Luigi Auriemma

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 Post subject: How does the Quakelive decoder work?
PostPosted: 07 Jul 2009 14:22 

Joined: 07 Jul 2009 14:21
Posts: 3
Forgive my newbiness, but how does it work?


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 Post subject: Re: How does the Quakelive decoder work?
PostPosted: 07 Jul 2009 16:23 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
it's very simple.
quakelivedec is a command-line application so you must use it from the command-line (or maybe also through the creation of a .bat file but I prefer the classic way).

follow the explanation and step-by-step here:
http://aluigi.org/about.htm#howuse

an example of usage is:
Code:
quakelivedec.exe c:\bin.pk3 c:\bin.zip


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 Post subject: Re: How does the Quakelive decoder work?
PostPosted: 07 Jul 2009 21:12 

Joined: 07 Jul 2009 14:21
Posts: 3
Then I get a zip file o-o
How do I run that with quakelive? :S

I did a pk3 file isntead of zip, but still doesn't work.


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 Post subject: Re: How does the Quakelive decoder work?
PostPosted: 07 Jul 2009 21:21 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
how doesn't work?
c:\bin.pk3 is the input file of my example and c:\bin.zip is the decrypted file created by the tool (you can call it also as newbin.pk3, it's the same).

anyway don't worry, because there is also an alternative solution which is more easy to use because it's a click&run program:
http://aluigi.org/papers/quickbms.zip
http://aluigi.org/papers/bms/quakelive.bms

- download both the files of the 2 links
- launch quickbms.exe
- select quakelive.bms
- select the PK3 file you want to decrypt
- select the output folder where placing the decrypted file
- you will obtain a decrypted file.pk3.zip


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 Post subject: Re: How does the Quakelive decoder work?
PostPosted: 07 Jul 2009 21:23 

Joined: 07 Jul 2009 14:21
Posts: 3
Yes, I got it to work, thanks a lot, I owe you a lot. Thank you for your time.


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 Post subject: Re: How does the Quakelive decoder work?
PostPosted: 08 Jul 2009 06:30 

Joined: 27 Jan 2009 10:37
Posts: 4
So does this mean you can use the QuakeLive offline, sorry for the n00b questions, or can you then use those pk3 files in Quake 3, and run Quakelive as a mod for Quake 3 ?

Cheers


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 Post subject: Re: How does the Quakelive decoder work?
PostPosted: 08 Jul 2009 20:43 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
not using the files "as is" or at least not in quake 3.
seems that the maps report a version "47" instead of the "46" supported by the game:
Code:
cm_loadmap: maps/qzdm1.bsp has wrong version number (47 should be 46)
anyway this is not my field, it's only a quick curiosity test I tried for fun


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 Post subject: Re: How does the Quakelive decoder work?
PostPosted: 08 Jul 2009 20:54 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
news: I have successfully loaded the map on Enemy Territory.
there are only some textures missing but it's normal, the good thing is that it works


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 Post subject: Re: How does the Quakelive decoder work?
PostPosted: 19 Jul 2009 19:24 

Joined: 19 Jul 2009 18:12
Posts: 5
aluigi wrote:
news: I have successfully loaded the map on Enemy Territory.
there are only some textures missing but it's normal, the good thing is that it works


By altering the versionnumber of the bsp-file I was able to play the maps in quake 3 as well, but as in ET, there are some missing textures. The missing textures aren't in any pk3 either. Is it possible that QL loads some textures during runtime? If that's the case, how can I save them? Would a memorydump after a mapload contain these textures?

Ahrg, so many questionmarks :)


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