Open nathan opened 1 year ago
The problem with only containing current stuff is that the hashlist is required in older versions and Raid as well. In the past interesting assets have leaked and then been removed in the next update, so having them in the hashlist means they can be restored with less hassle.
The hashlist is missing ~100,000 IDs from older versions, so I assumed that wasn't the goal. I can add the missing ones if it is…
How'd you figure out which ones are used? It might even be interesting to maintain both lists if it's easy to do.
Kept forgetting to respond, but as the creator I basically made it for mainly assisting pd2 modding on PC. It could work if we had two versions, one that is necessary for modding and one that is extended for other purposes.
How'd you figure out which ones are used? It might even be interesting to maintain both lists if it's easy to do.
The tools I use for scanning and bruteforcing generate a list from the game assets:
and I have a local copy of every version of pd2.
Kept forgetting to respond, but as the creator I basically made it for mainly assisting pd2 modding on PC. It could work if we had two versions, one that is necessary for modding and one that is extended for other purposes.
That's what I've been doing; I have a separate, larger list for historical stuff.
After thinking more about it, it should probably be done if it covers most of the string ids, model data and paths
Is this intended to have everything that has ever been in the game assets (including stuff like backslashed paths and runtime object names that never actually were) or only strings that are currently used? Only about 29% of the stuff in the current list is relevant—there are ~800,000 unused lines. Maintaining a 40MB text file when a 14MB one would do seems wasteful.
eb62a8d4230089319873be4226ea0a4806fd0e0a added 200k lines and AFAICT not a single one of them is actually used in the game today (the PC version; I don't have the console assets).