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Guild Chest Fix 1.5.2

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@github-actions github-actions released this 22 Aug 17:53

If you have ever seen ERROR: Oodle decompress returned 0, this is the release that fixes it.

Palworld packs its saves with Oodle 2.9, and an Oodle codec reads its own generation and older ones, never a newer one. This tool borrows that codec from a game you already have installed rather than downloading one, which is the right thing to do on nearly every setup, except it took the first one it found without ever looking at the version. Plenty of older Unreal Engine 4 games ship Oodle 2.5 or 2.6, and one of those loads perfectly, passes the self test, and only then fails on the save with that error. Copying an old oo2core_5_win64.dll next to the exe to try to fix it made things worse, because anything sitting next to the exe wins over everything else, so the search stopped right there.

Anything older than 2.9 is now skipped by name before it is ever loaded, the search carries on to the cache, to your installed games and to the download instead of giving up on the first thing it finds, and where a folder holds more than one the newest wins. Whatever does get used also has to decode a sample packed by a current encoder, so an old DLL that has been renamed to look new does not slip through either.

The tool also prints which codec it is using now, one line under the header. There was no way to answer that question before unless it happened to borrow one from a game, which made this much harder to pin down than it should have been. And if it cannot read the name of a single one of your worlds it says so, instead of quietly listing them by folder id, because that is the codec failing and not your saves.

If you would rather it never touched the internet, put oo2core_9_win64.dll or higher, or oodle-data-shared.dll, next to GuildChestFix.exe. Palworld ships one in Pal\Binaries\Win64. It only needs to be next to GuildChestFix.exe, not next to Palworld.

The zip here is built by GitHub Actions from the tagged source, with the tests passing and the sha256 printed in the log, and it carries a provenance attestation you can check with gh attestation verify GuildChestFix.zip --repo DSSidhu2206/GuildChestFix.

Nothing about how the save is edited has changed. Still one number per guild, verified byte by byte, with a backup written first.