Dead Rising 2/OTR PC Mods
« Debug Mode »

Welcome Guest. Please Login or Register.
May 24, 2013, 5:34pm





Dead Rising 2/OTR PC Mods :: Dead Rising 2 Modding (PC) :: Modding Tutorials :: Debug Mode
« Page 4 of 6 » Jump to page   Go    [Search This Thread] [Share Topic] [Print]
 AuthorTopic: Debug Mode (Read 14,603 times)
anno1404
Administrator
*****
member is offline

[avatar]



Joined: Oct 2010
Posts: 1,695
Karma: 11
 "god"/"matrix"/"out of body" mode your settings?
« Reply #45 on Oct 20, 2010, 7:05am »


Oct 20, 2010, 6:58am, bananeensucre wrote:
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.


Really? Wow :)

1. Are you using xpadder program? If so what is your settings?

2. Are you using a wireless of wired controller?

3. Are you using an official xbox 360 controller? (mine is a MadCatz controller).

4. Does your screen jump forward a little or a lot when you push forward? Are you able to easily zoom in on an item so you can take a screenshot?

I downloaded the required xbox 360 patch. it didn't work, so I had to use xpadder.



Any help would be most appreciated. The more details you provide the easier it is for me. THANK YOU.
« Last Edit: Oct 20, 2010, 7:08am by anno1404 »Link to Post - Back to Top  IP: Logged

[image] DR 2 mod guide: Organizing all forum info No registration required anyone can edit.

Get email alerts to threads * Infinity mode

Too: lets keep all this dropbox love out of every post that contains a download
bananeensucre
New Member
*
member is offline





Joined: Oct 2010
Gender: Male
Posts: 17
Karma: 0
 Re: Problems in "god"/"matrix"/"out of body" mode
« Reply #46 on Oct 20, 2010, 8:14am »

1. Nope
2. Wired
3. Yup
4. Depends on how you push the stick. Yes I would be able to zoom on an object easily.

And I have not patched anything.

Nota: Curiously, going forward and backward is reversed. (stick up: backward, stick down: forward)
Link to Post - Back to Top  IP: Logged
anno1404
Administrator
*****
member is offline

[avatar]



Joined: Oct 2010
Posts: 1,695
Karma: 11
 "god"/"matrix"/"out of body" mode reversed
« Reply #47 on Oct 20, 2010, 9:24am »


Oct 20, 2010, 8:14am, bananeensucre wrote:

Note: Curiously, going forward and backward is reversed. (stick up: backward, stick down: forward)


That is odd, that only happens to me if I do a loop and am moving upside down.
Link to Post - Back to Top  IP: Logged

[image] DR 2 mod guide: Organizing all forum info No registration required anyone can edit.

Get email alerts to threads * Infinity mode

Too: lets keep all this dropbox love out of every post that contains a download
xil3f
New Member
*
member is offline

[avatar]



Joined: Oct 2010
Gender: Male
Posts: 3
Karma: 0
 Re: Debug Mode
« Reply #48 on Oct 27, 2010, 8:30am »

I have a question.
How can I patch the deadrising2.exe?
I've read the notes of gibbed and used google but i found no good tutorial.
Can you tell me please:
1.What program can I use?
2.How can I use it?
3.What must I change?
sorry for this question but I think not everybody can know how to change any adresses in a process....
I hope you help me.
xil3F

edit: I found

How to Enable Debug Mode With Hex Editor

but i don't see a "01" i just see a "E4" ???
whats that? i just wanna see my coordinates is there an other way to get them in my game?
I will put some clothes/weapons in the game but for this i need coordinates that don't have.... please help me!
« Last Edit: May 13, 2011, 10:31am by anno1404 »Link to Post - Back to Top  IP: Logged

All at once, The Fray:

Sometimes the hardest thing and the right thing are the same.
anno1404
Administrator
*****
member is offline

[avatar]



Joined: Oct 2010
Posts: 1,695
Karma: 11
 Re: Debug Mode
« Reply #49 on Oct 28, 2010, 12:58pm »


Oct 27, 2010, 8:30am, xil3f wrote:
I have a question.
How can I patch the deadrising2.exe?
I've read the notes of gibbed and used google but i found no good tutorial.
Can you tell me please:
1.What program can I use?
2.How can I use it?
3.What must I change?
sorry for this question but I think not everybody can know how to change any adresses in a process....
I hope you help me.
xil3F

edit: ok... i found this http://deadrising2mods.proboards.com/ind....play&thread=226 but i don't see a "01" i just see a "E4" ???
whats that? i just wanna see my coordinates is there an other way to get them in my game?
I will put some clothes/weapons in the game but for this i need coordinates that don't have.... please help me!



Yeah for agrat! He posted a tutorial, as promised!

Okay xil3f here are the responses:

1.What program can I use?

There is no extra program needed.

You modify deadrising2.exe as explained here which is a copy of Gibbed's instructions.

Agrat was awesome enough to upload and share a copy of his modified deadrising2.exe file. Save the original deadrising2.exe and then replace it with this new one.

2.How can I use it?

After changing deadrising2.exe or downloading and replacing deadrising2.exe start the game. The debug menu will be on the start page, as Gibbed shows on the first page.

3.What must I change?

deadrising2.exe as explained above, but it is much easier to download and replace it.
Link to Post - Back to Top  IP: Logged

[image] DR 2 mod guide: Organizing all forum info No registration required anyone can edit.

Get email alerts to threads * Infinity mode

Too: lets keep all this dropbox love out of every post that contains a download
xil3f
New Member
*
member is offline

[avatar]



Joined: Oct 2010
Gender: Male
Posts: 3
Karma: 0
 Re: Debug Mode
« Reply #50 on Oct 29, 2010, 8:32am »


Thank you for this good answer... i just downloaded it and replaced it... i had much problems when i did it for my own.
and thanks to agrat for this good tutorial and for the download for idiots(like me :-/) Now i can add some items. Yey!
« Last Edit: May 13, 2011, 10:30am by anno1404 »Link to Post - Back to Top  IP: Logged

All at once, The Fray:

Sometimes the hardest thing and the right thing are the same.
agret
New Member
*
member is offline





Joined: Oct 2010
Gender: Male
Posts: 21
Karma: 1
 Re: Debug Mode
« Reply #51 on Oct 29, 2010, 8:56am »


Oct 27, 2010, 8:30am, xil3f wrote:
edit: ok... i found this http://deadrising2mods.proboards.com/ind....play&thread=226 but i don't see a "01" i just see a "E4" ???
whats that?

Because you have the wrong version of the game? Use the address gibbed posted for v1.0 (mentioned in my tutorial)
« Last Edit: Oct 29, 2010, 8:56am by agret »Link to Post - Back to Top  IP: Logged
anno1404
Administrator
*****
member is offline

[avatar]



Joined: Oct 2010
Posts: 1,695
Karma: 11
 wired xbox controller solves the problem.
« Reply #52 on Dec 16, 2010, 8:08pm »

Thank you so much the wired xbox controller solves the problem.
Link to Post - Back to Top  IP: Logged

[image] DR 2 mod guide: Organizing all forum info No registration required anyone can edit.

Get email alerts to threads * Infinity mode

Too: lets keep all this dropbox love out of every post that contains a download
anno1404
Administrator
*****
member is offline

[avatar]



Joined: Oct 2010
Posts: 1,695
Karma: 11
 529 Debug modifications available
« Reply #53 on Dec 27, 2010, 4:28pm »

In my continued pursuit of creating an organized way to sort all the knowledge here, I have created a list explaining what each modification does in debug mode.

Several i have tested but have not yet added. Some of the entries sound bizarre:


  • user_hamster_ball -- tried this, but did not do anything
  • chuck_ghost_mode
  • disable_crowd
  • disable_time_of_day
  • enable_boss_replay
  • force_load_fat_zombies
  • force_load_female_zombies
  • force_queen_bees_to_spawn
  • ignore_boss_damage
  • LightingTest
  • make_game_go_faster
  • massive_boss_damage
  • mr_clean
  • not_a_team_player
  • zombie_immortal
  • zombies_ignore_all_humans
  • chuck_in_god_mode
  • ignore_boss_damage


Many of the problems we have had, involving editing files and using gibbed's tools, can be more easily solved by adding these options. for example, skipping cut scenes, removing the HUD, etc.

If you want to try these out, please add anything you discover to this wiki, As a wiki, anyone can edit this page, and no registration is required.
« Last Edit: Jan 8, 2011, 12:10pm by anno1404 »Link to Post - Back to Top  IP: Logged

[image] DR 2 mod guide: Organizing all forum info No registration required anyone can edit.

Get email alerts to threads * Infinity mode

Too: lets keep all this dropbox love out of every post that contains a download
ole716
New Member
*
member is offline





Joined: Oct 2010
Posts: 38
Karma: 0
 Re: 529 Debug modifications available
« Reply #54 on Dec 28, 2010, 8:39am »

if you got a debugger (ollydbg) attached you get some debug strings

Please login to download attachments.
Link to Post - Back to Top  IP: Logged
anno1404
Administrator
*****
member is offline

[avatar]



Joined: Oct 2010
Posts: 1,695
Karma: 11
 What can I do with this?
« Reply #55 on Dec 28, 2010, 1:45pm »


Dec 28, 2010, 8:39am, ole716 wrote:
if you got a debugger (ollydbg) attached you get some debug strings


So what can I do with this? Seems really interesting, thanks for sharing!

This sounds interesting:

Code:
Debug string: CLOTHING_PART_HEAD
Debug string: hands_base
Debug string: CLOTHING_PART_HANDS
Debug string: headwear_base
Debug string: CLOTHING_PART_HEADWEAR
Debug string: feet_default_over
Debug string: CLOTHING_PART_FEET
Debug string: feet_default_under
Debug string: CLOTHING_PART_FEET
Debug string: feet_Default_Riding_Boots_over
Debug string: CLOTHING_PART_FEET
Debug string: feet_Default_Riding_Boots_under
Debug string: CLOTHING_PART_FEET
Debug string: chest_default
Debug string: CLOTHING_PART_CHEST
Debug string: leg_default
Debug string: CLOTHING_PART_LEGS
Debug string: head_young_chuck
Debug string: CLOTHING_PART_HEAD
Debug string: hands_young_chuck
Debug string: CLOTHING_PART_HANDS
Debug string: headwear_young_chuck
Debug string: CLOTHING_PART_HEADWEAR
Debug string: feet_young_chuck
Debug string: CLOTHING_PART_FEET
Debug string: chest_young_chuck
Debug string: CLOTHING_PART_CHEST
Debug string: leg_young_chuck
Debug string: CLOTHING_PART_LEGS
Debug string: facewear_young_chuck
Debug string: CLOTHING_PART_FACEWEAR
Debug string: headwear_cowboy
Debug string: CLOTHING_PART_HEADWEAR
Debug string: feet_cowboy_over
Debug string: CLOTHING_PART_FEET
Debug string: feet_cowboy_under
Debug string: CLOTHING_PART_FEET
Debug string: chest_cowboy
Debug string: CLOTHING_PART_CHEST
Debug string: leg_cowboy
Debug string: CLOTHING_PART_LEGS
Debug string: leg_TIR_Souvenir_Clothing


etc...
« Last Edit: Dec 28, 2010, 1:46pm by anno1404 »Link to Post - Back to Top  IP: Logged

[image] DR 2 mod guide: Organizing all forum info No registration required anyone can edit.

Get email alerts to threads * Infinity mode

Too: lets keep all this dropbox love out of every post that contains a download
ole716
New Member
*
member is offline





Joined: Oct 2010
Posts: 38
Karma: 0
 Re: 529 Debug modifications available
« Reply #56 on Dec 29, 2010, 11:51am »

Code:
Debug string: [LOAD] <Dummy> took 11.510 seconds.
Debug string: [LOAD] <Beginning of cLevel::LevelLoadStep1> took 0.053 seconds.
Debug string: Loading zombie set for level LEVEL_MAIN_MENU and game time 0,
Debug string: found entry (null) (0, 518400)
Debug string: cZombieRenderer::FlushZombieSetLoading():
Debug string:     zombie_fat
Debug string:     zombie_fat_female
Debug string:     zombie_skinny
Debug string:     zombie_skinny_female
Debug string: Before loading zombies: 81407608 remaining in zombie buffer.
Debug string: Loading zombie set 0, "zombie_fat"
Debug string: Loading zombie set 1, "zombie_fat_female"
Debug string: [LOAD] <Zombie assets> took 0.773 seconds.
Debug string: Zombie set 0 ("zombie_fat") loaded, 81397996 remaining in zombie buffer, delta -9612.
Debug string: Loading zombie set 2, "zombie_skinny"
Debug string: Zombie set 1 ("zombie_fat_female") loaded, 81407608 remaining in zombie buffer, delta 9612.
Debug string: Loading zombie set 3, "zombie_skinny_female"
Debug string: Zombie set 2 ("zombie_skinny") loaded, 81407608 remaining in zombie buffer, delta 0.
Debug string: Zombie set 3 ("zombie_skinny_female") loaded, 81407608 remaining in zombie buffer, delta 0.
Debug string: Zombie renderer initialized. Left in zombie heap 81406948, spent for bulk renderers etc. 660
Debug string: [LOAD] <Load Level Assets> took 0.457 seconds.
Debug string: [cNPCAI::cNPCAI] Size of navigation mesh : 233.29KB ( 238892B )
Debug string: [cNPCAI::cNPCAI] navigation mesh index nodes : 0.28KB ( 288B ) times 160
Debug string: [cNavMesh::LoadFrom] Failed to load data/datafile/nav_mesh/nm_main_menu.txt
Debug string: [LOAD] <Waypoint> took 0.014 seconds.
Debug string: SW Initial load happens at (-176.958, -4.242, 20.503)
Debug string: cLevel::StartInitialLoad : 0.001855 seconds
Debug string: [LOAD] <Remaining cLevel::LevelLoadStep1> took 0.026 seconds.
Debug string: [CUBES] Loading cc_03.bct into slot 0 (handle 572)
Debug string: [CUBES] Heap 55 has largest free: 656604
Debug string: [CUBES] Loading cc_03.bct into slot 1 (handle 572)
Debug string: [CUBES] Heap 55 has largest free: 656604
Debug string: [CUBES] Loading cc_03.bct into slot 2 (handle 572)
Debug string: [CUBES] Heap 55 has largest free: 656604
Debug string: [LOAD] Something before <cZoneManager::LoadCollisionForZone> took 0.205 seconds.
Debug string: [LOAD] <cZoneManager::LoadCollisionForZone> took 0.004 seconds.
Debug string: [CUBES] Loading cc_03.bct into slot 3 (handle 572)
Debug string: [CUBES] Heap 55 has largest free: 656604
Debug string: **** cZombieInfo: count: 4396, size: 112, total: 492352
Debug string: cInitialActorFormation was initialized at (-176.96, -4.24, 20.50) with radius 1.50, heading 0.00, camera heading 2.69, and camera pitch 0.26.
Debug string: Actor added at index 0 is at (-176.96, -4.24, 20.50)
Debug string: Actor added at index 1 is at (-176.27, -4.24, 20.22)
Debug string: Actor added at index 2 is at (-176.43, -4.24, 19.97)
Debug string: Actor added at index 3 is at (-176.67, -4.24, 19.81)
Debug string: [FLOW] Exiting LoadFEFlow
Debug string: [FLOW] Entering FEFlow
Debug string: [CONTROLLER] Controller state changed to 4 while 1 overrides active
Debug string: [CONTROLLER] Controller state changed to 4 while 1 overrides active
Debug string: RESUME VIEWPORTS called by BeginCinematicNegotiation
Debug string: (stack empty)
Debug string:
Debug string: [LOAD] Whatever was done *before* the begining of cPathFinder::LevelReady> took 2.995 seconds.
Debug string: This is was for Everyone else
Debug string: [LOAD] <cPathFinder::LevelReady> took 0.006 seconds.
Debug string: [LOAD] Whatever was done *before* the begining of cPathFinder::LevelReady> took 0.004 seconds.
Debug string: This is was for Bosses
Debug string: [LOAD] <cPathFinder::LevelReady> took 0.008 seconds.
Debug string: Largest free in the Primary heap : 77446596 bytes
Debug string: Memory nanny is ACTIVE
Debug string: [AUDIOLIB](27.62) cAudioStreamEx::ReadComplete: Header Extract - ReqID = 0, BlockAlign = 44, DataOffset = 146, mReadCurrentByteOffset = 262122, mReadPacketSize = 262108, LoopStart = 146, LoopEnd = 7391882
Debug string: Texture(189) is not completed yet. So create it by using cGPUAssetCreationHelper
Debug string: Texture(189) is not completed yet. So create it by using cGPUAssetCreationHelper
Debug string: Texture(189) is not completed yet. So create it by using cGPUAssetCreationHelper
Debug string: Starting Cinematic: 001_z_approach.txt
Debug string: [CONTROLLER] Controller state changed to 4 while 1 overrides active
Debug string: cAnimBankManager::Load(data/anim/cinematic/001_z_approach.big)
Debug string: ((((((((((((((((((((((((((((((( ForceClearAnimSyncPartner()

etc...


and some debug settings prints to the log

enable_visual_debugger enables a remote debug server
that i dont know how to connect to:(
Code:
Debug string: PHYSICS (0): .\hkVisualDebugger.cpp(40): [0x1293ADEF] Report : VDB Server instance has been created
00B306B0 New thread 29. (ID 0000035C) created
Debug string: PHYSICS (0): .\System\Io\Socket\Bsd\hkBsdSocket.cpp(364): [0x1293ADE8] Report : Listening on host[HAXX-FTW] port 25001
Debug string: PHYSICS (0): .\hkVisualDebugger.cpp(103): [0x1293ADE8] Report : Server created and will poll for new client(s) on port 25001 every frame
« Last Edit: Dec 29, 2010, 12:01pm by ole716 »Link to Post - Back to Top  IP: Logged
anno1404
Administrator
*****
member is offline

[avatar]



Joined: Oct 2010
Posts: 1,695
Karma: 11
 for future reference
« Reply #57 on Dec 30, 2010, 1:15pm »

The debugger has the following options relating to vehicles:

Code:
vehicle_camera_free_look
vehicle_disable_procedural_animation
vehicle_enable_debug_buttons
vehicle_hide_debug_tire_marks
vehicle_plot_enviro_collision
vehicle_show_center_of_mass
vehicle_show_health_info
vehicle_show_info
vehicle_show_suspension
vehicle_show_wheel_transform
vehicle_syncronise_dt_with_animation


There is also:

infinite_prop_durability

I haven't tried any of these yet, so I don't know what they will do....


« Last Edit: May 13, 2011, 10:34am by anno1404 »Link to Post - Back to Top  IP: Logged

[image] DR 2 mod guide: Organizing all forum info No registration required anyone can edit.

Get email alerts to threads * Infinity mode

Too: lets keep all this dropbox love out of every post that contains a download
ole716
New Member
*
member is offline





Joined: Oct 2010
Posts: 38
Karma: 0
 Re: 529 Debug modifications available
« Reply #58 on Jan 8, 2011, 6:59am »

i think i have found the code that spawns items

[spoiler][image] [/spoiler]
« Last Edit: Jan 22, 2011, 7:16pm by anno1404 »Link to Post - Back to Top  IP: Logged
anno1404
Administrator
*****
member is offline

[avatar]



Joined: Oct 2010
Posts: 1,695
Karma: 11
 Re: 529 Debug modifications available
« Reply #59 on Jan 9, 2011, 2:27am »

Ole and I talked at length today. This hack allows a person to create items in game.

In the pursuit of trying to replicate what ole did, ole had me download OllyDbg and then open deadrising2.exe with what looks like a sophisticated hex editor.

I then found 007AD6A0 in the deadrising2.exe file. After following his instructions we found zombielure1 in the files.

At that point, ole said he would need to make a trainer to make this work.

zombielure1:

[spoiler][image] [/spoiler]

the potential of an ingame item spawner is also mentioned here.
« Last Edit: Jan 22, 2011, 7:18pm by anno1404 »Link to Post - Back to Top  IP: Logged

[image] DR 2 mod guide: Organizing all forum info No registration required anyone can edit.

Get email alerts to threads * Infinity mode

Too: lets keep all this dropbox love out of every post that contains a download
« Page 4 of 6 » Jump to page   Go    [Search This Thread] [Share Topic] [Print]

Loading
Click Here To Make This Board Ad-Free


This Board Hosted For FREE By ProBoards
Get Your Own Free Message Boards & Free Forums!
Terms of Service | Privacy Policy | Notice | FTC Disclosure | Report Abuse | Mobile