CDPR Leak madness
magnet:?xt=urn:btih:a0718b4d14020000ee940c33a7bfed5228000000
magnet:?xt=urn:btih:44134e7ade0f85e0ee940c33a7bfed5204587b93
magnet:?xt=urn:btih:e34280de3707f36a2b8d99b66c5d5a9acb723308
magnet:?xt=urn:btih:BBADFA5D8AC109780690A065889A284F1D240542
Known passwords:
gwent.7z:CDPRFREE
funnytorrent passwords:
w3.7z

JX&S5678536Y8as%23
gwent.7z:GyrS^&4A89x, - Alternative but missing
w3rtx.7z:NIh*AS^8x0Xppw
thronebreaker.7z:AN87*-2047UIOSh78^X
cp.7z - password still missing
PasteBin/sUJvYTEj:
Cyberpunk 2077 Source Code Guide
Version 1.1 (2021.06.10)
WARNING! Be aware that building and running the engine requires a system with good hardware (minimum 16GB of memory and SSD).
Installing the requirements
To be able to run the editor and engine, you first need to compile it. To do that you will need:
You can also use Visual Studio 2019 with Game development with C++ in Workloads and MSCV v141 - VS 2017 C++ x64/86 and associated ATL/MFC in Individual components. You should also not retarget when prompted.
If you don't want to install the Xbox One SDK, you can remove that requirement by patching some files. Patched source files are available here:
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.
If you're lazy and don't want to compile the editor yourself or have trouble doing so, you can download a pre-compiled version here:
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. Telemetry is also disabled. Just dump the bin folder in the Mainline folder.
Compiling the Editor
First, extract the archive and install all of the requirements.
Once you have installed VS2017 and the Xbox One SDK, you will need to prepare the VS2017 solution by going into the Mainline directory then executing the following command in your cmd or powershell:
You must be registered to see links | .\tools\buildsystem\premake5.exe vs2017 --file=.\dev\src\premake5.lua --no-editandcontinue --no-incrementallink --mp-compilation |
You can also use r6_open_solution.bat in Mainline\dev\src to prepare the solution.
This will take a few minutes, and once completed will generate a new folder at Mainline\dev\temp\vs2017.
Next, you can open the R6.sln file in `Mainline\dev\temp\vs2017 using Visual Studio 2017 and change the target at the top from Debug to Release (for performance).
To start the compilation process, right click on Solution 'R6' on the right panel then Build Solution.
The compilation process can take between a few minutes to half an hour depending on your CPU and IO performance.
If you have done everything correctly, the compilation should complete without any errors.
Removing telemetry
By default, the editor and engine have telemetry enabled trough Galaxy64.dll. You can disable it with one of the following method:
Open Mainline\dev\src\common\telemetry\src\telemetry.cpp and comment line 31: m_gogInsightsBackend = TryRegisterBackend( appType, RED_NEW( GOGInsightsBackend )( useAnonymousGalaxyMode ) ); with // in front of the line. This file is read-only, so you will need the remove that paremeter from windows file properties before editing. You can then recompile the engine.
Editing Galaxy64.dll in Mainline\bin\x64_DLL.Release with an hex editor and edit the "
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" calls.
A pre-patched Galaxy64.dll with telemetry disabled is also available here:
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Blackhole the galaxy-log.gog.com domain at the host level by adding in c:\windows\system32\drivers\etc\hosts the following:
0.0.0.0 galaxy-log.gog.com
You can also block it at the DNS or firewall level.
Block the following executables in your firewall or disconnect your internet connection:
editorLauncher.exe
launcher.exe
REDEngineErrorReporter.exe
in Mainline\bin\x64_DLL.Release
Running the Editor
To Launch the editor, simply execute editorLauncher.exe in Mainline\bin\x64_DLL.Release.
Once launched, you should get a splash screen and a few minutes later the asset explorer.
Some people report the editor not launching properly, if that's' the case for you, block the editorLauncher.exe executable in your firewall.
Exploring content
With the editor, you can explore the game assets and open them.
Six main directories in the depot will be available to you:
- base (contains all the game current assets)
- engine (contains all the engine specific assets)
- gyms (contains all the test maps developer uses to test the game features and logic)
- temp (should be empty by default)
- test (contains test map and content, mostly beta/alpha)
- user (contains user made maps and content, some dev learning how to use the editor and beta/alpha stuff)
Using the editor
In the Asset viewer, you can search a specific file with its name and type using the search bar and filter.
You can get any file real location by right clicking and Show in explorer. You can also copy the depot/absolute path.
When opening a world or prefab, you can navigate in the viewport using WASDQE and go faster with SHIFT.
You can also adjust the moving speed with the scrolling weel (really useful in big maps).
Another useful thing to know is, you can use F while selecting a structure on the right tab to focus on it in the viewport.
Finally, you can show the in-game render by selecting Predefine: Game in top bar.
You can show the debug ui with SHIFT and ALT and enable the debug windows you want. Use SHIFT and MMB to enable the mouse overlay.
You can find some future content by searching for "ep1" (Expansion Pack 1) in the test and user folder.
Quest IDs start with a 0 for prologue, 1 for part 1, 2 for epilogue and 3 for ep1.
A lot of old maps won't load properly because referenced prefabs are missing or are not at the same location they used to.
Most of the E3 2018 (e318) doesn't work properly (crash or won't load).
You can't save by default because most files have a read-only flag, to remove it use the following command in the Mainline directory:
attrib -r r6\depot\*.* /s
Interesting files and directories
base\worlds\03_night_city\03_night_city.world: if you want to have a look at retail night city (warning heavy load and low fps).
test\test_worlds\01_night_city\: early night city (won't load properly without fixing the refs).
test\level_design\cp2077_blockouts\: early night city prefabs.
test\test_worlds\02_moon\: the cut moon world and minimap (won't load properly without fixing the refs).
test\level_design\02_moon\: a bunch of cut moon prefabs.
test\ep1\_combat_zone\combat_zone.world: the main ep1 map (expansion of pacifica)
Building and cooking the game
To be able to play the game, you first need to build it and if you want to have good performances, cook the assets.
To load any content in game, you must use a gamedef (Game definition) file. Game definition files allows you to build, cook and load maps with attached quests. The retail main game definition file is located at base\quest\cyberpunk2077.gamedef.
When you open a gamedef file, you can change the world and main quest in the middle panel. Game options and settings can be changed in the right panel. Bellow is most important options that can impact the building process or the launch mode:
- Launch Mode: Dev have all the debug ui, Profiling is used to test performance and Final is used for the final retail game.
- Script Version: same as above but for the internal scripting system.
- PC Client: can be used to build for specific windows client, you should use Null.
- Target Platform: PC Raw doesn't cook any assets, so the performance are very bad. PC Cooked takes more time to build but all the assets are cooked (optimized for gameplay). PC + Archive is the same as cooked but cooked files are bundled into archive files like in the retail game. You should use PC Cooked or PC + Archive
To start building, click on the build button on the top bar. Depending of the world and assets being built and your configuration, this process can takes between a few minutes to multiple hours. It's important to know that once assets are cooked, they don't need to be recooked again and as a result, future building can be much faster.
All the cooked content will be stored at Mainline\temp\cooked, you can use the clean button to remove them. Archive files will be stored in Mainline\archive.
The editor can also use to cooked content and that will make the viewport significantly faster, so you should cook the heavy maps you want to edit.
Running the game
Once the build process is completed, you can hit the Play button in the top bar to start the engine. You can also use Play from save to load a savefile.
In the game engine, you can use F3 to enable the freecam, ˜ for the console, + and - from the numpad to change the time dilation.
You can show the debug ui with SHIFT and ALT and enable the debug windows you want. Use SHIFT and MMB to enable the mouse overlay.
Some useful commands for the console:
- player.god() to enable god mode.
- player.invisible() to become invisible.
- player.infiniteAmmo() to get infinite ammunition.
- player.teleport(x,y,z) to teleport the player to a specific location.
- `timeSystem.GetTime() to get the current time in the console.
- timeSystem.SetTime(d,h,m,s) to set a custom time for the world. You can see all of the available commands usingTAB` to autocomplete the console.
You access the debug web interface from http://127.0.0.1

ORT. the PORT number is showned on the bottom right of screen in green.
Automating the building and cooking
Without needing modification, you can build and cook maps (with assets) by using the BuildForPlay.bat or CookForPlay.bat batch files in Mainline\bin\x64_DLL.Release.
- BuildForPlay.bat will Compile TweakDB, Assemble Data and Make Archives for playing. This is the same as choosing "PC + Archives" in the General settings in the editor when a .gamedef has been opened.
- CookForPlay.bat will only Compile TweakDB and Assemble Data for playing. This is the same as choosing "PC (Cooked)" in the General settings in the editor when a gamedef has been opened.
Fixing the missing image spinner
Navigate to Mainline\engine\editor\icons folder and scroll down to find the files spinner16_16.png, spinner32_32.png, spinner64_64.png, and open them with your favourite Image Editor (
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, Photoshop, etc).
Resave them as PNG, overwriting the old ones, and save with sRGB (if possible, not required).
You can then restart the editor, the spinner should work properly.
Credits
- Jenkins87 for fixing the image spinner and making the the automation process part.
- hogsy for patching the source code that remove the requirements for the xbox sdk.
- wpjero for finding how to remove telemetry from Galaxy64.dll
- dogecore for finding how to disable telemetry in the engine code.
Coming soon
- Compile and run the Redtoolkit.
- How to fix missing refs and prefabs.
- How to fix the english localization.
Still looking how to fix the sound system.
CDPR Data:
````
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№1
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№2
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№3
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№4
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№5
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№6
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№7
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№8
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№9
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№10
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№11
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№12
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acam.zip
Q%DDf2%hzri{ehY$Qn%o
cp.zip
mLqy?D*CQ1HLWjlA6VNf
gwent.zip
n0j8osj3~LbK@UnWCq95
LT.zip
t3mPk~xzsPFTZENlQmP~
nintendo.zip
wTXucDkJQW9~nyLv{s1{
ps5.zip
gsfpCWNOH{1srgD1q$|G
rare.zip
iztvxFnbM6vsww~$?sD$
thronebreaker.zip
sI2*wxYHD%{yt2a~VjwM
w3.zip
7#nf*n{MgCFwC$@aO0TN
w3rtx.zip
hqJft2Hm~$CmPRi@xT~F
xbox.zip
k3SKK?keHjVV@73C$bv9
nv5.zip
Flkj234KJFsdzipArch
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Delta LZMA2:16 BCJ [w3rtx.7z and other] 7zAES [All] Hash Lists:
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You must be registered to see links | AES256 w3.7z: $7z$2$19$0$$16$06e3fc5352744b97435fa11e34be3427$558161692$48$48$ebf49e4f68934ff3477ebd49b76a78adc9b25613e271e5888ff5646f6c6737a1ee97041dfd30152b914814a4b44b0ba3$4$08 w3rtx.7z: $7z$2$19$0$$16$e3e3f63c422f235b957b2ea0b3286e34$558161692$48$48$97cf6c0818c294fd7b1386f76163dfc0b3ee484e4446503d67278e4fdec4ea1934668da4417971d64f7ba29cc4b55385$4$08 thronebreaker.7z: $7z$2$19$0$$16$e9a8373aa585862bcfad3ff5b3cc734b$2472280719$16$9$fdcf62a8ad6562c3696613ee0949a2f5$9$08
Unknown: $7z$2$19$0$$16$7c1b95965b8f5e1d181202f2e547f3e1$2778140587$64$64$6e8a438ff1b6637de9a0cffef3b5275ea64471d206ea842a5e52d6ace9869422b421af0b7774c578ce9fb824c98c3799590b177072d59055df540803695d3b78$28$08 |
Some info also:
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You must be registered to see links | Copy game data from retail to: Mainline\archive\pc\content And then run .\cplauncher -game |
Links also:
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You must be registered to see links | Cyberpunk 2077 compiled editor (for those who have difficulty compile it)
You must be registered to see links Just dump the bin folder in Mainline. Telemetry has also been disabled
Patched Galaxy64.dll with telemetry disabled for the editor
You must be registered to see links For anyone that wants to build the shader compiler but isn't sure how to fix the code.
You must be registered to see links Just extract it and overwrite the existing files, then try compiling again. Would've done it as a patch but I'm lazy, and then I'd probably have to explain how to apply it.
Cyberpunk 2077 source code (high speed mirror)
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Also Instruction:
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You must be registered to see links | Build batch scripts that probably are a bit convoluted but seem to work fine. Do note You'll need the following archives from the steam build from 5th February 2021 in order to even progress past the main menu
audio_1_general.archive audio_2_soundbanks.archive lang_en_text.archive lang_en_voice.archive
You will also need basegame_3_nightcity_gi.archive
Note : this may not be necessary but its probably a good idea to use the archives that date from around the same time as the hack appid - 1091500 depot id - 1091501 Manifest for the 5th Feb 2021 build archives - 6404500526474240765
Probably missing something but i doubt it.
oh and the game archives should be in a folder like this
|
Also Instruction [2] Files;
1_build_world.bat:
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You must be registered to see links | Echo off cls
:: Verify that we are in the correct folder IF NOT EXIST "r6" ( ECHO r6 folder does not exist. Are you executing this script from the wrong directory? EXIT /B 1 )
:: Figure out what build of cmdlet to use if [%BUILD_FOLDER%] == [] ( set BUILD_FOLDER=x64.Release echo Choose cmdlet build echo 1. x64.Release echo 2. x64_DLL.Release choice /C:12 if ERRORLEVEL 1 set BUILD_FOLDER=x64.Release if ERRORLEVEL 2 set BUILD_FOLDER=x64_DLL.Release ) cls
:: Figure out which .world we are going to build echo Example : worlds\04_main_menu\04_main_menu.world echo. set /p WORLD_FILE="Please specify the path to the .world file: " echo. echo World file %WORLD_FILE% has been selected
:: Figure out a log file name set /p LOG_NAME="Please specify the name for the log file: "
:: Set title title Building %WORLD_FILE%
:: Build specified world with cmdlet bin\%BUILD_FOLDER%\cmdlet.exe build-world -file=%WORLD_FILE% -logname="temp\%LOG_NAME%.txt" -buildId=1234567
:: bin\x64.Release\cmdlet.exe build-world -file=worlds\04_main_menu\04_main_menu.world -logname="temp\build_04_main_menu.world.txt" -buildId=3280401 |
2_build_game_resources.bat:
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You must be registered to see links | Echo off setlocal cls
:: Verify that we are in the correct folder IF NOT EXIST "bin" ( ECHO bin folder does not exist. Are you executing this script from the wrong directory? EXIT /B 1 )
:: Figure out which built commandlet to use. if [%BUILT_COMMANDLET%] == [] ( set BUILT_COMMANDLET=x64.Release echo Choose built cmdlet to use echo. echo 1. x64.Release echo 2. x64_DLL.Release choice /C:12 if ERRORLEVEL 1 set BUILT_COMMANDLET=x64.Release if ERRORLEVEL 2 set BUILT_COMMANDLET=x64_DLL.Release )
:: Compile TweakDB cd bin\%BUILT_COMMANDLET% call CompileTweakDB.bat cd..\.. :::: reset prompt name title Command Prompt
:::: Compile RedScripts title Compiling RedScripts cd r6/scripts call compile.bat cd..\.. title Command Prompt endlocal |
3_build_solution_all.bat:
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You must be registered to see links | Echo off cls setlocal
:: Verify that we are in the correct folder IF NOT EXIST "dev" ( ECHO dev folder does not exist. Are you executing this script from the wrong directory? EXIT /B 1 )
:: Set vs2017 MSBuild to Path for this session. set PATH=C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\Bin\;%PATH%
:: Figure out which target platform to use. if [%TARGET_PLATFORM%] == [] ( set TARGET_PLATFORM=x64 echo Choose target platform echo 1. x64 echo 2. x64_DLL choice /C:12 if ERRORLEVEL 1 set TARGET_PLATFORM=x64 if ERRORLEVEL 2 set TARGET_PLATFORM=x64_DLL )
:: Figure out which build configuration to use. cls if [%BUILD_CONFIGURATION%] == [] ( set BUILD_CONFIGURATION=Release echo Choose build configuration echo 1. Debug echo 2. Final echo 3. Profiling echo 4. Release choice /C:1234 if ERRORLEVEL 1 set BUILD_CONFIGURATION=Debug if ERRORLEVEL 2 set BUILD_CONFIGURATION=Final if ERRORLEVEL 3 set BUILD_CONFIGURATION=Profiling if ERRORLEVEL 4 set BUILD_CONFIGURATION=Release ) cls
:: Build entire solution with vs2017 MSBuild. Though it might still show "Error Compiling Solution, exiting!" when done. Probably can just ignore this since things should still work. cd dev\temp\vs2017 title Building R6.sln (Configuration: %BUILD_CONFIGURATION%) (Platform: %TARGET_PLATFORM%) msbuild R6.sln /m /p:Configuration=%BUILD_CONFIGURATION% /p latform=%TARGET_PLATFORM%;BuildInParallel="true"
if %ERRORLEVEL% neq 0 ( echo Error Compiling Solution, exiting! goto EOF ) echo Solution Compiled Successfully! goto EOF
:EOF title Command Prompt endlocal pause |
4_build_solution_target.bat:
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You must be registered to see links | Echo off cls setlocal
:: Verify that we are in the correct folder IF NOT EXIST "dev" ( ECHO dev folder does not exist. Are you executing this script from the wrong directory? EXIT /B 1 )
:: Set vs2017 MSBuild to Path for this session. set PATH=C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\Bin\;%PATH%
:: Figure out which target platform to use. if [%TARGET_PLATFORM%] == [] ( set TARGET_PLATFORM=x64 echo Choose target platform echo 1. x64 echo 2. x64_DLL choice /C:12 if ERRORLEVEL 1 set TARGET_PLATFORM=x64 if ERRORLEVEL 2 set TARGET_PLATFORM=x64_DLL )
:: Figure out which build configuration to use. cls if [%BUILD_CONFIGURATION%] == [] ( set BUILD_CONFIGURATION=Release echo Choose build configuration echo 1. Debug echo 2. Final echo 3. Profiling echo 4. Release choice /C:1234 if ERRORLEVEL 1 set BUILD_CONFIGURATION=Debug if ERRORLEVEL 2 set BUILD_CONFIGURATION=Final if ERRORLEVEL 3 set BUILD_CONFIGURATION=Profiling if ERRORLEVEL 4 set BUILD_CONFIGURATION=Release ) cls
:: Figure out what target to build echo. echo Target input example : backend\cmdlet echo. set /p "TARGET= Please specify a target or series of targets to build and press Enter: "
:: Build with vs2017 MSBuild. cd dev\temp\vs2017 title Building R6.sln (Configuration: %BUILD_CONFIGURATION%) (Platform: %TARGET_PLATFORM%) (Target: %TARGET%) msbuild R6.sln /m /p:Configuration=%BUILD_CONFIGURATION% /p latform=%TARGET_PLATFORM%;BuildInParallel="true" /t:%TARGET%
if %ERRORLEVEL% neq 0 ( echo Error Compiling Solution, exiting! goto EOF ) echo Solution Compiled Successfully! goto EOF
:EOF title Command Prompt endlocal pause |
5_generate_directories.bat:
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You must be registered to see links | echo off
:: Create bin directory md bin
:: Create cache folder md r6\cache
:: Create directories for all the cooked stuff md gameAP\CookedGame_x64\pc & md gameAP\Dependencies\pc & md gameAP\GameArchives\pc |
6_generate_solution.bat:
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You must be registered to see links | setlocal Title Generating Solution
:: Generate solution file in dev/temp for Visual Studio 2017
tools\buildsystem\premake5.exe vs2017 --file=dev\src\premake5.lua --no-editandcontinue --no-incrementallink --mp-compilation
title Command Prompt endlocal pause |