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Author | Topic: Debug Mode (Read 14,562 times) |
ubtriŠ Full Member
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Zombies & Mods FTW
![[homepage] [homepage]](http://images.proboards.com/new/buttons/www_sm.png) Joined: Oct 2010 Posts: 222 Karma: 2 |  | Re: [TOOLS] Gibbed.DeadRising2.Tools (latest revis « Reply #30 on Oct 12, 2010, 11:13pm » | |
I downloaded hexedit and got completely lost after opening up a copy of my deadrising2.exe -- any tips for a hex edit newb?
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agret New Member
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Joined: Oct 2010 Gender: Male  Posts: 21 Karma: 1 |  | Re: [TOOLS] Gibbed.DeadRising2.Tools (latest revis « Reply #31 on Oct 12, 2010, 11:17pm » | |
What program did you download?
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ubtriŠ Full Member
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Zombies & Mods FTW
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phantom New Member
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Joined: Oct 2010 Gender: Male  Posts: 5 Karma: 1 |  | Re: [TOOLS] Gibbed.DeadRising2.Tools (latest revis « Reply #33 on Oct 13, 2010, 5:40pm » | |
Can anyone walk me through what I need to do to hex the exe in order to get it to work? I'm a noob, trying to get it working with Hex Workshop.
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fish New Member
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Joined: Oct 2010 Gender: Male  Posts: 2 Karma: 0 |  | Re: [TOOLS] Gibbed.DeadRising2.Tools (latest revis « Reply #34 on Oct 14, 2010, 4:15pm » | |
where are all the .exe files?
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phantom New Member
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Joined: Oct 2010 Gender: Male  Posts: 5 Karma: 1 |  | Re: [TOOLS] Gibbed.DeadRising2.Tools (latest revis « Reply #35 on Oct 14, 2010, 5:59pm » | |
The link I provided requires you to manually build the exe files... Anyway, I figured out how to properly hex edit the executable.
I will attempt to make a patcher for those of you that are unable to do it.
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anno1404 Administrator
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Joined: Oct 2010 Posts: 1,694 Karma: 11 | |
agret New Member
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Joined: Oct 2010 Gender: Male  Posts: 21 Karma: 1 |  | Re: [TOOLS] Gibbed.DeadRising2.Tools (latest revis « Reply #37 on Oct 14, 2010, 11:11pm » | |
http://www.mediafire.com/?qf781ycpe0d9wv9 Already edited EXE to be in debug mode, put it in your dead rising 2 folder & run
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allcases Junior Member
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Joined: Oct 2010 Gender: Male  Posts: 58 Karma: 1 |  | Re: Debug Mode « Reply #38 on Oct 15, 2010, 5:08am » | |
You can't, those waypoints aren't added to the doors. Also I didn't make the highroller entry for the debug menu, the programmers did.
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bananeensucre New Member
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Joined: Oct 2010 Gender: Male  Posts: 17 Karma: 0 |  | Re: Debug Mode « Reply #39 on Oct 15, 2010, 6:03am » | |
The Highroller option seems to put you against a "random" psycho without any zombies around.
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phantom New Member
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Joined: Oct 2010 Gender: Male  Posts: 5 Karma: 1 |  | Re: [TOOLS] Gibbed.DeadRising2.Tools (latest revis « Reply #40 on Oct 15, 2010, 4:41pm » | |
Oct 14, 2010, 11:11pm, agret wrote:http://www.mediafire.com/?qf781ycpe0d9wv9 Already edited EXE to be in debug mode, put it in your dead rising 2 folder & run  |
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Did you test that on multiple computers? In Mafia 2 if you edited an EXE and gave it to someone else it would crash every 20 minutes...
Which is why I was trying to code a PATCHER. I fail at coding though, so I gave up...
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gibbed New Member
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Joined: Oct 2010 Gender: Male  Posts: 34 Karma: 3 |  | Re: [TOOLS] Gibbed.DeadRising2.Tools (latest revis « Reply #41 on Oct 15, 2010, 8:01pm » | |
Mafia II is protected with Steamworks CEG which generates computer-specific executables. Dead Rising 2 does nothing of the sort and only uses XLive API, and gracefully handles not being able to load XLive.
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anno1404 Administrator
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Joined: Oct 2010 Posts: 1,694 Karma: 11 |  | Silver Strip full of zombies « Reply #42 on Oct 16, 2010, 10:35pm » | |
Just an update about what high rollers does.
It seems a player either starts at:
the Fortune City Arena or the Food Court with the psycho from Tastes Like Chicken.
The Yucatan, Food Court, Slot Ranch, and Royal Flush Plaza is completely devoid of zombies. But Silver Strip is full of zombies.
The Fortune City Arena corridor is empty, but Chuck cannot leave the hallways into the main arena.
The start time is the very beginning of the game, with the Zombrex 1, "give Katey Zombrex" running.
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anno1404 Administrator
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Joined: Oct 2010 Posts: 1,694 Karma: 11 |  | (solved) Problems in "out of body" mode « Reply #43 on Oct 20, 2010, 6:56am » | |
How can a person get more flexibility with the fly camera? Anyone figured it out?
I would like to move forward in small increments and be able to move backward.
Where are these movements controlled in the DR2 programing?
If a user presses F2 in the debugger they go into what I call "God Mode" "Matrix mode" "out of body mode"
With debug mode you can press F2 to activate a fly camera (pressing F2 will then teleport Chuck to where the camera is). (Gibbed)
The problem is how limited the controls are:
On the keyboard:
W pushes forward
The mouse swivels on where the camera has been moved to.
With an Xbox 360 wired controller (and the xpadder program which programs the xbox 360 to keyboard commands) the possible controls are a little better:
A player can move forward, to the right, and to the left. The emulated mouse SLOWLY swivels on where the camera has been moved to.
In both cases, the camera jumps forward a lot when a person pushes forward. Since I cannot back up, I find myself having to make several passes to get a picture of an item, and it is never ideal.
I would like to move forward in small increments and be able to move backward. Has anyone figured out how?
Where are these movements controlled in the DR2 programing?
Note: this fly camera can be enabled after user.ini or master.ini has been created and the Deadrising2.exe file has been changed from a 0 to a 1 in one section.
See:
For more details how this is done
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bananeensucre New Member
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Joined: Oct 2010 Gender: Male  Posts: 17 Karma: 0 |  | Re: Problems in "god"/"matrix"/"out of body" mode « Reply #44 on Oct 20, 2010, 6:58am » | |
On my computer, with an Xbox controller I can go forward, backward, left and right with the left analog stick and turn with the right one.
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