
Turbo Rocket Games CDN Archive
2023 · simulation · Android · iOS · Turbo Rocket Games
An huge archive containing every single asset taken from Turbo Rocket Games' CDN domains ( cdn1.trgsrv.com , cdn1.trgcdn.xyz ), all put together into one big collection. I'm simply preserving them in case the servers were to ever shut down. All of the CDN assets were simply found as links by datamining one of their games' lua code. All i did was downloading the assets as-is by using wget, since the CDN links are public online. The CDN has exclusively DLC for WildCraft Animal Sim Online (plus other misc. stuff), such as: An older build of WildCraft for Android (excluded from the archive because both it's .apk and S3DMain.smf files are corrupted. You can still get it from this snapshot ); Cross-promotional material (these only appear if you play their other games for a bunch of minutes and go back to the game's home menu. You must have WiFi enabled to see them); The company's logo (as a PNG); Maps (some have numerous "beta" editions of them. They curiously are produced for 3 platforms: _android , _ios , and _windows . It is unknown why there are Windows builds of the maps, but my best guess is that they were uploaded for testing purposes and then the devs forgot to delete them off of the CDN); While most of these maps are made for the game's base world, some were made for the Ocean World (some should have _OCW_ in their filename); Stories (stored as XML documents. These are all translated into various languages); Story icons (stored as TGA textures); Worlds (only has Ocean World. Has a single "beta" edition, even this produced for 3 platforms: _android , _ios , and _windows ); To open the .stk files, you can follow my own documentation for datamining ShiVa Engine games. Update: Seen the weird disinterest of the community and one of the company's main cash-cow game ( Wildcraft ) slowly becoming far more dead each update: updating constantly this archive will be halted for the time being. There are enough assets i had salvaged from the CDNs myself, and i believe using my energy and efforts to save more from it is a terrible waste of resources. It's community is far too ignorant to care for my efforts than petty dramas, and doesn't aknowledge the fragility of online-service games: especially how the devs can make anybody's data vanish at any given moment without letting anybody know. If you're part of said community and want to prove me wrong, feel free to visit my website in my profile's description for contacts. None at the game company sent me any e-mails to stop preserving their stuff, luckily, but i'm giving up because keeping my eyes glued for any updates has really screwed over my mental health. Preservation poses no real risk for the company, it's own economical earnings, and it's playerbase in practice (even if their Terms of Use displays anti-community behaviors, such as being against any mods and preservation of their assets). Even if companies will say that it would "jeopardize" their image, preservation within itself is pretty harmless: what isn't harmless, rather, is what an external user will do with said preserved assets. There might be people who would paywall somebody else's effort, this sharing it elsewhere, which is both harmful to the thankless job of the archivist and the company- or using such preserved assets in a paid product, which is far more harmful for the company's IP and economical situation (if it hasn't yet vanished). I abstain of every responsibility on what (or which) harmful consequences will happen to my work caused by third-parties aswell. If people would like to create revivals of WildCraft with a backup copy of all of the CDN assets i had salvaged, they're completely free to do so (as long as it goes as an harmless, hobby project by the community). My works will permanently stay preserved on the IA and never will be deleted, whether the company will like it or not.
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