# Atlan Resource Extractor Patch Notes

Patch notes for Atlan Resource Extractor

#### Version 4.0

Extra Scripts  
\* Added an "extra scripts" section controlled by the config. file  
\* Currently, the extra scripts will:  
 \* Dump a complete list of correctly-capitalized resource types  
 \* Decode .mapresources files into text  
\* v4.1: Add more extra scripts

Resource Extractor:  
\* Added support for decompressing compfiles (DOOM Eternal .entities files)  
\* Added blang-to-text conversion (DOOM Eternal language files, resource type is "binaryFile")

Audio Extractor:  
\* Added full support for extracting DOOM Eternal audio files.  
\* Eternal samples are extracted to their original sample paths/names.  
\* Improved multithreading setup  
\* Fixed some rare vgmstream file-locking problem that could cause file decoding to fail  
\* v4.1: Add warning when no audio files are extracted

Soundbank Extractor:  
\* Add support for extracting DOOM Eternal's soundbanks

#### Version 3.3:

\* Updated for Revelations  
\* Include sector names in the mapentities files

#### Version 3.2:

\* Added the AudioKinetic Soundbank extractor!  
\* Improved how the audio extractor categorizes SFX samples.  
 \* If you've previously extracted SFX, you should rename your SFX output folder before running the extractor again. Otherwise, you'll likely end up with duplicate copies of many samples.

#### Version 3.1:

\* Decls are now extracted to `decls/` instead of `rs\_streamfile/generated/decls/`  
 \* The extractor will automatically move the original decl folder if it exists.  
 \* Atlan Mod Loader recognizes this new extraction path and handles it correctly. The original path will still be recognized. Existing decl mods won't require an update because of this change.  
\* Output path length limit has been raised to 40 characters  
\* Added a decode\_samples toggle to the audio extractor  
\* v3.1.1: Fixed a crash when running the audio extractor while sound mods are installed  
\* v3.1.2: Add checksum validation when downloading Oodle

#### Version 3.0:

\* Added audio extraction  
\* Fixed a very rare issue where outdated versions of certain files could be extracted.  
\* v3.0.1: Fixed a crash when running the extractor on a modded game.

#### Version 2.3:

\* Updated deserializer's reflection code for Game Update 3  
\* Mapentities header chunks are now encoded in alphabetical characters. This fixes issues where certain text editors would mangle the header chunk due to automatic line ending replacement.

#### Version 2.2:

\* Updated deserializer's reflection code for Game Update 2.2  
\* Simplified extraction paths for mapentities files  
\* Added support for extracting logicObjectDescriptor files  
\* Added support for extracting files from DOOM Eternal's resource archives

#### Version 2.1:

\* Heavily revise the deserialized mapentities file format  
\* Added eventcall strings.

#### Version 2.0.1:

\* Fix a bug where the deserializer would not correctly format multi-line strings in entityDef files.

#### Version 2.0:

\* Integrated the Entity Deserializer!

#### Version 1.3:

\* Optimize the extraction process

#### Version 1.2:

\* Added config file  
\* Added log file  
\* Added 16-character limit to the length of the output directory.

#### Version 1.1:

\* Properly decompress mapentities  
\* Add logicEntities and binarymd6defs