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Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 12:45 am
by TroliusMaximus
NChabb wrote:
Sun Feb 03, 2019 12:25 am
What's the point even to RE.net? I know I have an account, and you can unlock avatars and background but that's... it?
The point is to monitor players' play habits voluntary -- literally, spyware that unwitting players sign on to, in exchange for laughably shallow "bonus content". :!:

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 4:28 am
by AegonVI
Thank you so much.
The highlight Item works perfectly.
I haven't tried other ones.

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 4:55 am
by TroliusMaximus
I'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...

Image

Moreover, the "ignore ammo pouch" script does not work (at all) for this particular weapon...

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 5:33 am
by ohry13
Hello i want to ask, why i cant check the enable ??

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 5:45 am
by Denezhou
Thanks everyone

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 7:05 am
by Apache81
Exeter wrote:
Sun Feb 03, 2019 12:37 am
I'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.
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.
There could be lots of ways to detect you are a cheater !!

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 7:19 am
by Archangel73337
Exeter wrote:
Sat Feb 02, 2019 11:17 pm
I 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.
I 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:
Spoiler
Image
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.

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 7:25 am
by l0wb1t
Mini Enemys / Mini Player

Spoiler
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>2016</ID>
<Description>"Size"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanmodule(_GetPlayerSizes,re2.exe,F3 0F 59 46 50) // should be unique
alloc(newmem,$1000,"re2.exe"+F722AF6)
alloc(_enableMiniPlayer,8)
alloc(_enableMiniEnemys,8)
registersymbol(_enableMiniPlayer)
registersymbol(_enableMiniEnemys)
registersymbol(_GetPlayerSizes)
label(code)
label(return)

newmem:
cmp r9,0
jne code
cmp [rsi+634],0
je Zombies
cmp [_enableMiniPlayer],1
jne RestorePlayer
mov [rsi+50],(float)0.5
mov [rsi+54],(float)0.5
mov [rsi+58],(float)0.5
jmp code
Zombies:
cmp [_enableMiniEnemys],1
jne RestoreEnemys
mov [rsi+50],(float)0.25
mov [rsi+54],(float)0.25
mov [rsi+58],(float)0.25
jmp code

RestorePlayer:
cmp [rsi+50],(float)1
jnl code
mov [rsi+50],(float)1
mov [rsi+54],(float)1
mov [rsi+58],(float)1
jmp code

RestoreEnemys:
cmp [rsi+50],(float)1
jnl code
mov [rsi+50],(float)1
mov [rsi+54],(float)1
mov [rsi+58],(float)1
jmp code
code:
mulss xmm0,[rsi+50]
jmp return

_GetPlayerSizes:
jmp newmem
return:
_enableMiniPlayer:
dd 0
_enableMiniEnemys:
dd 0

[DISABLE]

_GetPlayerSizes:
db F3 0F 59 46 50

unregistersymbol(_GetPlayerSizes)
unregistersymbol(_enableMiniPlayer)
unregistersymbol(_enableMiniEnemys)
dealloc(newmem)
dealloc(_enableMiniPlayer)
dealloc(_enableMiniEnemys)

{
// ORIGINAL CODE - INJECTION POINT: "re2.exe"+F722AF6

"re2.exe"+F722AC3: 4D 03 B7 80 01 00 00 - add r14,[r15+00000180]
"re2.exe"+F722ACA: 45 38 A7 75 03 00 00 - cmp [r15+00000375],r12l
"re2.exe"+F722AD1: 0F 85 52 01 00 00 - jne re2.exe+F722C29
"re2.exe"+F722AD7: 41 8B 8F E8 02 00 00 - mov ecx,[r15+000002E8]
"re2.exe"+F722ADE: 83 E9 01 - sub ecx,01
"re2.exe"+F722AE1: 74 53 - je re2.exe+F722B36
"re2.exe"+F722AE3: 83 F9 01 - cmp ecx,01
"re2.exe"+F722AE6: 0F 85 3D 01 00 00 - jne re2.exe+F722C29
"re2.exe"+F722AEC: F3 41 0F 10 46 10 - movss xmm0,[r14+10]
"re2.exe"+F722AF2: 4C 8D 46 40 - lea r8,[rsi+40]
// ---------- INJECTING HERE ----------
"re2.exe"+F722AF6: F3 0F 59 46 50 - mulss xmm0,[rsi+50]
// ---------- DONE INJECTING ----------
"re2.exe"+F722AFB: 49 8D 56 10 - lea rdx,[r14+10]
"re2.exe"+F722AFF: 48 8D 4C 24 30 - lea rcx,[rsp+30]
"re2.exe"+F722B04: F3 41 0F 11 46 10 - movss [r14+10],xmm0
"re2.exe"+F722B0A: F3 0F 10 4E 54 - movss xmm1,[rsi+54]
"re2.exe"+F722B0F: F3 41 0F 59 4E 14 - mulss xmm1,[r14+14]
"re2.exe"+F722B15: F3 41 0F 11 4E 14 - movss [r14+14],xmm1
"re2.exe"+F722B1B: F3 0F 10 46 58 - movss xmm0,[rsi+58]
"re2.exe"+F722B20: F3 41 0F 59 46 18 - mulss xmm0,[r14+18]
"re2.exe"+F722B26: F3 41 0F 11 46 18 - movss [r14+18],xmm0
"re2.exe"+F722B2C: E8 1F D8 7C F2 - call re2.exe+1EF0350
}
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>2033</ID>
<Description>"Mini Enemys"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">1:Enabled
0:Disabled
</DropDownList>
<VariableType>Byte</VariableType>
<Address>_enableMiniEnemys</Address>
</CheatEntry>
<CheatEntry>
<ID>2034</ID>
<Description>"Mini Player"</Description>
<DropDownList ReadOnly="1" DescriptionOnly="1" DisplayValueAsItem="1">1:Enabled
0:Disabled
</DropDownList>
<VariableType>Byte</VariableType>
<Address>_enableMiniPlayer</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 7:32 am
by Archangel73337
Also, pay attention which Game Data collect Capcom

Game Data:
Spoiler
Image

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 8:16 am
by Cielos
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.
thanks for the report~
I've tested using Leon to play the 4th Survivor as well, can get through the ID check properly and finish the run with no problem.

I did some more tracing since last time, the character's equipment load-out display can be loaded correctly. but it's too messy, may have a clean version up later...
still putting off to actually BACKtrace more to find where the skeleton skeleton setting is...

///
Apache81 wrote:
Sat Feb 02, 2019 5:49 pm
[...]
@Cielos I don't know why but if I try to use my table with yours, the AOB of mine fails. I think a workaround is to load the game, enable the scripts of my table and then load and apply yours... can you please help me figuring out why? Thanks :)
check 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.

///
TwinbeeMkII wrote:
Sat Feb 02, 2019 9:35 pm
I 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.
thanks for the ID!
I'll add them to the dropdown list on next update (if any...)

///
TroliusMaximus wrote:
Sun Feb 03, 2019 4:55 am
I'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...
was the MQ11 added by swapping item using the highlighted item script?
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.

///
ohry13 wrote:
Sun Feb 03, 2019 5:33 am
Hello i want to ask, why i cant check the enable ??
Hello i want to ask, why i cant raise my left hand ??

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 9:13 am
by Apache81
Cielos wrote:
Sun Feb 03, 2019 8:16 am
Apache81 wrote:
Sat Feb 02, 2019 5:49 pm
[...]
@Cielos I don't know why but if I try to use my table with yours, the AOB of mine fails. I think a workaround is to load the game, enable the scripts of my table and then load and apply yours... can you please help me figuring out why? Thanks :)
check 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.
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.
Thanks for the help, though, much appreciated !!! :-)

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 9:32 am
by Exeter
Archangel73337 wrote:
Sun Feb 03, 2019 7:19 am
I 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:
Spoiler
Image
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.
Oh yeah. That's a bit obvious that stuff was messed with :P

Still interesting though, because if you look at the challenges there are so many people with clear times like that still on the list.
Screenshot
Image
(Not sure why some of them have NO time at all, like --,--,--)

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 10:03 am
by GT4tube
Hey! :)

I want how edit "500% facial animations" ? please!?

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 12:37 pm
by TroliusMaximus
Cielos wrote:
Sun Feb 03, 2019 8:16 am
TroliusMaximus wrote:
Sun Feb 03, 2019 4:55 am
I'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...
was the MQ11 added by swapping item using the highlighted item script?
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.
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.

Regarding the parameters I change to try get the ammo to 'take' -- I think I change the applicable ones: "item ID", "weapon ID" ("not a weapon") and "ammo type". However, having tried it again (this time, at a storage box), I'm finding that the "ammo type" always reverts back to "N/A" once I place it into the storage box, then remains so when I return it to the inventory grid -- see image:

Image

PS: I tried to check the "ammo type" box to 'freeze' it, then save and tried to reload the game... But, the game crashed. So, methinks the game is clearly 'seeing' the sub machine gun ammo as something else -- irrespective of what I'm seeing in-game.

Re: RESIDENT EVIL 2 +10 +3 (table Update7.5)

Posted: Sun Feb 03, 2019 3:02 pm
by Deathwing Zero
The ammo item has nothing to do with anything Cielos said. He said to highlight the GUN and check it's ammo type in cheat engine. If it has no ammo type and/or is listed as "not a weapon" it won't reload.