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PostPosted: Sun Apr 07, 2019 3:27 pm 
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I did some magic.
Use the -b option for enabling the UTF16 mode in extraction.

In reimport mode quickbms automatically understands if it's UTF8 or UTF16 (both little and big endian) so -b is not necessary.

I don't think it will solve your problem but try it.


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PostPosted: Sun Apr 07, 2019 3:42 pm 
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aluigi wrote:
I did some magic.
Use the -b option for enabling the UTF16 mode in extraction.

In reimport mode quickbms automatically understands if it's UTF8 or UTF16 (both little and big endian) so -b is not necessary.

I don't think it will solve your problem but try it.


i've downloaded Beta version again in first link, but it says -b is a wrong command line, can you upload fixed quickbms?


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PostPosted: Sun Apr 07, 2019 3:50 pm 
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The version online is already the last one.


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PostPosted: Sun Apr 07, 2019 4:11 pm 
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thanks, game will show and -b is perfect in text editors!
just another question and thanks for everything, can you tell me about padded offsets in reimportin?


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PostPosted: Sun Apr 07, 2019 4:48 pm 
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:D

As far as I know the padded offsets are now fixed.
If the script uses an operation like "math OFFSET * 0x800", quickbms automatically put the new file to a padded offset.
If you see something not working give me a sample.


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PostPosted: Sun Apr 07, 2019 5:10 pm 
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aluigi wrote:
:D

As far as I know the padded offsets are now fixed.
If the script uses an operation like "math OFFSET * 0x800", quickbms automatically put the new file to a padded offset.
If you see something not working give me a sample.

look at this
cant calculate size in reimporting as well if you edit a line


Attachments:
Error_text.zip [22.76 KiB]
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PostPosted: Sun Apr 07, 2019 5:17 pm 
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Script?


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PostPosted: Sun Apr 07, 2019 5:24 pm 
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aluigi wrote:
Script?

found the problem! it will change numbers to normal! and game cant read it!


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UE4_File_Locres.rar [925 Bytes]
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PostPosted: Sun Apr 07, 2019 5:25 pm 
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Shokoniraya wrote:
aluigi wrote:
Script?

found the problem! it will change numbers to normal! and game cant read it!

numbers must be negative or game cant read it!


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PostPosted: Sun Apr 07, 2019 5:29 pm 
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This is the problem:
Code:
math LENGTH -= 1
...
math LENGTH += 1
math LENGTH a LENGTH
math LENGTH * 2
math LENGTH -= 2

quickbms performs only one inverted operation while here you have 4 additional operations.

Additionally the 'a' operator is the abs() which can't be reverted.


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PostPosted: Sun Apr 07, 2019 5:35 pm 
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aluigi wrote:
This is the problem:
Code:
math LENGTH -= 1
...
math LENGTH += 1
math LENGTH a LENGTH
math LENGTH * 2
math LENGTH -= 2

quickbms performs only one inverted operation while here you have 4 additional operations.

Additionally the 'a' operator is the abs() which can't be reverted.


can you do something for that?


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PostPosted: Sun Apr 07, 2019 5:59 pm 
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Nothing.

The only thing I can do, maybe, is adding more math operators, maybe 2 instead of 1 (math OFFSET * 0x800; math OFFSET + BASE_OFF)

Anyway in this specific case it looks more like a limitation of the script.


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PostPosted: Sun Apr 07, 2019 7:03 pm 
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aluigi wrote:
Nothing.

The only thing I can do, maybe, is adding more math operators, maybe 2 instead of 1 (math OFFSET * 0x800; math OFFSET + BASE_OFF)

Anyway in this specific case it looks more like a limitation of the script.

2 instead of 1? thats better than nothing for now, no way to add more at all?
script limited and now, using just two math for now, so 2 math is good for now


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PostPosted: Sun Apr 07, 2019 7:06 pm 
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another idea
Code:
xmath LENGTH "LENGTH a LENGTH * 2 - 4"

using more operation in xmath


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PostPosted: Sun Apr 07, 2019 7:25 pm 
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I have added support for 4 reversed operators. They are a lot considering that just one was enough.

xmath isn't supported in reimport mode at the moment (and it can't be supported due to how xmath works).


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PostPosted: Sun Apr 07, 2019 9:47 pm 
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aluigi wrote:
I have added support for 4 reversed operators. They are a lot considering that just one was enough.

xmath isn't supported in reimport mode at the moment (and it can't be supported due to how xmath works).


good! but maximum better be more operators for some special text files, because in normally, need more math for some special files if xmath not supported in reimport (even with limiting the script!)
please set it to 6 if xmath not working in reimporting
can you set it just to more operators at all and upload a beta release?


Last edited by Shokoniraya on Sun Apr 07, 2019 11:03 pm, edited 2 times in total.

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PostPosted: Sun Apr 07, 2019 11:02 pm 
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look at this
Code:
for i
findloc HEADING_HEADER binary "\x08\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"
goto HEADING_HEADER
getdstring DUMMY_1 12
get MAIN_SIZE long
math MAIN_SIZE_F == MAIN_SIZE
get MATHER long
get NAMER long
getdstring DUMMY_2 NAMER
get DUMMY_3 long
get SIZE_FAKE long
math SIZE_FAKE_F == SIZE_FAKE
math MAIN_SIZE_F -= SIZE_FAKE_F
math MAIN_SIZE_F -= MATHER
math MAIN_SIZE -= MATHER
math MAIN_SIZE -= MAIN_SIZE_F
savepos OFFSET
getdstring DUMMY_4 SIZE_FAKE
slog "" OFFSET MAIN_SIZE
getdstring DUMMY_5 12
next i


set it to 20, that will make it better for such scripts, its turn to a problem in reimporting!


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PostPosted: Sun Apr 07, 2019 11:03 pm 
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Yes, just uploaded.

I have set it to 10 because there is very few memory taken, but in the final release I will set it to 8 because it may have some small effect on the speed in some rare situations... after all 8 is really a lot!


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PostPosted: Sun Apr 07, 2019 11:05 pm 
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aluigi wrote:
Yes, just uploaded.

I have set it to 10 because there is very few memory taken, but in the final release I will set it to 8 because it may have some small effect on the speed in some rare situations... after all 8 is really a lot!

10 is good, one of my script has 9! :oops: or a way to set it by hand?


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PostPosted: Sun Apr 07, 2019 11:05 pm 
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Please note that 8 (or 10) is for each variable and not for the whole script.
In your example MAIN_SIZE has only 2 operations, MAIN_SIZE_F 3, SIZE_FAKE_F 1.

What script has 9 operations per variable?


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