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.
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
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
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:
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..
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
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.
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.
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
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
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...
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.
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.
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?
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.