BOTLANNER wrote:How does a person even find a hash's name?
You can calculate a hash if you have a name. As we have no names in this game, there will be NO hashes. Unless of course, the authors decide to publish the names list like they did in beta.
These packed_codebook files are actually codebooks. You just converted them with the wrong settings, which isn't surprising since you still have no idea with how to deal with command line-based executables.
usage: ww2ogg input.wav(this is the input file, as in, the file you're going to use with) [-o output.ogg](this is the output file that you're going to define) [--inline-codebooks] [--full-setup](try this one if you received an error, or are just too lazy to define the rest) [--mod-packets | --no-mod-packets](choose if you wish to convert it with modified packets or not) [--pcb packed_codebooks.bin(be it this one or the aoTuV_603 one)]
This will give you an idea of what you should do with ww2ogg. If you wish to execute this .exe file, right-click on the folder where you extracted and click on here it says "open command here", then type the exact filename of the .exe file and there you go.
aluigi wrote:In my opinion there is no compression. What's there looks like a xor with an 8 bytes key that changes for every file.
I found only encryption for config files (packagedefinition.txt and thumbs.dat). It's XTEA. But I'm not sure that the same algorithm is used for encryption data in archives.
It was pretty obvious already that the first 16 chars is the 128-bit key, but have you managed to get anything properly decrypted out of it using XTEA? I tried both that one and the original TEA, as well as using a bruteforce to try 1 to 128 rounds, but I simply don't get anything useful... Can you elaborate?
LennardF1989 wrote:It was pretty obvious already that the first 16 chars is the 128-bit key, but have you managed to get anything properly decrypted out of it using XTEA? I tried both that one and the original TEA, as well as using a bruteforce to try 1 to 128 rounds, but I simply don't get anything useful... Can you elaborate?
LennardF1989 wrote:It was pretty obvious already that the first 16 chars is the 128-bit key, but have you managed to get anything properly decrypted out of it using XTEA? I tried both that one and the original TEA, as well as using a bruteforce to try 1 to 128 rounds, but I simply don't get anything useful... Can you elaborate?
Thanks for the source! It does seem however they changed up some things. I updated the header already, but am curious how you got those keys from the game since they don't seem valid anymore (and they are not the first 16 bytes as I had expected).
I've kept backups between updates, and only the CRC has changed and stuff has been added to the end of the file. I have attached the latest version (since the update last Friday).
In this archive there is an additional zero 32bit at offset 0x10... don't know why so now the script just check if it's zero, the alternative would be to check if the archive name contains "dlc" but I don't think it's a good solution.
Is it just me or are these headers of the archive files used in the Closed Alpha version of the game(.pc_rpkg) similar to the ones used in the "final" product(.rpkg)?
Try script 0.2.4 Please next time post also some megabytes of the archive because this format uses encryption and I don't know if it's valid also for the beta or not because you cutted the sample till the header.