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Re: Labyrinthine

Posted: Thu Aug 17, 2023 5:59 pm
by Dekirai
Updated again for the latest update

Re: Labyrinthine

Posted: Thu Aug 17, 2023 6:10 pm
by ServiusTheBear
GravityMaster wrote:
Thu Aug 17, 2023 5:41 pm
ServiusTheBear wrote:
Thu Aug 17, 2023 5:31 pm
I dont think the latest update is working now.
That is correct, the devs pushed some bug fixes. If you see my message above you. You can do it yourself if you want, else you can wait till Dekirai has time to upload the new one. (I already sended it with AOBScan instead of fixed addresses to hopefully solve this problem also in the future)
Sorry I didnt see your post till I had posted I dont know if it was because I was looking on the old board. I can barely do basic stuff on CE.

Re: Labyrinthine

Posted: Fri Aug 18, 2023 10:21 am
by WeedCookie
They released a DLC with 5 Cosmetics, 2 Discs, a Nameplate, and 3 Glowstick colors.
What I can tell is that I already have the discs so those should be in the ID 211-235 along with the other discs.
I don't have the 5 new cosmetics, so they need to be somewhere around ID 282-300.
For the 3 new colored glowsticks and nameplate, does anyone have an idea on how to unlock them with CE?

Re: Labyrinthine

Posted: Fri Aug 18, 2023 1:09 pm
by GravityMaster
WeedCookie wrote:
Fri Aug 18, 2023 10:21 am
They released a DLC with 5 Cosmetics, 2 Discs, a Nameplate, and 3 Glowstick colors.
What I can tell is that I already have the discs so those should be in the ID 211-235 along with the other discs.
I don't have the 5 new cosmetics, so they need to be somewhere around ID 282-300.
For the 3 new colored glowsticks and nameplate, does anyone have an idea on how to unlock them with CE?
I just bought the DLC but I think that you can trick the game into thinking that you have bought the DLC without doing that.
Maybe you can also take a look at the glowstick & nameplate themself (Methods of creating them) and finding something useful

The cosmetic of the DLC are indeed somewhere between 282-300 because before I bought it, I already had them.

Re: Labyrinthine

Posted: Fri Aug 18, 2023 2:09 pm
by GravityMaster
Oh I just found an easy way to get the DLC without buying it. (Tricking the game that you have it but actually don't)
I removed my DLC and started the game up. Confirm that I hadn't anything from DLC, simple 1 change in code and bam :) Unlocked everything of DLC

I sended it to Dekirai so everyone can enjoy the DLC perks without spending money ;)

Re: Labyrinthine

Posted: Fri Aug 18, 2023 4:25 pm
by Dekirai
GravityMaster wrote:
Fri Aug 18, 2023 2:09 pm
Oh I just found an easy way to get the DLC without buying it. (Tricking the game that you have it but actually don't)
I removed my DLC and started the game up. Confirm that I hadn't anything from DLC, simple 1 change in code and bam :) Unlocked everything of DLC

I sended it to Dekirai so everyone can enjoy the DLC perks without spending money ;)
Added

Re: Labyrinthine

Posted: Fri Aug 18, 2023 5:28 pm
by WeedCookie
Thx for finding and adding the DLC option.
I added the DLC cosmetic ID to the list.
Unfortunately you have to run the script all the time in order to use the nameplate and glowstick colors.

Re: Labyrinthine

Posted: Fri Aug 18, 2023 5:52 pm
by GravityMaster
WeedCookie wrote:
Fri Aug 18, 2023 5:28 pm
Thx for finding and adding the DLC option.
I added the DLC cosmetic ID to the list.
Unfortunately you have to run the script all the time in order to use the nameplate and glowstick colors.
Yep, every time you start Labyrinthine up. That is something we can't change because we do the injection in the game (That never is permanent) and not in steam. What you can do to make it "permanent" kinda is instead of injections (What CE does), you can reverse engineer, change the code and build the game.

Re: Labyrinthine

Posted: Sat Aug 19, 2023 11:51 am
by BigJoe
Dekirai wrote:
Fri Jun 16, 2023 12:10 pm
Update as of 16.06.2023
  • Ticket Increase
    - Enable the script after creating a lobby!
    - Instead of losing tickets, you gain tickets when buying something
  • Stop Monsters
    - Enable it anywhere you want, but if you enable it while being in a case or chapter, you have to restart it to take effect
  • Stamp Amount
    - Change the amount of Rare/Hardcore Stamps you have
    - Enjoy it, will 100% be patched in the next patch
The 'Stop Monsters' in chapters I can't seem to make it work, it works perfect for case files (tysm), I've tried remaking the lobby, enabling the script before and during a chapter, tried restarting the chapter from beginning.. no luck.. am I dumb

Re: Labyrinthine

Posted: Sat Aug 19, 2023 5:45 pm
by GravityMaster
BigJoe wrote:
Sat Aug 19, 2023 11:51 am
Dekirai wrote:
Fri Jun 16, 2023 12:10 pm
Update as of 16.06.2023
  • Ticket Increase
    - Enable the script after creating a lobby!
    - Instead of losing tickets, you gain tickets when buying something
  • Stop Monsters
    - Enable it anywhere you want, but if you enable it while being in a case or chapter, you have to restart it to take effect
  • Stamp Amount
    - Change the amount of Rare/Hardcore Stamps you have
    - Enjoy it, will 100% be patched in the next patch
The 'Stop Monsters' in chapters I can't seem to make it work, it works perfect for case files (tysm), I've tried remaking the lobby, enabling the script before and during a chapter, tried restarting the chapter from beginning.. no luck.. am I dumb
I tested it and indeed, you're correct. It doesn't seems to work in chapters (In the past it did so I never checked)
It seems that the monster in chapters starts differently then case files so i'm going have a look into this and see if I can make it work again.

Re: Labyrinthine

Posted: Tue Aug 22, 2023 5:07 am
by WeedCookie
Need some help with the player control. I've tried a couple of things but couldn't figure out what some options do.
What does Base, gravityForce, fallVelocity and presetCheckTimer do?
When changing the gravityForce to a positiv number the game crashes, same when changing Base.
I didn't understand the difference between fallVelocity and maxFallVelocity. When changing maxFallVelocity to a positiv number you float. Unfortunatelly you can't move while flying. Also if there is a hight barrier you will get stopped.
With the presetCheckTimer I have no idea.

Re: Labyrinthine

Posted: Tue Aug 22, 2023 5:08 pm
by Dekirai
Updated for latest patch

Re: Labyrinthine

Posted: Tue Aug 22, 2023 8:27 pm
by WeedCookie
Dekirai wrote:
Tue Aug 22, 2023 5:08 pm
Updated for latest patch
Thx for the fast update. Unfortunately the player control script doesn't work. (Error while scanning for AOB's: INJECT Error: Not all results found)

Re: Labyrinthine

Posted: Wed Aug 23, 2023 2:21 pm
by GravityMaster
WeedCookie wrote:
Tue Aug 22, 2023 8:27 pm
Dekirai wrote:
Tue Aug 22, 2023 5:08 pm
Updated for latest patch
Thx for the fast update. Unfortunately the player control script doesn't work. (Error while scanning for AOB's: INJECT Error: Not all results found)
Weird, because it still works when I run the script? Did you change something? This should be the code (It is the same code as in the patch)

If it doesn't work, Go to .Net Info, Class PlayerControl and method Update. There find the instruction "movaps [rsp+20] xmm7" and look at the "bytes", check them with the bytes writen in the script in aobscanmodule. If there not the same, change them (Normally it is 0F 29 7C 24 20 48 8B D9 E8 0D). Also check if you're Labyrinthine is up to date.

If it still doesn't work, let me know :)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>245</ID>
      <Description>"PlayerControl"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]

aobscanmodule(INJECT,GameAssembly.dll,0F 29 7C 24 20 48 8B D9 E8 0D) // should be unique
alloc(newmem,$1000,INJECT)
alloc(playerptr,4)
registersymbol(playerptr)

label(code)
label(return)

newmem:

code:
  movaps [rsp+20],xmm7
  mov [playerptr],rcx
  mov rbx,rcx
  jmp return

INJECT:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 0F 29 7C 24 20 48 8B D9

unregistersymbol(INJECT)
dealloc(newmem)
dealloc(playerptr)
unregistersymbol(playerptr)

{
// ORIGINAL CODE - INJECTION POINT: GameAssembly.dll+1949BF6

GameAssembly.dll+1949BDC: CC                    - int 3 
GameAssembly.dll+1949BDD: CC                    - int 3 
GameAssembly.dll+1949BDE: CC                    - int 3 
GameAssembly.dll+1949BDF: CC                    - int 3 
PlayerControl.Update: 48 89 5C 24 08        - mov [rsp+08],rbx
GameAssembly.dll+1949BE5: 48 89 74 24 10        - mov [rsp+10],rsi
GameAssembly.dll+1949BEA: 57                    - push rdi
GameAssembly.dll+1949BEB: 48 83 EC 40           - sub rsp,40
GameAssembly.dll+1949BEF: 0F 29 74 24 30        - movaps [rsp+30],xmm6
GameAssembly.dll+1949BF4: 33 D2                 - xor edx,edx
// ---------- INJECTING HERE ----------
GameAssembly.dll+1949BF6: 0F 29 7C 24 20        - movaps [rsp+20],xmm7
// ---------- DONE INJECTING  ----------
GameAssembly.dll+1949BFB: 48 8B D9              - mov rbx,rcx
GameAssembly.dll+1949BFE: E8 ED F2 FF FF        - call PlayerControl.CanMove
GameAssembly.dll+1949C03: 0F B6 F8              - movzx edi,al
GameAssembly.dll+1949C06: 0F 57 FF              - xorps xmm7,xmm7
GameAssembly.dll+1949C09: 84 C0                 - test al,al
GameAssembly.dll+1949C0B: 75 1C                 - jne GameAssembly.dll+1949C29
GameAssembly.dll+1949C0D: 48 8B 8B 90 00 00 00  - mov rcx,[rbx+00000090]
GameAssembly.dll+1949C14: 48 85 C9              - test rcx,rcx
GameAssembly.dll+1949C17: 0F 84 11 01 00 00     - je GameAssembly.dll+1949D2E
GameAssembly.dll+1949C1D: 33 D2                 - xor edx,edx
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>249</ID>
          <Description>"MovementSpeed"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>18</Offset>
            <Offset>40</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>255</ID>
          <Description>"JumpHeight"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>24</Offset>
            <Offset>40</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>250</ID>
          <Description>"gravityForce"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>34</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>253</ID>
          <Description>"fallVelocity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>74</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>251</ID>
          <Description>"maxFallVelocity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Float</VariableType>
          <Address>playerptr</Address>
          <Offsets>
            <Offset>38</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

Re: Labyrinthine

Posted: Wed Aug 23, 2023 5:03 pm
by BigJoe
GravityMaster wrote:
Sat Aug 19, 2023 5:45 pm
BigJoe wrote:
Sat Aug 19, 2023 11:51 am
Dekirai wrote:
Fri Jun 16, 2023 12:10 pm
Update as of 16.06.2023
  • Ticket Increase
    - Enable the script after creating a lobby!
    - Instead of losing tickets, you gain tickets when buying something
  • Stop Monsters
    - Enable it anywhere you want, but if you enable it while being in a case or chapter, you have to restart it to take effect
  • Stamp Amount
    - Change the amount of Rare/Hardcore Stamps you have
    - Enjoy it, will 100% be patched in the next patch
The 'Stop Monsters' in chapters I can't seem to make it work, it works perfect for case files (tysm), I've tried remaking the lobby, enabling the script before and during a chapter, tried restarting the chapter from beginning.. no luck.. am I dumb
I tested it and indeed, you're correct. It doesn't seems to work in chapters (In the past it did so I never checked)
It seems that the monster in chapters starts differently then case files so i'm going have a look into this and see if I can make it work again.
I've been waiting so long for someone to stop monsters lol.. please try to get the chapters working also I'd love to explore the maps without being eaten by alligators and mosquitos :sleep: