Red Faction Guerrilla Re-Mars-tered Trainer

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xorps
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Post by xorps » Sun Jul 08, 2018 7:29 am

l0wb1t Time not tried to do ? Here is his place ?



[CODE][ENABLE]

aobscanmodule(timer,rfg.exe,F3 0F * * * * * * * * * * * 85 * 75 * 8B * * * * * 03 * 89 * * * * * 3B)

timer+0F:

db EB

registersymbol(timer)

[DISABLE]

timer+0F:

db 75

unregistersymbol(timer)[/CODE]

1531035143

Last edited by xorps on Thu Jan 01, 1970 12:00 am, edited 3 times in total.

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Post by l0wb1t » Sun Jul 08, 2018 8:44 am

[QUOTE="xorps, post: 51277, member: 10126"]l0wb1t Time not tried to do ? Here is his place ?



[CODE][ENABLE]

aobscanmodule(timer,rfg.exe,F3 0F * * * * * * * * * * * 85 * 75 * 8B * * * * * 03 * 89 * * * * * 3B)

timer+0F:

db EB

registersymbol(timer)

[DISABLE]

timer+0F:

db 75

unregistersymbol(timer)[/CODE]

1531035143[/QUOTE]

Nope i did not tried to find the timers yet.

i was trying to find my PlayerSizes back :D

ANyways, thanks for sharing :) will have a look into it later.



Looks like i'be found a good compare for isPlayerInVehicle.

Look :D

[MEDIA=youtube]2sNE6E4uCLQ[/MEDIA]



To the Bomb thing "issue", i always used my Weapon to trigger the bombs. Cuz when i set the value to 1, the game crashes. Cheat sets the value to 0 and 0 means for the game no bombs were thrown :D

You could set a hotkey on it, throw 20 bombs for example, then disable throw 2 more and spam the fire button, it should atleast detonate the last 2 bombs, when they are in range to the oner ones, they will explode also :)



Edit:Found Rapid Fire + No Spread also



Ok, ported everything over now to my Old CE 5.6. Now i try to find the rest of the cheats then i compile the Trainer

[IMG]https://puu.sh/ASRTR/bc65385f57.png[/IMG]



[USER=10126]@xorps[/USER] This Timer is strange :D

Found it also by Incraesed scan. when i set to 0 my vehicle just starts flying around the map xD
Last edited by l0wb1t on Sun Jul 08, 2018 2:16 pm, edited 5 times in total.

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Post by Kanelakis » Sun Jul 08, 2018 3:27 pm

[QUOTE="l0wb1t, post: 51284, member: 6208"]To the Bomb thing "issue", i always used my Weapon to trigger the bombs. Cuz when i set the value to 1, the game crashes. Cheat sets the value to 0 and 0 means for the game no bombs were thrown :D

You could set a hotkey on it, throw 20 bombs for example, then disable throw 2 more and spam the fire button, it should atleast detonate the last 2 bombs, when they are in range to the oner ones, they will explode also :)[/QUOTE]

So the weapon becomes like a grenade launcher?

But once you cast them you have to change weapons?

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Post by xorps » Sun Jul 08, 2018 3:40 pm

l0wb1t

[QUOTE="l0wb1t, post: 51284, member: 6208"]Found it also by Incraesed scan. when i set to 0 my vehicle just starts flying around the map xD[/QUOTE]

The timer is tied to the gameplay ? Try to do so and the time will go 10 times faster

[CODE=csharp][ENABLE]

aobscanmodule(baseplayertime,rfg.exe,03 C8 89 * * * * * 3B * * * * * * * * * 8B * * * * * 03 C8 89 * * * * * 3B CA 7E * * * * * * * C3)

alloc(hackmem,$1000)

label(exitbaseplayertime)

label(baseplayertimeret)

hackmem:

db 05 FA 00 00 00

exitbaseplayertime:

readmem(baseplayertime,8)

jmp baseplayertimeret

baseplayertime:

jmp hackmem

db 90 90 90

baseplayertimeret:

registersymbol(baseplayertime)

registersymbol(exitbaseplayertime)

[DISABLE]

baseplayertime:

readmem(exitbaseplayertime,8)

unregistersymbol(baseplayertime)

unregistersymbol(exitbaseplayertime)

dealloc(hackmem)[/CODE]
Last edited by xorps on Sun Jul 08, 2018 3:59 pm, edited 1 time in total.

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Post by l0wb1t » Sun Jul 08, 2018 4:40 pm

When i add this to teh Trainer i'll give you credits. :)



No Weapon overheat added aswell.



Now i just need a fuckig Jetpack

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Post by xorps » Sun Jul 08, 2018 5:12 pm

I0wB1t no recoil

[ICODE]

[ENABLE]

aobscanmodule(baseplayerrecoil,rfg.exe,F3 0F 10 81 8C 01 00 00 0F 2F * * * * * * * * * * * * F3 0F 11 44 24 10)

baseplayerrecoil:

db 0F 57 C0 90 90 90 90 90

registersymbol(baseplayerrecoil)

aobscanmodule(baseplayerrecoilb,rfg.exe,8B * 8B 86 * * * * * * * * 74 19 * * * * * * * * * * * 85 * * * * * * * 75 * 8B * * * * * 8B 86 * * * * 83)

baseplayerrecoilb+0C:

db EB

registersymbol(baseplayerrecoilb)

[DISABLE]

baseplayerrecoil:

db F3 0F 10 81 8C 01 00 00

unregistersymbol(baseplayerrecoil)

baseplayerrecoilb+0C:

db 74

unregistersymbol(baseplayerrecoilb)

[/ICODE]

no spread

[ICODE]D9 86 68 01 00 00 * * D9 86 * * * * 8B * * * D9 [/ICODE]

Damage weapon

[ICODE]F3 0F 10 94 88 34 01 00 00 [/ICODE]
Last edited by xorps on Sun Jul 08, 2018 5:22 pm, edited 2 times in total.

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Post by l0wb1t » Sun Jul 08, 2018 5:35 pm

Lol dont make me feel like a retard xDD



Good Job, No SPread i've found also.

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Post by l0wb1t » Sun Jul 08, 2018 5:38 pm

I just reinstalled my old RFG atm, and see from where i got Player,Vehicle/object sizes..



I was sure i've found it inside health structure. but in the new RFG game i cannot find it :D



Too long ago, but i remember i had everything s,alled down in the old one. like mini players, mini vehicles and mini objects :D



Arrrrgh



Rapid Fire

[CODE=c]F3 0F 10 8E 14 02 00 00[/CODE]



Weapon Damage, seems like, its only for other NPC's :D

Ok well, i've checked the structure, at 13c seems like the damage to vehicles, also alot of other funny stuff is inside there :D





Did you tried to seperate Player out from the other npcs? :D



All those codes for weapon damage are shared, and also other npc's also use the same adress. Too annoying for making a script.
Last edited by l0wb1t on Sun Jul 08, 2018 6:51 pm, edited 7 times in total.

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Post by xorps » Sun Jul 08, 2018 7:11 pm

l0wb1t, post: 51317, member: 6208 wrote:Did you tried to seperate Player out from the other npcs?
Damage to vehicle only ?

That's all I found
Attachments
Beta.CT
(39.5 KiB) Downloaded 94 times

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Post by l0wb1t » Sun Jul 08, 2018 7:18 pm

with the check you use, i think it should be possible to do, the other damage effects aswell.



Great Job on this table



[USER=10126]@xorps[/USER] in the structure where the damge is located at offset 138 is enemy damge :D ,0 never lossing health from their shots, i use this code to make super weapon damage:



83 B9 00 01 00 00 00 74 15 8B 15 * * * * 52 6A 14

mov [ecx+00000134],(float)10000 // NPC Damage

mov [ecx+0000013c],(float)10000 // Vehicle Damage





"rfg.exe"+2FB6ED: 83 B9 00 01 00 00 00 - cmp dword ptr [ecx+00000100],00looks liekm it affects only me
Last edited by l0wb1t on Mon Jul 09, 2018 4:53 am, edited 4 times in total.

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Post by l0wb1t » Mon Jul 09, 2018 7:18 am

i currently try to mod the game using some mods from old RFG like Big Players,



I've check what's changed inside the characters.xtbl and then i tried to increase the value to 112233445566 so i can easily find it via CE. But the problem is, i dont see any changes ingame .. :(



Right = Original File (old RFG)

Left = Modded File (old RFG)



only changes were made at [B]1.0[/B] a few times, for eachc har i guess.



So i went to my RFG Re-Marstered folder, unpacked the [B]misc.vpp_pc[/B] to get acess to the original characters.xtbl.



Opened Notepad++ again,a nd replaced all [B]1.0[/B] with [B]112233445566.0[/B] . After that i packed the files back to misc.vpp_pc andf replaced it with the original file, located in [B]RFG_REmarsterfolderData.[/B] Then i just unpacked the file again, just to check if the changes i made were applied, and they all have the 112233445566 Value now. but i dont see any change inagme -.-.



But this is how the original mod did that. i'm frustrated :D

[IMG]https://puu.sh/ATlPK/44d761f99d.png[/IMG]



Links:

Big+small mod (original)

[URL]https://www.factionfiles.com/ff.php?action=file&id=375[/URL]



Super Speed (i used to "inject" my own characters.xtbl into [B]misc.vpp_pc[/B].

[URL]https://www.factionfiles.com/ff.php?action=file&id=376[/URL]

Pack/Unpack(i used to extract [B]misc.vpp_pc[/B], repackign doesn't work with this, somehow the file gets corrupted, that's why i used the super speed mod, with my own edited Characters.xtbl for repack)

[URL]https://www.factionfiles.com/ff.php?action=file&id=398[/URL]

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Post by xorps » Mon Jul 09, 2018 8:50 am

[QUOTE="l0wb1t, post: 51374, member: 6208"]i dont see any changes ingame .. :([/QUOTE]

Your value should be searched in the address range + - . You need to write 5004500

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Post by l0wb1t » Mon Jul 09, 2018 12:11 pm

[QUOTE="xorps, post: 51380, member: 10126"]Your value should be searched in the address range + - . You need to write 5004500[/QUOTE]





So searching for float 1.0 near to 5004500 ? or how do you mean this? :D

Escuse my english sir, it's not the best :)



Downloaded teh odl RFG now used the mod, and it works so far, but i remember the value i found was like an X,Y,Z thing



so 3 floats, one for left right size, one for up/down and one for forward/backward.



I was able to stretch the whole palyer in any direction with that, this code also handled all other things in the game, like vehicles, objects, everything :D



The one i found now with mod is only for players, and also just 1 float value to make them bigger/smaller, i need the other on aswell :D



[IMG]https://puu.sh/ATshg/ff61d42576.png[/IMG]
Last edited by l0wb1t on Mon Jul 09, 2018 12:53 pm, edited 2 times in total.

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Post by GrandPa » Mon Jul 09, 2018 2:34 pm

If I'm not too late...



1. Timer

A dirty way to manage a timer-ish solution can be splitting the cheat in two part, given that the injection point should be the one you already found, where we have:



mov ecx,[rfg.exe+10F36D0] // for me at least

add ecx,eax

mov [rfg.exe+10F36D0],ecx



In the first part it's enough to xor eax, so we are covered for transport mission, because we are trying to avoid fights.

For the second, before adding eax to ecx, we can inc eax in order to eventually be a able to pick, smash and throw during demolition challenges and still be able to easily get pro time.

For the second part, we can also add a second feature needed after screwing up a challenge and to avoid waiting too long before restarting it (the game supplies an "abandon mission" only for main ones); in this case we can set eax to a bigger value like (int) 1000 or more (I tried with 0x500) allowing a faster time-out.





2. Level Alert

I found a nice spot to hook it, just aobscan for "39 35 C0 0C xx 02", where the value is compared to a game flag stored in esi that can be 0-:-3 (green, yellow, orange, red); if they are different Level Alert get changed, and we get painfully chased by drones till a safe location (red alert) or we have to worthlessly wander for a while to start a new challenge or mission.

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Post by l0wb1t » Mon Jul 09, 2018 3:51 pm

Did anyone tried editing something inside Character.xtbl and saw any changes ingame??



Looks like every changes we made there, don't affect the game -.- i tested some other mods, they are still working(which doesn't use character.xtbl), but changing speed or playersizes don't have any effect.



Maybe it's because of the Mutiplayer of the game, to prevent cheating. i think the game, doesn't use the characters.xtbl inside [B]misc.vpp_pc[/B].

Or it just lock some values inside it, like speed or player size. It's frustrating :(





What i've noticed also, as soon you inject CE's debugger to the game, CE starts freeezing some time, and the game becomes laggy as hell, and freeze for some seconds also. Do you guys have that too?



Without CE everything is fine
Last edited by l0wb1t on Thu Jan 01, 1970 12:00 am, edited 2 times in total.

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