Re: [Discussion] MRF Files
I dont have nearly all the "stuff" I have the information needed to make a tool, but that doesnt mean anything other than I know how it works.
Re: [Discussion] MRF Files
you rename them to MRS and decompile ;oooooooooooo
Re: [Discussion] MRF Files
Quote:
Originally Posted by
LolIrvin
you rename them to MRS and decompile ;oooooooooooo
I really wish things worked like that :(
Re: [Discussion] MRF Files
Quote:
Originally Posted by
GUNZ DEVELOPER
I really wish things worked like that :(
i do too D:
Re: [Discussion] MRF Files
We are trying to do that, on RaiderZ but it should be the same for Gunz 2.
http://forum.ragezone.com/f696/looks...-ahead-757243/
It'll be cool if we join our forces to crack this file format.
Re: [Discussion] MRF Files
Quote:
Originally Posted by
Kyhoh
Not such a bad idea.
Re: [Discussion] MRF Files
Quote:
Originally Posted by
reflax
Here is system.mrf unpacked.
pass: reflax
Awesome, thanks. Could you give us a method for unpacking all the mrf files?
Re: [Discussion] MRF Files
Quote:
Originally Posted by
reflax
Sorry to be coy, but at this time I would rather see the direction and design everybody working on the issue takes to solve this problem. I do not see any immediate need of a final product simply because their exists no public server files.
I do not mind giving the occasional support tho.
Well there are RaiderZ public server files, you can
share your research there. We already have the function
that generates the xor table and also the other that xor's
the data. But the last function that uncompress the data
it's enormous.
Re: [Discussion] MRF Files
Quote:
Originally Posted by
Irvin.
what is this, a poem?
I like this poem.
@Topic;
By looking at this;
Code:
<ITEM ID="10990004" Name="Boss_Tomahawk_Cluster" Type="73" Level="1" Sex="2" Vested="0" ItemType="1" Grade="1" MaxDurability="0" LookID="0" LookIDMale="0" LookIDFemale="0" LookIDLeft="0">
<Desc>보스 미사일 클러스터</Desc>
<CharRes>8</CharRes>
<Max_Carry>1</Max_Carry>
<Max_Stack>1</Max_Stack>
<Repair>0</Repair>
<HP_Mod>0</HP_Mod>
<AP_Mod>0</AP_Mod>
<XP_Mod>0</XP_Mod>
<BT_Mod>0</BT_Mod>
<ZP_Mod>0</ZP_Mod>
<MDF_Mod>0</MDF_Mod>
<RDF_Mod>0</RDF_Mod>
<Opti_EquipType>-1</Opti_EquipType>
<Opti_Slot1>0</Opti_Slot1>
<Opti_Slot2>0</Opti_Slot2>
<Opti_Slot3>0</Opti_Slot3>
<Opti_Slot4>0</Opti_Slot4>
<Wpn_Type>1</Wpn_Type>
<Hit_Type>6</Hit_Type>
<Penetration_Max>0</Penetration_Max>
<Bullets_Extra>1</Bullets_Extra>
<Bullets_Magazine>1</Bullets_Magazine>
<Piercing_Rate>0</Piercing_Rate>
<Delay>7</Delay>
<Reload_Time>0</Reload_Time>
<Num_Shot>1</Num_Shot>
<Range_Shot>500</Range_Shot>
<Distance_Shot>0</Distance_Shot>
<Decrease_Dam>100</Decrease_Dam>
<Hitrange_Min>0</Hitrange_Min>
<Hitrange_Max>0</Hitrange_Max>
<Hitrange_Up>0</Hitrange_Up>
<Hitrange_Down>0</Hitrange_Down>
<Hitrange_Mov>0</Hitrange_Mov>
<Hitrange_Zoom>0</Hitrange_Zoom>
<Shot_Effect>G2EF_NPC_bos003_silofire</Shot_Effect>
<Build_Time>10</Build_Time>
<ProjectileObject>Gustav_Missile_Bomblet</ProjectileObject>
<Damage>1.000000</Damage>
<HitSelf>0</HitSelf>
<Show_Weapon_Time>1.000000</Show_Weapon_Time>
</ITEM>
Then this;
Code:
<Damage>1.000000</Damage>
We can expect a more reasonable damage ratio, Not solid numbers such as 50, We can make it more customizable, Like 1.000001..
This turned me on.
Re: [Discussion] MRF Files
Quote:
Originally Posted by
GUNZ DEVELOPER
I like this poem.
@Topic;
By looking at this;
Code:
<ITEM ID="10990004" Name="Boss_Tomahawk_Cluster" Type="73" Level="1" Sex="2" Vested="0" ItemType="1" Grade="1" MaxDurability="0" LookID="0" LookIDMale="0" LookIDFemale="0" LookIDLeft="0">
<Desc>보스 미사일 클러스터</Desc>
<CharRes>8</CharRes>
<Max_Carry>1</Max_Carry>
<Max_Stack>1</Max_Stack>
<Repair>0</Repair>
<HP_Mod>0</HP_Mod>
<AP_Mod>0</AP_Mod>
<XP_Mod>0</XP_Mod>
<BT_Mod>0</BT_Mod>
<ZP_Mod>0</ZP_Mod>
<MDF_Mod>0</MDF_Mod>
<RDF_Mod>0</RDF_Mod>
<Opti_EquipType>-1</Opti_EquipType>
<Opti_Slot1>0</Opti_Slot1>
<Opti_Slot2>0</Opti_Slot2>
<Opti_Slot3>0</Opti_Slot3>
<Opti_Slot4>0</Opti_Slot4>
<Wpn_Type>1</Wpn_Type>
<Hit_Type>6</Hit_Type>
<Penetration_Max>0</Penetration_Max>
<Bullets_Extra>1</Bullets_Extra>
<Bullets_Magazine>1</Bullets_Magazine>
<Piercing_Rate>0</Piercing_Rate>
<Delay>7</Delay>
<Reload_Time>0</Reload_Time>
<Num_Shot>1</Num_Shot>
<Range_Shot>500</Range_Shot>
<Distance_Shot>0</Distance_Shot>
<Decrease_Dam>100</Decrease_Dam>
<Hitrange_Min>0</Hitrange_Min>
<Hitrange_Max>0</Hitrange_Max>
<Hitrange_Up>0</Hitrange_Up>
<Hitrange_Down>0</Hitrange_Down>
<Hitrange_Mov>0</Hitrange_Mov>
<Hitrange_Zoom>0</Hitrange_Zoom>
<Shot_Effect>G2EF_NPC_bos003_silofire</Shot_Effect>
<Build_Time>10</Build_Time>
<ProjectileObject>Gustav_Missile_Bomblet</ProjectileObject>
<Damage>1.000000</Damage>
<HitSelf>0</HitSelf>
<Show_Weapon_Time>1.000000</Show_Weapon_Time>
</ITEM>
Then this;
Code:
<Damage>1.000000</Damage>
We can expect a more reasonable damage ratio, Not solid numbers such as 50, We can make it more customizable, Like 1.000001..
This turned me on.
Yeah, Imma take a look in this, I was done with GunZ, but once I seen this Oh man ;)
Re: [Discussion] MRF Files
There's an MRF Unpacker ready for RaiderZ, anyone want to take a crack at modding it for the GunZ 2 client?
Re: [Discussion] MRF Files
Quote:
Originally Posted by
wesman2232
There's an MRF Unpacker ready for RaiderZ, anyone want to take a crack at modding it for the GunZ 2 client?
Where?
Re: [Discussion] MRF Files
http://forum.ragezone.com/f698/mrf-unpacker-758649/
Didn't work for me, but feel free to test it yourself
Re: [Discussion] MRF Files
It was made for RaiderZ. I tried it on the GunZ 2 system.mrf file and it gave me the error : Error reading unscrambled data.