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Game File Mystery Hunt...


tadd
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Maybe tom can do his coordinate search on this st brigid baptist church in paleto and it will give you a hit on the scripts... note that there is also a random event that ends here so will probably find scripts associated with that event as well as the church organ midi script... it is also very close to the hen house which would have a lot of scripts associated so making the search as accurate to the church as possible would be best...

 

Sorry to ask tom, i know you must be busy with the .xbn files.

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If you give me a coordinate I can search the scripts, but we pretty much came to the conclusion that things like ambient audio aren't really controlled by the scripts but rather the xmap/xtyp files. Talkol was writing a tool to search for coordinates in the rest of the files, but he's not been around lately.

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Ahh i remember the convo now lol

 

Im not sure of the coords as it would have to be a search of the whole church coords (as im not sure where exactly in the church it plays from)

 

And would you be able to search the scripts for this 0x1847C2AC (or did someone say there are more than one hash for each sound?

 

Things are getting confusing now lol

 

If the hash or coords are not in the scritps then it must be the .xmap or .xtyps that control them (a bit like the lights in game being turned on at a certain time these sounds are turned on... either way we really need to work out a clever way to backtrack and get the locations of the unknown sounds... there has to be some files somewhere that use or reference these .midi files.

 

Thanks for reading tom :)

 

Talkol... we need youuu :D

Edited by tadd
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If you give me a coordinate I can search the scripts, but we pretty much came to the conclusion that things like ambient audio aren't really controlled by the scripts but rather the xmap/xtyp files. Talkol was writing a tool to search for coordinates in the rest of the files, but he's not been around lately.

 

Hi, tgascoigne, how's that .xft update coming along? :)

Edited by chasez
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To anyone decent with this file business: is it possible for a developer to actually hide files from a retail disc? Is there also any way that if they wanted to hide something, they could just put it under a different name or in a file you simply wouldn't look? Apologise if I sound ignorant at all just curious

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@th3 one... reoze has previously shown how easy and how many ways there are for files to be disguised or hidden from us...

 

And having said that there is no way anyone of us has been through EVERY file in the game and accounted for all the information in those files... we have models containing textures and models not containing textures, we have files inside files so to speak so...

 

In conclusion, yes there is every possibility they could of hidden the files... i will only be a matter of time though before all files have been combed through and strange ones are accounted for... we already have a little unofficial list going on of all the weird files with no use we can see in game so far... hopefully we will be able to build a picture eventually of what is and isnt being used that we know of...

 

All depends how badly R* wanted to hide something lol

 

At the same time... there is every possibility nothing is hidden and the unexplained are cut content or dlc.

 

Hope this helps explain :)

Edited by tadd
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Sorry for double... bed now for me, look forward to an update from tom on the .xbn viewer, great work there man. Thank you lots :)

 

And hopefully we will see the return of talkol? Where for art thou talkol?

 

Lol night guys.

Edited by tadd
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@tgascoigne The XMT/CMT files are not RSC7 files. They're some kind of compressed META file that looks as if it contains hashes for strings but nothing matches up. The most I could figure out was strings, the rest was gibberish without seeing how the fame uses the information.

Edit: I hate auto correct on this phone :/

My assumptions on what they're extensions mean:

XMT - Xenon Meta Trace

CMT - Cell Meta Trace

WMT - Windows Meta Trace

DMT - Durango Meta Trace

OMT - Orbis Meta Trace

 

That's right. I've done a fair bit of research on their structure. This file format is also used for single player gamesaves but are encrypted. The XMT's in the RPFs are not encrypted however. They are a binary serialized version of the META type files. In one of the DLCs for V, there can't be found a carcols.META. Like you said, I'm sure too that they use hashes for strings and that there is a sort of table system in them. Will look into them more later.

 

they are like this:

Char[4] - Block name

Int32 - block size

 

Just loop read through the file since there isn't a designated block count.

 

A CHKS block is a Checksum block (only used in the SP saves) and the checksum is a Jenkins hash with a SALT that varies on platforms.

Edited by XBLToothPik
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Guys ..

in update 1.08 or 1.07 R* added a script file called letterscraps.xsc

i think it has to do with the mystery hunt ?

http://www.mediafire.com/download/hyk50rydmqibq3b/letterscraps.xsc

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Guys ..

in update 1.08 or 1.07 R* added a script file called letterscraps.xsc

i think it has to do with the mystery hunt ?

http://www.mediafire.com/download/hyk50rydmqibq3b/letterscraps.xsc

It's on disc too, they just updated it in update 1.07/1.08 - they've updated a bunch of scripts.

 

 

That's where title updates are for :)

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Im not sure of the coords as it would have to be a search of the whole church coords (as im not sure where exactly in the church it plays from)

 

And would you be able to search the scripts for this 0x1847C2AC (or did someone say there are more than one hash for each sound?

 

Things are getting confusing now lol

 

I can search for all coordinates within a radius so that's not a problem :)

 

I can, but again I don't think it will be in there. I'll try tonight.

 

I'd like to compare the latest versions of the scripts against the versions that shipped on the disc, could anyone send them to me via pm to save me having to get them off my Xbox?

Edited by tgascoigne
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Hey toothpik... good to see you're still around :) thanks for the info.

 

@smoke... yeh thought it was FZ horn... cheers bro.

 

@funmw... i believe we will get around to breaking down the update files one day... just gotta understand the disc files first :p

 

And @tom, thanks bro... i think you are right though and it will be .xmap/.xtyp stuff... worth a try though i guess.

 

Is anyone working on these .xtyps and .xmaps? I know talkol got some stuff out of the .xmaps but i thought there was still more information we couldnt get out yet? Needs looking into though.

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Is anyone working on these .xtyps and .xmaps?

Looking forward to an answer about this too.

 

All interior placements aren't stored in the parts of the xmap+xtyp that are publicly available. (ie. not featured in placements_v4)

 

A lot of the .xtyp files should contain "mlo" or "milo" sections, these store the placements of ALL the interior models, so these would be a great thing to research for hidden stuff.

 

A lot of the .xmap files there are object placements named for example "mlo_interior02" just like any other exterior map object and so inside the .xtyp file there is a section dedicated to mlo's and each mlo has a name, for example "mlo_interior02" and that mlo section contains RELATIVE placements based upon the coordinate position of the same-named "mlo_interior02" object in the .xmap file. This is the same method GTAIV uses and im %99 sure that GTAV uses it too.

 

It would be great for someone like tgascoigne or talkol to extract all xtyps mlo sections, then we could explore the interiors with all the models arranged correctly, leading to finding hidden interiors and also helping the mod in my sig improve too. :)

Edited by Frank.s
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@frank... this is the kind of modding/mystery hunting cross over i like lol

 

We have no issues sharing any info we have... just nice to get stuff like you posted above to help us out also :p

 

Knowing little details like that above makes things easier for tgas or talkol or any of the file guys...

 

I salute you sir for going about things in a nice helpful manner :)

 

Hopefully someone will pick this research up and crack them for us... we seem to be waiting for talkol, who i am sure will be along soon :p

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Frank: To be clear, you're saying that interior placements should be inside the xtyp files and given a world coordinate by xmap? If so that makes the alien egg hash inside level_des.xtyp a whole lot more promising. Talkol was looking at them, but he's not been around for a few days, not sure why.

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Frank: To be clear, you're saying that interior placements should be inside the xtyp files and given a world coordinate by xmap? If so that makes the alien egg hash inside level_des.xtyp a whole lot more promising. Talkol was looking at them, but he's not been around for a few days, not sure why.

I think you've got it yeah.

 

The .xtyp file in V (or .ide in IV) contains a bunch of "mlo sections" and a single mlo section is simply a bunch of interior object placements however their position coordinates are relative to the location of the mlo section it's self. The mlo sections are placed in the game by the traditional .xmap (or IV = wpl) method.

 

A theoretical example would be like this:

 

- xtyp

MLO_TREVORS_TRAILER

tv_model, 4.056, 1.2066, 0.64, etc.

walls_model, 3.656, 1.70, 0.39, etc.

table_model, 4.09, 1.20, 0.90, etc.

seats_model, 6.06, 1.25, 0.754, etc.

 

 

- xmap

3506.035, 1053.068, 56.255, MLO_TREVORS_TRAILER, etc.

 

So all objects inside trevors trailer mlo section in the .xtyp get spawned relative to the location of the MLO_TREVORS_TRAILER that gets spawned by the .xmap

 

Edited by Frank.s
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Just managed to fix the last major problem I had with XBNs, just cleanups and integration and I'll release it.

 

They're given world coordinates, so they all merge together really nicely (the first picture is three of them together). Does anyone see any problems with me releasing one big 3d model of the whole world's collision? That way people can search them without having to have the game files.

 

http://imgur.com/a/53HmW

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Thats awesome tom thanks bro and one giant collision model would be perfect for the hunt!! If you can do that it would be awesome!!

 

Please try to include the option that talkol had to show the collision box around the altruist stone... forget how he did that now, sorry... but would be good to see any others around.

 

Thanks bro, you are the man!! :D

Edited by tadd
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Does anyone see any problems with me releasing one big 3d model of the whole world's collision? That way people can search them without having to have the game files.

Wow, very nice tgas, and that would be great. BTW if you still need any scripts from updates or whatever, I can upload them for you - only problem is I only have the PS3 version...

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@ tgscoigne... Good to see someone else uses Blender too... I figured this was more of an Autodesk crowd!

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@Frank.s

 

GTA IV used AUZO type in theirs .wpl's or sounds were attached to places (like computer shop in south-middle Algonquin) by script? I don't remember it well.

HHnErXC.png


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Just managed to fix the last major problem I had with XBNs, just cleanups and integration and I'll release it.

 

They're given world coordinates, so they all merge together really nicely (the first picture is three of them together). Does anyone see any problems with me releasing one big 3d model of the whole world's collision? That way people can search them without having to have the game files.

 

http://imgur.com/a/53HmW

Nice.

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@ tgscoigne... Good to see someone else uses Blender too... I figured this was more of an Autodesk crowd!

 

Nothing wrong with Max/Maya :D (Im kinda forced to use it).

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