Search found 23 matches

by Knightmare077
Sat Apr 11, 2020 1:57 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

heres a n00b statement ; someone find the memory function that is accessed each time gibs and corpses etc burn away and make a trainer to stop that from happening! I know , i know...its brilliant... finding a unchanging value. You know you want to find a needle in a stack of needles! I mean who does...
by Knightmare077
Sat Apr 04, 2020 4:47 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

Would you look at that, tweaktown actually gave credit where it's due



On a side note; anyone know how to properly use the
"resource_useCookedTypeFilter" & "resource_useCookedNameFilter" cvars properly ?
by Knightmare077
Wed Apr 01, 2020 10:17 pm
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

Hell yea! thank you infogram!
by Knightmare077
Sun Mar 29, 2020 8:41 pm
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

I've made a cfg file with console commands in it. I don't know how to get all of them to load up with the exec command. the file name is doom but when I open the console and type "exec doom" it gives me an unknown command error for the console commands i have in the file. But if I type the commands...
by Knightmare077
Sun Mar 29, 2020 4:59 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

I was wondering why everything just seemed to halt.. Now then; if I may; just one second guys; Look; if I had a dollar for every time IGN wrote a article completely crapping on gaming and gaming communities Id be rich. DONT LET IGN STOP YOU. These people are not gamers they are hacks paid by the hig...
by Knightmare077
Sat Mar 28, 2020 9:03 pm
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

What program do I use to patch the .exe ?
by Knightmare077
Sat Mar 28, 2020 4:13 pm
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

Also did some work on modifying the games profile.bin, found a way to tap into the games hashing function so I could make a tool to rehash them etc. Not much use atm though since there's no editor besides hex editing yourself, but hopefully might have a way to get unlocks working on legit copies so...
by Knightmare077
Thu Mar 26, 2020 8:31 pm
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

Doing some string searches in X64dbg and found a host of what appears to be commands or cvars? Im honestly not sure?! but they all have the prefix ae_ and dont show up as recognized with current unrestrict tables. So im not sure. In example : "ae_forcestartburnfade" Simply search in current module f...
by Knightmare077
Thu Mar 26, 2020 3:31 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

it didn't work here. I tried a file named "DOOMConfig.cfg" and a file named "DOOMConfig1.cfg" using the process described with the non-vulkan .exe. It worked as far as the cfg loading the parameters via the .dll but the switching script didn't change the values after Alt Tab, changing values and goi...
by Knightmare077
Thu Mar 26, 2020 2:43 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

Sunbeam; you rock! you're a freaking console unlocking ninja I tell you :ph34r:
fingers crossed here all goes well and successful!
by Knightmare077
Thu Mar 26, 2020 1:24 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

This method used by Emoose may fix many executables
Looking forward to what you find out sun. I know once a injection file is made , the process of setting multiple cvars becomes easy.
by Knightmare077
Wed Mar 25, 2020 4:10 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

The code that classifies a "gore" entity doesn't run in DOOM Eternal. I found the member-functions table, which are different than those in DOOM 2016, at least the order and here and there sprinkled with RETs. "idGoreEntity" is never processed (only when you perform an E move) in other parts of the...
by Knightmare077
Wed Mar 25, 2020 2:46 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

Try the following out and see the potentiality. Left the timers as they were in 2016 ai_death_FadeDelay 60000 breakable_NoFadeAndRemove 1 decal_goreBloodPoolPriority 100 decal_forcefadeoutduration 600000 decal_maxdecalsinradius 40 decal_maxdecalgroupingradius 400.0 g_goresplashjointsused 32 r_decalL...
by Knightmare077
Wed Mar 25, 2020 2:29 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

Gibs and glory killed enemies in Eternal are "gore" entities. As such the gore_neverFadeAndRemove 1 would stop that from happening. Corpses or dead a.i are not tagged as gore entities , which is why with timers. or specifically ai_death_FadeDelay 60000 would postpone that essentially 1 minute. Combi...
by Knightmare077
Wed Mar 25, 2020 1:34 am
Forum: Tables
Topic: DOOM Eternal [Engine:idTech 7]
Replies: 605
Views: 558605

Re: DOOM Eternal [Engine:idTech 7]

I am the author of that mod, and deal. like I have a choice lol :) yes those are them The name is a dead giveaway, so I knew it's you, LOL :P Alright, I'll see if I can find that code. But please read what I said earlier: this may need a proxy .dll, like infogram/emoose's so the restrictions happen...