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Preserve your own courier messages log across MP match restarts
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Preserve your own courier messages log across MP match restarts
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?
) 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
).
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.
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](https://2img.net/i/fa/i/smiles/icon_biggrin.png)
![lol!](https://2img.net/i/fa/i/smiles/lol.gif)
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
Re: Preserve your own courier messages log across MP match restarts
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- Posts : 4608
Join date : 2012-02-27
Location : western Colorado
Re: Preserve your own courier messages log across MP match restarts
Uhm... I don't think so, Kevin. Sorry for explaining that poorly.
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.
Ciao.
![Very Happy](https://2img.net/i/fa/i/smiles/icon_biggrin.png)
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](https://2img.net/i/fa/i/smiles/icon_wink.gif)
Ciao.
risorgimento59- Posts : 105
Join date : 2015-06-19
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