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[TODO] Soulworker To-Do list.

Junior Spellweaver
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With the release of Soulworker server files, the game has a lot of potential as another dev scene MMO server. However in order to progress any further there are some obstacles that we need to go thru to have some actual fun in this game. The list below will show what we know so far, major obstacles, and minor obstacles.


1. What we know so far:

We know that we can unpack Soulworker Client Data Files using the XOR unpacker (link : http://aluigi.altervista.org/mytoolz/xor.zip ) with the arguments "xor.exe data01.v data01.zip 0x55". From there, we can look at all the files the game has to offer. Obviously, it would be possible to modify them and repack them (via "xor.exe data01.zip data01.v 0x55" ), and if done right, the client would be able to read the modified contents. The important files are .RES files and they can be found in data12.v, with the password as "@PDB@?LoadBinaryVersion".

2. Major Obstacles
2.1 - RES Editor
PROBLEM : There's no proficient tools for editing RES files at the moment. There are about 250+ files for each RES files, and all of them have different structures, including for both server and client. The tool would basicly be a major table editor with the correct structures for each file. We know what the structures are for the server, and we know what the structures are for the client with a little bit of reverse engineering. but without a baseline tool, not much contributions can be done.

OBJECTIVES :
1. Create a open sourced baseline tool that has the ability to read structure data types. The game only supports Byte, UByte, Short, UShort, Long, ULong , Unicode String (UTF16-LE), and Float.

2. Please make the structure data easy to add in. So that we as a community can contribute.

SOLUTION :
@Hongha1412's SWAdmin Tool (C#) - [https://github.com/hongha1412/swadmin]
PROs: Can get the job done to editing RES files
CONs: Requires 1 .CS file for each data struct, along with a templete.
Code is very un user friendly, Requires a paid version of DevExpress which is pretty much why not much contribution can be done.

@BIGg's Res Editor (C#) - [NO LINK, IN PROGRESS]
@Styx's Res Editor (QT C++) - [NO LINK, IN PROGRESS]

2.2 - Model Import/Export
PROBLEM : There is also no tools for the Model files. We have a method to import them to blender. But there doesn't seem to be a method to export custom models to the game. The game uses a customized version of Havok Vision Engine. theoretically we have the SDK, but it's also a older version that's not compatible with Soulworker.

Here are some links you can use
Sample Models -
https://www.mediafire.com/file/be7x29vyaiyfogp/sample_models.zip/file
Blender Script -
https://www.mediafire.com/file/jird7n3pkipvkko/blender.zip/file
Havok SDK -
https://www.mediafire.com/file/d01n5ubhho41p6o/havok.zip/file

OBJECTIVES :
1. Utilize the files given to you above. Using the SDK and the Blender Script try to figure out the internal structs for the mesh. Make a new script for exporting modified mesh and make the game load the custom mesh.
2. The correct version for Soulworker is "Vision SDK 8.0.2". Locate that SDK and see if it's possible to use that for custom mesh.

SOLUTION :
There is no solution at the moment. As a last resort we might have to perform crowd funding. Since this is part of a major obstacle



3. Minor Obstacles
3.1 - Translation
PROBLEM : Translation for this game sucks and it's very limited, at least for English. The strings are stored in the RES files. There's a fan translation project (SWHQ), but the structure they use is very complicated when having a complete RES editor would help

OBJECTIVES :
1. Complete Obstacle 2.1

SOLUTION :
SWHQ - [https://github.com/Miyuyami/SoulWorkerHQTranslations]

3.2 - Sound Modding
PROBLEM : There's no way to edit sounds in this game. Hilariously, this is the most complicated part to mod about this game.

OBJECTIVE:
1. Find the "FMOD Designer Project" to unpack FDP and FEV files or Reverse Engineer it.

SOLUTION:
There is no solution at the moment.

3.3 - RES -> DB
PROBLEM : In theory, you can port all the server sided RES contents to the database and load them.
You still need to know all the structures however.

OBJECTIVE:
1. Complete Obstacle 2.1
2 . Write down a script to port all data structures to the Database. Then edit the config file to Load as DB instead of Load as RES

SOLUTION:
There is no solution at the moment.
 
Last edited:
Newbie Spellweaver
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3.2 - Sound Modding
PROBLEM : There's no way to edit sounds in this game. Hilariously, this is the most complicated part to mod about this game.

OBJECTIVE:
1. Find the "FMOD Designer Project" to unpack FDP and FEV files or Reverse Engineer it.

SOLUTION:
There is no solution at the moment.

Hey, there are several such things on archive org, if that helps.

https://archive.org/search.php?query=FMOD+designer
 
Newbie Spellweaver
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when edit and save .res file(such as tb_UI_String.res, tb_speech_string.res ... etc ) with SWAdmin, replace into data12.zip, repack data12.zip to data12.v with xor, error "failed loading table file. (tb_Achievement) " appear on starting client. what may causes this error? bro..help me.

solved!
 
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Newbie Spellweaver
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Please share what do it.... :dancemental:



when edit and save .res file(such as tb_UI_String.res, tb_speech_string.res ... etc ) with SWAdmin, replace into data12.zip, repack data12.zip to data12.v with xor, error "failed loading table file. (tb_Achievement) " appear on starting client. what may causes this error? bro..help me.
 
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