DOOM Eternal [Engine:idTech 7]

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gir489
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Re: DOOM Eternal [Engine:idTech 7]

Post by gir489 » Wed Mar 25, 2020 2:25 am

Code: Select all

{ Game   : DOOMEternalx64vk.exe
  Version: NODRM
  Date   : 2020-03-24
  Author : gir489

  Infinite red sword energy
}

[ENABLE]

aobscanmodule(RedSwordAmmo,DOOMEternalx64vk.exe,F3 0F 10 41 08 C3 CC CC CC CC CC CC CC CC CC F3) // should be unique
alloc(newmem,$1000,"DOOMEternalx64vk.exe"+15285B1)

label(code)
label(return)

newmem:
  mov [rcx+08], (float)3
code:
  movss xmm0,[rcx+08]
  jmp return

RedSwordAmmo:
  jmp newmem
return:
registersymbol(RedSwordAmmo)

[DISABLE]

RedSwordAmmo:
  db F3 0F 10 41 08

unregistersymbol(RedSwordAmmo)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "DOOMEternalx64vk.exe"+15285B1

"DOOMEternalx64vk.exe"+152859B: CC                       -  int 3 
"DOOMEternalx64vk.exe"+152859C: CC                       -  int 3 
"DOOMEternalx64vk.exe"+152859D: CC                       -  int 3 
"DOOMEternalx64vk.exe"+152859E: CC                       -  int 3 
"DOOMEternalx64vk.exe"+152859F: CC                       -  int 3 
"DOOMEternalx64vk.exe"+15285A0: 48 8B 05 59 CC C2 04     -  mov rax,[DOOMEternalx64vk.exe+6155200]
"DOOMEternalx64vk.exe"+15285A7: 83 78 08 00              -  cmp dword ptr [rax+08],00
"DOOMEternalx64vk.exe"+15285AB: 75 04                    -  jne DOOMEternalx64vk.exe+15285B1
"DOOMEternalx64vk.exe"+15285AD: 0F 57 C0                 -  xorps xmm0,xmm0
"DOOMEternalx64vk.exe"+15285B0: C3                       -  ret 
// ---------- INJECTING HERE ----------
"DOOMEternalx64vk.exe"+15285B1: F3 0F 10 41 08           -  movss xmm0,[rcx+08]
// ---------- DONE INJECTING  ----------
"DOOMEternalx64vk.exe"+15285B6: C3                       -  ret 
"DOOMEternalx64vk.exe"+15285B7: CC                       -  int 3 
"DOOMEternalx64vk.exe"+15285B8: CC                       -  int 3 
"DOOMEternalx64vk.exe"+15285B9: CC                       -  int 3 
"DOOMEternalx64vk.exe"+15285BA: CC                       -  int 3 
"DOOMEternalx64vk.exe"+15285BB: CC                       -  int 3 
"DOOMEternalx64vk.exe"+15285BC: CC                       -  int 3 
"DOOMEternalx64vk.exe"+15285BD: CC                       -  int 3 
"DOOMEternalx64vk.exe"+15285BE: CC                       -  int 3 
"DOOMEternalx64vk.exe"+15285BF: CC                       -  int 3 
}

Knightmare077
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Re: DOOM Eternal [Engine:idTech 7]

Post by Knightmare077 » Wed Mar 25, 2020 2:29 am

Gibs and glory killed enemies in Eternal are "gore" entities. As such the gore_neverFadeAndRemove 1 would stop that from happening. Corpses or dead a.i are not tagged as gore entities , which is why with timers. or specifically
ai_death_FadeDelay 60000 would postpone that essentially 1 minute. Combine them both with the breakable never fade and extended decal timers etc and you've essentially created a per say "Brutal Doom 2016" .. ok not really but you get the drift.

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Re: DOOM Eternal [Engine:idTech 7]

Post by Knightmare077 » Wed Mar 25, 2020 2:46 am

Try the following out and see the potentiality.
Left the timers as they were in 2016

ai_death_FadeDelay 60000
breakable_NoFadeAndRemove 1
decal_goreBloodPoolPriority 100
decal_forcefadeoutduration 600000
decal_maxdecalsinradius 40
decal_maxdecalgroupingradius 400.0
g_goresplashjointsused 32
r_decalLifetimeMultiplier 32
g_breakablefloorsplatfromceiling 1

In Musk We Thrust
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Re: DOOM Eternal [Engine:idTech 7]

Post by In Musk We Thrust » Wed Mar 25, 2020 3:07 am

Anyone know how to change Slayer Ratings & Weapon Points? I used the all maxed out weapons cheat and now it both got set to negative points, thus making me unable to go into slayer gates
Image
Image

SamIam76
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Re: DOOM Eternal [Engine:idTech 7]

Post by SamIam76 » Wed Mar 25, 2020 3:09 am

SunBeam wrote:
Wed Mar 25, 2020 1:06 am
Alright, found the CVar usage in DOOM 2016. Pray the code is somewhat identical in DOOM Eternal.

The way I noticed the "Keep The Dead 0.5" mod works is by tampering several CVars in a .cfg file (DOOMConfig.cfg) placed in the %UserProfile%\Saved Games\id Software\DOOM\base. Now.. since _emoose_'s is a proxy .dll (dinput8.dll), the patching, restrictions removal and all the other shit happens the moment the game is started. Meaning BEFORE the Engine is even initialized. Then I noticed the Engine basically reads the .cfg and string-resets the CVars the guy put there:

Code: Select all

ai_death_FadeDelay 60000
breakable_NoFadeAndRemove 1
gore_neverFadeAndRemove 1
mancubus_deadGKHideDemonTime 600000
mancubus_deadHideDemonTime 600000
mancubus_deadLavaHideDemonTime 600000
corpseManager_MaxTime 600000
ai_maxCorpses 300
corpseManager_MaxEntities 300
gore_maxLivingGoreEnts 500
corpse_optimzationStartTime 600
decal_goreBloodPoolPriority 100
decal_forcefadeoutduration 600000
g_bloodspherescale 35.0
g_gorebloodsphereexpanddistance 75
encounterscript_globalmaxai 48
decal_maxdecalsinradius 40
decal_maxdecalgroupingradius 400.0f
g_goresplashjointsused 32
r_decalclusteringnumdecalsperjob 48
g_breakabledebugdecals 1
r_decalLifetimeMultiplier 32
g_entitypoolmode 0
r_rendergatherdecalsgranularity 32
g_breakablefloorsplatfromceiling 1
Am assuming those are the CVars to be changed in DOOM 2016 to keep almost any mob in the map, without fading away or whatnot.

Now.. with my table.. you would have to be at main menu to activate the scripts. Which means the values above will NEVER be set, as the restrictions _emoose_'s dinput8.dll removes never happen (which should when the Engine runs the CVars reset, BEFORE initialization). So that might be one obstacle to get over, which I'm not sure these guys have realized so far :) Which brings me to yet again getting you guys to really start learning what's under the hood of some hack others created and not rely blindly on the fact that if you change 1 CVar, things will work in any DOOM game from now on "cuz it worked in DOOM 2016"..

Then the CVar in question these guys are looking for is 'gore_neverFadeAndRemove'. I highly doubt it's the command responsible for keeping the mobs in the map without fading, in absence of all of the others modified, but sure..

Image

There's only one reference of this CVar being used in the game code and that is the one above.

I'll look for the piece of code in Eternal and possibly patch it so it reads the CVar and makes use of it. But then if things don't actually work as "it worked in DOOM 2016", then I'm out :) Deal?

BR,
Sun
Ok, super, thanks for help,

I studied what you had done and think to understand the principles now. So it's what we thought that the game doesn't make usage of the gore_never_Fade command right now.
Coming to dinput8.dll and Keep the Dead:
Clear for me now also what these to to remove the restrictions before game (D2016) really starts to get the commands activated.
But there is one more thing:
The ai_death_Fade_Delay and r_decal_Lifetimemultiplier for example work also when using your cheat engine and putting them into console of DEternal. So corpses (without gibs) can stay the time of your choice and also blood and impacts.

Thanks for being on track, hope we can have a solution soon

BR

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Re: DOOM Eternal [Engine:idTech 7]

Post by SamIam76 » Wed Mar 25, 2020 3:36 am

Knightmare077 wrote:
Wed Mar 25, 2020 2:46 am
Try the following out and see the potentiality.
Left the timers as they were in 2016

ai_death_FadeDelay 60000
breakable_NoFadeAndRemove 1
decal_goreBloodPoolPriority 100
decal_forcefadeoutduration 600000
decal_maxdecalsinradius 40
decal_maxdecalgroupingradius 400.0
g_goresplashjointsused 32
r_decalLifetimeMultiplier 32
g_breakablefloorsplatfromceiling 1
Thanks,
I already tried out these codes yesterday and some more.
No effect to gibs (they still vanish for me)..

BR

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Re: DOOM Eternal [Engine:idTech 7]

Post by SunBeam » Wed Mar 25, 2020 4:01 am

The code that classifies a "gore" entity doesn't run in DOOM Eternal. I found the member-functions table, which are different than those in DOOM 2016, at least the order and here and there sprinkled with RETs. "idGoreEntity" is never processed (only when you perform an E move) in other parts of the code, therefore the fading out or burning of dead bodies uses one ore multiple individual timers/triggers. At this point in time I'm bored to death of even re-thinking this. Off to bed. This will probably have to be done without the use of CVars, just blunt patching where due. For now I'll focus on something else.

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Re: DOOM Eternal [Engine:idTech 7]

Post by Knightmare077 » Wed Mar 25, 2020 4:10 am

SunBeam wrote:
Wed Mar 25, 2020 4:01 am
The code that classifies a "gore" entity doesn't run in DOOM Eternal. I found the member-functions table, which are different than those in DOOM 2016, at least the order and here and there sprinkled with RETs. "idGoreEntity" is never processed (only when you perform an E move) in other parts of the code, therefore the fading out or burning of dead bodies uses one ore multiple individual timers/triggers. At this point in time I'm bored to death of even re-thinking this. Off to bed. This will probably have to be done without the use of CVars, just blunt patching where due. For now I'll focus on something else.

Welp a deal is a deal. Thanks for looking into it all the same.

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Re: DOOM Eternal [Engine:idTech 7]

Post by smashbro596 » Wed Mar 25, 2020 2:45 pm

so many useful commands... is there any way we can, say put them in a batch file and call them all up?
gets tiring using the arrow keys to scroll through my history :p

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Re: DOOM Eternal [Engine:idTech 7]

Post by SunBeam » Wed Mar 25, 2020 2:58 pm

smashbro596 wrote:
Wed Mar 25, 2020 2:45 pm
so many useful commands... is there any way we can, say put them in a batch file and call them all up?
gets tiring using the arrow keys to scroll through my history :p
How about I delete this topic? Seriously now..

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Re: DOOM Eternal [Engine:idTech 7]

Post by smashbro596 » Wed Mar 25, 2020 3:15 pm

SunBeam wrote:
Wed Mar 25, 2020 2:58 pm
smashbro596 wrote:
Wed Mar 25, 2020 2:45 pm
so many useful commands... is there any way we can, say put them in a batch file and call them all up?
gets tiring using the arrow keys to scroll through my history :p
How about I delete this topic? Seriously now..
it was an honest question. i didnt mean anything by it...

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Re: DOOM Eternal [Engine:idTech 7]

Post by SunBeam » Wed Mar 25, 2020 3:32 pm

smashbro596 wrote:
Wed Mar 25, 2020 3:15 pm
it was an honest question. i didnt mean anything by it...
Same was mine, just rhetorical. And I did mean it :D

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Re: DOOM Eternal [Engine:idTech 7]

Post by skacikpl » Wed Mar 25, 2020 3:34 pm

smashbro596 wrote:
Wed Mar 25, 2020 2:45 pm
so many useful commands... is there any way we can, say put them in a batch file and call them all up?
gets tiring using the arrow keys to scroll through my history :p
You can put them in cfg file and execute them all with one exec command.
Until someone puts the AOB scan / patch in a proxy .dll like it was done with dinput8 for doom 2016 so that console block is removed earlier than it parses automatic configs or CLI params this is the only way.

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Re: DOOM Eternal [Engine:idTech 7]

Post by SunBeam » Wed Mar 25, 2020 3:35 pm

skacikpl wrote:
Wed Mar 25, 2020 3:34 pm
smashbro596 wrote:
Wed Mar 25, 2020 2:45 pm
so many useful commands... is there any way we can, say put them in a batch file and call them all up?
gets tiring using the arrow keys to scroll through my history :p
You can put them in cfg file and execute them all with one exec command.
Until someone puts the AOB scan / patch in a proxy .dll like it was done with dinput8 for doom 2016 so that console block is removed earlier than it parses automatic configs or CLI params this is the only way.
Try using | between commands. Example: god|g_infiniteAmmo 1. Then paste that in the console and press Enter. See if it works. That's how it works in Unreal Engine 4.

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Re: DOOM Eternal [Engine:idTech 7]

Post by smashbro596 » Wed Mar 25, 2020 3:47 pm

skacikpl wrote:
Wed Mar 25, 2020 3:34 pm
smashbro596 wrote:
Wed Mar 25, 2020 2:45 pm
so many useful commands... is there any way we can, say put them in a batch file and call them all up?
gets tiring using the arrow keys to scroll through my history :p
You can put them in cfg file and execute them all with one exec command.
Until someone puts the AOB scan / patch in a proxy .dll like it was done with dinput8 for doom 2016 so that console block is removed earlier than it parses automatic configs or CLI params this is the only way.
do i put the commands in the same folder as the executable?

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