Prey 2017

Otis_Inf

Novice Cheater
May 6, 2017
22
0
1
#41
Not necessarily. It likely uses a gadget/widget system similar to UE, where the dev adds widgets to render on the 'UI', and a subsystem renders the ones that are currently 'active'. As they don't use the CryEngine UI code, it's likely another, custom solution, but where it is located, I have no idea. Through the timestop var I could trace the code to where it swapped hud for the menu when pressing ESC, but instead of what I expected, namely when I stepped over a certain call the widgets would disappear and later on the menu would appear, the screen simply went black, and then the menu appeared, while stepping through, even though the menu is rendered over the framebuffer!.

i.o.w.: a real pain in the ass to find. I have everything working now, except hud. I'll look into sys_flash, see if I can find something in the CryEngine code, but if not, I'll wait for them to add the hud toggle (They confirmed it on twitter, but how long it will take is of course anyone's guess. It's still bethesda after all ;))

(edit) sys_flash is related to scaleform or a flash based (format at least) UI. If scaleform is used in a game, the symbols of the SDK included code are most of the time in the list of symbols in the exe, but they're not in this .exe, so it doesn't seem they use scaleform (and thus a flash based UI) as well... :/
 

Otis_Inf

Novice Cheater
May 6, 2017
22
0
1
#42
I've released the camera tools: https://github.com/FransBouma/InjectableGenericCameraSystem/tree/master/Cameras/Prey (freecam/fov/timestop/supersampling factor)

@Sunbeam: I'm completely burned out at the moment from staring at asm all day but will look at that info as soon as my mind will work again (which should be in a couple of hours hopefully!)
 
May 1, 2017
47
0
6
#43
Otis_Inf post_id=7850 time=1494173163 user_id=3912 said:
I've released the camera tools: https://github.com/FransBouma/InjectableGenericCameraSystem/tree/master/Cameras/Prey (freecam/fov/timestop/supersampling factor)

@Sunbeam: I'm completely burned out at the moment from staring at asm all day but will look at that info as soon as my mind will work again (which should be in a couple of hours hopefully!)
Awesome Work so far !
 

Otis_Inf

Novice Cheater
May 6, 2017
22
0
1
#44
SunBeam post_id=7851 time=1494174044 user_id=57 said:
Awesome work. Love how shooting works even in camera mode. I was able to kill the first Weaver you see in Psychotronics (after you get the Psychoscope). Just enabled camera, flew to it and killed it :p
Thanks :) Oh because the hud stuff is still available? Interesting! :D Yeah I see the game simply thinks the player is still where the camera is, hehe :) opens up interesting options.
Bugs I found:

* When I first enabled the camera with INS, camera started going up leaving map
hmm, that's odd. Never had that... sometimes the mouse keeps moving due to the limiter I have added but moving it a bit fixes that.
* When you close the DLL GUI, it kills the game; fix that :p
heh well... that's kind of hard, considering the window is owned by the thread spawned by the injected dll, so closing it actually closes the thread and for some odd reason kills the host too. All code is in place to safely close the thread and exit, but for some odd reason that has never worked.

(edit) I remember why it crashes, it's rather stupid: the hooks I set aren't cleaned up ;). So when the thread ends, the hooks are still there, so the game then calls into the void and obviously keels over. To gracefully end everything, I have to restore the overwritten game bytes where the hooks are placed with the original once, but as this is never needed (you'll use it till the game is exited) I didn't think it was worth the effort ;)
 

Zanzer

RCE Fanatics
Talents
Mar 3, 2017
96
10
8
#45
A few random things.

Unlimited Ammo
Unlimited Supplies
Unlimited Timer
Instant Charge
 

Attachments

May 1, 2017
47
0
6
#46
I Think i give up now with the Hud toggle, second day today without any luck. I Read on Twitter that the devs will do a update soon regarding FoV and hud toggle, and how much hud toggle i dont know since we need to remove both the crosshair and tons of other hud stuff.

Wierd that the studio didn't release prey with a hud toggle since Dishonored 2 had tons of options to play around with.
 

jonasbeckman

Expert Cheater
May 6, 2017
100
4
18
#47
Small bouts of cold so I have not been very active these last few days but I'm feeling better and decided to try sys_flash and it's working here to toggle the UI, just grab Sunbeams updated table from page 2 of this thread and start the query function and enter "sys_flash" as the value and press numpad 0 to update it.

It should return with a cvar value of 1, alt-tab back to the game and set this to 0 and the entire UI disappears. :)
(Including the main menu since we're toggling it all off and not just the HUD elements specifically.)

EDIT:
https://c1.staticflickr.com/5/4180/34371879932_1b284f113a_o.jpg

EDIT: I was going to try hud_hide but it doesn't want to co-operate for some reason, keeps turning into hude_hidee or just doesn't activate but toggling the entire thing off instead of just the UI elements works too, r_drawnearfov if that can be used can then be made to toggle off the weapon/hand model.
(Generally works by setting it to a low value such as 2)
 

jonasbeckman

Expert Cheater
May 6, 2017
100
4
18
#48
Huh I didn't know about that one, will give it a try. :)

Did a lot of tweaking for Crysis 1 all those years back when it was released but the later Cry-Engine builds mostly hid or restricted the console commands so I haven't kept very up to date with the available cvars though the online documentation they have for the SDK is pretty handy since it applies to most of the Cry-Engine games.

EDIT: g_hidearms doesn't seem to be doing anything, guessing that's something Arkane customized from the default classes or how it's called.

EDIT: r_drawnearfov and change from 4-byte to float works, should return a default value of 55 (vertical FOV) and then when switched to 2 it hides the arm model.

Not that I'm all that great with screenshots or explanations either for that matter but r_drawnearfov with a value of 2 and then a value of 125 just to better show it's effect.

https://c1.staticflickr.com/5/4176/34147510570_e8fed037ba_o.jpg

https://c1.staticflickr.com/5/4193/34372145522_304ba29f04_o.jpg


This is actually proving to be a very powerful feature being able to query and override commands like this although it's easy to cause the game to crash if you're not careful with their name and also their type or how to say. :)


EDIT: And as for actual cheats for those more interested in that the usual cvars like g_infiniteammo and ai_ignoreplayer seem to work in addition to the already listed ones for Neuro mods, flashlight power and god mode.


EDIT: ai_ignoreplayer while a valid cvar and while it can be toggled doesn't seem to stop the mimics and phantoms, they're just a bit unpredictable in their behavior. :D
 

jonasbeckman

Expert Cheater
May 6, 2017
100
4
18
#49
Interesting, I think I'm going to be having a lot of fun with this feature once I get some more practice with it, I did dump the text strings via the Process Explorer utility but digging through that and finding the actual cvars takes a bit of time though at least the groupings is pretty consistent with the Cry Engine defaults and their documentation although Arkane has added a number of their own settings here and there.
 

gir489

RCE Fanatics
Talents
May 8, 2017
202
18
18
#50
Well done, although I really wish you'd stop using OllyDbg. While it does "work" and it is free, IDA is way more powerful. I'm sure you do actually use IDA, but then make screenshots in OllyDbg, but once you start using IDA and its debugger, it's so hard to go back to OllyDbg.
 
May 1, 2017
47
0
6
#51
jonasbeckman post_id=7924 time=1494253197 user_id=3920 said:
Huh I didn't know about that one, will give it a try. :)

Did a lot of tweaking for Crysis 1 all those years back when it was released but the later Cry-Engine builds mostly hid or restricted the console commands so I haven't kept very up to date with the available cvars though the online documentation they have for the SDK is pretty handy since it applies to most of the Cry-Engine games.

EDIT: g_hidearms doesn't seem to be doing anything, guessing that's something Arkane customized from the default classes or how it's called.

EDIT: r_drawnearfov and change from 4-byte to float works, should return a default value of 55 (vertical FOV) and then when switched to 2 it hides the arm model.

Not that I'm all that great with screenshots or explanations either for that matter but r_drawnearfov with a value of 2 and then a value of 125 just to better show it's effect.

https://c1.staticflickr.com/5/4176/34147510570_e8fed037ba_o.jpg

https://c1.staticflickr.com/5/4193/34372145522_304ba29f04_o.jpg


This is actually proving to be a very powerful feature being able to query and override commands like this although it's easy to cause the game to crash if you're not careful with their name and also their type or how to say. :)


EDIT: And as for actual cheats for those more interested in that the usual cvars like g_infiniteammo and ai_ignoreplayer seem to work in addition to the already listed ones for Neuro mods, flashlight power and god mode.


EDIT: ai_ignoreplayer while a valid cvar and while it can be toggled doesn't seem to stop the mimics and phantoms, they're just a bit unpredictable in their behavior. :D
Ok my motivation just came up. Great work so far. Will still look in the files if i can find something with the Hud
 

Otis_Inf

Novice Cheater
May 6, 2017
22
0
1
#52
jonasbeckman post_id=7922 time=1494252663 user_id=3920 said:
Small bouts of cold so I have not been very active these last few days but I'm feeling better and decided to try sys_flash and it's working here to toggle the UI, just grab Sunbeams updated table from page 2 of this thread and start the query function and enter "sys_flash" as the value and press numpad 0 to update it.

It should return with a cvar value of 1, alt-tab back to the game and set this to 0 and the entire UI disappears. :)
(Including the main menu since we're toggling it all off and not just the HUD elements specifically.)

EDIT:
https://c1.staticflickr.com/5/4180/34371879932_1b284f113a_o.jpg

EDIT: I was going to try hud_hide but it doesn't want to co-operate for some reason, keeps turning into hude_hidee or just doesn't activate but toggling the entire thing off instead of just the UI elements works too, r_drawnearfov if that can be used can then be made to toggle off the weapon/hand model.
(Generally works by setting it to a low value such as 2)
GENIUS. Sysflash works! I was totally wrong with my analysis of that var. I'll build this into the camera tools right away!

Lads, I'll give credit to Jonas and SunBeam for the hud toggle, great work all. :) I spent the last 2 hours fighting with the menu system but I couldn't get near code for the hud. Found 2 flags for the menu being up and some type (0 or 2) for it, but no code where I could see 'this draws the menu'. sys_flash it is... :)
 
May 1, 2017
47
0
6
#53
Oh my. You made it lads. Good work. All credits to Otis for the camera maker and all credits to Sun and Jonas for the hud toggle.

At least i tried -.- To busy with a 2 year old kid in my home ^^
 

Otis_Inf

Novice Cheater
May 6, 2017
22
0
1
#55
Camera tools updated with hud toggle based on sys_flash. Credited to Jonas Beckman and SunBeam: https://github.com/FransBouma/InjectableGenericCameraSystem/tree/master/Cameras/Prey
 

Darkedone02

Expert Cheater
Mar 2, 2017
319
6
18
#56
Anyone not yet made a compilation of all the tables posted so far? Guess I step on to this...

The cheats that are collected so far and been posted, all labeled and colored to the owners who made the cheats so far, all credit goes to those who founded the cheats (hence the named labeled).

 

Attachments

Otis_Inf

Novice Cheater
May 6, 2017
22
0
1
#57
SunBeam post_id=7975 time=1494280841 user_id=57 said:
Otis_Inf post_id=7952 time=1494267619 user_id=3912 said:
Camera tools updated with hud toggle based on sys_flash. Credited to Jonas Beckman and SunBeam: https://github.com/FransBouma/InjectableGenericCameraSystem/tree/master/Cameras/Prey
Hey, Otis, I got a small request, if you may :)
Whenever you enter Camera mode (INS) and travel, make it so that when you disable Camera mode, player's X-Y-Z get updated with current camera's X-Y-Z ;) That way you can use this mode as a teleporter as well. Don't worry about correcting Z so that player's always above ground (users have to keep this in mind themselves) or any other checks that may cross your mind. Just keep it simple :p
Will think about it :)
SunBeam post_id=7998 time=1494300545 user_id=57 said:
Well, guess what: I was able to find FreeCamEnable/FreeCamDisable functions and call them with proper parameter(s) :) Wish I had figured this out before you coded the tool. Also increasetimedilation/normaltimedilation/decreasetimedilation. Am curious now on the various functions compiled in the game (functions, not CVars) :D But that for another day :p
Interesting! Oh don't worry about it. I had written the framework for the tools some time ago and is used in all my cameras so it's not a big deal, also it's a fun experience and keeps me sharp ;) What I do find interesting is how you did find these functions :) Just backtracing the write / read code of the x/y/z of the camera? Calling them is a pain I guess, as the Windows ABI isn't the easiest: passing the right vars on the stack in the right order.... ugh..
P.S.: I got thirdperson as well, but player model looks stupid (it's like a half-first person / half-third person mode).
yeah it doesn't look...great ;) When I first had the coords for the player I found that out too. There is a model of the player in the game tho (at the start you have to pick one) , but no idea how to load that instead...
 

Archangel73337

What is cheating?
May 8, 2017
3
0
1
#58
Darkedone02 post_id=7999 time=1494304946 user_id=74 said:
Anyone not yet made a compilation of all the tables posted so far? Guess I step on to this...

The cheats that are collected so far and been posted, all labeled and colored to the owners who made the cheats so far, all credit goes to those who founded the cheats (hence the named labeled).

Nice, I like it ;)
 
May 9, 2017
10
0
1
#59
Has anyone figured out noclip yet? The game is apparently pretty buggy and sometimes keys get lost because of it.
 
May 9, 2017
10
0
1
#60
SunBeam post_id=8034 time=1494327720 user_id=57 said:
^ Game's not buggy. You're not patient enough to search every nook and cranny :p Remember System Shock 2? :) As for noclip, the stock one is crippled, I'll see if I can mod FreeCamEnable/Disable to allow teleporting (e.g.: you toggle freecam on, fly to wanted location, toggle off, player's coordinates get updated to current ones of the camera). You can imagine this option like the player's spirit/ghost leaving the body, transition through doors/walls etc. and when regaining physical form, you teleport to your spirit, not vice-versa :p
No, no, I mean legitimate bugs. Trust me, I'm the type to search every nook and cranny and although the game is supposedly supposed to be ~20h long, I've already cracked closer to 40 (approaching endgame, I think). There's a few bugs that leads to lost keys, such as the one that goes into the Storage Closet in the bar in Crew Quarters, as well as the one into the Storage Closet in the IT Department.

I also ran into some other bugs, such as the quest in the Cargo Hold not updating, and ended up having to replay over 3 hours. Don't get me wrong, though, for a game of this complexity, I haven't run into that many bugs, it's just that the ones I have have been pretty serious (at least to me). The game is legitimately amazing, and almost lives up to a Deus Ex/System Shock 2 standard, blowing stuff like Bioshock out of the water - even if the game does get a bit more Bioshock-y than System Shock-y at about 1/3 to 1/2 through the game.

But if you could cobble something together, that would be amazing. Odd that the game didn't come with a console.
 
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