actually located in the documents SowWL folder.
Finally the remaining bytes are queued untouched from your source.
The output file is saved as defsave_new.sav (I'd change that to directly replace defsave.sav and thus avoid renaming before launching the game).
The KSData.bin is also copied from your link.
Hopefully I've explained it better. Wink
Ciao.

risorgimento59

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