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
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!
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!
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.
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!
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.
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
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.