[Tool] GD Stash

Hello mamba,

Thanks and ok! :slight_smile:

Hello mamba!

Hmm, Reload still not working on Char’s!?

If I try it by a char, an error occurs and all items are away (temporary)!?

When closing an restarting GD Stash, I can normaly use the char.

that is odd, haven’t had that problem yet and I have been reloading chars. Will have to check what that is. Anything in particular that you are doing to trigger this ?

No!?

Load a char, and when I click on Reload it’s gone …

Pic ā€œGDS_E02ā€: before Reload
Pic ā€œGDS_E03ā€: after Reload

that is strange, I pressed ā€˜reload’ at least 50 times to replicate it, not once did I have any issue…

Oh!? :undecided: :furious:

Great update mamba. I’m able to load all of my characters now. :slight_smile:

Ok, been trying a Java compiler, so anyone who wants a native executable with installer or is on 32bit Windows, here is your chance

So far it is compiled by the demo version (makes no difference, except that the demo compiler expires) and either I qualify for a free license, or this will be short lived (it’s a professional tool and the price reflects that)… :wink:

thank you for your answer
yes i have fire.gst ice.gst 2hranged.gst and so on in which i stored corresponding items (i use gd stash manager to juggle)

that is easy to add, I had it for a while and then removed it because it felt safer to only use files that are named transfer.gst/gsh.

I guess when everyone copied them by hand no one renamed them, but now that there are tools, allowing other names again might be useful…

Added rift gates to the editor

Is not this ā€œMass Importā€?!

[…]

Oh, I see it use only ā€œtransfer.gstā€ and/or ā€œtransfer.gshā€ …

Nice! :slight_smile:

I did a simple test, I increased the amount of items a shop will spawn.
And lo and behold, that test confirmed everything I knew.

it takes a second!

a full second for an item to be fully created if you go beyond the normal ranges of what a shop will spawn.
you can watch the shops inventory space slowly fill, item after item.

any and all attributes, if empty or not, are added up at some point in item creation at runtime, parts of this are queued so it does not appear obvious.
to reiterate, those dbr entries, which contain zero?
yes, each and every one is processed, no early termination on reading zero.
or not parsing what was zero.

there is literally way more than a million lines of asm code processed for an item to fully create.
I honestly am shocked.
that -is- -not- -needed- -at- -all-.

and no it is not needed to make a copy of dbr strings (not the description!), allocate more memory, just to refer to a single string.
for each component an item is made of.

what this does is create overhead, as the freshly allocated and copied strings have to be checked over and over again instead of looking up a once verified and true string.

all that is needed is an id, at worst a pointer to a static string, a single string for any dbr entry there is.

processing power is needed, and if you look at gd, it never uses more than a core,
switching cores can offer speedups by using the resources the other cores have available, namely caches, if you don’t eat that performance by the action of switching cores.
In gds case, the performance gain is significant on switching cores. there still is no more than a single cpu core equivalent used up most of the time.
that is not multicore support, if all threads combined remain at using a single core equivalent.

Soulbound, there is a flag in the dbr the games code will always set an item soulbound if enchanted, on load, only way around is to patch this in ram before loading.

As you do seem to not know how things are working, there is no point in trying to educate you.
As you never looked at the code in ram, you cannot comment.
Is there really a key involved in decompressing the savefiles? if all that happens is the unzipping then there is no encryption.

they strategically removed debugging information.
more the closer they got to release.
pushed code in regions which does not match the purpose.
anonymous code is a pain to debug.
code which is called from registers loaded at runtime even more so.
and the design of things is needlessly complicated, the slowdowns telling the story.

Trying to argue with a java coder, yeah, that was a great idea.

anyhow, i can now clear the itemskillcache, which was overflowing on my char just by using tons of weapons with different active itemskills. hope they fix that bug.

also got debugrenders and more. and yes, all code that was easy to hack was due to the debuginfo still left.

i may clean this up later to reference statements properly, am running out of time.
the devs clearly chose what they wanted to protect there.

modinator, check pm

good for you. You are a hopeless case, I am done here. No point discussing things with you, so this will be my last reply

You know that you are all over the place, it went from the item format being obfuscated (which it is not, you simply still do not understand it) to now the code being bad, which is entirely unrelated… the only common denominator seems to be that you think you know how it works and that you could do it so much better

and no it is not needed to make a copy of dbr strings

yes, I said if it were a 16 bit or so hex ID that would also work a long time ago already (the copying still would be needed however). But that makes next to no difference performance wise, so if this is your big gripe, get a PC that was not found at some babylonian excavation site…

Soulbound, there is a flag in the dbr the games code will always set an item soulbound if enchanted, on load, only way around is to patch this in ram before loading.

so what, that makes perfect sense (as it means you can change the DB and already found items reflect that change) plus it takes no time at all

Maybe you should ask yourself more why it is done a certain way, because there is a reason for it…

As you do seem to not know how things are working, there is no point in trying to educate you.

I do not care for Crate’s logic much, so first of all there is no reason to educate me :wink: The one thing I would be interested in is their RNG and the sequence in which the variance for the different boni is calculated, everything else is irrelevant / already pretty clear from thinking about what needs to be done

Which brings me to the second point, you may understand the how but you have no idea of the why, see your soulbound comment above. I already knew they would have such a logic without ever checking the code, because I understand what they do and this is the right design for it. I did not have to look at their code to know such a routine would exist in it.

Yet you take a look at the code and still are puzzled by what you find… so much for you knowing how things actually work / what they actually do

Is there really a key involved in decompressing the savefiles? if all that happens is the unzipping then there is no encryption.

I understand the difference between compression and encryption. As I said, it is encrypted but not compressed, you do the math…

Trying to argue with a java coder, yeah, that was a great idea.

and yet you still are trying :wink:

This statement shows all that is wrong with you, it is nothing but uneducated ignorance.

Emphasis on coder / programmer. As I said, I understand what they do and why. I do not need to look at their code to know it contains such routines, because they are needed (i.e. when you think about what needs to be done it is clear that this is the right way to do it). Cheap hacks like you do not even figure out why they exist when they stumble across them…

You are like a scientist stumbling across a spacecraft from an advanced alien civilization, making it in, opening the panel to the ā€˜warpdrive’, taking a look and declaring ā€˜wow, look at all these cables and pipes, I bet I could build one that does the same but is half as complex’ :wink: No idea how it even operates, but convinced you already know a better way when all it really shows is your lack of understanding…

And don’t try to spin this into ā€˜scientist looking at 1950s car engine’, because you are not. That you think you are just further proves your ignorance and lack of understanding…

Forgive me as I have not used mods previously on GD. Is this program VAC ban-able and such however?

Also if the creator wouldn’t mind putting down dates of last update on the changelogs (unless I’m missing them) it would be much appreciated.

Thank you all.

I don’t think they bother with VAC on this game since everything is saved client side and thus trivially easy to modify.

nothing is bannable, there are no closed servers.

Hello !

I might have an issue with gd stash.
First of all i cannot access the character stash. I have an error message
ā€œItemrecords/creature/npcs/npcgear/npc_torso001b not foundā€
Not so big deal.
I used the shared stash. It worked fine
But yesterday my shared stash disappeared, and now everytime i try to put somthing in it. The sharedstash is reset (i also lose all paid additionnal stash)
I worked once, i could create a legendary dagger. But it was deleted when i retried.

I just tried to download this and Windows Defender keeps removing it saying it is unsafe…