Far Cry: New Dawn [Engine:Dunia Engine 2]

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Xblade Of Heaven
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by Xblade Of Heaven » Fri Mar 01, 2019 12:47 pm

I'm sorry I do not understand your mood, anyway I already solve it. Thank you

skalool
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by skalool » Mon Mar 04, 2019 6:57 am

first off, thanks for the work on the table. much appreciated. just letting you know as an fyi -- "instant action hold" seems to make ghost/stealth activate w/ normal press (using a gamepad), might not be the same using kb/mouse.

so when you crouch or press R3 it activates the specials w/o a long press. thought something was up with my PS4 controller until I realized it was that.

not complaining or anything like that, just an fyi. thanks for releasing your work w/o pillaging our wallets

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TheyCallMeTim13
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by TheyCallMeTim13 » Mon Mar 04, 2019 3:21 pm

skalool wrote:
Mon Mar 04, 2019 6:57 am
first off, thanks for the work on the table. much appreciated. just letting you know as an fyi -- "instant action hold" seems to make ghost/stealth activate w/ normal press (using a gamepad), might not be the same using kb/mouse.

so when you crouch or press R3 it activates the specials w/o a long press. thought something was up with my PS4 controller until I realized it was that.

not complaining or anything like that, just an fyi. thanks for releasing your work w/o pillaging our wallets
It can't tell what the action is, just what button/key is pressed. You'll have to increase the delay to allow you to tap when needed or just tap the buttons quicker.
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iicecube
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by iicecube » Wed Mar 06, 2019 7:05 am

I wonder is there value for just the infinite on just the throwable item?

ce0000
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by ce0000 » Wed Mar 06, 2019 9:01 am

There is a trainer make from CE, but it doesn't work at all. Thanks for this Cheat Table..!

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AegonVI
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by AegonVI » Thu Mar 14, 2019 1:55 am

Thank you.
It's working perfectly for game version 1.0.2
+like

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SunBeam
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by SunBeam » Thu Mar 14, 2019 3:44 am

You're welcome ;)

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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by skeeta69 » Sat Mar 16, 2019 11:43 pm

Please update to latest version?

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l0wb1t
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by l0wb1t » Sun Mar 17, 2019 7:15 pm

Yeah, i can't use either the VEH Debugger on the CPY release. It just shows nothing, windows debugger works, but crashes sooon or later. this is absolutly frustrating

Sasuke Black
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by Sasuke Black » Mon Mar 18, 2019 5:50 pm

Thanks. Really Appreciate This. Beating Enemy Like Ultra Instinct.

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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by SunBeam » Mon Mar 18, 2019 6:04 pm

@l0wb1t: That's cuz those are not cracks. Those are emulators; and just so no one steals what they stole before that, they use VMProtect on it. That's why T_T Fucking retards.

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l0wb1t
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by l0wb1t » Mon Mar 18, 2019 6:04 pm

For anyone that plays the CPY release, where the VEH Debugger doesn't work. Went back to WindowsDebugger and patch IsDebuggerPresent. Patch PEB +2 to 0. And Enjoy debugging the game without crash.
I wasted almost a day for finding a bypass, cuz i would never had tought this 1990like method works. xD LMAO

Code: Select all

aobscanmodule(_Test,KERNELBASE.dll,0F B6 40 02 C3)
alloc(BypassMem,$1000,"KERNELBASE.dll"+28C19)
alloc(_pIsDebuggerPresent,8)
alloc(_enableBypassIDP,8)
registersymbol(_pIsDebuggerPresent)
registersymbol(_enableBypassIDP)
registersymbol(_Test)
 
BypassMem:
  mov [_pIsDebuggerPresent],rax
  cmp [_enableBypassIDP],1
  jne codeBypass
  mov byte ptr [rax+02],0
  ret
codeBypass:
  movzx eax,byte ptr [rax+02]
  ret
  jmp returnBypass
 
_Test:
  jmp BypassMem
returnBypass:
 
_pIsDebuggerPresent:
dd 0
_enableBypassIDP:
db 1
[DISABLE]
 
_Test:
  db 0F B6 40 02 C3
 
unregistersymbol(_Test)
unregistersymbol(_pIsDebuggerPresent)
unregistersymbol(_enableBypassIDP)
dealloc(BypassMem)
dealloc(_pIsDebuggerPresent)
dealloc(_enableBypassIDP)

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SunBeam
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by SunBeam » Mon Mar 18, 2019 6:08 pm

I think you can also do this in Lua :)

Code: Select all

dbk_initialize()
enableDRM()
Try it and report.

EDIT: Yeah, may only prevent reading; not debugging :( -> https://wiki.cheatengine.org/index.php? ... :enableDRM

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l0wb1t
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by l0wb1t » Mon Mar 18, 2019 6:15 pm

SunBeam wrote:
Mon Mar 18, 2019 6:08 pm
I think you can also do this in Lua :)

Code: Select all

dbk_initialize()
enableDRM()
Try it and report.

EDIT: Yeah, may only prevent reading; not debugging :( -> https://wiki.cheatengine.org/index.php? ... :enableDRM

Yeah doesn't work haha. i was wondering what it even does.

Code: Select all

mov rax,gs:[00000060]
movzx eax,byte ptr [rax+02] // RAX = PEB, Value of PEB+02 gets moved into EAX and then gets checked a few times in SystemModules and in the Game itself.
ret
i tried before xor eax,eax
But this is just forcing the return value of EAX to 0, the PEB+2 Flag still stays on 1.
the anti-debug is checking the PEB directly aswell ;)
This is also the Reason, why CE's "Try to prevent detection of the debugger" option fails. It Patches just the value of EAX
This is how i"IsDebuggerPresent" API looks like after attaching CE's debugger, with enabled "prevent detection of the debugger" Option.
Image

CE should Patch KERNELBASE.IsDebuggerPresent+9 to C6 40 02 00 C3 instead of KERNEL32.IsDebuggerPresent and 31 C0 C3


the shortest way should be doing it like this. Funny is, this script should be work for any X64 Game/Application

Code: Select all

aobscanmodule(_Bypass,KERNELBASE.dll,0F B6 40 02 C3)
registersymbol(_Bypass)
_Bypass:
  db C6 40 02 00 C3

[DISABLE]
unregistersymbol(_Bypass)
_Bypass:
  db 0F B6 40 02 C3
Last edited by l0wb1t on Mon Mar 18, 2019 7:09 pm, edited 3 times in total.

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SunBeam
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Re: Far Cry: New Dawn [Engine:Dunia Engine 2]

Post by SunBeam » Mon Mar 18, 2019 7:05 pm


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