Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)
Posted: Sun Feb 03, 2019 12:45 am
The point is to monitor players' play habits voluntary -- literally, spyware that unwitting players sign on to, in exchange for laughably shallow "bonus content".
Community Cheat Tables of Cheat Engine
https://fearlessrevolution.com/
The point is to monitor players' play habits voluntary -- literally, spyware that unwitting players sign on to, in exchange for laughably shallow "bonus content".
Other ways could be that you completed the game with an abnormal amount of steps (0-10000) OR you give Tofu a gun OR maybe also swapping the character (I repeat, MAYBE) OR you give yourself normal gun ammo in an Extreme difficulty.Exeter wrote: ↑Sun Feb 03, 2019 12:37 amI'm still really curious on what set them off for his account though. There's no real obvious way to tell data was modified with the current tables aside from the damage multiplier making you wipe bosses super fast. And if they keep track of the amount of times you submit a save file, that's probably another indicator if you've been using the 'save amount reset' feature of the table. And game time I guess.
I guess they just checking records like in Screenshot (below) which is impossible to do in fair way.Exeter wrote: ↑Sat Feb 02, 2019 11:17 pmI wonder what modified data they're talking about though. Was it even possible to modify the data on those challenges? I'm guessing amount of saves and stuff can be recorded regardless of changing it in your own client, and if you're using damage multiplier for killing bosses fast that could be tracked as well.
thanks for the report~Deathwing Zero wrote: ↑Sat Feb 02, 2019 5:13 pm@Cielos I finished my Claire A run as Hunk and all was fine. No crashes or bugs as of table version 7.4. Might be late and/or useless but unfortunately things got a bit busy yesterday and I was unable to finish.
check which aobscans are conflicting each other.
thanks for the ID!TwinbeeMkII wrote: ↑Sat Feb 02, 2019 9:35 pmI went through and set up the codes for all of Sherry's costumes, infected variants included. Here they are. Hopefully they prove useful:
FFFFFFFF:default
00000001:default (Infected)
00000002:Jacket (Infected)
00000003:Jacket
00000005:Classic
00000006:Classic (Infected)
00000007:Classic Jacket (Infected)
00000008:Classic Jacket
By the way, the Unknown Character is the truck driver from the 2nd Run ending, in case anyone needed him identified.
was the MQ11 added by swapping item using the highlighted item script?TroliusMaximus wrote: ↑Sun Feb 03, 2019 4:55 amI've got a problem with the Sub Machine Gun ("sub gun MQ11") -- it won't reload ammo, even when I have plenty of ammo in my inventory. Also, the ammo stock (the number displayed next to the current clip amount) is always "0", despite having ammo in the backpack, as stated...
[...]
Moreover, the "ignore ammo pouch" script does not work (at all) for this particular weapon...
Hello i want to ask, why i cant raise my left hand ??
This is really bizarre... I think that if I just use them is fine but if I perform scans and work on new things whilst using also some cheats of your table, I cannot activate mine. I will make more investigations and let you know if I find somethign strange.Cielos wrote: ↑Sun Feb 03, 2019 8:16 amcheck which aobscans are conflicting each other.
e.g., after enabling the scripts you want from my table, check with aobscans of yours are defected.
using CE's search function may not find the AOB you want with CE 6.8.2, details here.
so, you should make a script with just the aobscan you want to check.
after you located the aobscan(s) in question, find with scripts from my table has modified the bytes that make your aobscan failed.
if's in my enable script, just use the aobscan from the enable script as base for your script.
if it's not in my enable script, let me know the details, and I'll try to move the aobscan to my enable script so that we can both use them after the enable script is activated.
if it's not just the aobscan defected, but the injection point, you'll have to choose another injection point, or modify my script and add the content you want with the injection point.
Oh yeah. That's a bit obvious that stuff was messed withArchangel73337 wrote: ↑Sun Feb 03, 2019 7:19 amI guess they just checking records like in Screenshot (below) which is impossible to do in fair way.
And they care about their leaderboards, because records such in Screenshot was too much.
Also I checked possibility to unlock Icons and other stuff with RE.NET points and I noticed that I still can do it. They just BANNED me from Weekly challenges only.
Screenshot:P.S. With this Cheat Engine Table you can manually set Played time and if you do normal (fair) play time you will bypass ban, I think so, but i'm not sure, must check.Spoiler
Yes -- I swapped the weapon in for another. What I've noticed is that almost all of the weapons I've tried to swap in, have a similar ammo issues: The ammo for the weapons is present, but they cannot reload, nor does the "ignore pouch" script work for them.Cielos wrote: ↑Sun Feb 03, 2019 8:16 amwas the MQ11 added by swapping item using the highlighted item script?TroliusMaximus wrote: ↑Sun Feb 03, 2019 4:55 amI've got a problem with the Sub Machine Gun ("sub gun MQ11") -- it won't reload ammo, even when I have plenty of ammo in my inventory. Also, the ammo stock (the number displayed next to the current clip amount) is always "0", despite having ammo in the backpack, as stated...
[...]
Moreover, the "ignore ammo pouch" script does not work (at all) for this particular weapon...
if so, check the ammo type of MQ11 (highlight this weapon in the inv, then check the pointers in the table). if it's N/A, set it back to the correct ammo.
if this is the case, remember to manually set the ammo type next time you want to swap in a new weapon with the highlighted item script.