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Re: Resident Evil 3 +14 (table Update3.1)

Posted: Mon Apr 06, 2020 6:30 am
by John_Dong
Cielos wrote:
Thu Mar 19, 2020 7:14 pm
I've attached 3.1 with all the upgrades flags added and the additional items.

Re: Resident Evil 3 +14 (table Update3.1)

Posted: Mon Apr 06, 2020 8:34 am
by Cielos
NChabb wrote:
Mon Apr 06, 2020 4:29 am
Hey quick request.

How hard would it be to implement camera distance? Right now I have to rely on another trainer for that and it's a tad unreliable since I'm not even sure it uses an anti-cheat system, which means I need both the table and this trainer for a complete experience and I'd rather have everything at one place.
actually it's extremely hard:
Update.8
- added follow cam mod.
- updated slow walk key to slow walk keys. added a separate key for one more speed.
- updated perfect dodge mod. lower the key-listener loop latency, just in case.
follow cam mod
- when activated, allows you to manipulate the camera distance when you're not aiming and the aiming distance offset.
- by script default, the camera would be a little bit further back than the game's default when you're not aiming, the aiming camera distance won't be changed.
- you can change them via the entries if you don't like my settings.
:D
...seriously though, if it's actually NOT what you're looking for, you'll have to use both together (as you do do) for the time being, as I'm not planning to do any camera script for now... in fact I'm yet to finish my first run, and am still waiting for a patch to fix the stutter issue, although I have a better chance to boot a stable game session now, it's still quite random for me...

///*******************************************///
mateusre6g wrote:
Mon Apr 06, 2020 3:30 am
[...]
I explained it wrong I'm sorry, I really wanted the piercing ammo .2 from the resident evil 2 table, for resident evil 3, it can be configured to randomly explode the zombies' heads and other parts of the body, could you create please ,I think it's better to explode randomly than holding a key,
just look at the resident evil 2 remake table, opening damage mode
You will find piercing ammo .2 and the method
my script for RE2remake wasn't a random trigger though, it might feel random as both the limbs needed 2 hits to be detached if they are unwounded.
that said, I have just added a chance trigger to the script. with the default value, you have a 50% chance to blow off the body part you hit, independent from the other settings of the script.
and here is the update notes:
Update3.2
- updated piercing ammo mod. added chance trigger, works the same as the one from perfect dodge mod, which is independent from other triggers.
- added the rest of the item ids and ammo ids for the highlighted item script, which is contributed by teinousi.
- uncomment the controller listener (lua) in the enable script, controller trigger should work again now.
- added links to tables on this thread.
so, re-download if you're interested~

Re: Resident Evil 3: Raccoon City Demo +5

Posted: Mon Apr 06, 2020 10:32 am
by AkimboDK
Cielos wrote:
Thu Mar 19, 2020 10:35 pm
- added the rest of the item ids and ammo ids for the highlighted item script, which is contributed by teinousi.
Hey i saw you updated this a few hours ago, just wanted to point out i posted hours ago with the complete list before oyu updated it,
the other guy you updated item list from only had alike 5 new items added, i spend the entire night by going through the game picking up everything.

here:
Complete Item List

Code: Select all

00000000:-is weapon
00000001:First Aid Spray
00000002:Green Herb
00000003:Red Herb
00000005:Mixed Herb (G+G)
00000006:Mixed Herb (G+R)
00000009:Mixed Herb (G+G+G)
00000016:Green Herb
00000017:Red Herb
00000018:Blue Herb
0000001F:Handgun Ammo
00000020:Shotgun Shells
00000021:Assault Rifle  Ammo
00000022:MAG Ammo
00000024:MineGrenadeAmmo
00000025:NormalGrenadeAmmo
00000026:AcidGrenadeAmmo
00000027:FlameGrenadeAmmo
0000004C:Moderator (G19 Suppressor)
0000004D:Dot Sight (Handgun)
0000004E:Extended Magazine (Handgun
0000005B:Semi-Auto Barrel (Shotgun)
0000005D:Shell Holder (Shotgun)
0000005C:Tactical Stock (Shotgun)
00000060:Scope (Assault Rifle)
00000061:Assault Rifle Dual Mag
00000062:Tactical Grib (Assault Rifle)
00000065:Extended Barrel (MAG)
0000013A:Supply Case (Acid Rounds)
0000013B:Supply Case (Flame Rounds)
0000013C:Supply Case (Extended Barrel MAG)
00000137:Supply Case (Extended Magazine G19)
00000138:Supply Case (Moderator G19)
00000139:Supply Case (Shotgun Shells)
0000003F:Explosive A
00000040:Explosive B
0000003D:Gunpowder
0000003E:High-Grade Gunpowder
00000097:Lock Pick
00000098:Bolt Cutter
0000012E:Assault Coin
0000012D:Defence Coin
0000012F:Recovery Coin
00000130:Crafting Comapanion
00000131:S.T.A.R.S Combat Manual
000000A1:Battery
000000A2:Safety Deposit Key
000000A4:Brad's ID Card
000000A5:Electronic Gadget
000000A6:Detonator(R.P.D)
000000BA:Battery Pack
000000B5:Fire Hose
000000BB:Green Jewel
000000BC:Blue Jewel
000000BD:Red Jewel
000000B6:Alley Key
000000B9:Case (Lockpick)
000000C0:Fancy Box 1 (Green Jewel)
000000C1:Fancy Box 2 (Blue Jewel)
000000C2:Fancy Box 3 (Red Jewel)
000000D4:Tape Player (Tape Inserted)
000000D5:AudioCassette Tape
000000D6:Tape Player (Empty)
000000D7:Vaccine Sample (For Jill)
000000D3:Hospital ID Card
000000DA:Locker Room Key (Hospital Key)
000000E0:Fuse 1
000000DF:Fuse 2
000000DE:Fuse 3
000000EA:Antigen Sample
000000EB:Adjuvant Sample
000000EC:Vaccine Base
000000E9:Vaccine (LAB)
000000E8:Override Key (Lab)

Re: Resident Evil 3 +14 (table Update3.1)

Posted: Mon Apr 06, 2020 1:37 pm
by mateusre6g
Cielos wrote:
Mon Apr 06, 2020 8:34 am
...
thank you so much for that, i will test when i leave work

Re: Resident Evil 3 +14 (table Update3.1)

Posted: Mon Apr 06, 2020 2:47 pm
by NChabb
Cielos wrote:
Mon Apr 06, 2020 8:34 am
actually it's extremely hard:
Oh man, I'm ashamed ahah. I use your table daily and pretty much every options but for some reason never noticed the cam one.

Thanks!

Re: Resident Evil 3 +14 (table Update3.2)

Posted: Mon Apr 06, 2020 5:15 pm
by Apache81
Hello all !! :)

Cielos, I have to report an issue:
- latest table
- nightmare mode
- playing with Carlos
- in the police station
- if the table is enabled I cannot open doors anymore

There is no need to activate cheats, only by enabling the table I cannot interact with doors anymore.

It's for sure the latest version because I downloaded the previous one and everything works properly... strange virtual world we live in :P

Cheers :)

Re: Resident Evil 3 +14 (table Update3.2)

Posted: Mon Apr 06, 2020 6:32 pm
by Deathwing Zero
Apache81 wrote:
Mon Apr 06, 2020 5:15 pm
Hello all !! :)

Cielos, I have to report an issue:
- latest table
- nightmare mode
- playing with Carlos
- in the police station
- if the table is enabled I cannot open doors anymore

There is no need to activate cheats, only by enabling the table I cannot interact with doors anymore.

It's for sure the latest version because I downloaded the previous one and everything works properly... strange virtual world we live in :P

Cheers :)
I just finished a Nightmare run with table version 3.1 and it was completely fine. The only thing he changed in the lua is the controller listener which doesn't have anything to do with the anti-anti-cheat so I dunno what happened for you but I've been fine so far.

Re: Resident Evil 3 +14 (table Update3.2)

Posted: Mon Apr 06, 2020 7:02 pm
by Apache81
Deathwing Zero wrote:
Mon Apr 06, 2020 6:32 pm
I just finished a Nightmare run with table version 3.1 and it was completely fine.
Sorry, my bad: the version of the table that doesn't let me open the doors is the 3.2... the 3.1 it's completely fine :)

Re: Resident Evil 3 +14 (table Update3.2)

Posted: Mon Apr 06, 2020 7:22 pm
by Kushan
I have the same issue with the 3.2 script. I also noticed that 3.2 is only 138kb whereas previous versions were 1.5Mb - has 3.2 not uploaded correctly, maybe?

Re: Resident Evil 3 +14 (table Update3.2)

Posted: Mon Apr 06, 2020 7:48 pm
by Apache81
Kushan wrote:
Mon Apr 06, 2020 7:22 pm
I also noticed that 3.2 is only 138kb whereas previous versions were 1.5Mb - has 3.2 not uploaded correctly, maybe?
Cielos said that he optimized the table by removing unnecessary things, so, the table should be properly uploaded.

Re: Resident Evil 3 +14 (table Update3.2)

Posted: Mon Apr 06, 2020 8:53 pm
by bloodaxis
Weird I had no problems in that area also in nightmare in my game, then again I only used zombie full fps. Maybe early game cheating made the midgame break?

Re: Resident Evil 3 +14 (table Update3.2)

Posted: Mon Apr 06, 2020 10:40 pm
by HugoRider
Is there a way to make a perfect dodge for carlos cause everything just goes through and any perfect parries just punch through the zombie with no effect.

Re: Resident Evil 3 +14 (table Update3.2)

Posted: Mon Apr 06, 2020 10:43 pm
by gir489
LMAO! MY FUCKING SCRIPT WORKS OUT THE BOX! GET FUCKED CAPCOM!!! 😂

Code: Select all

{ Game   : re2.exe
  Version: 1.3
  Date   : 2020-02-12
  Author : gir489

  Unlock Everything
}

[ENABLE]
aobscanmodule(UnlockEverything,re3.exe,74 1C 44 8B C7 48 8B D5 ) // Generated with SigMaker Auto Generate for IDA 7.0 Pro.
//aobscanmodule(GhostSurvivor,re3.exe, 40 0F 95 C7 40 84 FF 0F 95 C0 48 8B 6C 24 ? 48 8B 5C 24 ? 48 8B 74 24 ? 48 8B 7C 24 ? 48 83 C4 20 41 5E C3) // Generated with SigMaker for IDA 7.0 Pro.
registersymbol(UnlockEverything)
//registersymbol(GhostSurvivor)

UnlockEverything:
db 90 90

//GhostSurvivor:
//sete dil

[DISABLE]
unregistersymbol(UnlockEverything)
//unregistersymbol(GhostSurvivor)

UnlockEverything:
db 74 1C

//GhostSurvivor:
//db 40 0F 95 D7

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+CAC692B

"re2.exe"+CAC6908: 75 3F              -  jne re2.exe+CAC6949
"re2.exe"+CAC690A: 41 89 F8           -  mov r8d,edi
"re2.exe"+CAC690D: 48 89 EA           -  mov rdx,rbp
"re2.exe"+CAC6910: 48 89 D9           -  mov rcx,rbx
"re2.exe"+CAC6913: E8 78 65 8D F4     -  call re2.exe+139CE90
"re2.exe"+CAC6918: 0F B6 C8           -  movzx ecx,al
"re2.exe"+CAC691B: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+CAC691F: 4C 39 78 18        -  cmp [rax+18],r15
"re2.exe"+CAC6923: 0F 85 63 02 00 00  -  jne re2.exe+CAC6B8C
"re2.exe"+CAC6929: 85 C9              -  test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+CAC692B: 74 1C              -  je re2.exe+CAC6949
"re2.exe"+CAC692D: 41 89 F8           -  mov r8d,edi
// ---------- DONE INJECTING  ----------
"re2.exe"+CAC6930: 48 89 EA           -  mov rdx,rbp
"re2.exe"+CAC6933: 48 89 D9           -  mov rcx,rbx
"re2.exe"+CAC6936: E8 E5 01 8E F4     -  call re2.exe+13A6B20
"re2.exe"+CAC693B: 48 8B 43 50        -  mov rax,[rbx+50]
"re2.exe"+CAC693F: 4C 39 78 18        -  cmp [rax+18],r15
"re2.exe"+CAC6943: 0F 85 43 02 00 00  -  jne re2.exe+CAC6B8C
"re2.exe"+CAC6949: FF C7              -  inc edi
"re2.exe"+CAC694B: 48 FF C6           -  inc rsi
"re2.exe"+CAC694E: 4C 39 E6           -  cmp rsi,r12
"re2.exe"+CAC6951: 7C 8D              -  jl re2.exe+CAC68E0
}

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+BE066AA

"re2.exe"+BE06689: EB 04                 -  jmp re2.exe+BE0668F
"re2.exe"+BE0668B: 44 8B 40 18           -  mov r8d,[rax+18]
"re2.exe"+BE0668F: 48 89 F2              -  mov rdx,rsi
"re2.exe"+BE06692: 48 89 D9              -  mov rcx,rbx
"re2.exe"+BE06695: E8 86 9E 02 F5        -  call re2.exe+E30520
"re2.exe"+BE0669A: 0F B6 C8              -  movzx ecx,al
"re2.exe"+BE0669D: 48 8B 43 50           -  mov rax,[rbx+50]
"re2.exe"+BE066A1: 48 83 78 18 00        -  cmp qword ptr [rax+18],00
"re2.exe"+BE066A6: 75 B1                 -  jne re2.exe+BE06659
"re2.exe"+BE066A8: 85 C9                 -  test ecx,ecx
// ---------- INJECTING HERE ----------
"re2.exe"+BE066AA: 40 0F 95 D7           -  setne dil
"re2.exe"+BE066AE: 40 84 FF              -  test dil,dil
// ---------- DONE INJECTING  ----------
"re2.exe"+BE066B1: 0F 95 D0              -  setne al
"re2.exe"+BE066B4: 48 8B 6C 24 30        -  mov rbp,[rsp+30]
"re2.exe"+BE066B9: 48 8B 5C 24 38        -  mov rbx,[rsp+38]
"re2.exe"+BE066BE: 48 8B 74 24 40        -  mov rsi,[rsp+40]
"re2.exe"+BE066C3: 48 8B 7C 24 48        -  mov rdi,[rsp+48]
"re2.exe"+BE066C8: 48 83 C4 20           -  add rsp,20
"re2.exe"+BE066CC: 41 5E                 -  pop r14
"re2.exe"+BE066CE: C3                    -  ret
"re2.exe"+BE066CF: CC                    -  int 3
"re2.exe"+BE066D0: 4C 8D 1C 24           -  lea r11,[rsp]
}


Sorry guys, I just went through some tough shit in my life, and I had to deal with that before playing this game. Ceilos took care of everything else I wanted to do like inventory editing and shit, unlock everything nobody else wanted to do so I did on RE2 and it works on RE3 out the box, that's so fucked.

Re: Resident Evil 3 +14 (table Update3.2)

Posted: Mon Apr 06, 2020 11:47 pm
by forkinator
How difficult would it be to add in a full functioning noclip? Not just a x,y,z coord changer.

Re: Resident Evil 3 +14 (table Update3.2)

Posted: Mon Apr 06, 2020 11:52 pm
by HugoRider
Apache81 wrote:
Mon Apr 06, 2020 5:15 pm
Hello all !! :)

Cielos, I have to report an issue:
- latest table
- nightmare mode
- playing with Carlos
- in the police station
- if the table is enabled I cannot open doors anymore

There is no need to activate cheats, only by enabling the table I cannot interact with doors anymore.

It's for sure the latest version because I downloaded the previous one and everything works properly... strange virtual world we live in :P

Cheers :)
I think I figured out how to use the latest table just open the game and wait until you load in then open the table and it wont soft lock the game