SunBeam wrote: ↑Fri Mar 27, 2020 5:09 pm
I too saw those Denuvo strings, can probably track the functions down. However, I'm not a fan o multi-player, so if they do work, it will most likely be in MP. This topic though is not targeting multi-player, so let's keep it in single-player side. Thanks!
P.S.#1: I'll check those old command and explain a bit on the side.
P.S.#2: Just to confirm, you are emoose, right? Or I got it wrong and that dinput8.dll is actually a collaboration between 2 people: emoose and infogram. Lastly, is this the
same inforgram as in (one of) the author(s) of DLM?
P.S.#3: ..and perhaps the same Moose I knew from GunBound days?
>This topic though is not targeting multi-player, so let's keep it in single-player side. Thanks!
Yeah true enough, just posted since I've a lot of people mention it has no such thing (despite evidence like this / depots / etc).
I think those idkfa etc commands might also be MP related sadly, the refs seem to point that direction anyway, so maybe not worth exploring here.
And yeah, two sides of the same coin, as one of my favourite ME quotes like to say
, but sadly nope, seems there's many moose around.
Back on topic: I found out my older EXE patches to add the flags would actually allow using startup params like "+com_loadlooseLanguages 1", but patching with your derestrict patch didn't seem to work with them, so I guess that must only affect console and not the code that loads in params etc.
Here's that patch btw, if anyone wants to access all cvars from launch params, also wrote a little guide about editing strings files for translations etc:
[Link]
Also did some work on modifying the games profile.bin, found a way to tap into the games hashing function so I could make a tool to rehash them etc. Not much use atm though since there's no editor besides hex editing yourself, but hopefully might have a way to get unlocks working on legit copies soon