Difference between revisions of "User:Suicide machine/Research bunker"
m |
Justinbeck (talk | contribs) |
||
(80 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
[[File:suicide_machine_research_bunker_image.png|290px|right|thumb|For science!]] | [[File:suicide_machine_research_bunker_image.png|290px|right|thumb|For science!]] | ||
− | So, you've found my research bunker and you wonder what's that? Well, it's basically a page, where I put all the information from games, I've researched, if I consider, they are not enough to grant a full page or if I simply don't have an English version of the game. Here you can also find a few failed experiments of mine (like games, which exe files, I've tried hex editing to run at widescreen, but found no adresses etc.). Basically - a long page, with a lot of cramped information. | + | So, you've found my research bunker and you wonder what's that? Well, it's basically a page, where I put all the information from games, I've researched, if I consider, they are not enough to grant a full page or if I simply don't have an English version of the game. Here you can also find a few failed experiments of mine (like games, which exe files, I've tried hex editing to run at widescreen, but found no adresses etc.). Basically - a long page, with a lot of cramped information. Also, if there is FOV mentioned in a text, there is a fair chance, source code can be found at my [https://github.com/SuiMachine GitHub]. |
+ | |||
+ | {{ii}} Remember to notify me about '''any''' issues related to my programs as soon as possible. A lot of an issues with them, is related to pointers pointing to different addresses on other machines (I only have my old trusty PC to test it) and can be easily solved. | ||
+ | |||
+ | ==Notes== | ||
+ | ===Windows 7 updates not worth installing=== | ||
+ | * KB2670838 - often causes BSODs | ||
+ | * KB971033 - Stupid DRM update :P | ||
+ | |||
+ | ===Golden values=== | ||
+ | Sometimes you overlook simple things. I certainly did. So here's something I learnt thanks to Dredd widscreen hack. | ||
+ | * Aspect ratio of 4:3 - 1.3 is float 1.3333334 = 0xABAAAA3F as stored in files. | ||
+ | * Typical FOV values stored in files: | ||
+ | ** 75 - 0x00009642 | ||
+ | ** 90 - 0x0000B442 | ||
+ | ** 91.300003 - 0x9A99B642 | ||
==[[Steam]]== | ==[[Steam]]== | ||
Line 7: | Line 22: | ||
* In short: Any old game released on Steam has no excuse, when it comes to not using cloud saves, as no modified exe files are required. | * In short: Any old game released on Steam has no excuse, when it comes to not using cloud saves, as no modified exe files are required. | ||
+ | ===GameOverlayUI launch parameters=== | ||
+ | {{ii}} All of this was extracted from gameoverlayui.dll. | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Paramemter !! Description | ||
+ | |- | ||
+ | | -pid <id> || Pid that we should be watching for | ||
+ | |- | ||
+ | | -manuallyclearframes 0/1 || Should the overlay be manually clearing frames to black (because the game doesn't clear the entire screen?) | ||
+ | |- | ||
+ | | -enablemovies 0/1 || Should prototype movie code be enabled. | ||
+ | |} | ||
+ | |||
+ | ===[[Controller:Steam Controller|Steam Controller]]=== | ||
+ | * [[User:Suicide machine/Research bunker/Pathetic attempt at trying to understand the transmission|Pathetic attempt at trying to understand the transmission]]. | ||
+ | * [[User:Suicide machine/Research bunker/Steam Controller Support|Game support list]]. | ||
<hr> | <hr> | ||
+ | |||
==[[007: Quantum of Solace]]== | ==[[007: Quantum of Solace]]== | ||
===30fps cap and FOV changing=== | ===30fps cap and FOV changing=== | ||
− | I made FOV changer and FPS unlocker for cracked version. It's available [http://community.pcgamingwiki.com/files/file/481-quantum-of-solace-fov-and-fps-unlocker/ here] (hopefully it works on original version as well). | + | I made FOV changer and FPS unlocker for cracked version. It's available [http://community.pcgamingwiki.com/files/file/481-quantum-of-solace-fov-and-fps-unlocker/ here] (hopefully it works on original version as well). Code is available in a Github repository. |
− | + | ===Known issues with high framerate=== | |
− | + | Even though the game is using Infinity Ward Engine (same as COD4), it doesn't seem to handle high framerate anywhere as well as other games on this engine. Here are some known issues: | |
− | + | * '''Balancing minigame''' may be much harder or near impossible at high framerate. It's the most obvious element of a game that seems to be tied to framerate - because of that, I added a simple cheat to a program as a workaround it. | |
− | + | * '''Dying when escaping from elevator''' - occasionally in the level '''Science Center Interior''' a bug may happen, which makes it impossible to escape from elevator shaft, before the fire. I had this happen only once, but I know some other people also mentioned it. If this happen, try to lower the framerate to 30 and see if this helps. You may also try running and jumping onto the ladder so you start the climbing animation higher up. | |
− | * | + | * '''Falling off Train''' - In the level '''Montenegro Train''' after the section where you encounter an enemy trying to detach the train cars, a bug will occur where bond will constantly fall off the train when trying to shimmy across the edge of the train cars. You have to lower the framerate to 30 or else you will be softlocked from completing the level. |
+ | |||
+ | ===Other variables in memory=== | ||
+ | Values were not tested and just copied like it goes from disassembly. All are written in following way - baseAddress, offset(s). | ||
+ | {{Standard table|Pointer|Variable|content= | ||
+ | {{Standard table/row|'''From function at 1025F770'''|---}} | ||
+ | {{Standard table/row|0x11B4F070, 0x10|Draw the view model}} | ||
+ | {{Standard table/row|0x11C52418, 0x10|Draw cursor hints where:<br/>0: no hints<br/>1: sin size pulse<br/>2: one way size pulse<br/>3: alpha pulse<br/>4: static image}} | ||
+ | {{Standard table/row|0x11C52408, 0x10|Time in milliseconds for the cursor hint to fade}} | ||
+ | {{Standard table/row|0x11C523DC, 0x10|The field of view angle in degrees}} | ||
+ | {{Standard table/row|0x11B4F040, 0x10|The influence on the view from being in a vehicle}} | ||
+ | {{Standard table/row|0x11B4F048, 0x10|Draw 2D screen elements}} | ||
+ | {{Standard table/row|0x11C4C300, 0x10|Draw HUD elements}} | ||
+ | {{Standard table/row|0x11B4BBB8, 0x10|Draw health bar}} | ||
+ | {{Standard table/row|0x11B4BB8C, 0x10|Draw a 'hold breath to steady' hint}} | ||
+ | {{Standard table/row|0x11C4C370, 0x10|Draw a 'press key to mantle' hint}} | ||
+ | {{Standard table/row|0x11B4F094, 0x10|Draw a 'press key to ladder' hint}} | ||
+ | {{Standard table/row|0x11B4BBA0, 0x10|Draw frames per second}} | ||
+ | {{Standard table/row|0x11C4C3AC, 0x10|Draw FPS Info Labels}} | ||
+ | {{Standard table/row|0x11C4C3B8, 0x10|Offset from top-right corner, for cg_drawFPS, etc}} | ||
+ | {{Standard table/row|0x11B4EFD4, 0x10|Draw mem info on screen}} | ||
+ | {{Standard table/row|0x11C4C340, 0x10|Draw debugging information for sounds}} | ||
+ | {{Standard table/row|0x11C4C2F8, 0x10|Draw debugging information for scripts}} | ||
+ | {{Standard table/row|0x11C4C33C, 0x10|Draw debugging information for materials}} | ||
+ | {{Standard table/row|0x11B4F00C, 0x10|Draw a cross hair when using a turret}} | ||
+ | {{Standard table/row|0x11B4F020, 0x10|Draw shellshock & flashbang screen effects.}} | ||
+ | {{Standard table/row|0x11C4C2F0, 0x10|Draw a red box at the player's pos in noclip/ufo.}} | ||
+ | {{Standard table/row|0x11B4EFD0, 0x10|Draw various debug overlays. Only useful when cg_draw2D is off.}} | ||
+ | {{Standard table/row|0x11C4C2A0, 0x10|Draw icons with our cursor hints. Otherwise shows just the text and button prompt.}} | ||
+ | {{Standard table/row|0x11C4C2F4, 0x10|The background color of the flash when the stance changes}} | ||
+ | {{Standard table/row|0x11B4F034, 0x10|Draw helpful text to say how to change stances}} | ||
+ | {{Standard table/row|0x11B4F03C, 0x10|The width of the damage icon}} | ||
+ | {{Standard table/row|0x11B4F014, 0x10|The height of the damage icon}} | ||
+ | {{Standard table/row|0x11B4EFFC, 0x10|The offset from the center of the damage icon}} | ||
+ | {{Standard table/row|0x11C4C3B4, 0x10|The amount of time for the damage icon to stay on screen after damage is taken}} | ||
+ | {{Standard table/row|0x11C4C30C, 0x10|Draw damage icons when aiming down the sight of a scoped weapon}} | ||
+ | {{Standard table/row|0x11B4BB94, 0x10|The maximum distance that a grenade can be from a player in order to be shown on the grenade indicator}} | ||
+ | {{Standard table/row|0x11C4C2E4, 0x10|The maximum distance that a flashbang can be from a player in order to be shown on the grenade indicator}} | ||
+ | {{Standard table/row|0x11C4C2DC, 0x10|e grenade indicator}} | ||
+ | {{Standard table/row|0x11C4C29C, 0x10|Show the grenade indicator when aiming down the sight of a scoped weapon}} | ||
+ | {{Standard table/row|0x11B4F074, 0x10|The offset from the center of the screen for a grenade icon}} | ||
+ | {{Standard table/row|0x11C4C328, 0x10|The height of the grenade indicator icon}} | ||
+ | {{Standard table/row|0x11B4EFF4, 0x10|The width of the grenade indicator icon}} | ||
+ | {{Standard table/row|0x11B4A550, 0x10|Show the grenade indicator for flash grenades}} | ||
+ | {{Standard table/row|0x11C523EC, 0x10|The height of the grenade indicator pointer}} | ||
+ | {{Standard table/row|0x11C4C330, 0x10|The width of the grenade indicator pointer}} | ||
+ | {{Standard table/row|0x11B4F650, 0x10|The pivot point of th grenade indicator pointer}} | ||
+ | {{Standard table/row|0x11B4F080, 0x10|The number of times per second that the grenade indicator flashes in Hertz}} | ||
+ | {{Standard table/row|0x11B4A55C, 0x10|r to remain at full brightness for longer}} | ||
+ | {{Standard table/row|0x11C4C35C, 0x10| to remain at full transparency for longer}} | ||
+ | {{Standard table/row|0x11B4A554, 0x10|Stealth hud indicator pulses opacity. This is the maximum alpha it pulses between.}} | ||
+ | {{Standard table/row|0x11C4C348, 0x10|Stealth hud indicator pulses opacity. This is the minimum alpha it pulses between.}} | ||
+ | {{Standard table/row|0x11B4F05C, 0x10|used to prevent XBL connection for map and gametype data}} | ||
+ | {{Standard table/row|0x11C4C2C0, 0x10|The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast}} | ||
+ | {{Standard table/row|0x11B4F050, 0x10|The alpha value of the crosshair}} | ||
+ | {{Standard table/row|0x11B4F654, 0x10|The minimum alpha value of the crosshair when it fades in}} | ||
+ | {{Standard table/row|0x11C4C308, 0x10|Crosshair is Dynamic}} | ||
+ | {{Standard table/row|0x11C4C2B4, 0x10|The crosshair color when over an enemy}} | ||
+ | {{Standard table/row|0x11B4BBBC, 0x10|Weapons eject brass}} | ||
+ | {{Standard table/row|0x11B4F04C, 0x10|x position of the viewmodel}} | ||
+ | {{Standard table/row|0x11B4A574, 0x10|y position of the viewmodel}} | ||
+ | {{Standard table/row|0x11B4EFF8, 0x10|z position of the viewmodel}} | ||
+ | {{Standard table/row|0x11C4C324, 0x10|Weapon movement forward due to player movement}} | ||
+ | {{Standard table/row|0x11C4C310, 0x10|Weapon movement right due to player movement}} | ||
+ | {{Standard table/row|0x11C523F8, 0x10|Weapon movement up due to player movement}} | ||
+ | {{Standard table/row|0x11C52420, 0x10|Forward weapon offset when prone/ducked}} | ||
+ | {{Standard table/row|0x11C4C2D8, 0x10|Right weapon offset when prone/ducked}} | ||
+ | {{Standard table/row|0x11B4F028, 0x10|Up weapon offset when prone/ducked}} | ||
+ | {{Standard table/row|0x11C4C350, 0x10|Pitch gun rotation with movement}} | ||
+ | {{Standard table/row|0x11C4C2CC, 0x10|Yaw gun rotation with movement}} | ||
+ | {{Standard table/row|0x11B4F06C, 0x10|Gun roll rotation with movement}} | ||
+ | {{Standard table/row|0x11B4F08C, 0x10|The base weapon movement rate}} | ||
+ | {{Standard table/row|0x11B4F024, 0x10|The minimum weapon movement rate}} | ||
+ | {{Standard table/row|0x11B4EFEC, 0x10|The base weapon rotation rate}} | ||
+ | {{Standard table/row|0x11C4C3BC, 0x10|The minimum weapon rotation speed}} | ||
+ | {{Standard table/row|0x11B4F078, 0x10|The time for a center printed message to fade}} | ||
+ | {{Standard table/row|0x11C4C31C, 0x10|The weapon bob amplitude}} | ||
+ | {{Standard table/row|0x11B4F098, 0x10|The amplitude of roll for weapon bobbing}} | ||
+ | {{Standard table/row|0x11C4C364, 0x10|The maximum weapon bob}} | ||
+ | {{Standard table/row|0x11C4C388, 0x10|The lag on the weapon bob}} | ||
+ | {{Standard table/row|0x11C4C37C, 0x10|Which bone the player's weapon is attached to.}} | ||
+ | {{Standard table/row|0x11B4BBB4, 0x10|Bone on player's character model to draw axes.}} | ||
+ | {{Standard table/row|0x11B4BB9C, 0x10|Draw a full body player character}} | ||
+ | {{Standard table/row|0x11C52404, 0x10|Player body part fade mode}} | ||
+ | {{Standard table/row|0x11B4F084, 0x10|Dist from cam to player's head within which we fade in/out the head, show the body}} | ||
+ | {{Standard table/row|0x11C4C390, 0x10|Dist from cam to player's head within which we fade in/out the head and body}} | ||
+ | {{Standard table/row|0x11C4C2AC, 0x10|Rate at which we fade the head and body}} | ||
+ | {{Standard table/row|0x11C4C2EC, 0x10|Remove roll from view}} | ||
+ | {{Standard table/row|0x11B4BBA8, 0x10|Enabled debug camera}} | ||
+ | {{Standard table/row|0x11B4A578, 0x10|(D)efault, (O)rbit, (A)bsolute (precede with 's' to set to set to that mode)}} | ||
+ | {{Standard table/row|0x11C4C3A8, 0x10|Offset camera along camera's x axis}} | ||
+ | {{Standard table/row|0x11C4C2A8, 0x10|Offset camera along camera's y axis}} | ||
+ | {{Standard table/row|0x11B4F058, 0x10|Offset camera along camera's z axis}} | ||
+ | {{Standard table/row|0x11B4F000, 0x10|Rotate camera along camera's x axis}} | ||
+ | {{Standard table/row|0x11C52438, 0x10|Rotate camera along camera's y axis}} | ||
+ | {{Standard table/row|0x11B4EFE0, 0x10|Rotate camera along camera's z axis}} | ||
+ | {{Standard table/row|0x11B4F07C, 0x10|Default orbit distance (archived)}} | ||
+ | {{Standard table/row|0x11C4C380, 0x10|Enabled screenshot button}} | ||
+ | {{Standard table/row|0x11C4C3CC, 0x10|Number of screenshots to take at a time}} | ||
+ | {{Standard table/row|0x11B4BBCC, 0x10|Hides the player}} | ||
+ | {{Standard table/row|0x11B4A57C, 0x10|Offset camera along camera's y axis}} | ||
+ | {{Standard table/row|0x11B4BB98, 0x10|Offset camera along camera's y axis}} | ||
+ | {{Standard table/row|0x11C523F4, 0x10|Offset camera along camera's z axis}} | ||
+ | {{Standard table/row|0x11B4BBC4, 0x10|Rotate camera along camera's x axis}} | ||
+ | {{Standard table/row|0x11C523FC, 0x10|Rotate camera along camera's y axis}} | ||
+ | {{Standard table/row|0x11B4BBC0, 0x10|Rotate camera along camera's z axis}} | ||
+ | {{Standard table/row|0x11B4BBB0, 0x10|Locks Joypad Pitch}} | ||
+ | {{Standard table/row|0x11B4F02C, 0x10|Set if player Wep is Zoomed}} | ||
+ | {{Standard table/row|0x11C4C2E8, 0x10|Enable player moving bodies}} | ||
+ | {{Standard table/row|0x11B4A56C, 0x10|Forces Misc hud elements not to be rendered, like the center dot}} | ||
+ | {{Standard table/row|0x11C4C2E0, 0x10|Output event debug information}} | ||
+ | {{Standard table/row|0x11C4C334, 0x10|Output event debug information}} | ||
+ | {{Standard table/row|0x11C4C354, 0x10|Decay for predicted error}} | ||
+ | {{Standard table/row|0x11C4C338, 0x10|Don't do client side prediction}} | ||
+ | {{Standard table/row|0x11C4C3D0, 0x10|Show prediction errors}} | ||
+ | {{Standard table/row|0x11C4C320, 0x10|Play footstep sounds}} | ||
+ | {{Standard table/row|0x11C4C2C8, 0x10|Force laser sights on in all possible places.}} | ||
+ | {{Standard table/row|0x11B4BBAC, 0x10|Forces a laser Sight on fro an AI weapon if it has a laser attachment}} | ||
+ | {{Standard table/row|0x11C4C2C4, 0x10|The maximum range of a laser beam}} | ||
+ | {{Standard table/row|0x11C4C2B8, 0x10|The maximum range of the player's laser beam}} | ||
+ | {{Standard table/row|0x11B4A568, 0x10|The maximum range of the player's laser beam while in cover}} | ||
+ | {{Standard table/row|0x11B4EFD8, 0x10|The size (radius) of a laser beam}} | ||
+ | {{Standard table/row|0x11B4F054, 0x10|The radius of the light at the far end of a laser beam}} | ||
+ | {{Standard table/row|0x11C52428, 0x10|How far from the true beginning of the beam the light at the beginning is.}} | ||
+ | {{Standard table/row|0x11C4C294, 0x10|How far from the true end of the beam the light at the end is.}} | ||
+ | {{Standard table/row|0x11C4C36C, 0x10|How far from the point of collision the end of the beam is.}} | ||
+ | {{Standard table/row|0x11B4F09C, 0x10|Percentage laser widens over distance from viewer.}} | ||
+ | {{Standard table/row|0x11B4F044, 0x10|Draw a debug line following client side bullet trace}} | ||
+ | {{Standard table/row|0x11C4C298, 0x10|The probability that a bullet is a tracer round}} | ||
+ | {{Standard table/row|0x11C4C378, 0x10|The width of the tracer round}} | ||
+ | {{Standard table/row|0x11B4F090, 0x10|The speed of a tracer round in units per second}} | ||
+ | {{Standard table/row|0x11C52440, 0x10|The length of a tracer round}} | ||
+ | {{Standard table/row|0x11C4C2BC, 0x10|Scale the tracer at a distance, so it's still visible}} | ||
+ | {{Standard table/row|0x11C4C368, 0x10|The minimum distance to scale a tracer}} | ||
+ | {{Standard table/row|0x11C52410, 0x10|The range at which a tracer is scaled to its maximum amount}} | ||
+ | {{Standard table/row|0x11C52434, 0x10|The length a tracer goes as it completes a full corkscrew revolution}} | ||
+ | {{Standard table/row|0x11C523E8, 0x10|The radius of a tracer's corkscrew motion}} | ||
+ | {{Standard table/row|0x11C4C2D4, 0x10|The range of the camera from the player in third person view}} | ||
+ | {{Standard table/row|0x11C5241C, 0x10|The angle of the camera from the player in third person view}} | ||
+ | {{Standard table/row|0x11C52414, 0x10|Pause the game}} | ||
+ | {{Standard table/row|0x11C4C3B0, 0x10|Draw paused screen}} | ||
+ | {{Standard table/row|0x11B4EFF0, 0x10|The amount of on-screen length to wrap an objective in non wide-screen mode}} | ||
+ | {{Standard table/row|0x11B4F064, 0x10|The amount of on-screen length to wrap an objective in wide-screen mode}} | ||
+ | {{Standard table/row|0x11C4C34C, 0x10|Output animation info for the given entity id}} | ||
+ | {{Standard table/row|0x11B4F088, 0x10|Display the mini console on screen}} | ||
+ | {{Standard table/row|0x11C5240C, 0x10|The minimum time that the subtitles are displayed on screen in seconds}} | ||
+ | {{Standard table/row|0x11C4C358, 0x10|The width of the subtitles in non wide-screen}} | ||
+ | {{Standard table/row|0x11C523E4, 0x10|The width of the subtitles in wide-screen }} | ||
+ | {{Standard table/row|0x11C4C2D0, 0x10|The maximum character width of the game messages}} | ||
+ | {{Standard table/row|0x11C4C374, 0x10|The maximum character width of the bold game messages}} | ||
+ | {{Standard table/row|0x11C4C3C0, 0x10|Show blood effects}} | ||
+ | {{Standard table/row|0x11C4C3A0, 0x10|Limit blood effects (to 'prevent excess blood stacking')}} | ||
+ | {{Standard table/row|0x11B4BB90, 0x10|When limiting blood effects, number of milliseconds between effects.}} | ||
+ | {{Standard table/row|0x11C4C344, 0x10|Font scale for a small development only display string}} | ||
+ | {{Standard table/row|0x11B4EFE4, 0x10|Speed of the cursor when selecting a location on the map}} | ||
+ | {{Standard table/row|0x11B4EFE8, 0x10|Current fov on scoped turrets.}} | ||
+ | {{Standard table/row|0x11C523E0, 0x10|Min fovon scoped turrets.}} | ||
+ | {{Standard table/row|0x11B4A564, 0x10|Max fov on scoped turrets.}} | ||
+ | {{Standard table/row|0x11B4A560, 0x10|Speed of fov change on scoped turrets, fov-per-second.}} | ||
+ | {{Standard table/row|0x11C4C2B0, 0x10|How much to smooth the Z component of the camera movement}} | ||
+ | {{Standard table/row|0x11C4C3C4, 0x10|Left hand weapon bone name}} | ||
+ | {{Standard table/row|0x11B4F01C, 0x10|Right handed weapon bone name}} | ||
+ | {{Standard table/row|0x11C4C3C8, 0x10|Size of Icons defined by script}} | ||
+ | {{Standard table/row|0x11C4C314, 0x10|Head icons are the same size regardless of distance from the player}} | ||
+ | {{Standard table/row|0x11C4C3A4, 0x10|The minumum radius of a head icon on the screen}} | ||
+ | {{Standard table/row|0x11B4EFDC, 0x10|Duration of an invalid command hint}} | ||
+ | {{Standard table/row|0x11B4F64C, 0x10|Blink rate of an invalid command hint}} | ||
+ | {{Standard table/row|0x11C4C290, 0x10|The rate that the player's view moves back to center when freelook is released}} | ||
+ | {{Standard table/row|0x11C52424, 0x10|The rate at which the head turns when the chopper is turning.}} | ||
+ | {{Standard table/row|0x11B4F038, 0x10|The amount which the head pitches when the chopper is pitching.}} | ||
+ | {{Standard table/row|0x11B4BBA4, 0x10|The horizontal amount that the player turns when the chopper is strafing.}} | ||
+ | {{Standard table/row|0x11B4A558, 0x10|The vertical amount that the player turns when the chopper is strafing.}} | ||
+ | {{Standard table/row|0x11C4C2FC, 0x10| text message}} | ||
+ | {{Standard table/row|0x11B4F068, 0x10|Enable spread debug circle.}} | ||
+ | {{Standard table/row|0x11B4F008, 0x10|Apply gun sway to view}} | ||
+ | {{Standard table/row|0x11B4BB88, 0x10|Toggle gunsway override settings}} | ||
+ | {{Standard table/row|0x11B4F010, 0x10|Gun sway horizontal scale}} | ||
+ | {{Standard table/row|0x11C4C318, 0x10|Gun sway vertical scale}} | ||
+ | {{Standard table/row|0x11C5243C, 0x10|Gun sway lerp speec}} | ||
+ | {{Standard table/row|0x11B4A570, 0x10|Gun sway max angle}} | ||
+ | {{Standard table/row|0x11C4C32C, 0x10|Custom camera camera lag value}} | ||
+ | {{Standard table/row|0x11B4F018, 0x10|Show the 3D gun barrel when bond's health is low}} | ||
+ | {{Standard table/row|0x11B4F648, 0x10|Blur the screen every time the player gets hit}} | ||
+ | {{Standard table/row|0x11C52400, 0x10|Blur the screen heavily whenever the player takes a large amount of damage}} | ||
+ | {{Standard table/row|0x11C4C398, 0x10|Set the opacity for drawing static over the picture-in-picture display}} | ||
+ | {{Standard table/row|0x11C4C304, 0x10| in the bottom-left of the PIP}} | ||
+ | {{Standard table/row|0x11C4C2A4, 0x10|If true, show a border around the secondary PIP}} | ||
+ | {{Standard table/row|0x11C5242C, 0x10|Color of the border around the secondary PIP}} | ||
+ | {{Standard table/row|0x11C4C38C, 0x10|If true, show a border around the main1 PIP}} | ||
+ | {{Standard table/row|0x11B4F060, 0x10|Color of the border around the main_1 PIP}} | ||
+ | {{Standard table/row|0x11C4C39C, 0x10|A copy of the most recent string passed to setminimap, for Scaleform}} | ||
+ | {{Standard table/row|0x11C4C3D4, 0x10|The level or stage to show on the minimap (corresponds to label in Flash file)}} | ||
+ | {{Standard table/row|0x11C4C360, 0x10|e tutorial level.}} | ||
+ | {{Standard table/row|0x11C523F0, 0x10|Disable the phone input commands, in case the damned thing starts acting up}} | ||
+ | {{Standard table/row|'''From function at 101A6370'''|---}} | ||
+ | {{Standard table/row|0x119E2494, 0x10|Small font scale}} | ||
+ | {{Standard table/row|0x119D8830, 0x10|Big font scale}} | ||
+ | {{Standard table/row|0x119D8834, 0x10|Extra large font scale}} | ||
+ | {{Standard table/row|0x119E2508, 0x10|Current campaign}} | ||
+ | {{Standard table/row|0x119D8844, 0x10|Next mission}} | ||
+ | {{Standard table/row|0x119E24FC, 0x10|Save game name}} | ||
+ | {{Standard table/row|0x119D884C, 0x10|Automatically 'click to continue' after loading a level}} | ||
+ | {{Standard table/row|0x119D86C4, 0x10|Show list of currently visible menus}} | ||
+ | {{Standard table/row|0x119D882C, 0x10|If set, only menus using this name will draw.}} | ||
+ | {{Standard table/row|0x119E24EC, 0x10|Meant to be set by script and referenced by menu files to determine if minimap should be drawn.}} | ||
+ | {{Standard table/row|0x119D86C8, 0x10|True if the game is currently saving}} | ||
+ | {{Standard table/row|0x119D8714, 0x10|Minumum time for the save message to be on screen in seconds}} | ||
+ | {{Standard table/row|0x119E24F8, 0x10|Minimum time for the short save message to be on screen in seconds}} | ||
+ | {{Standard table/row|0x119D8838, 0x10|(Lock Pick) How long should a *correct* code stay on the screen?}} | ||
+ | {{Standard table/row|0x119E24F0, 0x10|(Lock Pick) How long should a *correct* code stay on the screen?}} | ||
+ | {{Standard table/row|0x119E2498, 0x10|(Lock Pick) What is the correct code? 4-6 AlphaNumeric characters OR a number between 4-6 for random}} | ||
+ | {{Standard table/row|0x119E24A0, 0x10|(Lock Pick) Result. Do not set this, it's used to communicate between script and the Scaleform UI.}} | ||
+ | {{Standard table/row|0x119D8850, 0x10|(Hack Prompt) Result. Do not set this, it's used to communicate between script and the Scaleform UI.}} | ||
+ | {{Standard table/row|0x119D8854, 0x10|Cameras the player has hacked (bits: 1,2,4 for cameras 1,2,3), communicates between script and UI}} | ||
+ | {{Standard table/row|0x119D883C, 0x10|Number of chapters the player has unlocked.}} | ||
+ | {{Standard table/row|0x119D8710, 0x10|Number of player profiles}} | ||
+ | {{Standard table/row|0x119E2490, 0x10|Currently selected player profile}} | ||
+ | {{Standard table/row|0x119E2500, 0x10|New player profile}} | ||
+ | {{Standard table/row|0x119E2504, 0x10|Scales the border color for the lowlight color on certain UI borders}} | ||
+ | {{Standard table/row|0x119D8840, 0x10|Override the default logic for the screen after Legal: (0) no override; (1) go to "press START"; (2) go to "press A on your controller"}} | ||
+ | {{Standard table/row|0x119E24F4, 0x10|On XBox, show the Disconnected warning - this gets set to true if we can't open the save file after 1 second.}} | ||
+ | {{Standard table/row|'''From function at 101BB910'''|---}} | ||
+ | {{Standard table/row|0x11A06FF4, 0x10|Print nothing to the console}} | ||
+ | {{Standard table/row|0x1208D934, 0x10|Display network debugging information}} | ||
+ | {{Standard table/row|0x119E493C, 0x10|AVI demo frames per second}} | ||
+ | {{Standard table/row|0x11A06D6C, 0x10|Record AVI demo even if client is not active}} | ||
+ | {{Standard table/row|0x11A070F4, 0x10|Max yaw speed in degrees for game pad and keyboard}} | ||
+ | {{Standard table/row|0x11A07420, 0x10|Max pitch speed in degrees for game pad}} | ||
+ | {{Standard table/row|0x11A07424, 0x10|Max ads yaw speed in degrees for game pad and keyboard}} | ||
+ | {{Standard table/row|0x11A07144, 0x10|Max ads pitch speed in degrees for game pad}} | ||
+ | {{Standard table/row|0x11A07428, 0x10|Multiplier for max angle speed for gamepad and keyboard}} | ||
+ | {{Standard table/row|0x11A06FDC, 0x10|Mouse acceleration}} | ||
+ | {{Standard table/row|0x11A07004, 0x10|Enable looking with mouse}} | ||
+ | {{Standard table/row|0x11A06FCC, 0x10|Print mouse rate debugging information to the console}} | ||
+ | {{Standard table/row|0x11A06FF0, 0x10|Allow in game cinematics}} | ||
+ | {{Standard table/row|0x11A06D74, 0x10|Default pitch}} | ||
+ | {{Standard table/row|0x11A06D70, 0x10|Default yaw}} | ||
+ | {{Standard table/row|0x11A06FD4, 0x10|Forward speed in units per second}} | ||
+ | {{Standard table/row|0x11A06FF8, 0x10|Sideways motion in units per second}} | ||
+ | {{Standard table/row|0x11A06FFC, 0x10|Allow mouse movement smoothing}} | ||
+ | {{Standard table/row|0x11B4BBC8, 0x10|Turn on weapon crosshair}} | ||
+ | {{Standard table/row|0x11B4F030, 0x10|Turn on subtitles}} | ||
+ | {{Standard table/row|0x11A06FD0, 0x10|to be initialized)}} | ||
+ | {{Standard table/row|0x11A06FE0, 0x10|Used by script for keeping track of cheats}} | ||
+ | {{Standard table/row|0x11A07000, 0x10|Used by script for keeping track of cheats}} | ||
+ | {{Standard table/row|0x11A06FD8, 0x10|Used by script for keeping track of cheats}} | ||
+ | {{Standard table/row|0x11A06FC4, 0x10|True when we are in the disconnectLocalClient from a change of profile}} | ||
+ | {{Standard table/row|0x119E4938, 0x10|Invert gamepad pitch}} | ||
+ | {{Standard table/row|0x11A06FE8, 0x10|Mouse sensitivity}} | ||
+ | {{Standard table/row|0x119E4534, 0x10|input_coverViewSensitivity}} | ||
+ | {{Standard table/row|0x11A06FEC, 0x10|Turn on auto aim for consoles}} | ||
+ | {{Standard table/row|0x11A2A3E4, 0x10|Aim lock on helps the player to stay on target}} | ||
+ | {{Standard table/row|0x11A2A3DC, 0x10|Turn on auto aim}} | ||
+ | {{Standard table/row|0x11A2A3A8, 0x10|Slowdown the turn rate when the cross hair passes over a target}} | ||
+ | {{Standard table/row|0x11C4C384, 0x10|Turn on center dot}} | ||
+ | {{Standard table/row|0x11B4F004, 0x10|Turn on center dot (DEBUG)}} | ||
+ | {{Standard table/row|0x11F99800, 0x10|Draw cover hints.}} | ||
+ | {{Standard table/row|0x11B4BBC8, 0x10|Turn on weapon crosshair}} | ||
+ | {{Standard table/row|0x11B4F030, 0x10|Turn on subtitles}} | ||
+ | {{Standard table/row|0x11A06FD0, 0x10|to be initialized)}} | ||
+ | {{Standard table/row|0x11A06D68, 0x10|Message of the day}} | ||
+ | {{Standard table/row|0x11FA6400, 0x10|The next map name}} | ||
+ | {{Standard table/row|0x11A06DC4, 0x10|The next demo to play}} | ||
+ | {{Standard table/row|'''From function at 1010E290'''|---}} | ||
+ | |||
+ | {{Standard table/row|0x117B2A08, 0x10|used for debugging anything}} | ||
+ | {{Standard table/row|0x117B2998, 0x10|Gamma value}} | ||
+ | {{Standard table/row|0x117B2B24, 0x10|Ignore hardware gamma}} | ||
+ | {{Standard table/row|0x117B2AA8, 0x10|Maximum anisotropy to use for texture filtering}} | ||
+ | {{Standard table/row|0x117B2D38, 0x10|Disables all texture filtering (uses nearest only.)}} | ||
+ | {{Standard table/row|0x117B2B08, 0x10|Minimum anisotropy to use for texture filtering (overridden by max)}} | ||
+ | {{Standard table/row|0x117B2BB8, 0x10|Forces all mipmaps to use a particular blend between levels (or disables mipping.)}} | ||
+ | {{Standard table/row|0x117B2BCC, 0x10|Change the mipmap bias}} | ||
+ | {{Standard table/row|0x117B2AD0, 0x10|Toggles rendering without lighting}} | ||
+ | {{Standard table/row|0x117B2A84, 0x10|Enable shader debugging information}} | ||
+ | {{Standard table/row|0x117B2AB8, 0x10|GPU synchronization type (used to improve mouse responsiveness)}} | ||
+ | {{Standard table/row|0x117B2A8C, 0x10|Use multiple GPUs}} | ||
+ | {{Standard table/row|0x117B2B40, 0x10|Enable cache for vertices of animated models}} | ||
+ | {{Standard table/row|0x117B2C60, 0x10|r_lodScaleParam}} | ||
+ | {{Standard table/row|0x117B2A34, 0x10|Scale the level of detail distance (larger reduces detail)}} | ||
+ | {{Standard table/row|0x117B298C, 0x10|Bias the level of detail distance (negative increases detail)}} | ||
+ | {{Standard table/row|0x117B2D54, 0x10|Things closer than this aren't drawn. Reducing this increases z-fighting in the distance.}} | ||
+ | {{Standard table/row|0x117B2A1C, 0x10|Viewmodel near clip plane}} | ||
+ | {{Standard table/row|0x117B2980, 0x10|Change the distance at which culling fog reaches 100% opacity; 0 is off}} | ||
+ | {{Standard table/row|0x117B2D88, 0x10|Set to 0 to disable fog}} | ||
+ | {{Standard table/row|0x117B2A18, 0x10|Offset scale for decal polygons; bigger values z-fight less but poke through walls more}} | ||
+ | {{Standard table/row|0x117B2A50, 0x10|Offset bias for decal polygons; bigger values z-fight less but poke through walls more}} | ||
+ | {{Standard table/row|0x117B2B30, 0x10|If 0, picmip is set automatically. If 1, picmip is set based on the other r_picmip dvars.}} | ||
+ | {{Standard table/row|0x117B2918, 0x10|Picmip level of color maps. If r_picmip_manual is 0, this is read-only.}} | ||
+ | {{Standard table/row|0x117B2AB0, 0x10|Picmip level of normal maps. If r_picmip_manual is 0, this is read-only.}} | ||
+ | {{Standard table/row|0x117B2CEC, 0x10|Picmip level of specular maps. If r_picmip_manual is 0, this is read-only.}} | ||
+ | {{Standard table/row|0x117B2B50, 0x10|Allows shaders to use detail textures}} | ||
+ | {{Standard table/row|0x117B2C48, 0x10|Allows shaders to use normal maps}} | ||
+ | {{Standard table/row|0x117B2940, 0x10|Allows shaders to use phong specular lighting}} | ||
+ | {{Standard table/row|0x117B2B6C, 0x10|Enables environment map specular lighting}} | ||
+ | {{Standard table/row|0x117B2B54, 0x10|Replace all lightmaps with pure black or pure white}} | ||
+ | {{Standard table/row|0x117B2C74, 0x10|Replace all color maps with pure black or pure white}} | ||
+ | {{Standard table/row|0x117B2D20, 0x10|Replace all normal maps with a flat normal map}} | ||
+ | {{Standard table/row|0x117B2B2C, 0x10|Replace all specular maps with pure black (off) or pure white (super shiny)}} | ||
+ | {{Standard table/row|0x117B29A4, 0x10|Set greater than 1 to brighten specular highlights}} | ||
+ | {{Standard table/row|0x117B2AA0, 0x10|Globally scale the diffuse color of all point lights}} | ||
+ | {{Standard table/row|0x117B2D28, 0x10|Set to true to use layered materials on shader model 3 hardware}} | ||
+ | {{Standard table/row|0x117B2AF8, 0x10|Show triangle outlines}} | ||
+ | {{Standard table/row|0x117B2C88, 0x10|Upscale the frame buffer with sharpen filter and color correction.}} | ||
+ | {{Standard table/row|0x117B2A74, 0x10|Width of server side debug lines}} | ||
+ | {{Standard table/row|0x117B2AE0, 0x10|Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends.}} | ||
+ | {{Standard table/row|0x117B2CDC, 0x10|Show this many rows of light grid points for the vis cache}} | ||
+ | {{Standard table/row|0x117B2D58, 0x10|Show light grid debugging information}} | ||
+ | {{Standard table/row|0x117B2C04, 0x10|Use rainbow colors for entities that are outside the light grid}} | ||
+ | {{Standard table/row|0x117B2BE4, 0x10|Ambient light strength}} | ||
+ | {{Standard table/row|0x117B291C, 0x10|diffuse light fraction}} | ||
+ | {{Standard table/row|0x117B2938, 0x10|Sunlight strength}} | ||
+ | {{Standard table/row|0x117B2AE4, 0x10|Light ambient color}} | ||
+ | {{Standard table/row|0x117B2C24, 0x10|Sun color}} | ||
+ | {{Standard table/row|0x117B2C10, 0x10|Sun diffuse color}} | ||
+ | {{Standard table/row|0x117B2CB0, 0x10|Min reflection intensity based on glancing angle.}} | ||
+ | {{Standard table/row|0x117B2D94, 0x10|Min reflection intensity based on glancing angle.}} | ||
+ | {{Standard table/row|0x115D87F0, 0x10|Max reflection intensity based on glancing angle.}} | ||
+ | {{Standard table/row|0x117B2C50, 0x10|Reflection exponent.}} | ||
+ | {{Standard table/row|0x117B2CF8, 0x10|Max sun specular intensity intensity with env map materials.}} | ||
+ | {{Standard table/row|0x117B2D1C, 0x10|Write all graphics hardware calls for this many frames to a logfile}} | ||
+ | {{Standard table/row|0x117B2BF0, 0x10|Figure out what to draw, but don't actually draw it. Useful for benchmarking.}} | ||
+ | {{Standard table/row|0x117B2934, 0x10|Skips all rendering. Useful for benchmarking.}} | ||
+ | {{Standard table/row|0x117B2968, 0x10|Skips 3d rendering during cinematics.}} | ||
+ | {{Standard table/row|0x117B2C44, 0x10|Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound.}} | ||
+ | {{Standard table/row|0x117B2A48, 0x10|Process renderer back end in a separate thread}} | ||
+ | {{Standard table/row|0x117B2A78, 0x10|Process renderer front end in a separate thread}} | ||
+ | {{Standard table/row|0x117B2A58, 0x10|Enable worker thread}} | ||
+ | {{Standard table/row|0x117B29BC, 0x10|Enable worker thread}} | ||
+ | {{Standard table/row|0x117B2CC8, 0x10|Enable worker thread}} | ||
+ | {{Standard table/row|0x117B29E8, 0x10|Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.}} | ||
+ | {{Standard table/row|0x117B2A20, 0x10|Transparency anti-aliasing method}} | ||
+ | {{Standard table/row|0x117B2AE8, 0x10|Anti-aliasing sample count}} | ||
+ | {{Standard table/row|0x117B2C70, 0x10|Color to clear the screen to when clearing the frame buffer}} | ||
+ | {{Standard table/row|0x117B2C34, 0x10|Color to clear every second frame to (for use during development)}} | ||
+ | {{Standard table/row|0x117B2A28, 0x10|Enable sun effects}} | ||
+ | {{Standard table/row|0x117B2A64, 0x10|Enable world rendering}} | ||
+ | {{Standard table/row|0x117B29C0, 0x10|Enable entity rendering}} | ||
+ | {{Standard table/row|0x117B2B3C, 0x10|Enable poly rendering}} | ||
+ | {{Standard table/row|0x117B2994, 0x10|Enable dynamic entity rendering}} | ||
+ | {{Standard table/row|0x117B29D4, 0x10|Enable brush model rendering}} | ||
+ | {{Standard table/row|0x117B2C08, 0x10|Enable static model rendering}} | ||
+ | {{Standard table/row|0x117B29E0, 0x10|Enable xmodel rendering}} | ||
+ | {{Standard table/row|0x117B2D84, 0x10|Inner FOV angle for the dynamic spot light.}} | ||
+ | {{Standard table/row|0x117B2930, 0x10|Outer FOV angle for the dynamic spot light.}} | ||
+ | {{Standard table/row|0x117B2AC8, 0x10|Enable shadows for spot lights.}} | ||
+ | {{Standard table/row|0x117B2C6C, 0x10|Enable water rendering}} | ||
+ | {{Standard table/row|0x117B2B48, 0x10|Lock the viewpoint used for determining what is visible to the current position and direction}} | ||
+ | {{Standard table/row|0x117B2C5C, 0x10|Skipt the determination of what is in the potentially visible set (disables most drawing)}} | ||
+ | {{Standard table/row|0x117B2A5C, 0x10|is the cosine of the angle}} | ||
+ | {{Standard table/row|0x117B2D48, 0x10|Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen}} | ||
+ | {{Standard table/row|0x117B29F0, 0x10|Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is.}} | ||
+ | {{Standard table/row|0x117B2A30, 0x10|Stop portal recursion after this many iterations. Useful for debugging portal errors.}} | ||
+ | {{Standard table/row|0x117B2C58, 0x10|Don't clip child portals by a parent portal smaller than this fraction of the screen area.}} | ||
+ | {{Standard table/row|0x115D87F8, 0x10|Ignore r_portalMinClipArea for portals with fewer than this many parent portals.}} | ||
+ | {{Standard table/row|0x117B2AEC, 0x10|Show portals for debugging}} | ||
+ | {{Standard table/row|0x117B2D0C, 0x10|Show Spawn Points}} | ||
+ | {{Standard table/row|0x117B2A80, 0x10|Show details for each surface}} | ||
+ | {{Standard table/row|0x117B2BFC, 0x10|Show front buffer color debugging information}} | ||
+ | {{Standard table/row|0x117B2CB4, 0x10|Show float z buffer used to eliminate hard edges on particles near geometry}} | ||
+ | {{Standard table/row|0x117B2D08, 0x10|Distance for high level of detail}} | ||
+ | {{Standard table/row|0x117B2B84, 0x10|Distance for medium level of detail}} | ||
+ | {{Standard table/row|0x117B2A54, 0x10|Distance for low level of detail}} | ||
+ | {{Standard table/row|0x117B29A0, 0x10|Distance for lowest level of detail}} | ||
+ | {{Standard table/row|0x117B2D14, 0x10|Force all level of detail to this level}} | ||
+ | {{Standard table/row|0x117B2CBC, 0x10|Enable shadow cookies}} | ||
+ | {{Standard table/row|0x117B2DA0, 0x10|Enable shadow cookie blur}} | ||
+ | {{Standard table/row|0x117B2C7C, 0x10|Number of shadow cookies}} | ||
+ | {{Standard table/row|0x117B2D4C, 0x10|Show debugging information for the shadow cookie caster count}} | ||
+ | {{Standard table/row|0x117B29B4, 0x10|Show debugging information for the shadow cookie receiver count}} | ||
+ | {{Standard table/row|0x117B2BAC, 0x10|Show shadow overlay for shadow cookies}} | ||
+ | {{Standard table/row|0x117B2C68, 0x10|Show debug information for shadow cookies}} | ||
+ | {{Standard table/row|0x117B2B70, 0x10|Number of desired shadows}} | ||
+ | {{Standard table/row|0x117B2B90, 0x10|Margin of error on number of desired shadows}} | ||
+ | {{Standard table/row|0x117B2C14, 0x10|Shadow cookie fade range}} | ||
+ | {{Standard table/row|0x117B2984, 0x10|Rate at which the shadow cookie horizon moves inwards}} | ||
+ | {{Standard table/row|0x117B2CE4, 0x10|Rate at which the shadow cookie horizon moves outwards}} | ||
+ | {{Standard table/row|0x117B297C, 0x10|Shadow cookie length}} | ||
+ | {{Standard table/row|0x117B295C, 0x10|Shadow cookie off-screen caster level of detail bias}} | ||
+ | {{Standard table/row|0x117B2BD4, 0x10|Shadow cookie off-screen caster level of detail scale}} | ||
+ | {{Standard table/row|0x117B2BDC, 0x10|Enable shadow mapping}} | ||
+ | {{Standard table/row|0x117B29AC, 0x10|Limits how many primary lights can have shadow maps}} | ||
+ | {{Standard table/row|0x117B2964, 0x10|How many seconds it takes for a primary light shadow map to fade in or out}} | ||
+ | {{Standard table/row|0x117B2BC4, 0x10|When picking shadows for primary lights, measure distance from a point this far in front of the camera.}} | ||
+ | {{Standard table/row|0x117B2BC0, 0x10|t's radius along it's shadow direction.}} | ||
+ | {{Standard table/row|0x117B2AD8, 0x10|When picking shadows for primary lights, increase score for dynamic lights by this amount.}} | ||
+ | {{Standard table/row|0x117B2910, 0x10|Show shadow map overlay}} | ||
+ | {{Standard table/row|0x117B2A04, 0x10|Sun shadow map offset scale}} | ||
+ | {{Standard table/row|0x117B2D9C, 0x10|Sun shadow map offset bias}} | ||
+ | {{Standard table/row|0x117B2C8C, 0x10|Spot shadow map offset scale}} | ||
+ | {{Standard table/row|0x117B2AFC, 0x10|Spot shadow map offset bias}} | ||
+ | {{Standard table/row|0x117B29C8, 0x10|Player sun shadow map offset scale}} | ||
+ | {{Standard table/row|0x117B2BD0, 0x10|Player sun shadow map offset bias}} | ||
+ | {{Standard table/row|0x117B29E4, 0x10|Player spot shadow map offset scale}} | ||
+ | {{Standard table/row|0x117B2B44, 0x10|Player spot shadow map offset bias}} | ||
+ | {{Standard table/row|0x117B2C0C, 0x10|Shadow sample size}} | ||
+ | {{Standard table/row|0x117B293C, 0x10|Draw world shadow maps}} | ||
+ | {{Standard table/row|0x117B2D8C, 0x10|Draw entity shadow maps}} | ||
+ | {{Standard table/row|0x117B2AC4, 0x10|Draw brush model shadow map}} | ||
+ | {{Standard table/row|0x117B2A88, 0x10|Draw static model shadow maps}} | ||
+ | {{Standard table/row|0x117B2C30, 0x10|Draw X-Model shadow maps}} | ||
+ | {{Standard table/row|0x117B2A40, 0x10|Strict shadow map cull}} | ||
+ | {{Standard table/row|0x117B2B58, 0x10|Fast sun shadow}} | ||
+ | {{Standard table/row|0x117B2C78, 0x10|Dev tweak to blur the screen}} | ||
+ | {{Standard table/row|0x117B29CC, 0x10|Enable distortion}} | ||
+ | {{Standard table/row|0x117B2A0C, 0x10|Overide glow with tweak dvar values.}} | ||
+ | {{Standard table/row|0x117B2D78, 0x10|Tweak dev var; Glow radius in pixels at 640x480}} | ||
+ | {{Standard table/row|0x117B2BBC, 0x10|Tweak dev var; Glow bloom intensity}} | ||
+ | {{Standard table/row|0x117B2B80, 0x10|Tweak dev var; Glow bloom cut off fraction}} | ||
+ | {{Standard table/row|0x117B29F8, 0x10|Tweak dev var; Glow bloom desaturation}} | ||
+ | {{Standard table/row|0x117B2958, 0x10|Tweak dev var; Glow ray expansion}} | ||
+ | {{Standard table/row|0x117B2990, 0x10|Tweak dev var; Glow ray intensity}} | ||
+ | {{Standard table/row|0x117B29D8, 0x10|Hirez Player Shadows.}} | ||
+ | {{Standard table/row|0x117B290C, 0x10|enable spot shadows}} | ||
+ | {{Standard table/row|0x117B2ABC, 0x10|enable sun shadows}} | ||
+ | {{Standard table/row|0x117B2B64, 0x10|Overide glow with tweak dvar values.}} | ||
+ | {{Standard table/row|0x117B2A70, 0x10|Tweak dev var; Enable glow}} | ||
+ | {{Standard table/row|0x117B2D68, 0x10|Tweak dev var; Glow radius in pixels at 640x480}} | ||
+ | {{Standard table/row|0x117B2D7C, 0x10|Tweak dev var; Glow bloom intensity}} | ||
+ | {{Standard table/row|0x117B2C90, 0x10|Tweak dev var; Glow bloom cut off fraction"}} | ||
+ | {{Standard table/row|0x117B2948, 0x10|Tweak dev var; Glow bloom desaturation}} | ||
+ | {{Standard table/row|0x117B2CAC, 0x10|Tweak dev var; Glow ray expansion}} | ||
+ | {{Standard table/row|0x117B2914, 0x10|Tweak dev var; Glow ray intensity}} | ||
+ | {{Standard table/row|0x117B29D0, 0x10|Overide film effects with tweak dvar values.}} | ||
+ | {{Standard table/row|0x117B2A24, 0x10|Display out of useful range of dark and light colors}} | ||
+ | {{Standard table/row|0x117B2CF4, 0x10|Reset to neutral state.}} | ||
+ | {{Standard table/row|0x117B29B8, 0x10|Tweak dev var; film color temperature}} | ||
+ | {{Standard table/row|0x117B2B1C, 0x10|Tweak dev var; film color hue}} | ||
+ | {{Standard table/row|0x117B299C, 0x10|Tweak dev var; film color saturation}} | ||
+ | {{Standard table/row|0x117B2B00, 0x10|Tweak dev var; film color contrast}} | ||
+ | {{Standard table/row|0x117B2CE0, 0x10|Tweak dev var; film color brightness}} | ||
+ | {{Standard table/row|0x117B2CA4, 0x10|Display dark light ranges}} | ||
+ | {{Standard table/row|0x117B2BF4, 0x10|Enable the depth of field effect}} | ||
+ | {{Standard table/row|0x117B2C54, 0x10|Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480}} | ||
+ | {{Standard table/row|0x117B2D6C, 0x10|Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480}} | ||
+ | {{Standard table/row|0x117B2A90, 0x10|Depth of field viewmodel start distance, in inches}} | ||
+ | {{Standard table/row|0x117B2A94, 0x10|Depth of field viewmodel end distance, in inches}} | ||
+ | {{Standard table/row|0x117B2C94, 0x10|Depth of field near start distance, in inches}} | ||
+ | {{Standard table/row|0x117B2904, 0x10|Depth of field near end distance, in inches}} | ||
+ | {{Standard table/row|0x117B2970, 0x10|Depth of field far start distance, in inches}} | ||
+ | {{Standard table/row|0x117B2D50, 0x10|Depth of field far end distance, in inches}} | ||
+ | {{Standard table/row|0x117B2C64, 0x10|Depth of field bias as a power function (like gamma); less than 1 is sharper}} | ||
+ | {{Standard table/row|0x117B2DAC, 0x10|Distance at which amount of motion blur is computed}} | ||
+ | {{Standard table/row|0x117B29A8, 0x10|Max amount of motion blur}} | ||
+ | {{Standard table/row|0x117B2D70, 0x10|Distance at which motion blur starts to fade away for non-rotational motion}} | ||
+ | {{Standard table/row|0x117B2ADC, 0x10|Distance at which motion blur has faded away for non-rotational motion}} | ||
+ | {{Standard table/row|0x117B2C20, 0x10|Distance at which motion blur starts to fade in}} | ||
+ | {{Standard table/row|0x117B2AD4, 0x10|Distance at which motion blur has fully faded in}} | ||
+ | {{Standard table/row|0x117B2DA8, 0x10|Max amount of motion blur for dash}} | ||
+ | {{Standard table/row|0x117B2B14, 0x10|Max amount of motion blur for dash (scaler)}} | ||
+ | {{Standard table/row|0x117B2908, 0x10|Tweak dev var; Contrast at screen edges}} | ||
+ | {{Standard table/row|0x115D87F4, 0x10|Tweak dev var; Brightness at screen edge}} | ||
+ | {{Standard table/row|0x117B2954, 0x10|Tweak dev var; Desaturation at screen edge}} | ||
+ | {{Standard table/row|0x117B2C00, 0x10|Tweak dev var; Glow radius in pixels at 640x480}} | ||
+ | {{Standard table/row|0x117B2DA4, 0x10|Tweak dev var; Contrast at screen center"}} | ||
+ | {{Standard table/row|0x117B2C3C, 0x10|Tweak dev var; Brightness at screen center}} | ||
+ | {{Standard table/row|0x117B2B5C, 0x10|Tweak dev var; Desaturation at screen center}} | ||
+ | {{Standard table/row|0x117B2B7C, 0x10|Tweak dev var; Threshold for low screen effect}} | ||
+ | {{Standard table/row|0x117B2C98, 0x10|Sets fade duration in seconds}} | ||
+ | {{Standard table/row|0x117B2D98, 0x10|Sets fade duration in seconds}} | ||
+ | {{Standard table/row|0x117B2B60, 0x10|Enable the poison effect}} | ||
+ | {{Standard table/row|0x115D87FC, 0x10|pulse rate for distortion}} | ||
+ | {{Standard table/row|0x117B2D10, 0x10|amount of distortion in x}} | ||
+ | {{Standard table/row|0x117B2D64, 0x10|amount of distortion in y}} | ||
+ | {{Standard table/row|0x117B2B20, 0x10|double vision angle}} | ||
+ | {{Standard table/row|0x117B2950, 0x10|amount of double vision x}} | ||
+ | {{Standard table/row|0x117B2C9C, 0x10|amount of double vision y}} | ||
+ | {{Standard table/row|0x117B2CB8, 0x10|pip display mode}} | ||
+ | {{Standard table/row|0x117B2BF8, 0x10|main display anchor point}} | ||
+ | {{Standard table/row|0x117B2A4C, 0x10|main display position x}} | ||
+ | {{Standard table/row|0x117B2B9C, 0x10|main display position y}} | ||
+ | {{Standard table/row|0x117B2CCC, 0x10|scale xy crop xy}} | ||
+ | {{Standard table/row|0x117B2BB4, 0x10|main display anchor point}} | ||
+ | {{Standard table/row|0x117B2BA4, 0x10|main display position x}} | ||
+ | {{Standard table/row|0x117B2CD0, 0x10|main display position y}} | ||
+ | {{Standard table/row|0x117B29F4, 0x10|scale xy crop xy}} | ||
+ | {{Standard table/row|0x117B2988, 0x10|main display anchor point}} | ||
+ | {{Standard table/row|0x117B2B4C, 0x10|main display position x}} | ||
+ | {{Standard table/row|0x117B2B18, 0x10|main display position y}} | ||
+ | {{Standard table/row|0x117B2BA0, 0x10|scale xy crop xy}} | ||
+ | {{Standard table/row|0x117B2CD8, 0x10|main display anchor point}} | ||
+ | {{Standard table/row|0x117B2A60, 0x10|main display position x}} | ||
+ | {{Standard table/row|0x117B2D80, 0x10|main display position y}} | ||
+ | {{Standard table/row|0x117B2A68, 0x10|scale xy crop xy}} | ||
+ | {{Standard table/row|0x117B2CA0, 0x10|pip display mode}} | ||
+ | {{Standard table/row|0x117B2CD4, 0x10|secondary display anchor point}} | ||
+ | {{Standard table/row|0x117B2C80, 0x10|secondary display position x}} | ||
+ | {{Standard table/row|0x117B2B68, 0x10|secondary display position y}} | ||
+ | {{Standard table/row|0x117B2B10, 0x10|secondary xy crop xy}} | ||
+ | {{Standard table/row|0x117B294C, 0x10|widescreen aspect ratio}} | ||
+ | {{Standard table/row|0x117B2AB4, 0x10|display brightness}} | ||
+ | {{Standard table/row|0x117B2978, 0x10|display contrast}} | ||
+ | {{Standard table/row|0x117B2ACC, 0x10|Sets the phone render mode}} | ||
+ | {{Standard table/row|0x117B2AAC, 0x10|water wave 0 angle}} | ||
+ | {{Standard table/row|0x117B2BA8, 0x10|water wave 0 wavelength}} | ||
+ | {{Standard table/row|0x117B2BD8, 0x10|water wave 0 amplitude}} | ||
+ | {{Standard table/row|0x117B2A3C, 0x10|water wave 0 phase}} | ||
+ | {{Standard table/row|0x117B2CC0, 0x10|water wave 0 steepness}} | ||
+ | {{Standard table/row|0x117B2CE8, 0x10|water wave 0 speed}} | ||
+ | {{Standard table/row|0x117B2D74, 0x10|water wave 1 angle}} | ||
+ | {{Standard table/row|0x117B29C4, 0x10|water wave 1 wavelength}} | ||
+ | {{Standard table/row|0x117B2D04, 0x10|water wave 1 amplitude}} | ||
+ | {{Standard table/row|0x117B2B98, 0x10|water wave 1 phase}} | ||
+ | {{Standard table/row|0x117B2944, 0x10|water wave 1 steepness}} | ||
+ | {{Standard table/row|0x117B2BE8, 0x10|water wave 1 speed}} | ||
+ | {{Standard table/row|0x117B2BE0, 0x10|water wave 2 angle}} | ||
+ | {{Standard table/row|0x117B2AF4, 0x10|water wave 2 wavelength}} | ||
+ | {{Standard table/row|0x117B2D44, 0x10|water wave 2 amplitude}} | ||
+ | {{Standard table/row|0x117B2B0C, 0x10|water wave 2 phase}} | ||
+ | {{Standard table/row|0x117B2B74, 0x10|water wave 2 steepness}} | ||
+ | {{Standard table/row|0x117B2D00, 0x10|water wave 2 speed}} | ||
+ | {{Standard table/row|0x117B2900, 0x10|water wave 3 angle}} | ||
+ | {{Standard table/row|0x115D87E8, 0x10|water wave 3 wavelength}} | ||
+ | {{Standard table/row|0x117B29EC, 0x10|water wave 3 amplitude}} | ||
+ | {{Standard table/row|0x117B2D18, 0x10|water wave 3 phase}} | ||
+ | {{Standard table/row|0x117B2D30, 0x10|water wave 3 steepness}} | ||
+ | {{Standard table/row|0x117B2A7C, 0x10|water wave 3 speed}} | ||
+ | {{Standard table/row|0x117B2BC8, 0x10|use z pre pass}} | ||
+ | {{Standard table/row|0x117B2BEC, 0x10|use SSAO}} | ||
+ | {{Standard table/row|0x117B2D5C, 0x10|use SSAO single pass}} | ||
+ | {{Standard table/row|0x117B2AA4, 0x10|is wide screen aspect}} | ||
+ | {{Standard table/row|0x117B2CA8, 0x10|Prevents snow from going indoors}} | ||
+ | {{Standard table/row|0x117B2974, 0x10|Affects the height map lookup for making sure snow doesn't go indoors}} | ||
+ | {{Standard table/row|0x117B2D24, 0x10|Affects the height map lookup for making sure snow doesn't go indoors}} | ||
+ | {{Standard table/row|0x117B2CF0, 0x10|Enable development environment}} | ||
+ | {{Standard table/row|0x119C04CC, 0x10|Allow server side cheats}} | ||
+ | {{Standard table/row|0x11FA63D8, 0x10|Draw stats monitor}} | ||
+ | {{Standard table/row|0x117B2C18, 0x10|Operating system allows Streaming SIMD Extensions}} | ||
+ | {{Standard table/row|0x117B2CFC, 0x10|Use Streaming SIMD Extensions for skinning}} | ||
+ | {{Standard table/row|0x117B296C, 0x10|Index of the monitor to use in a multi monitor system; 0 picks automatically.}} | ||
+ | {{Standard table/row|0x117B2D3C, 0x10|Screen aspect ratio. Most widescreen monitors are 16:10 instead of 16:9.}} | ||
+ | {{Standard table/row|0x117B2C2C, 0x10|Special resolution mode for the remote debugger}} | ||
+ | {{Standard table/row|0x117B2B04, 0x10|Godrays Method}} | ||
+ | {{Standard table/row|0x117B2C40, 0x10|Godrays 2D sun position X}} | ||
+ | {{Standard table/row|0x117B2A6C, 0x10|Godrays 2D sun position Y}} | ||
+ | {{Standard table/row|0x117B2C28, 0x10|Godrays Method}} | ||
+ | {{Standard table/row|0x117B2A10, 0x10|Godrays 2D sun position X}} | ||
+ | {{Standard table/row|0x117B292C, 0x10|Godrays 2D sun position Y}} | ||
+ | }} | ||
+ | |||
+ | ==[[Ace Combat: Assault Horizon - Enhanced Edition]]== | ||
+ | ===Controller issues=== | ||
+ | * Despite my attempts, I was not able to replicate the issues with controllers and/or keyboard, where a game behaves like one button would be constantly pressed down. | ||
==[[Afterfall: InSanity]]== | ==[[Afterfall: InSanity]]== | ||
Line 23: | Line 597: | ||
* '''"InSanity-Win32-Shipping.exe"+003094EC''' +70 +40 +1e0 +2f0 | * '''"InSanity-Win32-Shipping.exe"+003094EC''' +70 +40 +1e0 +2f0 | ||
So screw this game. | So screw this game. | ||
− | |||
− | |||
− | |||
− | |||
==[[Airfix Dogfighter]]== | ==[[Airfix Dogfighter]]== | ||
===Widescreen resolution=== | ===Widescreen resolution=== | ||
* They can be set in a launcher. Screen change vert-, HUD elements get smaller the wider the resolution. No other problems noticed. | * They can be set in a launcher. Screen change vert-, HUD elements get smaller the wider the resolution. No other problems noticed. | ||
+ | |||
+ | ==[[Alekhine's Gun]]== | ||
+ | ===Editing configs=== | ||
+ | * [[User:Suicide_machine/Research_bunker/Alekhines_Gun_settings_structure|Alekhines Gun settings structure]] | ||
+ | |||
+ | ==[[Aliens vs. Predator 2]]== | ||
+ | {{Image|SuicideMachine - AVP2 Custom Launcher.png|Custom Launcher for AVP2.}} | ||
+ | ===Custom Launcher (FOV Changer / Widescreen Fixer etc)=== | ||
+ | I've developed an alternative launcher for AVP2, which automatically calculates FOV (and writes them into memory), that allows to choose non 4:3 resolutions (tied to FOV changer), easily enable windowed mode etc. You can download it [https://github.com/SuiMachine/AVP2-Custom-Launcher here]. | ||
+ | |||
+ | ==[[Aliens vs. Predator (2010)]]== | ||
+ | ===FOV changer=== | ||
+ | The FOV Changer uses 12 pointers (6 for DX11 and 6 for DX9). | ||
+ | Because I couldn't figure out a way to make it work correctly each time, I added criteria which a value read value has to meet in order to be used (has to be higher than ~0.1 and smaller than ~171 horizontal degrees). This hopefully should make the FOV changer work correctly on all levels. Hopefully... Code is available in a Github repository. | ||
+ | |||
+ | ===Command line arguments=== | ||
+ | {{Help|Commandline}} | ||
+ | {{Standard table|Parameter|Description|content= | ||
+ | {{Standard table/row| -qosport | Qos Listener Thread ? }} | ||
+ | {{Standard table/row| -mute | No sound?}} | ||
+ | {{Standard table/row| -skip=(?) | ?}} | ||
+ | {{Standard table/row| -loop | ?}} | ||
+ | {{Standard table/row| -stretchtofit | ? }} | ||
+ | {{Standard table/row| -letterbox | Letterbox? }} | ||
+ | {{Standard table/row| -crop | Crop? }} | ||
+ | {{Standard table/row| -showcursor | }} | ||
+ | {{Standard table/row| -datacapture | }} | ||
+ | {{Standard table/row| -capturedata | }} | ||
+ | {{Standard table/row| -quietupdate | }} | ||
+ | {{Standard table/row| -loadshaders | }} | ||
+ | {{Standard table/row| -noassert | }} | ||
+ | {{Standard table/row| -batch | }} | ||
+ | {{Standard table/row| -winsize | }} | ||
+ | {{Standard table/row| -winpos | }} | ||
+ | {{Standard table/row| -fullscreen | }} | ||
+ | {{Standard table/row| -subwindow | }} | ||
+ | {{Standard table/row| -logdir | }} | ||
+ | {{Standard table/row| -usecwd | }} | ||
+ | {{Standard table/row| +password | }} | ||
+ | {{Standard table/row| +connect_lobby | }} | ||
+ | {{Standard table/row| +host | }} | ||
+ | {{Standard table/row| +connect | }} | ||
+ | {{Standard table/row| <nowiki>-language=X</nowiki> | Changes language? }} | ||
+ | }} | ||
+ | |||
+ | ==[[Arcania: Gothic 4]]== | ||
+ | ===Raising limit cap=== | ||
+ | {{Fixbox|description=Use the following Cheat Engine script|ref=<ref>Me</ref>|fix= | ||
+ | <pre>[ENABLE] | ||
+ | //code from here to '[DISABLE]' will be used to enable the cheat | ||
+ | alloc(newmem,2048) | ||
+ | label(increaseLevelDetourReturn) | ||
+ | label(increaseLevelDetour) | ||
+ | |||
+ | newmem: | ||
+ | //Below is the maximum level cap (originally 30) | ||
+ | dd (int)70 | ||
+ | |||
+ | increaseLevelDetour: | ||
+ | cmp ecx,[newmem] | ||
+ | jmp increaseLevelDetourReturn | ||
+ | |||
+ | "Arcania.exe"+1AA4CD: | ||
+ | jmp increaseLevelDetour | ||
+ | nop | ||
+ | increaseLevelDetourReturn: | ||
+ | |||
+ | |||
+ | [DISABLE] | ||
+ | //code from here till the end of the code will be used to disable the cheat | ||
+ | dealloc(newmem) | ||
+ | "Arcania.exe"+1AA4CD: | ||
+ | cmp ecx,[eax+000001A8] | ||
+ | //Alt: db 3B 88 A8 01 00 00</pre> | ||
+ | }} | ||
+ | |||
==[[Arsenal: Taste the Power]]== | ==[[Arsenal: Taste the Power]]== | ||
Line 37: | Line 683: | ||
* Changing 1024x768 to widescreen one resulted in a game crashing. Changing it to 640x480 resulted in a game properly switching to 640x480, when selecting 1024x768 from options - this leads to the conclusion, it's impossible to run this game in a widescreen mode. | * Changing 1024x768 to widescreen one resulted in a game crashing. Changing it to 640x480 resulted in a game properly switching to 640x480, when selecting 1024x768 from options - this leads to the conclusion, it's impossible to run this game in a widescreen mode. | ||
* Oddly enough, screen's width is also stored in '''ARSENAL.CFG''' in the first 2 bytes. | * Oddly enough, screen's width is also stored in '''ARSENAL.CFG''' in the first 2 bytes. | ||
+ | |||
+ | ==[[Aquanox]]== | ||
+ | ===Widescreen resolution=== | ||
+ | Here's currently completely stupid way of getting a game running in widescreen mode with proper aspect ratio. Requires CheatEngine: | ||
+ | <pre>[ENABLE] | ||
+ | //scalesFOV, cause aspect ratio scaling is vert- | ||
+ | alloc(fovscaling,2048) | ||
+ | label(returnfromfov) | ||
+ | label(exitfovscaling) | ||
+ | |||
+ | fovscaling: | ||
+ | push eax | ||
+ | movd xmm0,eax | ||
+ | mov eax,3FAAAAAB | ||
+ | movd xmm1,eax | ||
+ | pop eax | ||
+ | mulss xmm0,xmm1 | ||
+ | movd [ecx+0C],xmm0 | ||
+ | mov [ecx+10],edx | ||
+ | |||
+ | exitfovscaling: | ||
+ | jmp returnfromfov | ||
+ | |||
+ | "Aqua.exe"+149CB1: | ||
+ | jmp fovscaling | ||
+ | nop | ||
+ | returnfromfov: | ||
+ | |||
+ | //Fixes aspect ratio | ||
+ | alloc(aspectratio,2048) | ||
+ | label(returnfromaspect) | ||
+ | label(exitaspect) | ||
+ | |||
+ | aspectratio: | ||
+ | repe movsd | ||
+ | push edi | ||
+ | sub edi,C | ||
+ | push edi | ||
+ | movd xmm0,[edi] | ||
+ | mov edi,3FAAAAAB | ||
+ | movd xmm1,edi | ||
+ | mulss xmm0,xmm1 | ||
+ | pop edi | ||
+ | movd [edi],xmm0 | ||
+ | pop edi | ||
+ | mov ecx,[Aqua.exe+26D100] | ||
+ | |||
+ | exitaspect: | ||
+ | jmp returnfromaspect | ||
+ | |||
+ | "Aqua.exe"+44874: | ||
+ | jmp aspectratio | ||
+ | nop | ||
+ | nop | ||
+ | nop | ||
+ | returnfromaspect: | ||
+ | |||
+ | [DISABLE] | ||
+ | dealloc(fovscaling) | ||
+ | "Aqua.exe"+149CB1: | ||
+ | mov [ecx+0C],eax | ||
+ | mov [ecx+10],edx | ||
+ | |||
+ | dealloc(aspectratio) | ||
+ | "Aqua.exe"+44874: | ||
+ | repe movsd | ||
+ | mov ecx,[Aqua.exe+26D100]</pre> | ||
+ | |||
+ | Probably will only work with Steam version. Getting a proper aspect ratio in 1.17 is easier. Just find 1.333333 in exe file. | ||
+ | |||
+ | ==[[Claw]]== | ||
+ | ===Analysis=== | ||
+ | As it's pretty normal - installer is 16bit so it doesn't work on 64bit systems. Thankfully, that's not a big problem, as it mostly copies files from CD to Harddrive for the most part. The only tricky part are - as usual - registry entries. Below are required registry entries, prepared to be imported to 64bit OS registry (6432Node) and a file structure: | ||
+ | <pre>Windows Registry Editor Version 5.00 | ||
+ | |||
+ | [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Monolith Productions\Claw] | ||
+ | |||
+ | [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Monolith Productions\Claw\1.0] | ||
+ | "User Name"="Kowalsky" | ||
+ | "User Location"="Home" | ||
+ | "User Email"="none" | ||
+ | "WorkingDirectory"="D:\\Claw"</pre> | ||
+ | |||
+ | <pre>D:\Claw\CLAW.CNT | ||
+ | D:\Claw\CLAW.EXE | ||
+ | D:\Claw\CLAW.HLP | ||
+ | D:\Claw\CLAW.REZ | ||
+ | D:\Claw\CLAW.URL | ||
+ | D:\Claw\CLAW.USR | ||
+ | D:\Claw\CUSTOM | ||
+ | D:\Claw\DeIsL1.isu //installer file, used for uninstalling | ||
+ | D:\Claw\MONOLITH.URL | ||
+ | D:\Claw\MSS32.DLL | ||
+ | D:\Claw\README.TXT | ||
+ | D:\Claw\SMACKW32.DLL | ||
+ | D:\Claw\CUSTOM\GOBLE1.WWD | ||
+ | D:\Claw\CUSTOM\GOBLE2.WWD | ||
+ | D:\Claw\CUSTOM\GOBLE3.WWD | ||
+ | D:\Claw\CUSTOM\POWER1.WWD | ||
+ | D:\Claw\CUSTOM\PULTZ1.WWD | ||
+ | D:\Claw\CUSTOM\PULTZ2.WWD | ||
+ | D:\Claw\CUSTOM\SCORPIO1.WWD | ||
+ | D:\Claw\CUSTOM\SCORPIO2.WWD | ||
+ | D:\Claw\CUSTOM\SCORPIO3.WWD | ||
+ | D:\Claw\CUSTOM\SHADE4.WWD | ||
+ | D:\Claw\CUSTOM\TRC1.WWD | ||
+ | D:\Claw\CUSTOM\TRC1_NE.WWD | ||
+ | D:\Claw\CUSTOM\TRC2.WWD | ||
+ | D:\Claw\CUSTOM\TRC2_NE.WWD | ||
+ | D:\Claw\CUSTOM\TRC3.WWD | ||
+ | D:\Claw\CUSTOM\TRC3_NE.WWD</pre> | ||
+ | |||
+ | The biggest pain however is the CD thing. The game/installer doesn't create any reference to a CD from which it was installed from, instead it automatically assumes that a CD that's suppose to be used is a first CD possible (the one with a lowest letter). | ||
+ | |||
+ | This issue seems to however been resolved with 1.3 patch. | ||
==[[Croc: Legend of the Gobbos]]== | ==[[Croc: Legend of the Gobbos]]== | ||
Line 46: | Line 807: | ||
* Resolutions seem to be stored near 0x00002B49 - changing them caused the game to start in a proper widescreen resolution, but then the game switched to old one anyway (based on game's log file). I was not able to identify, where the change comes from. | * Resolutions seem to be stored near 0x00002B49 - changing them caused the game to start in a proper widescreen resolution, but then the game switched to old one anyway (based on game's log file). I was not able to identify, where the change comes from. | ||
− | ==[[ | + | ==[[Deus Ex]]== |
− | === | + | ===120fps+ tests and FPS hack text=== |
− | + | [[File:SuicideMachine - Deus Ex FPS Test.png|Test of game speed in relation to framerate (original and hacked Engine.dll)]] | |
− | * | + | |
− | + | ||
+ | ==[[Deus Ex: Human Revolution]]== | ||
+ | ===Various variables in memory=== | ||
+ | * {{User:Suicide machine/Templates/Memory Address|process=dxhr.exe|address=0x677378}} - Timescale | ||
+ | |||
+ | ===Change physics gravity script=== | ||
+ | <pre>[ENABLE] | ||
+ | //code from here to '[DISABLE]' will be used to enable the cheat | ||
+ | alloc(newmem,2048) | ||
+ | label(returnhere) | ||
+ | label(originalcode) | ||
+ | |||
+ | newmem: //this is allocated memory, you have read,write,execute access | ||
+ | //Original was 1.0 | ||
+ | dd (float)0.1 | ||
+ | |||
+ | originalcode: | ||
+ | fmul dword ptr [newmem] | ||
+ | mov eax,edi | ||
+ | jmp returnhere | ||
+ | |||
+ | "dxhr.exe"+112B49: | ||
+ | jmp originalcode | ||
+ | nop | ||
+ | returnhere: | ||
+ | |||
+ | |||
+ | [DISABLE] | ||
+ | //code from here till the end of the code will be used to disable the cheat | ||
+ | dealloc(newmem) | ||
+ | "dxhr.exe"+112B49: | ||
+ | fmul dword ptr [esp+24] | ||
+ | mov eax,edi</pre> | ||
==[[Deus Ex: The Fall]]== | ==[[Deus Ex: The Fall]]== | ||
===Field of View (FOV)=== | ===Field of View (FOV)=== | ||
− | FOV | + | * [http://community.pcgamingwiki.com/files/file/482-deus-ex-the-fall-fov-changer/ FOV Changer]. Source-code is available in a Github repository. |
− | |||
− | |||
− | + | ==[[Descent 3]]== | |
− | + | ===Command line arguments=== | |
+ | {{Standard table|Parameter|Description|content= | ||
+ | {{Standard table/row|-aspect f_value|Sets aspect ratio }} | ||
+ | {{Standard table/row|-nomusic|Disables music}} | ||
+ | {{Standard table/row|-intro|Forces intro to play.}} | ||
+ | {{Standard table/row|-nointro|Skips intro.}} | ||
+ | {{Standard table/row|-rjoy|??}} | ||
+ | {{Standard table/row|-httpproxy|Sets proxy}} | ||
+ | {{Standard table/row|-chpro|?}} | ||
+ | {{Standard table/row|-mouseman|Forces usage of Logitech Mouseman (?)}} | ||
+ | {{Standard table/row|-dedicated|Starts as dedicated server}} | ||
+ | {{Standard table/row|-timetest|?}} | ||
+ | {{Standard table/row|-launched|Notifies game that it went past launcher (required when not using launcher)}} | ||
+ | {{Standard table/row|-update|?}} | ||
+ | {{Standard table/row|-deadzone0|?}} | ||
+ | {{Standard table/row|-deadzone1|?}} | ||
+ | {{Standard table/row|-invertmouseslide|?}} | ||
+ | {{Standard table/row|-ForceStateLimited|?}} | ||
+ | {{Standard table/row|-doonelevel|?}} | ||
+ | {{Standard table/row|-quitongoal|?}} | ||
+ | {{Standard table/row|-mousesens f_value|Modifies mouse sensitivity}} | ||
+ | {{Standard table/row|-mlooksens f_value|Modifies mouse look sensitivity}} | ||
+ | {{Standard table/row|-framecap int32_value|Modifies frame cap}} | ||
+ | {{Standard table/row|-limitframe|?}} | ||
+ | {{Standard table/row|-nomultibmp|?}} | ||
+ | {{Standard table/row|-himem|?}} | ||
+ | {{Standard table/row|-superlowmem|?}} | ||
+ | {{Standard table/row|-lowmem|?}} | ||
+ | {{Standard table/row|-hividmem|?}} | ||
+ | {{Standard table/row|-glide|Forces Glide / 3dfx render (?)}} | ||
+ | {{Standard table/row|-direct3d|Forces Direct3D render (?)}} | ||
+ | {{Standard table/row|-opengl|Forces OpenGL (?)}} | ||
+ | {{Standard table/row|-nosparkles|?}} | ||
+ | {{Standard table/row|-nomotionblur|Disables motion blur}} | ||
+ | {{Standard table/row|-motionblur|Enables motion blur (?)}} | ||
+ | {{Standard table/row|-Height int32_value|Sets render window height}} | ||
+ | {{Standard table/row|-Width int32_value|Sets renderer window width}} | ||
+ | {{Standard table/row|-vsync|Forces Vsync (?)}} | ||
+ | {{Standard table/row|-mission string|?}} | ||
+ | {{Standard table/row|-rocknride|?}} | ||
+ | {{Standard table/row|-directinput|?}} | ||
+ | {{Standard table/row|-alternatejoy|?}} | ||
+ | {{Standard table/row|-lorestimer|?}} | ||
+ | {{Standard table/row|-useexedir|?}} | ||
+ | {{Standard table/row|-setdir|?}} | ||
+ | {{Standard table/row|-useport|?}} | ||
+ | {{Standard table/row|+host|?}} | ||
+ | {{Standard table/row|-tempdir|?}} | ||
+ | {{Standard table/row|-pilot string|Sets pilot.}} | ||
+ | {{Standard table/row|+name|?}} | ||
+ | {{Standard table/row|+cl_pxotrack|?}} | ||
+ | {{Standard table/row|+connect|?}} | ||
+ | {{Standard table/row|-heat|?}} | ||
+ | {{Standard table/row|-directip|?}} | ||
+ | {{Standard table/row|-pxo|?}} | ||
+ | {{Standard table/row|-url|?}} | ||
+ | {{Standard table/row|-d3mbaseurl|?}} | ||
+ | {{Standard table/row|-gameid|?}} | ||
+ | {{Standard table/row|-scoreserver|?}} | ||
+ | {{Standard table/row|-audiotauntdelay|?}} | ||
+ | {{Standard table/row|-NoRenderWindows|?}} | ||
+ | {{Standard table/row|-subtitles|?}} | ||
+ | {{Standard table/row|-nopentium3|?}} | ||
+ | {{Standard table/row|-filter|?}} | ||
+ | {{Standard table/row|-nopentium3|?}} | ||
+ | {{Standard table/row|-NoMultitexture|Disables multitexturing surfaces}} | ||
+ | {{Standard table/row|-nolightmaps|Disables use of lightmaps}} | ||
+ | {{Standard table/row|-forcelightmaps|Forces use of lightmaps}} | ||
+ | {{Standard table/row|-subpixelcorrect|?}} | ||
+ | {{Standard table/row|-NoOutdoorFog|Disables outdoor fog}} | ||
+ | {{Standard table/row|-bumped|?}} | ||
+ | {{Standard table/row|-useseconddevice|?}} | ||
+ | {{Standard table/row|-nocompress|?}} | ||
+ | {{Standard table/row|-z32bit|?}} | ||
+ | {{Standard table/row|-nosound|Disables sound}} | ||
+ | {{Standard table/row|-useip|?}} | ||
+ | {{Standard table/row|-netdebug|?}} | ||
+ | {{Standard table/row|-64OS|?}} | ||
+ | }} | ||
+ | |||
+ | ==[[Emergency 4: Global Fighters for Life]]== | ||
+ | ===Hack notes=== | ||
+ | * 0x00067C99 - Aspect ratio for camera (<code>push (float)1.3333</code>) | ||
+ | * 0x0007843F - Windowed override | ||
+ | * 0x0000E5B1 - Skip videos? | ||
==[[Gorky 17]]== | ==[[Gorky 17]]== | ||
Line 68: | Line 943: | ||
===Problems=== | ===Problems=== | ||
* Yes, plenty and pretty much no fixes found. I'm surprised how such a technological garbage managed to found its way to GOG and Steam. | * Yes, plenty and pretty much no fixes found. I'm surprised how such a technological garbage managed to found its way to GOG and Steam. | ||
+ | |||
+ | ==[[Hellforces]]== | ||
+ | ===Config structure=== | ||
+ | My piece on config structure of the game can be found [[User:Suicide_machine/Research_bunker/Hellforces_config_structure|here]]. | ||
+ | |||
+ | ===Console commands=== | ||
+ | <pre> | ||
+ | god | ||
+ | disable_ai | ||
+ | noclip | ||
+ | gravity | ||
+ | phizik | ||
+ | pers_move_check | ||
+ | pers_move | ||
+ | shadows | ||
+ | smooth_shadows | ||
+ | wave_trace | ||
+ | addtool | ||
+ | speed | ||
+ | newtrace | ||
+ | movie | ||
+ | bump | ||
+ | debug | ||
+ | portals | ||
+ | lod | ||
+ | wire | ||
+ | hudenable | ||
+ | vshaders | ||
+ | fps | ||
+ | drawpersons | ||
+ | objshadows | ||
+ | calcsmoke | ||
+ | checksmoke | ||
+ | drawsmoke | ||
+ | drawstatic | ||
+ | ps | ||
+ | person_bump_dist | ||
+ | obj_bump_dist | ||
+ | selfshade | ||
+ | trimesh | ||
+ | nakmodel | ||
+ | ragdoll | ||
+ | contacts | ||
+ | enabled | ||
+ | persons | ||
+ | mover</pre> | ||
==[[Hype: The Time Quest]]== | ==[[Hype: The Time Quest]]== | ||
Line 77: | Line 998: | ||
* Installer will only work with '''English''', '''German''' and '''Polish''' versions of the game. For other versions, I'll need either a CD image or at least the name of localization folder. Keep in mind, selecting a wrong language version will result in an installer throwing an error during installation that a location can not be found (for Polish CD use Polish, for English CD use English etc.). | * Installer will only work with '''English''', '''German''' and '''Polish''' versions of the game. For other versions, I'll need either a CD image or at least the name of localization folder. Keep in mind, selecting a wrong language version will result in an installer throwing an error during installation that a location can not be found (for Polish CD use Polish, for English CD use English etc.). | ||
* Installer has built in compatibility fixes and nGlide 1.03. '''It needs some testing!''' Especially with the fact, that in order to launch a game, installer needs to copy files to %WINDIR%\Ubisoft, which may cause problems with people using UAC. | * Installer has built in compatibility fixes and nGlide 1.03. '''It needs some testing!''' Especially with the fact, that in order to launch a game, installer needs to copy files to %WINDIR%\Ubisoft, which may cause problems with people using UAC. | ||
+ | |||
+ | ==[[Infernal]]== | ||
+ | ===Few console commands=== | ||
+ | These commands were obtaining by extracting and decompiling global_debug.luc file. | ||
+ | |||
+ | Some of the functions have function parameter types specified in brackets. | ||
+ | {{Standard table|Command|Description|content= | ||
+ | {{Standard table/row| updlst() | }} | ||
+ | {{Standard table/row| spy(name, rotation, zoom) | }} | ||
+ | {{Standard table/row| chgfeelattr(feel, attr, defenable, defdisable, val) | }} | ||
+ | {{Standard table/row| chgvarattr(var, defenable, defdisable, val) | }} | ||
+ | {{Standard table/row| fsm(val) | chgvarattr("gGame.RenderDebugMode", RDM_FSM, RDM_STANDARD, '''val''') }} | ||
+ | {{Standard table/row| sc() | gConsole:Show() }} | ||
+ | {{Standard table/row| hc() | gConsole:Hide() }} | ||
+ | {{Standard table/row| ds(s) | gDebug:EnableStats(l_13_0, false) }} | ||
+ | {{Standard table/row| es(s) | gDebug:EnableStats(l_13_0, true) }} | ||
+ | {{Standard table/row| quit() | gDebug:Quit() }} | ||
+ | {{Standard table/row| poe(val) | chgvarattr("gDebug.PauseOnError", true, false, val) }} | ||
+ | {{Standard table/row| inv(val) | toggles p.Invulnerable }} | ||
+ | {{Standard table/row| invs(val) | toggles p.Invisible }} | ||
+ | {{Standard table/row| loff() | gDebug:SetNRAFlag(NRA_LIGHTS, false) }} | ||
+ | {{Standard table/row| lon() | gDebug:SetNRAFlag(NRA_LIGHTS, true) }} | ||
+ | {{Standard table/row| on(val) | chgfeelattr("Game debug", "Display_description", 3, 0, '''val''') }} | ||
+ | {{Standard table/row| cn(val) | chgfeelattr("Game debug", "Display_description", 4, 0, '''val''') }} | ||
+ | {{Standard table/row| dn(val) | chgfeelattr("Game debug", "Display_description", 5, 0, '''val''') }} | ||
+ | {{Standard table/row| gcr(val) | performs chgfeelattr("Game debug", "Report_LUA_gc_stats", 1, 0, '''val''') }} | ||
+ | {{Standard table/row| fl(val) | chgfeelattr("Game debug", "Force_freelook", 1, 0, '''val''') }} | ||
+ | {{Standard table/row| rt() | gTextureManager:ReloadAllTextures() }} | ||
+ | {{Standard table/row| gc(val) | chgfeelattr("Engine", "LUA_gc_call_interval", igDefaultGCInterval, 0, '''val''') }} | ||
+ | {{Standard table/row| db(val) | chgvarattr("gDebug.AllowDebugTexts", true, false, '''val''') }} | ||
+ | {{Standard table/row| r() | reload() and inv() }} | ||
+ | {{Standard table/row| wire(val) | chgfeelattr("Rendering", "Force_wireframe", 1, 0, '''val''') }} | ||
+ | {{Standard table/row| d(p) | Editor.Debug('''val''') }} | ||
+ | {{Standard table/row| gd(f) | Editor.Properties("f Game debug") or Editor.Properties("f " .. '''f''') }} | ||
+ | {{Standard table/row| renderStats() | }} | ||
+ | {{Standard table/row| phStats() | }} | ||
+ | {{Standard table/row| perfStats() | }} | ||
+ | {{Standard table/row| luaStats() | }} | ||
+ | {{Standard table/row| setSpeed(speed) | gGlobalTimer:SetTimeMultiplier(gGame.CurrentFrameTime, '''speed''') }} | ||
+ | {{Standard table/row| enOnOff() | toggles disable enemies }} | ||
+ | {{Standard table/row| enemyCount() | }} | ||
+ | {{Standard table/row| gotoTest() | }} | ||
+ | {{Standard table/row| setres(x) | }} | ||
+ | {{Standard table/row| FSE() | gGame:FullScreenEffectsDisabled() }} | ||
+ | {{Standard table/row| BC() | toggles Display_collision_boxes }} | ||
+ | {{Standard table/row| Profile() | Toggles Display_Novodex_ProfileData }} | ||
+ | {{Standard table/row| PhysX() | Toggles Display_physics_collision }} | ||
+ | {{Standard table/row| FluidCheckResults(val) | }} | ||
+ | {{Standard table/row| Paths() | Toggle Display_paths }} | ||
+ | {{Standard table/row| PhysHardware() | Toggles Display_hardware_registered_objects }} | ||
+ | {{Standard table/row| BB() | Toggles Display_bounding_boxes }} | ||
+ | {{Standard table/row| IM() | Toggles Mouse inversion }} | ||
+ | {{Standard table/row| PH() | Toggles Display_physics_assets }} | ||
+ | {{Standard table/row| LENS() | Toggles Display_lens_flares }} | ||
+ | {{Standard table/row| TimeStep(step) | }} | ||
+ | {{Standard table/row| GlowPasses(cnt) | }} | ||
+ | {{Standard table/row| GetT() | }} | ||
+ | {{Standard table/row| Wtp() | }} | ||
+ | {{Standard table/row| KillAll() | }} | ||
+ | {{Standard table/row| KillEnemies() | }} | ||
+ | {{Standard table/row| DeleteCorpses() | }} | ||
+ | {{Standard table/row| DisableAll() | }} | ||
+ | {{Standard table/row| SO() | toggles Display_Selected_object }} | ||
+ | {{Standard table/row| ListVisibleObjects() | }} | ||
+ | {{Standard table/row| ListCharacters() | }} | ||
+ | {{Standard table/row| CBaseObject:ListChildren() | }} | ||
+ | {{Standard table/row| ListActiveBodies() | }} | ||
+ | {{Standard table/row| DeleteActiveBodies() | }} | ||
+ | {{Standard table/row| RemoveAllJoints() | }} | ||
+ | {{Standard table/row| TeleportAllTestboxes() | }} | ||
+ | {{Standard table/row| DeleteAllTestboxes() | }} | ||
+ | {{Standard table/row| RemoveAllTestboxes() | }} | ||
+ | {{Standard table/row| InitSpecialDolls() | }} | ||
+ | {{Standard table/row| RemoveAllCharacters() | }} | ||
+ | {{Standard table/row| EnableAll() | }} | ||
+ | {{Standard table/row| GhostModeAll() | }} | ||
+ | {{Standard table/row| Time(cmd) | }} | ||
+ | {{Standard table/row| E3DemoEnd() | }} | ||
+ | {{Standard table/row| LuaMem() | }} | ||
+ | {{Standard table/row| OpenDoor() | }} | ||
+ | {{Standard table/row| IsBaseObject(o) | }} | ||
+ | {{Standard table/row| IterateTable(tbl, callback, trace) | }} | ||
+ | {{Standard table/row| IterateObject(o, callback, trace) | }} | ||
+ | {{Standard table/row| IterateAll(callback) | }} | ||
+ | }} | ||
+ | |||
+ | ==[[Ion Fury]]== | ||
+ | ===Launch parameters=== | ||
+ | A lot of these may not work, as this is a string dump. | ||
+ | {{Standard table|Command|Description|content= | ||
+ | {{Standard table/row| -# | Load and run a game from slot # (0-9) }} | ||
+ | {{Standard table/row| -c# | <nowiki>Multiplayer mode #, 1 = DM, 2 = Co-op, 3 = DM(no spawn)</nowiki> }} | ||
+ | {{Standard table/row| -cachesize # | Set cache size in kB }} | ||
+ | {{Standard table/row| -cfg [file.cfg] | Use an alternate configuration file }} | ||
+ | {{Standard table/row| -clipmap [file.map] | Load an additional clipping map for use with clipshape }} | ||
+ | {{Standard table/row| -connect [host] | Connect to a multiplayer game }} | ||
+ | {{Standard table/row| -conversion YYYYMMDD | Selects CON script version for compatibility with older mods }} | ||
+ | {{Standard table/row| -d [file.edm or #] | Play a demo }} | ||
+ | {{Standard table/row| -debughelp | Shows debug help window }} | ||
+ | {{Standard table/row| -g [file.grp] | Load additional game data }} | ||
+ | {{Standard table/row| -game_dir [dir] | Specify game data directory }} | ||
+ | {{Standard table/row| -gamegrp | Select main grp file }} | ||
+ | {{Standard table/row| -h [file.def] | Load an alternate definitions file }} | ||
+ | {{Standard table/row| -j [dir] | Add a directory to Ion Fury's search list }} | ||
+ | {{Standard table/row| -l# | Start game on level #, see -v }} | ||
+ | {{Standard table/row| -m | Disable enemies }} | ||
+ | {{Standard table/row| -map [file.map] | Load an external map file }} | ||
+ | {{Standard table/row| -mh [file.def] | Include an additional definitions module }} | ||
+ | {{Standard table/row| -mx [file.con] | Include an additional CON script module }} | ||
+ | {{Standard table/row| -name [name] | Player name in multiplayer }} | ||
+ | {{Standard table/row| -nm | Disable music }} | ||
+ | {{Standard table/row| -noautoload | Disable loading from autoload directory }} | ||
+ | {{Standard table/row| -noffire | Disable friendly fire }} | ||
+ | {{Standard table/row| -nologo | Skip intro anim }} | ||
+ | {{Standard table/row| -ns | Disable sound }} | ||
+ | {{Standard table/row| -q# | Fake multiplayer with # players }} | ||
+ | {{Standard table/row| -r | Record demo }} | ||
+ | {{Standard table/row| -rotatesprite-no-widescreen | Stretch screen drawing from scripts to fullscreen }} | ||
+ | {{Standard table/row| -rts [file.rts] | Load a custom Remote Ridicule sound bank }} | ||
+ | {{Standard table/row| -s# | Start game on skill level # }} | ||
+ | {{Standard table/row| -server| Start a multiplayer server }} | ||
+ | {{Standard table/row| -setup/nosetup | Enable or disable startup window }} | ||
+ | {{Standard table/row| -t# | <nowiki>Respawn mode: 1 = enemies, 2 = weapons, 3 = items, x = all</nowiki> }} | ||
+ | {{Standard table/row| -u######### | User's favorite weapon order (default: 3425689071) }} | ||
+ | {{Standard table/row| -usecwd | Read data and configuration from current directory }} | ||
+ | {{Standard table/row| -v# | Start game on episode #, see -l }} | ||
+ | {{Standard table/row| -x [game.con] | Load custom CON script }} | ||
+ | {{Standard table/row| -z#/-condebug | Enable line-by-line CON compile debugging at level }} | ||
+ | }} | ||
==[[Legendary]]== | ==[[Legendary]]== | ||
===[[Glossary:Field_of_view_(FOV)|Field of view (FOV)]]=== | ===[[Glossary:Field_of_view_(FOV)|Field of view (FOV)]]=== | ||
− | + | I made [http://community.pcgamingwiki.com/files/file/395-legendary-fov-changer/ FOV Changer] for it. Source-code is available in a Github repository. | |
− | |||
− | |||
− | |||
− | |||
− | I | + | ==[[Lula 3D]]== |
+ | ===Command line console=== | ||
+ | There is still left command line console from Vision engine, although by default it's disabled. To enable it, change byte at <code>vision.dll +2C5BD1</code> to <code>1</code>. The console doesn't have defined font, so all it displays is boxes. | ||
+ | |||
+ | ==[[Marine Sharpshooter 2]]== | ||
+ | ===Passing command line parameters from Steam=== | ||
+ | * The launcher in PC version is completely redundant, mostly because of the form the game is now distributed (previously, it made sense to have a button for uninstall the game etc.). What's worse, it doesn't pass command line parameters and doesn't have a field to input them. Because of that, I've written a simple program that takes command line parameters and send them to LithTech.exe (which is the executable for game), to replace it. It's available in [https://github.com/SuiMachine/MarineSharpshooter2_NoLauncher/releases here]. And no, I'm not going to write a custom launcher for it. It's already enough, I wrote these few lines. | ||
==[[Medal of Honor (2010)]]== | ==[[Medal of Honor (2010)]]== | ||
===[[Glossary:Field_of_view_(FOV)|Field of view (FOV)]]=== | ===[[Glossary:Field_of_view_(FOV)|Field of view (FOV)]]=== | ||
− | + | FOV changer can be downloaded in [http://community.pcgamingwiki.com/files/file/389-medal-of-honor-2010-fov-changer/ here]. Source-code is available in a Github repository. | |
− | + | ||
+ | ==[[Prism: Guard Shield]]== | ||
+ | ===Launch parameters=== | ||
+ | {{Standard table|Parameter|Description|content= | ||
+ | {{Standard table/row|-subwindow|?}} | ||
+ | {{Standard table/row|-fullscreen|?}} | ||
+ | {{Standard table/row|-batch %s|?}} | ||
+ | {{Standard table/row|-noassert|?}} | ||
+ | }} | ||
+ | |||
+ | ==[[Search and Rescue: Coastal Heroes]]== | ||
+ | ===Config structure=== | ||
+ | My piece on config structure of the game can be found [[User:Suicide_machine/Research_bunker/SAR4_Config_structure|here]]. | ||
− | + | ==[[Shade: Wrath of Angels]]== | |
+ | ===Console command properties=== | ||
+ | <pre>EFF_MBLUR | ||
+ | EFF_UNDERWATER | ||
+ | EFF_NONE | ||
+ | EP_ACTIVE_PARTICLES | ||
+ | EP_CURRENT_TIME | ||
+ | EP_REPEAT | ||
+ | EP_EFFECT_TIME | ||
+ | EP_POINT_SPRITES | ||
+ | EP_ANIM_ONCE | ||
+ | EP_LIFETIME_BY_ANIM | ||
+ | EP_LIFETIME_RND | ||
+ | EP_LIFETIME | ||
+ | EP_BIRTH_RATE_RND | ||
+ | EP_BIRTH_RATE | ||
+ | EP_KILL_OLDEST | ||
+ | EP_GRAVITY_SCALE_RND | ||
+ | EP_GRAVITY_SCALE | ||
+ | EP_AIR_RESISTANCE_RND | ||
+ | EP_AIR_RESISTANCE | ||
+ | EP_RANDOM_ROT | ||
+ | EP_RANDOM_ANGLE | ||
+ | EP_STRETCH | ||
+ | EP_SIZE | ||
+ | EP_AVELOCITY | ||
+ | EP_VELOCITY_RND | ||
+ | EP_VELOCITY | ||
+ | EP_CONEANGLE | ||
+ | BC_ALLCONVEX | ||
+ | BC_SPHERE | ||
+ | BC_CONVEX | ||
+ | BC_CAPSULE_Z | ||
+ | BC_CAPSULE_Y | ||
+ | BC_CAPSULE_X | ||
+ | BC_OBB | ||
+ | BC_NONE | ||
+ | TSWITCH_TRANSP | ||
+ | TSWITCH_USER4 | ||
+ | TSWITCH_USER3 | ||
+ | TSWITCH_USER2 | ||
+ | TSWITCH_USER1 | ||
+ | FF_ALLINSIDE | ||
+ | FF_MESH | ||
+ | FF_PATCH | ||
+ | FF_PLANAR | ||
+ | SS_NOCULL | ||
+ | SS_NOOUTLINE | ||
+ | SS_ONCE | ||
+ | SS_TRANSP | ||
+ | SS_WIREFRAME | ||
+ | SS_DOUBLESIDE | ||
+ | SS_NOZUPDATE | ||
+ | SS_NOZBUFFER | ||
+ | SHAPE_POLY | ||
+ | SHAPE_LINE | ||
+ | SHAPE_BBOX | ||
+ | NULL //just a name for a value? | ||
+ | false //just a name for a value? | ||
+ | true //just a name for a value? | ||
+ | ROLL | ||
+ | YAW | ||
+ | PITCH | ||
+ | FILEMODE_READ | ||
+ | FILEMODE_WRITE | ||
+ | C_LEAF | ||
+ | C_TRANSLUCENT | ||
+ | C_STRUCTURAL | ||
+ | C_DETAIL | ||
+ | C_CLUSTERPORTAL | ||
+ | C_MONSTERCLIP | ||
+ | C_NOCLIMB | ||
+ | C_PLAYERCLIP | ||
+ | C_AREAPORTAL | ||
+ | C_CAMERACLIP | ||
+ | C_PIVOT | ||
+ | C_FOG | ||
+ | C_WATER | ||
+ | C_SLIME | ||
+ | C_LAVA | ||
+ | C_SOLID | ||
+ | SURF_WATER | ||
+ | SURF_GRASS | ||
+ | SURF_CARPET | ||
+ | SURF_BETON | ||
+ | SURF_GRAVEL | ||
+ | SURF_GLASS | ||
+ | SURF_METAL | ||
+ | SURF_WOOD | ||
+ | SURF_DUST | ||
+ | SURF_FLESH | ||
+ | SURF_NOMARKS | ||
+ | SURF_NOIMPACT | ||
+ | SURF_LADDER | ||
+ | SURF_SKY | ||
+ | SURF_SLICK | ||
+ | LFL_BACKFACE | ||
+ | LFL_SHADOWSOURCE | ||
+ | LFL_TRACE | ||
+ | LFL_DYNAMIC | ||
+ | LFL_POINT | ||
+ | LFL_SPOT | ||
+ | AF_CHANGEMASK | ||
+ | AF_BLENDOUT | ||
+ | AF_FORCEFPS | ||
+ | AF_RESET | ||
+ | AF_USER | ||
+ | AF_ONCE | ||
+ | SF_GLOBAL | ||
+ | SF_LIPSYNC | ||
+ | SF_NOTEST | ||
+ | SF_MUSIC | ||
+ | SF_FREQCONTROL | ||
+ | SF_QUARTERRANGE | ||
+ | SF_HALFRANGE | ||
+ | SF_FLUSH | ||
+ | SF_STREAM | ||
+ | SF_3D | ||
+ | SF_AMBIENT | ||
+ | SF_ONCE | ||
+ | EV_ALL | ||
+ | EV_LIPSYNC | ||
+ | EV_LOADED | ||
+ | EV_SOUNDEND | ||
+ | EV_ANIMBLEND | ||
+ | EV_ANIMHOOK | ||
+ | EV_ANIMEND | ||
+ | EV_ONSAVE | ||
+ | EV_ONLOAD | ||
+ | EV_TIMER | ||
+ | EV_ENDFRAME | ||
+ | EV_BEGINFRAME | ||
+ | EV_AFTERPHYSICS | ||
+ | EV_BEFOREPHYSICS | ||
+ | EV_POSTTHINK | ||
+ | EV_FRAME | ||
+ | EV_VIEW | ||
+ | EV_VISFRAME | ||
+ | EV_INIT | ||
+ | EV_EXTRA | ||
+ | EV_ONGROUND | ||
+ | EV_BLOCK | ||
+ | EV_TOUCH | ||
+ | NONE | ||
+ | NOCLIP | ||
+ | PUSH | ||
+ | BOUNCE | ||
+ | FLY | ||
+ | WALK | ||
+ | PWALK | ||
+ | GIB | ||
+ | LIGHT | ||
+ | WORLD | ||
+ | TRIGGER | ||
+ | CAMERA | ||
+ | PLAYER | ||
+ | MONSTER | ||
+ | DEFAULT | ||
+ | TFL_EXACTLIGHT | ||
+ | TFL_OBBCOLLISION | ||
+ | TFL_EXACTCOLLISION | ||
+ | TFL_USER6 | ||
+ | TFL_USER2 | ||
+ | TFL_USER1 | ||
+ | TFL_NOSAVE | ||
+ | TFL_NOSHADOW | ||
+ | TFL_DISABLE | ||
+ | TFL_NOLIGHT | ||
+ | TFL_UPDATE | ||
+ | TFL_ROTMATRIX | ||
+ | TFL_FULLMATRIX | ||
+ | TFL_PARTICLE | ||
+ | TFL_ONCELINK | ||
+ | TFL_NOMPIVOT | ||
+ | TFL_NOBILLBOARD | ||
+ | TFL_PASSABLE | ||
+ | TFL_TOUCHTRIGGERS | ||
+ | TFL_ONGROUND | ||
+ | TFL_AREACLOSED | ||
+ | TFL_AREASPLITTER | ||
+ | TFL_TRIGGER | ||
+ | TFL_COLLIDEONLYWORLD | ||
+ | TFL_DEF | ||
+ | TFL_SOLID | ||
+ | TFL_VISIBLE | ||
+ | TFL_CANCELMOVE | ||
+ | VP_ISPLAYING | ||
+ | VP_REPEAT | ||
+ | VP_POSITION | ||
+ | VP_REWIND | ||
+ | VP_STOP | ||
+ | VP_PLAY | ||
+ | WFLAG_STRETCH | ||
+ | WFLAG_RALIGN | ||
+ | WFLAG_NOFILTER | ||
+ | WFLAG_EXACTSIZE | ||
+ | WFLAG_EXACTPOS | ||
+ | WFLAG_VCENTER | ||
+ | WFLAG_CENTER | ||
+ | WFLAG_ZWRITE | ||
+ | WFLAG_NOWRAP | ||
+ | WFLAG_VISIBLE | ||
+ | WFLAG_TRANSPARENT | ||
+ | WFLAG_SOURCEALPHA | ||
+ | WFLAG_SRCTRANS | ||
+ | WTYPE_VIDEO | ||
+ | WTYPE_IMAGE | ||
+ | WTYPE_VIEW | ||
+ | WTYPE_TEXT | ||
+ | TRACE_WATER | ||
+ | TRACE_PASSABLE | ||
+ | TRACE_WORLD | ||
+ | TRACE_ENTS | ||
+ | TRACE_VISTEST | ||
+ | TRACE_DETAIL | ||
+ | TRACE_MESH | ||
+ | TRACE_PATCH | ||
+ | TRACE_EXACT | ||
+ | g_iForceSWDevice | ||
+ | g_iPPQuality | ||
+ | g_iPhysicsIteration | ||
+ | _depth | ||
+ | g_iStatFPS | ||
+ | g_iStatNumParticles | ||
+ | g_iStatNumVertexes | ||
+ | g_iStatNumTriangles | ||
+ | g_iShowFilter | ||
+ | g_iShowAABB | ||
+ | g_iShowPhysics | ||
+ | g_iOutputRate | ||
+ | g_bEAX | ||
+ | g_iSpeakers | ||
+ | g_iSoundQuality | ||
+ | g_iEffectsVolume | ||
+ | g_iMusicVolume | ||
+ | g_fDopplerFactor | ||
+ | JoyPOV | ||
+ | JoyButtons | ||
+ | JoySliders | ||
+ | JoyRAxis | ||
+ | JoyAxis | ||
+ | MouseWheel | ||
+ | MouseDeltaY | ||
+ | MouseDeltaX | ||
+ | MMB | ||
+ | RMB | ||
+ | LMB | ||
+ | g_iTraceBone | ||
+ | g_iTraceSphere | ||
+ | g_iTraceSurfaceType | ||
+ | g_iTraceBrush | ||
+ | g_iTraceSurfparm | ||
+ | g_iTraceContent | ||
+ | g_vTracePlane | ||
+ | g_iDecalFrame | ||
+ | g_fDecalAlpha | ||
+ | g_iLightSource | ||
+ | g_fSunIntensity | ||
+ | g_vSunColor | ||
+ | g_vSunDirection | ||
+ | g_iIsOutdoor | ||
+ | g_iViewFrame | ||
+ | g_vMainMatrix2 | ||
+ | g_fVisDist | ||
+ | g_fovy | ||
+ | g_fov | ||
+ | ftime | ||
+ | time | ||
+ | g_iDepthComplex | ||
+ | g_iWire | ||
+ | g_iStats | ||
+ | g_iDisablePhysics | ||
+ | g_iBrightness | ||
+ | g_iShadow | ||
+ | g_iGeomDetail | ||
+ | g_iDetailMap | ||
+ | g_iVSync | ||
+ | g_iDither | ||
+ | g_iTriBuffer | ||
+ | g_iTriFilter | ||
+ | g_iTexDepth | ||
+ | g_iZBuffDepth | ||
+ | g_iAdapter | ||
+ | g_iDepth | ||
+ | g_iHeight | ||
+ | g_iWidth | ||
+ | g_iFullscreen | ||
+ | g_sVideoModes | ||
+ | g_env | ||
+ | g_bump | ||
+ | g_lod</pre> | ||
+ | |||
+ | ==[[Star Trek: The Next Generation - Klingon Honor Guard]]== | ||
+ | ===Player speed / performance=== | ||
+ | {{ii}} High framerate will make the game play too fast. Here are statistics to prove it, tested using modified LiveSplit (component starts time and splits based on player position), with a check of 62 times a second (enough to check differences). | ||
+ | [[File:SuicideMachine - Star Trek KHG - Test.png|Player speed / performance]] | ||
==[[Star Wars: Rogue Squadron 3D]]== | ==[[Star Wars: Rogue Squadron 3D]]== | ||
Line 104: | Line 1,463: | ||
===Alternative installer=== | ===Alternative installer=== | ||
* It seems, I've been wrong all this time. It looks like '''BIG.Z''' on the game's CD isn't some kind of a split or encrypted file, but it's just simply a big.lab, compressed with some unknown compression. If a program capable of extracting it was found (preferably, using command line), I could probably make an installer for it the game, just like I've made one for [[User:Suicide machine/Hype:_The_Time_Quest_-_Alternative_Installer|Hype]]. Alternatively, I could just pack big.lab into an installer, but that would be distributing a part of the game :| | * It seems, I've been wrong all this time. It looks like '''BIG.Z''' on the game's CD isn't some kind of a split or encrypted file, but it's just simply a big.lab, compressed with some unknown compression. If a program capable of extracting it was found (preferably, using command line), I could probably make an installer for it the game, just like I've made one for [[User:Suicide machine/Hype:_The_Time_Quest_-_Alternative_Installer|Hype]]. Alternatively, I could just pack big.lab into an installer, but that would be distributing a part of the game :| | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==[[Stunt GP]]== | ==[[Stunt GP]]== | ||
− | |||
− | |||
− | |||
− | |||
===Widescreen resolution=== | ===Widescreen resolution=== | ||
* Launcher allows to select only 4:3 resolutions. Widescreen resolution however can be set when editing '''game.cfg'''. | * Launcher allows to select only 4:3 resolutions. Widescreen resolution however can be set when editing '''game.cfg'''. | ||
* Changing '''DISPLAYRESWIDTH''' and '''DISPLAYRESHEIGHT''' results in a game being stretched. | * Changing '''DISPLAYRESWIDTH''' and '''DISPLAYRESHEIGHT''' results in a game being stretched. | ||
+ | * To fix it, you need to change aspect ratio value in game's exe file. | ||
+ | ** Find a sequence: <code>80BC000000'''BE9FAA3F'''C780C00000000000803F</code> | ||
+ | ** Replace '''BE9FAA3F''' with a new aspect ratio as a float value. | ||
+ | ** Remember to invert the byte order. | ||
+ | * Alternatively you can use [http://community.pcgamingwiki.com/files/file/617-stunt-gp-widescreen-fix/ my fixer]. | ||
==[[Syndicate (2012)]]== | ==[[Syndicate (2012)]]== | ||
===Developer Mode=== | ===Developer Mode=== | ||
* There is a developer mode hidden in the game. Probably the safest way to enable it (ergo - a way that doesn't include programs of unknown origin) is via CheatEngine. Add address <code>'''00400000'''</code> to a list and enable debugger using '''Find what accesses this value''' option. | * There is a developer mode hidden in the game. Probably the safest way to enable it (ergo - a way that doesn't include programs of unknown origin) is via CheatEngine. Add address <code>'''00400000'''</code> to a list and enable debugger using '''Find what accesses this value''' option. | ||
+ | |||
+ | ==[[S.T.A.L.K.E.R.: Shadow of Chernobyl]]== | ||
+ | ===Field of View (FOV)=== | ||
+ | * As there was no clear way explained on how to modify the FOV, I compared both modified and unmodified '''xrGame.dll''' in GOG release - the FOV is stored at: 0x0053C598 as a float value. | ||
+ | |||
+ | ==[[The Thing]]== | ||
+ | * [[User:Suicide machine/Research bunker/The Thing - List of registry properties|List of registry properties]]. | ||
+ | * [[User:Suicide machine/Research bunker/The Thing - Textures different from Xbox version|Texture different from Xbox]]. | ||
+ | 0048B02B | ||
+ | |||
+ | ==[[Underworld Ascendant]]== | ||
+ | ===Command-line console=== | ||
+ | * Originally finding and enabling command-line console was pretty easy all it was needed is CheatEngine with mono dissector and going to "AdminSystem:IsAllowedToOpenConsole" and getting the address from there. | ||
+ | * After the game was compiled with il2cpp, this is however no longer possible. Fortunetly, the addresses remain easier to track as long as the DLL is not patched, to activate console, add following pointer to CheatEngine: '''GameAssembly.dll+25a1cc8, B8, 2''' (type byte) and then set it to 1. Console is activated with {{key|~}}. Type in <code>commands</code> to show available commands. | ||
+ | |||
==[[Ultimate Spider-Man]]== | ==[[Ultimate Spider-Man]]== |
Latest revision as of 21:45, 7 April 2024
So, you've found my research bunker and you wonder what's that? Well, it's basically a page, where I put all the information from games, I've researched, if I consider, they are not enough to grant a full page or if I simply don't have an English version of the game. Here you can also find a few failed experiments of mine (like games, which exe files, I've tried hex editing to run at widescreen, but found no adresses etc.). Basically - a long page, with a lot of cramped information. Also, if there is FOV mentioned in a text, there is a fair chance, source code can be found at my GitHub.
- Remember to notify me about any issues related to my programs as soon as possible. A lot of an issues with them, is related to pointers pointing to different addresses on other machines (I only have my old trusty PC to test it) and can be easily solved.
Notes
Windows 7 updates not worth installing
- KB2670838 - often causes BSODs
- KB971033 - Stupid DRM update :P
Golden values
Sometimes you overlook simple things. I certainly did. So here's something I learnt thanks to Dredd widscreen hack.
- Aspect ratio of 4:3 - 1.3 is float 1.3333334 = 0xABAAAA3F as stored in files.
- Typical FOV values stored in files:
- 75 - 0x00009642
- 90 - 0x0000B442
- 91.300003 - 0x9A99B642
Steam
Cloud syncing
- Based on few simple test of Ultimate Doom and informations taken from SteamDB it's very clear to me, that any game released on Steam can feature cloud syncing, as the Steam version of Doom is using non-modified version of DosBOX and the only rule that seem to work for cloud syncing is - when Dosbox process stops running, Steam looks for *.DSG files in base folder and sends newest ones to cloud space...
- In short: Any old game released on Steam has no excuse, when it comes to not using cloud saves, as no modified exe files are required.
GameOverlayUI launch parameters
- All of this was extracted from gameoverlayui.dll.
Paramemter | Description |
---|---|
-pid <id> | Pid that we should be watching for |
-manuallyclearframes 0/1 | Should the overlay be manually clearing frames to black (because the game doesn't clear the entire screen?) |
-enablemovies 0/1 | Should prototype movie code be enabled. |
Steam Controller
007: Quantum of Solace
30fps cap and FOV changing
I made FOV changer and FPS unlocker for cracked version. It's available here (hopefully it works on original version as well). Code is available in a Github repository.
Known issues with high framerate
Even though the game is using Infinity Ward Engine (same as COD4), it doesn't seem to handle high framerate anywhere as well as other games on this engine. Here are some known issues:
- Balancing minigame may be much harder or near impossible at high framerate. It's the most obvious element of a game that seems to be tied to framerate - because of that, I added a simple cheat to a program as a workaround it.
- Dying when escaping from elevator - occasionally in the level Science Center Interior a bug may happen, which makes it impossible to escape from elevator shaft, before the fire. I had this happen only once, but I know some other people also mentioned it. If this happen, try to lower the framerate to 30 and see if this helps. You may also try running and jumping onto the ladder so you start the climbing animation higher up.
- Falling off Train - In the level Montenegro Train after the section where you encounter an enemy trying to detach the train cars, a bug will occur where bond will constantly fall off the train when trying to shimmy across the edge of the train cars. You have to lower the framerate to 30 or else you will be softlocked from completing the level.
Other variables in memory
Values were not tested and just copied like it goes from disassembly. All are written in following way - baseAddress, offset(s).
Pointer | Variable |
---|---|
From function at 1025F770 | --- |
0x11B4F070, 0x10 | Draw the view model |
0x11C52418, 0x10 | Draw cursor hints where: 0: no hints 1: sin size pulse 2: one way size pulse 3: alpha pulse 4: static image |
0x11C52408, 0x10 | Time in milliseconds for the cursor hint to fade |
0x11C523DC, 0x10 | The field of view angle in degrees |
0x11B4F040, 0x10 | The influence on the view from being in a vehicle |
0x11B4F048, 0x10 | Draw 2D screen elements |
0x11C4C300, 0x10 | Draw HUD elements |
0x11B4BBB8, 0x10 | Draw health bar |
0x11B4BB8C, 0x10 | Draw a 'hold breath to steady' hint |
0x11C4C370, 0x10 | Draw a 'press key to mantle' hint |
0x11B4F094, 0x10 | Draw a 'press key to ladder' hint |
0x11B4BBA0, 0x10 | Draw frames per second |
0x11C4C3AC, 0x10 | Draw FPS Info Labels |
0x11C4C3B8, 0x10 | Offset from top-right corner, for cg_drawFPS, etc |
0x11B4EFD4, 0x10 | Draw mem info on screen |
0x11C4C340, 0x10 | Draw debugging information for sounds |
0x11C4C2F8, 0x10 | Draw debugging information for scripts |
0x11C4C33C, 0x10 | Draw debugging information for materials |
0x11B4F00C, 0x10 | Draw a cross hair when using a turret |
0x11B4F020, 0x10 | Draw shellshock & flashbang screen effects. |
0x11C4C2F0, 0x10 | Draw a red box at the player's pos in noclip/ufo. |
0x11B4EFD0, 0x10 | Draw various debug overlays. Only useful when cg_draw2D is off. |
0x11C4C2A0, 0x10 | Draw icons with our cursor hints. Otherwise shows just the text and button prompt. |
0x11C4C2F4, 0x10 | The background color of the flash when the stance changes |
0x11B4F034, 0x10 | Draw helpful text to say how to change stances |
0x11B4F03C, 0x10 | The width of the damage icon |
0x11B4F014, 0x10 | The height of the damage icon |
0x11B4EFFC, 0x10 | The offset from the center of the damage icon |
0x11C4C3B4, 0x10 | The amount of time for the damage icon to stay on screen after damage is taken |
0x11C4C30C, 0x10 | Draw damage icons when aiming down the sight of a scoped weapon |
0x11B4BB94, 0x10 | The maximum distance that a grenade can be from a player in order to be shown on the grenade indicator |
0x11C4C2E4, 0x10 | The maximum distance that a flashbang can be from a player in order to be shown on the grenade indicator |
0x11C4C2DC, 0x10 | e grenade indicator |
0x11C4C29C, 0x10 | Show the grenade indicator when aiming down the sight of a scoped weapon |
0x11B4F074, 0x10 | The offset from the center of the screen for a grenade icon |
0x11C4C328, 0x10 | The height of the grenade indicator icon |
0x11B4EFF4, 0x10 | The width of the grenade indicator icon |
0x11B4A550, 0x10 | Show the grenade indicator for flash grenades |
0x11C523EC, 0x10 | The height of the grenade indicator pointer |
0x11C4C330, 0x10 | The width of the grenade indicator pointer |
0x11B4F650, 0x10 | The pivot point of th grenade indicator pointer |
0x11B4F080, 0x10 | The number of times per second that the grenade indicator flashes in Hertz |
0x11B4A55C, 0x10 | r to remain at full brightness for longer |
0x11C4C35C, 0x10 | to remain at full transparency for longer |
0x11B4A554, 0x10 | Stealth hud indicator pulses opacity. This is the maximum alpha it pulses between. |
0x11C4C348, 0x10 | Stealth hud indicator pulses opacity. This is the minimum alpha it pulses between. |
0x11B4F05C, 0x10 | used to prevent XBL connection for map and gametype data |
0x11C4C2C0, 0x10 | The delay after cycling to a new weapon to prevent holding down the cycle weapon button from cycling too fast |
0x11B4F050, 0x10 | The alpha value of the crosshair |
0x11B4F654, 0x10 | The minimum alpha value of the crosshair when it fades in |
0x11C4C308, 0x10 | Crosshair is Dynamic |
0x11C4C2B4, 0x10 | The crosshair color when over an enemy |
0x11B4BBBC, 0x10 | Weapons eject brass |
0x11B4F04C, 0x10 | x position of the viewmodel |
0x11B4A574, 0x10 | y position of the viewmodel |
0x11B4EFF8, 0x10 | z position of the viewmodel |
0x11C4C324, 0x10 | Weapon movement forward due to player movement |
0x11C4C310, 0x10 | Weapon movement right due to player movement |
0x11C523F8, 0x10 | Weapon movement up due to player movement |
0x11C52420, 0x10 | Forward weapon offset when prone/ducked |
0x11C4C2D8, 0x10 | Right weapon offset when prone/ducked |
0x11B4F028, 0x10 | Up weapon offset when prone/ducked |
0x11C4C350, 0x10 | Pitch gun rotation with movement |
0x11C4C2CC, 0x10 | Yaw gun rotation with movement |
0x11B4F06C, 0x10 | Gun roll rotation with movement |
0x11B4F08C, 0x10 | The base weapon movement rate |
0x11B4F024, 0x10 | The minimum weapon movement rate |
0x11B4EFEC, 0x10 | The base weapon rotation rate |
0x11C4C3BC, 0x10 | The minimum weapon rotation speed |
0x11B4F078, 0x10 | The time for a center printed message to fade |
0x11C4C31C, 0x10 | The weapon bob amplitude |
0x11B4F098, 0x10 | The amplitude of roll for weapon bobbing |
0x11C4C364, 0x10 | The maximum weapon bob |
0x11C4C388, 0x10 | The lag on the weapon bob |
0x11C4C37C, 0x10 | Which bone the player's weapon is attached to. |
0x11B4BBB4, 0x10 | Bone on player's character model to draw axes. |
0x11B4BB9C, 0x10 | Draw a full body player character |
0x11C52404, 0x10 | Player body part fade mode |
0x11B4F084, 0x10 | Dist from cam to player's head within which we fade in/out the head, show the body |
0x11C4C390, 0x10 | Dist from cam to player's head within which we fade in/out the head and body |
0x11C4C2AC, 0x10 | Rate at which we fade the head and body |
0x11C4C2EC, 0x10 | Remove roll from view |
0x11B4BBA8, 0x10 | Enabled debug camera |
0x11B4A578, 0x10 | (D)efault, (O)rbit, (A)bsolute (precede with 's' to set to set to that mode) |
0x11C4C3A8, 0x10 | Offset camera along camera's x axis |
0x11C4C2A8, 0x10 | Offset camera along camera's y axis |
0x11B4F058, 0x10 | Offset camera along camera's z axis |
0x11B4F000, 0x10 | Rotate camera along camera's x axis |
0x11C52438, 0x10 | Rotate camera along camera's y axis |
0x11B4EFE0, 0x10 | Rotate camera along camera's z axis |
0x11B4F07C, 0x10 | Default orbit distance (archived) |
0x11C4C380, 0x10 | Enabled screenshot button |
0x11C4C3CC, 0x10 | Number of screenshots to take at a time |
0x11B4BBCC, 0x10 | Hides the player |
0x11B4A57C, 0x10 | Offset camera along camera's y axis |
0x11B4BB98, 0x10 | Offset camera along camera's y axis |
0x11C523F4, 0x10 | Offset camera along camera's z axis |
0x11B4BBC4, 0x10 | Rotate camera along camera's x axis |
0x11C523FC, 0x10 | Rotate camera along camera's y axis |
0x11B4BBC0, 0x10 | Rotate camera along camera's z axis |
0x11B4BBB0, 0x10 | Locks Joypad Pitch |
0x11B4F02C, 0x10 | Set if player Wep is Zoomed |
0x11C4C2E8, 0x10 | Enable player moving bodies |
0x11B4A56C, 0x10 | Forces Misc hud elements not to be rendered, like the center dot |
0x11C4C2E0, 0x10 | Output event debug information |
0x11C4C334, 0x10 | Output event debug information |
0x11C4C354, 0x10 | Decay for predicted error |
0x11C4C338, 0x10 | Don't do client side prediction |
0x11C4C3D0, 0x10 | Show prediction errors |
0x11C4C320, 0x10 | Play footstep sounds |
0x11C4C2C8, 0x10 | Force laser sights on in all possible places. |
0x11B4BBAC, 0x10 | Forces a laser Sight on fro an AI weapon if it has a laser attachment |
0x11C4C2C4, 0x10 | The maximum range of a laser beam |
0x11C4C2B8, 0x10 | The maximum range of the player's laser beam |
0x11B4A568, 0x10 | The maximum range of the player's laser beam while in cover |
0x11B4EFD8, 0x10 | The size (radius) of a laser beam |
0x11B4F054, 0x10 | The radius of the light at the far end of a laser beam |
0x11C52428, 0x10 | How far from the true beginning of the beam the light at the beginning is. |
0x11C4C294, 0x10 | How far from the true end of the beam the light at the end is. |
0x11C4C36C, 0x10 | How far from the point of collision the end of the beam is. |
0x11B4F09C, 0x10 | Percentage laser widens over distance from viewer. |
0x11B4F044, 0x10 | Draw a debug line following client side bullet trace |
0x11C4C298, 0x10 | The probability that a bullet is a tracer round |
0x11C4C378, 0x10 | The width of the tracer round |
0x11B4F090, 0x10 | The speed of a tracer round in units per second |
0x11C52440, 0x10 | The length of a tracer round |
0x11C4C2BC, 0x10 | Scale the tracer at a distance, so it's still visible |
0x11C4C368, 0x10 | The minimum distance to scale a tracer |
0x11C52410, 0x10 | The range at which a tracer is scaled to its maximum amount |
0x11C52434, 0x10 | The length a tracer goes as it completes a full corkscrew revolution |
0x11C523E8, 0x10 | The radius of a tracer's corkscrew motion |
0x11C4C2D4, 0x10 | The range of the camera from the player in third person view |
0x11C5241C, 0x10 | The angle of the camera from the player in third person view |
0x11C52414, 0x10 | Pause the game |
0x11C4C3B0, 0x10 | Draw paused screen |
0x11B4EFF0, 0x10 | The amount of on-screen length to wrap an objective in non wide-screen mode |
0x11B4F064, 0x10 | The amount of on-screen length to wrap an objective in wide-screen mode |
0x11C4C34C, 0x10 | Output animation info for the given entity id |
0x11B4F088, 0x10 | Display the mini console on screen |
0x11C5240C, 0x10 | The minimum time that the subtitles are displayed on screen in seconds |
0x11C4C358, 0x10 | The width of the subtitles in non wide-screen |
0x11C523E4, 0x10 | The width of the subtitles in wide-screen |
0x11C4C2D0, 0x10 | The maximum character width of the game messages |
0x11C4C374, 0x10 | The maximum character width of the bold game messages |
0x11C4C3C0, 0x10 | Show blood effects |
0x11C4C3A0, 0x10 | Limit blood effects (to 'prevent excess blood stacking') |
0x11B4BB90, 0x10 | When limiting blood effects, number of milliseconds between effects. |
0x11C4C344, 0x10 | Font scale for a small development only display string |
0x11B4EFE4, 0x10 | Speed of the cursor when selecting a location on the map |
0x11B4EFE8, 0x10 | Current fov on scoped turrets. |
0x11C523E0, 0x10 | Min fovon scoped turrets. |
0x11B4A564, 0x10 | Max fov on scoped turrets. |
0x11B4A560, 0x10 | Speed of fov change on scoped turrets, fov-per-second. |
0x11C4C2B0, 0x10 | How much to smooth the Z component of the camera movement |
0x11C4C3C4, 0x10 | Left hand weapon bone name |
0x11B4F01C, 0x10 | Right handed weapon bone name |
0x11C4C3C8, 0x10 | Size of Icons defined by script |
0x11C4C314, 0x10 | Head icons are the same size regardless of distance from the player |
0x11C4C3A4, 0x10 | The minumum radius of a head icon on the screen |
0x11B4EFDC, 0x10 | Duration of an invalid command hint |
0x11B4F64C, 0x10 | Blink rate of an invalid command hint |
0x11C4C290, 0x10 | The rate that the player's view moves back to center when freelook is released |
0x11C52424, 0x10 | The rate at which the head turns when the chopper is turning. |
0x11B4F038, 0x10 | The amount which the head pitches when the chopper is pitching. |
0x11B4BBA4, 0x10 | The horizontal amount that the player turns when the chopper is strafing. |
0x11B4A558, 0x10 | The vertical amount that the player turns when the chopper is strafing. |
0x11C4C2FC, 0x10 | text message |
0x11B4F068, 0x10 | Enable spread debug circle. |
0x11B4F008, 0x10 | Apply gun sway to view |
0x11B4BB88, 0x10 | Toggle gunsway override settings |
0x11B4F010, 0x10 | Gun sway horizontal scale |
0x11C4C318, 0x10 | Gun sway vertical scale |
0x11C5243C, 0x10 | Gun sway lerp speec |
0x11B4A570, 0x10 | Gun sway max angle |
0x11C4C32C, 0x10 | Custom camera camera lag value |
0x11B4F018, 0x10 | Show the 3D gun barrel when bond's health is low |
0x11B4F648, 0x10 | Blur the screen every time the player gets hit |
0x11C52400, 0x10 | Blur the screen heavily whenever the player takes a large amount of damage |
0x11C4C398, 0x10 | Set the opacity for drawing static over the picture-in-picture display |
0x11C4C304, 0x10 | in the bottom-left of the PIP |
0x11C4C2A4, 0x10 | If true, show a border around the secondary PIP |
0x11C5242C, 0x10 | Color of the border around the secondary PIP |
0x11C4C38C, 0x10 | If true, show a border around the main1 PIP |
0x11B4F060, 0x10 | Color of the border around the main_1 PIP |
0x11C4C39C, 0x10 | A copy of the most recent string passed to setminimap, for Scaleform |
0x11C4C3D4, 0x10 | The level or stage to show on the minimap (corresponds to label in Flash file) |
0x11C4C360, 0x10 | e tutorial level. |
0x11C523F0, 0x10 | Disable the phone input commands, in case the damned thing starts acting up |
From function at 101A6370 | --- |
0x119E2494, 0x10 | Small font scale |
0x119D8830, 0x10 | Big font scale |
0x119D8834, 0x10 | Extra large font scale |
0x119E2508, 0x10 | Current campaign |
0x119D8844, 0x10 | Next mission |
0x119E24FC, 0x10 | Save game name |
0x119D884C, 0x10 | Automatically 'click to continue' after loading a level |
0x119D86C4, 0x10 | Show list of currently visible menus |
0x119D882C, 0x10 | If set, only menus using this name will draw. |
0x119E24EC, 0x10 | Meant to be set by script and referenced by menu files to determine if minimap should be drawn. |
0x119D86C8, 0x10 | True if the game is currently saving |
0x119D8714, 0x10 | Minumum time for the save message to be on screen in seconds |
0x119E24F8, 0x10 | Minimum time for the short save message to be on screen in seconds |
0x119D8838, 0x10 | (Lock Pick) How long should a *correct* code stay on the screen? |
0x119E24F0, 0x10 | (Lock Pick) How long should a *correct* code stay on the screen? |
0x119E2498, 0x10 | (Lock Pick) What is the correct code? 4-6 AlphaNumeric characters OR a number between 4-6 for random |
0x119E24A0, 0x10 | (Lock Pick) Result. Do not set this, it's used to communicate between script and the Scaleform UI. |
0x119D8850, 0x10 | (Hack Prompt) Result. Do not set this, it's used to communicate between script and the Scaleform UI. |
0x119D8854, 0x10 | Cameras the player has hacked (bits: 1,2,4 for cameras 1,2,3), communicates between script and UI |
0x119D883C, 0x10 | Number of chapters the player has unlocked. |
0x119D8710, 0x10 | Number of player profiles |
0x119E2490, 0x10 | Currently selected player profile |
0x119E2500, 0x10 | New player profile |
0x119E2504, 0x10 | Scales the border color for the lowlight color on certain UI borders |
0x119D8840, 0x10 | Override the default logic for the screen after Legal: (0) no override; (1) go to "press START"; (2) go to "press A on your controller" |
0x119E24F4, 0x10 | On XBox, show the Disconnected warning - this gets set to true if we can't open the save file after 1 second. |
From function at 101BB910 | --- |
0x11A06FF4, 0x10 | Print nothing to the console |
0x1208D934, 0x10 | Display network debugging information |
0x119E493C, 0x10 | AVI demo frames per second |
0x11A06D6C, 0x10 | Record AVI demo even if client is not active |
0x11A070F4, 0x10 | Max yaw speed in degrees for game pad and keyboard |
0x11A07420, 0x10 | Max pitch speed in degrees for game pad |
0x11A07424, 0x10 | Max ads yaw speed in degrees for game pad and keyboard |
0x11A07144, 0x10 | Max ads pitch speed in degrees for game pad |
0x11A07428, 0x10 | Multiplier for max angle speed for gamepad and keyboard |
0x11A06FDC, 0x10 | Mouse acceleration |
0x11A07004, 0x10 | Enable looking with mouse |
0x11A06FCC, 0x10 | Print mouse rate debugging information to the console |
0x11A06FF0, 0x10 | Allow in game cinematics |
0x11A06D74, 0x10 | Default pitch |
0x11A06D70, 0x10 | Default yaw |
0x11A06FD4, 0x10 | Forward speed in units per second |
0x11A06FF8, 0x10 | Sideways motion in units per second |
0x11A06FFC, 0x10 | Allow mouse movement smoothing |
0x11B4BBC8, 0x10 | Turn on weapon crosshair |
0x11B4F030, 0x10 | Turn on subtitles |
0x11A06FD0, 0x10 | to be initialized) |
0x11A06FE0, 0x10 | Used by script for keeping track of cheats |
0x11A07000, 0x10 | Used by script for keeping track of cheats |
0x11A06FD8, 0x10 | Used by script for keeping track of cheats |
0x11A06FC4, 0x10 | True when we are in the disconnectLocalClient from a change of profile |
0x119E4938, 0x10 | Invert gamepad pitch |
0x11A06FE8, 0x10 | Mouse sensitivity |
0x119E4534, 0x10 | input_coverViewSensitivity |
0x11A06FEC, 0x10 | Turn on auto aim for consoles |
0x11A2A3E4, 0x10 | Aim lock on helps the player to stay on target |
0x11A2A3DC, 0x10 | Turn on auto aim |
0x11A2A3A8, 0x10 | Slowdown the turn rate when the cross hair passes over a target |
0x11C4C384, 0x10 | Turn on center dot |
0x11B4F004, 0x10 | Turn on center dot (DEBUG) |
0x11F99800, 0x10 | Draw cover hints. |
0x11B4BBC8, 0x10 | Turn on weapon crosshair |
0x11B4F030, 0x10 | Turn on subtitles |
0x11A06FD0, 0x10 | to be initialized) |
0x11A06D68, 0x10 | Message of the day |
0x11FA6400, 0x10 | The next map name |
0x11A06DC4, 0x10 | The next demo to play |
From function at 1010E290 | --- |
0x117B2A08, 0x10 | used for debugging anything |
0x117B2998, 0x10 | Gamma value |
0x117B2B24, 0x10 | Ignore hardware gamma |
0x117B2AA8, 0x10 | Maximum anisotropy to use for texture filtering |
0x117B2D38, 0x10 | Disables all texture filtering (uses nearest only.) |
0x117B2B08, 0x10 | Minimum anisotropy to use for texture filtering (overridden by max) |
0x117B2BB8, 0x10 | Forces all mipmaps to use a particular blend between levels (or disables mipping.) |
0x117B2BCC, 0x10 | Change the mipmap bias |
0x117B2AD0, 0x10 | Toggles rendering without lighting |
0x117B2A84, 0x10 | Enable shader debugging information |
0x117B2AB8, 0x10 | GPU synchronization type (used to improve mouse responsiveness) |
0x117B2A8C, 0x10 | Use multiple GPUs |
0x117B2B40, 0x10 | Enable cache for vertices of animated models |
0x117B2C60, 0x10 | r_lodScaleParam |
0x117B2A34, 0x10 | Scale the level of detail distance (larger reduces detail) |
0x117B298C, 0x10 | Bias the level of detail distance (negative increases detail) |
0x117B2D54, 0x10 | Things closer than this aren't drawn. Reducing this increases z-fighting in the distance. |
0x117B2A1C, 0x10 | Viewmodel near clip plane |
0x117B2980, 0x10 | Change the distance at which culling fog reaches 100% opacity; 0 is off |
0x117B2D88, 0x10 | Set to 0 to disable fog |
0x117B2A18, 0x10 | Offset scale for decal polygons; bigger values z-fight less but poke through walls more |
0x117B2A50, 0x10 | Offset bias for decal polygons; bigger values z-fight less but poke through walls more |
0x117B2B30, 0x10 | If 0, picmip is set automatically. If 1, picmip is set based on the other r_picmip dvars. |
0x117B2918, 0x10 | Picmip level of color maps. If r_picmip_manual is 0, this is read-only. |
0x117B2AB0, 0x10 | Picmip level of normal maps. If r_picmip_manual is 0, this is read-only. |
0x117B2CEC, 0x10 | Picmip level of specular maps. If r_picmip_manual is 0, this is read-only. |
0x117B2B50, 0x10 | Allows shaders to use detail textures |
0x117B2C48, 0x10 | Allows shaders to use normal maps |
0x117B2940, 0x10 | Allows shaders to use phong specular lighting |
0x117B2B6C, 0x10 | Enables environment map specular lighting |
0x117B2B54, 0x10 | Replace all lightmaps with pure black or pure white |
0x117B2C74, 0x10 | Replace all color maps with pure black or pure white |
0x117B2D20, 0x10 | Replace all normal maps with a flat normal map |
0x117B2B2C, 0x10 | Replace all specular maps with pure black (off) or pure white (super shiny) |
0x117B29A4, 0x10 | Set greater than 1 to brighten specular highlights |
0x117B2AA0, 0x10 | Globally scale the diffuse color of all point lights |
0x117B2D28, 0x10 | Set to true to use layered materials on shader model 3 hardware |
0x117B2AF8, 0x10 | Show triangle outlines |
0x117B2C88, 0x10 | Upscale the frame buffer with sharpen filter and color correction. |
0x117B2A74, 0x10 | Width of server side debug lines |
0x117B2AE0, 0x10 | Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends. |
0x117B2CDC, 0x10 | Show this many rows of light grid points for the vis cache |
0x117B2D58, 0x10 | Show light grid debugging information |
0x117B2C04, 0x10 | Use rainbow colors for entities that are outside the light grid |
0x117B2BE4, 0x10 | Ambient light strength |
0x117B291C, 0x10 | diffuse light fraction |
0x117B2938, 0x10 | Sunlight strength |
0x117B2AE4, 0x10 | Light ambient color |
0x117B2C24, 0x10 | Sun color |
0x117B2C10, 0x10 | Sun diffuse color |
0x117B2CB0, 0x10 | Min reflection intensity based on glancing angle. |
0x117B2D94, 0x10 | Min reflection intensity based on glancing angle. |
0x115D87F0, 0x10 | Max reflection intensity based on glancing angle. |
0x117B2C50, 0x10 | Reflection exponent. |
0x117B2CF8, 0x10 | Max sun specular intensity intensity with env map materials. |
0x117B2D1C, 0x10 | Write all graphics hardware calls for this many frames to a logfile |
0x117B2BF0, 0x10 | Figure out what to draw, but don't actually draw it. Useful for benchmarking. |
0x117B2934, 0x10 | Skips all rendering. Useful for benchmarking. |
0x117B2968, 0x10 | Skips 3d rendering during cinematics. |
0x117B2C44, 0x10 | Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound. |
0x117B2A48, 0x10 | Process renderer back end in a separate thread |
0x117B2A78, 0x10 | Process renderer front end in a separate thread |
0x117B2A58, 0x10 | Enable worker thread |
0x117B29BC, 0x10 | Enable worker thread |
0x117B2CC8, 0x10 | Enable worker thread |
0x117B29E8, 0x10 | Enable v-sync before drawing the next frame to avoid 'tearing' artifacts. |
0x117B2A20, 0x10 | Transparency anti-aliasing method |
0x117B2AE8, 0x10 | Anti-aliasing sample count |
0x117B2C70, 0x10 | Color to clear the screen to when clearing the frame buffer |
0x117B2C34, 0x10 | Color to clear every second frame to (for use during development) |
0x117B2A28, 0x10 | Enable sun effects |
0x117B2A64, 0x10 | Enable world rendering |
0x117B29C0, 0x10 | Enable entity rendering |
0x117B2B3C, 0x10 | Enable poly rendering |
0x117B2994, 0x10 | Enable dynamic entity rendering |
0x117B29D4, 0x10 | Enable brush model rendering |
0x117B2C08, 0x10 | Enable static model rendering |
0x117B29E0, 0x10 | Enable xmodel rendering |
0x117B2D84, 0x10 | Inner FOV angle for the dynamic spot light. |
0x117B2930, 0x10 | Outer FOV angle for the dynamic spot light. |
0x117B2AC8, 0x10 | Enable shadows for spot lights. |
0x117B2C6C, 0x10 | Enable water rendering |
0x117B2B48, 0x10 | Lock the viewpoint used for determining what is visible to the current position and direction |
0x117B2C5C, 0x10 | Skipt the determination of what is in the potentially visible set (disables most drawing) |
0x117B2A5C, 0x10 | is the cosine of the angle |
0x117B2D48, 0x10 | Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen |
0x117B29F0, 0x10 | Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is. |
0x117B2A30, 0x10 | Stop portal recursion after this many iterations. Useful for debugging portal errors. |
0x117B2C58, 0x10 | Don't clip child portals by a parent portal smaller than this fraction of the screen area. |
0x115D87F8, 0x10 | Ignore r_portalMinClipArea for portals with fewer than this many parent portals. |
0x117B2AEC, 0x10 | Show portals for debugging |
0x117B2D0C, 0x10 | Show Spawn Points |
0x117B2A80, 0x10 | Show details for each surface |
0x117B2BFC, 0x10 | Show front buffer color debugging information |
0x117B2CB4, 0x10 | Show float z buffer used to eliminate hard edges on particles near geometry |
0x117B2D08, 0x10 | Distance for high level of detail |
0x117B2B84, 0x10 | Distance for medium level of detail |
0x117B2A54, 0x10 | Distance for low level of detail |
0x117B29A0, 0x10 | Distance for lowest level of detail |
0x117B2D14, 0x10 | Force all level of detail to this level |
0x117B2CBC, 0x10 | Enable shadow cookies |
0x117B2DA0, 0x10 | Enable shadow cookie blur |
0x117B2C7C, 0x10 | Number of shadow cookies |
0x117B2D4C, 0x10 | Show debugging information for the shadow cookie caster count |
0x117B29B4, 0x10 | Show debugging information for the shadow cookie receiver count |
0x117B2BAC, 0x10 | Show shadow overlay for shadow cookies |
0x117B2C68, 0x10 | Show debug information for shadow cookies |
0x117B2B70, 0x10 | Number of desired shadows |
0x117B2B90, 0x10 | Margin of error on number of desired shadows |
0x117B2C14, 0x10 | Shadow cookie fade range |
0x117B2984, 0x10 | Rate at which the shadow cookie horizon moves inwards |
0x117B2CE4, 0x10 | Rate at which the shadow cookie horizon moves outwards |
0x117B297C, 0x10 | Shadow cookie length |
0x117B295C, 0x10 | Shadow cookie off-screen caster level of detail bias |
0x117B2BD4, 0x10 | Shadow cookie off-screen caster level of detail scale |
0x117B2BDC, 0x10 | Enable shadow mapping |
0x117B29AC, 0x10 | Limits how many primary lights can have shadow maps |
0x117B2964, 0x10 | How many seconds it takes for a primary light shadow map to fade in or out |
0x117B2BC4, 0x10 | When picking shadows for primary lights, measure distance from a point this far in front of the camera. |
0x117B2BC0, 0x10 | t's radius along it's shadow direction. |
0x117B2AD8, 0x10 | When picking shadows for primary lights, increase score for dynamic lights by this amount. |
0x117B2910, 0x10 | Show shadow map overlay |
0x117B2A04, 0x10 | Sun shadow map offset scale |
0x117B2D9C, 0x10 | Sun shadow map offset bias |
0x117B2C8C, 0x10 | Spot shadow map offset scale |
0x117B2AFC, 0x10 | Spot shadow map offset bias |
0x117B29C8, 0x10 | Player sun shadow map offset scale |
0x117B2BD0, 0x10 | Player sun shadow map offset bias |
0x117B29E4, 0x10 | Player spot shadow map offset scale |
0x117B2B44, 0x10 | Player spot shadow map offset bias |
0x117B2C0C, 0x10 | Shadow sample size |
0x117B293C, 0x10 | Draw world shadow maps |
0x117B2D8C, 0x10 | Draw entity shadow maps |
0x117B2AC4, 0x10 | Draw brush model shadow map |
0x117B2A88, 0x10 | Draw static model shadow maps |
0x117B2C30, 0x10 | Draw X-Model shadow maps |
0x117B2A40, 0x10 | Strict shadow map cull |
0x117B2B58, 0x10 | Fast sun shadow |
0x117B2C78, 0x10 | Dev tweak to blur the screen |
0x117B29CC, 0x10 | Enable distortion |
0x117B2A0C, 0x10 | Overide glow with tweak dvar values. |
0x117B2D78, 0x10 | Tweak dev var; Glow radius in pixels at 640x480 |
0x117B2BBC, 0x10 | Tweak dev var; Glow bloom intensity |
0x117B2B80, 0x10 | Tweak dev var; Glow bloom cut off fraction |
0x117B29F8, 0x10 | Tweak dev var; Glow bloom desaturation |
0x117B2958, 0x10 | Tweak dev var; Glow ray expansion |
0x117B2990, 0x10 | Tweak dev var; Glow ray intensity |
0x117B29D8, 0x10 | Hirez Player Shadows. |
0x117B290C, 0x10 | enable spot shadows |
0x117B2ABC, 0x10 | enable sun shadows |
0x117B2B64, 0x10 | Overide glow with tweak dvar values. |
0x117B2A70, 0x10 | Tweak dev var; Enable glow |
0x117B2D68, 0x10 | Tweak dev var; Glow radius in pixels at 640x480 |
0x117B2D7C, 0x10 | Tweak dev var; Glow bloom intensity |
0x117B2C90, 0x10 | Tweak dev var; Glow bloom cut off fraction" |
0x117B2948, 0x10 | Tweak dev var; Glow bloom desaturation |
0x117B2CAC, 0x10 | Tweak dev var; Glow ray expansion |
0x117B2914, 0x10 | Tweak dev var; Glow ray intensity |
0x117B29D0, 0x10 | Overide film effects with tweak dvar values. |
0x117B2A24, 0x10 | Display out of useful range of dark and light colors |
0x117B2CF4, 0x10 | Reset to neutral state. |
0x117B29B8, 0x10 | Tweak dev var; film color temperature |
0x117B2B1C, 0x10 | Tweak dev var; film color hue |
0x117B299C, 0x10 | Tweak dev var; film color saturation |
0x117B2B00, 0x10 | Tweak dev var; film color contrast |
0x117B2CE0, 0x10 | Tweak dev var; film color brightness |
0x117B2CA4, 0x10 | Display dark light ranges |
0x117B2BF4, 0x10 | Enable the depth of field effect |
0x117B2C54, 0x10 | Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480 |
0x117B2D6C, 0x10 | Sets the radius of the gaussian blur used by depth of field, in pixels at 640x480 |
0x117B2A90, 0x10 | Depth of field viewmodel start distance, in inches |
0x117B2A94, 0x10 | Depth of field viewmodel end distance, in inches |
0x117B2C94, 0x10 | Depth of field near start distance, in inches |
0x117B2904, 0x10 | Depth of field near end distance, in inches |
0x117B2970, 0x10 | Depth of field far start distance, in inches |
0x117B2D50, 0x10 | Depth of field far end distance, in inches |
0x117B2C64, 0x10 | Depth of field bias as a power function (like gamma); less than 1 is sharper |
0x117B2DAC, 0x10 | Distance at which amount of motion blur is computed |
0x117B29A8, 0x10 | Max amount of motion blur |
0x117B2D70, 0x10 | Distance at which motion blur starts to fade away for non-rotational motion |
0x117B2ADC, 0x10 | Distance at which motion blur has faded away for non-rotational motion |
0x117B2C20, 0x10 | Distance at which motion blur starts to fade in |
0x117B2AD4, 0x10 | Distance at which motion blur has fully faded in |
0x117B2DA8, 0x10 | Max amount of motion blur for dash |
0x117B2B14, 0x10 | Max amount of motion blur for dash (scaler) |
0x117B2908, 0x10 | Tweak dev var; Contrast at screen edges |
0x115D87F4, 0x10 | Tweak dev var; Brightness at screen edge |
0x117B2954, 0x10 | Tweak dev var; Desaturation at screen edge |
0x117B2C00, 0x10 | Tweak dev var; Glow radius in pixels at 640x480 |
0x117B2DA4, 0x10 | Tweak dev var; Contrast at screen center" |
0x117B2C3C, 0x10 | Tweak dev var; Brightness at screen center |
0x117B2B5C, 0x10 | Tweak dev var; Desaturation at screen center |
0x117B2B7C, 0x10 | Tweak dev var; Threshold for low screen effect |
0x117B2C98, 0x10 | Sets fade duration in seconds |
0x117B2D98, 0x10 | Sets fade duration in seconds |
0x117B2B60, 0x10 | Enable the poison effect |
0x115D87FC, 0x10 | pulse rate for distortion |
0x117B2D10, 0x10 | amount of distortion in x |
0x117B2D64, 0x10 | amount of distortion in y |
0x117B2B20, 0x10 | double vision angle |
0x117B2950, 0x10 | amount of double vision x |
0x117B2C9C, 0x10 | amount of double vision y |
0x117B2CB8, 0x10 | pip display mode |
0x117B2BF8, 0x10 | main display anchor point |
0x117B2A4C, 0x10 | main display position x |
0x117B2B9C, 0x10 | main display position y |
0x117B2CCC, 0x10 | scale xy crop xy |
0x117B2BB4, 0x10 | main display anchor point |
0x117B2BA4, 0x10 | main display position x |
0x117B2CD0, 0x10 | main display position y |
0x117B29F4, 0x10 | scale xy crop xy |
0x117B2988, 0x10 | main display anchor point |
0x117B2B4C, 0x10 | main display position x |
0x117B2B18, 0x10 | main display position y |
0x117B2BA0, 0x10 | scale xy crop xy |
0x117B2CD8, 0x10 | main display anchor point |
0x117B2A60, 0x10 | main display position x |
0x117B2D80, 0x10 | main display position y |
0x117B2A68, 0x10 | scale xy crop xy |
0x117B2CA0, 0x10 | pip display mode |
0x117B2CD4, 0x10 | secondary display anchor point |
0x117B2C80, 0x10 | secondary display position x |
0x117B2B68, 0x10 | secondary display position y |
0x117B2B10, 0x10 | secondary xy crop xy |
0x117B294C, 0x10 | widescreen aspect ratio |
0x117B2AB4, 0x10 | display brightness |
0x117B2978, 0x10 | display contrast |
0x117B2ACC, 0x10 | Sets the phone render mode |
0x117B2AAC, 0x10 | water wave 0 angle |
0x117B2BA8, 0x10 | water wave 0 wavelength |
0x117B2BD8, 0x10 | water wave 0 amplitude |
0x117B2A3C, 0x10 | water wave 0 phase |
0x117B2CC0, 0x10 | water wave 0 steepness |
0x117B2CE8, 0x10 | water wave 0 speed |
0x117B2D74, 0x10 | water wave 1 angle |
0x117B29C4, 0x10 | water wave 1 wavelength |
0x117B2D04, 0x10 | water wave 1 amplitude |
0x117B2B98, 0x10 | water wave 1 phase |
0x117B2944, 0x10 | water wave 1 steepness |
0x117B2BE8, 0x10 | water wave 1 speed |
0x117B2BE0, 0x10 | water wave 2 angle |
0x117B2AF4, 0x10 | water wave 2 wavelength |
0x117B2D44, 0x10 | water wave 2 amplitude |
0x117B2B0C, 0x10 | water wave 2 phase |
0x117B2B74, 0x10 | water wave 2 steepness |
0x117B2D00, 0x10 | water wave 2 speed |
0x117B2900, 0x10 | water wave 3 angle |
0x115D87E8, 0x10 | water wave 3 wavelength |
0x117B29EC, 0x10 | water wave 3 amplitude |
0x117B2D18, 0x10 | water wave 3 phase |
0x117B2D30, 0x10 | water wave 3 steepness |
0x117B2A7C, 0x10 | water wave 3 speed |
0x117B2BC8, 0x10 | use z pre pass |
0x117B2BEC, 0x10 | use SSAO |
0x117B2D5C, 0x10 | use SSAO single pass |
0x117B2AA4, 0x10 | is wide screen aspect |
0x117B2CA8, 0x10 | Prevents snow from going indoors |
0x117B2974, 0x10 | Affects the height map lookup for making sure snow doesn't go indoors |
0x117B2D24, 0x10 | Affects the height map lookup for making sure snow doesn't go indoors |
0x117B2CF0, 0x10 | Enable development environment |
0x119C04CC, 0x10 | Allow server side cheats |
0x11FA63D8, 0x10 | Draw stats monitor |
0x117B2C18, 0x10 | Operating system allows Streaming SIMD Extensions |
0x117B2CFC, 0x10 | Use Streaming SIMD Extensions for skinning |
0x117B296C, 0x10 | Index of the monitor to use in a multi monitor system; 0 picks automatically. |
0x117B2D3C, 0x10 | Screen aspect ratio. Most widescreen monitors are 16:10 instead of 16:9. |
0x117B2C2C, 0x10 | Special resolution mode for the remote debugger |
0x117B2B04, 0x10 | Godrays Method |
0x117B2C40, 0x10 | Godrays 2D sun position X |
0x117B2A6C, 0x10 | Godrays 2D sun position Y |
0x117B2C28, 0x10 | Godrays Method |
0x117B2A10, 0x10 | Godrays 2D sun position X |
0x117B292C, 0x10 | Godrays 2D sun position Y |
Ace Combat: Assault Horizon - Enhanced Edition
Controller issues
- Despite my attempts, I was not able to replicate the issues with controllers and/or keyboard, where a game behaves like one button would be constantly pressed down.
Afterfall: InSanity
Cheats?
Health seems to be stored in
- "InSanity-Win32-Shipping.exe"+003094EC +70 +40 +1e0 +2f0
So screw this game.
Airfix Dogfighter
Widescreen resolution
- They can be set in a launcher. Screen change vert-, HUD elements get smaller the wider the resolution. No other problems noticed.
Alekhine's Gun
Editing configs
Aliens vs. Predator 2
Custom Launcher (FOV Changer / Widescreen Fixer etc)
I've developed an alternative launcher for AVP2, which automatically calculates FOV (and writes them into memory), that allows to choose non 4:3 resolutions (tied to FOV changer), easily enable windowed mode etc. You can download it here.
Aliens vs. Predator (2010)
FOV changer
The FOV Changer uses 12 pointers (6 for DX11 and 6 for DX9). Because I couldn't figure out a way to make it work correctly each time, I added criteria which a value read value has to meet in order to be used (has to be higher than ~0.1 and smaller than ~171 horizontal degrees). This hopefully should make the FOV changer work correctly on all levels. Hopefully... Code is available in a Github repository.
Command line arguments
- See command line arguments on how to use the following options.
Parameter | Description |
---|---|
-qosport | Qos Listener Thread ? |
-mute | No sound? |
? | |
-loop | ? |
-stretchtofit | ? |
-letterbox | Letterbox? |
-crop | Crop? |
-showcursor | |
-datacapture | |
-capturedata | |
-quietupdate | |
-loadshaders | |
-noassert | |
-batch | |
-winsize | |
-winpos | |
-fullscreen | |
-subwindow | |
-logdir | |
-usecwd | |
+password | |
+connect_lobby | |
+host | |
+connect | |
-language=X | Changes language? |
Arcania: Gothic 4
Raising limit cap
Use the following Cheat Engine script[1] |
---|
[ENABLE] //code from here to '[DISABLE]' will be used to enable the cheat alloc(newmem,2048) label(increaseLevelDetourReturn) label(increaseLevelDetour) newmem: //Below is the maximum level cap (originally 30) dd (int)70 increaseLevelDetour: cmp ecx,[newmem] jmp increaseLevelDetourReturn "Arcania.exe"+1AA4CD: jmp increaseLevelDetour nop increaseLevelDetourReturn: [DISABLE] //code from here till the end of the code will be used to disable the cheat dealloc(newmem) "Arcania.exe"+1AA4CD: cmp ecx,[eax+000001A8] //Alt: db 3B 88 A8 01 00 00 |
Arsenal: Taste the Power
Widescreen resolution
- I've managed to locate where in exe file resolutions are stored (the game has hardcoded 3 resolutions - 640x480, 800x600, 1024x768).
- Changing 1024x768 to widescreen one resulted in a game crashing. Changing it to 640x480 resulted in a game properly switching to 640x480, when selecting 1024x768 from options - this leads to the conclusion, it's impossible to run this game in a widescreen mode.
- Oddly enough, screen's width is also stored in ARSENAL.CFG in the first 2 bytes.
Aquanox
Widescreen resolution
Here's currently completely stupid way of getting a game running in widescreen mode with proper aspect ratio. Requires CheatEngine:
[ENABLE] //scalesFOV, cause aspect ratio scaling is vert- alloc(fovscaling,2048) label(returnfromfov) label(exitfovscaling) fovscaling: push eax movd xmm0,eax mov eax,3FAAAAAB movd xmm1,eax pop eax mulss xmm0,xmm1 movd [ecx+0C],xmm0 mov [ecx+10],edx exitfovscaling: jmp returnfromfov "Aqua.exe"+149CB1: jmp fovscaling nop returnfromfov: //Fixes aspect ratio alloc(aspectratio,2048) label(returnfromaspect) label(exitaspect) aspectratio: repe movsd push edi sub edi,C push edi movd xmm0,[edi] mov edi,3FAAAAAB movd xmm1,edi mulss xmm0,xmm1 pop edi movd [edi],xmm0 pop edi mov ecx,[Aqua.exe+26D100] exitaspect: jmp returnfromaspect "Aqua.exe"+44874: jmp aspectratio nop nop nop returnfromaspect: [DISABLE] dealloc(fovscaling) "Aqua.exe"+149CB1: mov [ecx+0C],eax mov [ecx+10],edx dealloc(aspectratio) "Aqua.exe"+44874: repe movsd mov ecx,[Aqua.exe+26D100]
Probably will only work with Steam version. Getting a proper aspect ratio in 1.17 is easier. Just find 1.333333 in exe file.
Claw
Analysis
As it's pretty normal - installer is 16bit so it doesn't work on 64bit systems. Thankfully, that's not a big problem, as it mostly copies files from CD to Harddrive for the most part. The only tricky part are - as usual - registry entries. Below are required registry entries, prepared to be imported to 64bit OS registry (6432Node) and a file structure:
Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Monolith Productions\Claw] [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Monolith Productions\Claw\1.0] "User Name"="Kowalsky" "User Location"="Home" "User Email"="none" "WorkingDirectory"="D:\\Claw"
D:\Claw\CLAW.CNT D:\Claw\CLAW.EXE D:\Claw\CLAW.HLP D:\Claw\CLAW.REZ D:\Claw\CLAW.URL D:\Claw\CLAW.USR D:\Claw\CUSTOM D:\Claw\DeIsL1.isu //installer file, used for uninstalling D:\Claw\MONOLITH.URL D:\Claw\MSS32.DLL D:\Claw\README.TXT D:\Claw\SMACKW32.DLL D:\Claw\CUSTOM\GOBLE1.WWD D:\Claw\CUSTOM\GOBLE2.WWD D:\Claw\CUSTOM\GOBLE3.WWD D:\Claw\CUSTOM\POWER1.WWD D:\Claw\CUSTOM\PULTZ1.WWD D:\Claw\CUSTOM\PULTZ2.WWD D:\Claw\CUSTOM\SCORPIO1.WWD D:\Claw\CUSTOM\SCORPIO2.WWD D:\Claw\CUSTOM\SCORPIO3.WWD D:\Claw\CUSTOM\SHADE4.WWD D:\Claw\CUSTOM\TRC1.WWD D:\Claw\CUSTOM\TRC1_NE.WWD D:\Claw\CUSTOM\TRC2.WWD D:\Claw\CUSTOM\TRC2_NE.WWD D:\Claw\CUSTOM\TRC3.WWD D:\Claw\CUSTOM\TRC3_NE.WWD
The biggest pain however is the CD thing. The game/installer doesn't create any reference to a CD from which it was installed from, instead it automatically assumes that a CD that's suppose to be used is a first CD possible (the one with a lowest letter).
This issue seems to however been resolved with 1.3 patch.
Croc: Legend of the Gobbos
Widescreen resolution
- Launcher allows to select widescreen resolutions, when using D3D renderer. Everything is stretched (updated WSGF page).
Dead Reefs
Widescreen resolution
- Resolutions seem to be stored near 0x00002B49 - changing them caused the game to start in a proper widescreen resolution, but then the game switched to old one anyway (based on game's log file). I was not able to identify, where the change comes from.
Deus Ex
120fps+ tests and FPS hack text
Deus Ex: Human Revolution
Various variables in memory
dxhr.exe + 0x677378
- Timescale
Change physics gravity script
[ENABLE] //code from here to '[DISABLE]' will be used to enable the cheat alloc(newmem,2048) label(returnhere) label(originalcode) newmem: //this is allocated memory, you have read,write,execute access //Original was 1.0 dd (float)0.1 originalcode: fmul dword ptr [newmem] mov eax,edi jmp returnhere "dxhr.exe"+112B49: jmp originalcode nop returnhere: [DISABLE] //code from here till the end of the code will be used to disable the cheat dealloc(newmem) "dxhr.exe"+112B49: fmul dword ptr [esp+24] mov eax,edi
Deus Ex: The Fall
Field of View (FOV)
- FOV Changer. Source-code is available in a Github repository.
Descent 3
Command line arguments
Parameter | Description |
---|---|
-aspect f_value | Sets aspect ratio |
-nomusic | Disables music |
-intro | Forces intro to play. |
-nointro | Skips intro. |
-rjoy | ?? |
-httpproxy | Sets proxy |
-chpro | ? |
-mouseman | Forces usage of Logitech Mouseman (?) |
-dedicated | Starts as dedicated server |
-timetest | ? |
-launched | Notifies game that it went past launcher (required when not using launcher) |
-update | ? |
-deadzone0 | ? |
-deadzone1 | ? |
-invertmouseslide | ? |
-ForceStateLimited | ? |
-doonelevel | ? |
-quitongoal | ? |
-mousesens f_value | Modifies mouse sensitivity |
-mlooksens f_value | Modifies mouse look sensitivity |
-framecap int32_value | Modifies frame cap |
-limitframe | ? |
-nomultibmp | ? |
-himem | ? |
-superlowmem | ? |
-lowmem | ? |
-hividmem | ? |
-glide | Forces Glide / 3dfx render (?) |
-direct3d | Forces Direct3D render (?) |
-opengl | Forces OpenGL (?) |
-nosparkles | ? |
-nomotionblur | Disables motion blur |
-motionblur | Enables motion blur (?) |
-Height int32_value | Sets render window height |
-Width int32_value | Sets renderer window width |
-vsync | Forces Vsync (?) |
-mission string | ? |
-rocknride | ? |
-directinput | ? |
-alternatejoy | ? |
-lorestimer | ? |
-useexedir | ? |
-setdir | ? |
-useport | ? |
+host | ? |
-tempdir | ? |
-pilot string | Sets pilot. |
+name | ? |
+cl_pxotrack | ? |
+connect | ? |
-heat | ? |
-directip | ? |
-pxo | ? |
-url | ? |
-d3mbaseurl | ? |
-gameid | ? |
-scoreserver | ? |
-audiotauntdelay | ? |
-NoRenderWindows | ? |
-subtitles | ? |
-nopentium3 | ? |
-filter | ? |
-nopentium3 | ? |
-NoMultitexture | Disables multitexturing surfaces |
-nolightmaps | Disables use of lightmaps |
-forcelightmaps | Forces use of lightmaps |
-subpixelcorrect | ? |
-NoOutdoorFog | Disables outdoor fog |
-bumped | ? |
-useseconddevice | ? |
-nocompress | ? |
-z32bit | ? |
-nosound | Disables sound |
-useip | ? |
-netdebug | ? |
-64OS | ? |
Emergency 4: Global Fighters for Life
Hack notes
- 0x00067C99 - Aspect ratio for camera (
push (float)1.3333
) - 0x0007843F - Windowed override
- 0x0000E5B1 - Skip videos?
Gorky 17
Widescreen resolution
- The game is hardcoded to run at 640x480. I haven't found addresses, where resolution is stored in hex editing (it still might be stored there somewhere, but values are most likely extremely separated) (more than like 32 bytes).
Wrappers
- They are useless, when it comes to this game. Most likely DXGL is going to be first, which will work with it (crash is most likely related to most DirectDraw/Direct3D wrappers lacking instructions for 3d rendering).
Problems
- Yes, plenty and pretty much no fixes found. I'm surprised how such a technological garbage managed to found its way to GOG and Steam.
Hellforces
Config structure
My piece on config structure of the game can be found here.
Console commands
god disable_ai noclip gravity phizik pers_move_check pers_move shadows smooth_shadows wave_trace addtool speed newtrace movie bump debug portals lod wire hudenable vshaders fps drawpersons objshadows calcsmoke checksmoke drawsmoke drawstatic ps person_bump_dist obj_bump_dist selfshade trimesh nakmodel ragdoll contacts enabled persons mover
Hype: The Time Quest
Widescreen resolution
- Seems to be hardcoded at 640x480. I managed to found one resolution stored at
000052E6
(Polish EXE, may have a different location), but at best it can be used to raise the resolution to 800x600. There is also a something what looks like a renderer resolution stored at00067E91
as it's possible to increase it, but it won't scale the window.
Alternative installer
- Having stumbled upon the source code of Alternative Installer for Lego Racers, I've taken steps to modify it to use it for Hype: The Time Quest. Installer is available in here.
- Installer will only work with English, German and Polish versions of the game. For other versions, I'll need either a CD image or at least the name of localization folder. Keep in mind, selecting a wrong language version will result in an installer throwing an error during installation that a location can not be found (for Polish CD use Polish, for English CD use English etc.).
- Installer has built in compatibility fixes and nGlide 1.03. It needs some testing! Especially with the fact, that in order to launch a game, installer needs to copy files to %WINDIR%\Ubisoft, which may cause problems with people using UAC.
Infernal
Few console commands
These commands were obtaining by extracting and decompiling global_debug.luc file.
Some of the functions have function parameter types specified in brackets.
Command | Description |
---|---|
updlst() | |
spy(name, rotation, zoom) | |
chgfeelattr(feel, attr, defenable, defdisable, val) | |
chgvarattr(var, defenable, defdisable, val) | |
fsm(val) | chgvarattr("gGame.RenderDebugMode", RDM_FSM, RDM_STANDARD, val) |
sc() | gConsole:Show() |
hc() | gConsole:Hide() |
ds(s) | gDebug:EnableStats(l_13_0, false) |
es(s) | gDebug:EnableStats(l_13_0, true) |
quit() | gDebug:Quit() |
poe(val) | chgvarattr("gDebug.PauseOnError", true, false, val) |
inv(val) | toggles p.Invulnerable |
invs(val) | toggles p.Invisible |
loff() | gDebug:SetNRAFlag(NRA_LIGHTS, false) |
lon() | gDebug:SetNRAFlag(NRA_LIGHTS, true) |
on(val) | chgfeelattr("Game debug", "Display_description", 3, 0, val) |
cn(val) | chgfeelattr("Game debug", "Display_description", 4, 0, val) |
dn(val) | chgfeelattr("Game debug", "Display_description", 5, 0, val) |
gcr(val) | performs chgfeelattr("Game debug", "Report_LUA_gc_stats", 1, 0, val) |
fl(val) | chgfeelattr("Game debug", "Force_freelook", 1, 0, val) |
rt() | gTextureManager:ReloadAllTextures() |
gc(val) | chgfeelattr("Engine", "LUA_gc_call_interval", igDefaultGCInterval, 0, val) |
db(val) | chgvarattr("gDebug.AllowDebugTexts", true, false, val) |
r() | reload() and inv() |
wire(val) | chgfeelattr("Rendering", "Force_wireframe", 1, 0, val) |
d(p) | Editor.Debug(val) |
gd(f) | Editor.Properties("f Game debug") or Editor.Properties("f " .. f) |
renderStats() | |
phStats() | |
perfStats() | |
luaStats() | |
setSpeed(speed) | gGlobalTimer:SetTimeMultiplier(gGame.CurrentFrameTime, speed) |
enOnOff() | toggles disable enemies |
enemyCount() | |
gotoTest() | |
setres(x) | |
FSE() | gGame:FullScreenEffectsDisabled() |
BC() | toggles Display_collision_boxes |
Profile() | Toggles Display_Novodex_ProfileData |
PhysX() | Toggles Display_physics_collision |
FluidCheckResults(val) | |
Paths() | Toggle Display_paths |
PhysHardware() | Toggles Display_hardware_registered_objects |
BB() | Toggles Display_bounding_boxes |
IM() | Toggles Mouse inversion |
PH() | Toggles Display_physics_assets |
LENS() | Toggles Display_lens_flares |
TimeStep(step) | |
GlowPasses(cnt) | |
GetT() | |
Wtp() | |
KillAll() | |
KillEnemies() | |
DeleteCorpses() | |
DisableAll() | |
SO() | toggles Display_Selected_object |
ListVisibleObjects() | |
ListCharacters() | |
CBaseObject:ListChildren() | |
ListActiveBodies() | |
DeleteActiveBodies() | |
RemoveAllJoints() | |
TeleportAllTestboxes() | |
DeleteAllTestboxes() | |
RemoveAllTestboxes() | |
InitSpecialDolls() | |
RemoveAllCharacters() | |
EnableAll() | |
GhostModeAll() | |
Time(cmd) | |
E3DemoEnd() | |
LuaMem() | |
OpenDoor() | |
IsBaseObject(o) | |
IterateTable(tbl, callback, trace) | |
IterateObject(o, callback, trace) | |
IterateAll(callback) |
Ion Fury
Launch parameters
A lot of these may not work, as this is a string dump.
Command | Description |
---|---|
-# | Load and run a game from slot # (0-9) |
-c# | Multiplayer mode #, 1 = DM, 2 = Co-op, 3 = DM(no spawn) |
-cachesize # | Set cache size in kB |
-cfg [file.cfg] | Use an alternate configuration file |
-clipmap [file.map] | Load an additional clipping map for use with clipshape |
-connect [host] | Connect to a multiplayer game |
-conversion YYYYMMDD | Selects CON script version for compatibility with older mods |
-d [file.edm or #] | Play a demo |
-debughelp | Shows debug help window |
-g [file.grp] | Load additional game data |
-game_dir [dir] | Specify game data directory |
-gamegrp | Select main grp file |
-h [file.def] | Load an alternate definitions file |
-j [dir] | Add a directory to Ion Fury's search list |
-l# | Start game on level #, see -v |
-m | Disable enemies |
-map [file.map] | Load an external map file |
-mh [file.def] | Include an additional definitions module |
-mx [file.con] | Include an additional CON script module |
-name [name] | Player name in multiplayer |
-nm | Disable music |
-noautoload | Disable loading from autoload directory |
-noffire | Disable friendly fire |
-nologo | Skip intro anim |
-ns | Disable sound |
-q# | Fake multiplayer with # players |
-r | Record demo |
-rotatesprite-no-widescreen | Stretch screen drawing from scripts to fullscreen |
-rts [file.rts] | Load a custom Remote Ridicule sound bank |
-s# | Start game on skill level # |
-server | Start a multiplayer server |
-setup/nosetup | Enable or disable startup window |
-t# | Respawn mode: 1 = enemies, 2 = weapons, 3 = items, x = all |
-u######### | User's favorite weapon order (default: 3425689071) |
-usecwd | Read data and configuration from current directory |
-v# | Start game on episode #, see -l |
-x [game.con] | Load custom CON script |
-z#/-condebug | Enable line-by-line CON compile debugging at level |
Legendary
Field of view (FOV)
I made FOV Changer for it. Source-code is available in a Github repository.
Lula 3D
Command line console
There is still left command line console from Vision engine, although by default it's disabled. To enable it, change byte at vision.dll +2C5BD1
to 1
. The console doesn't have defined font, so all it displays is boxes.
Marine Sharpshooter 2
Passing command line parameters from Steam
- The launcher in PC version is completely redundant, mostly because of the form the game is now distributed (previously, it made sense to have a button for uninstall the game etc.). What's worse, it doesn't pass command line parameters and doesn't have a field to input them. Because of that, I've written a simple program that takes command line parameters and send them to LithTech.exe (which is the executable for game), to replace it. It's available in here. And no, I'm not going to write a custom launcher for it. It's already enough, I wrote these few lines.
Medal of Honor (2010)
Field of view (FOV)
FOV changer can be downloaded in here. Source-code is available in a Github repository.
Prism: Guard Shield
Launch parameters
Parameter | Description |
---|---|
-subwindow | ? |
-fullscreen | ? |
-batch %s | ? |
-noassert | ? |
Search and Rescue: Coastal Heroes
Config structure
My piece on config structure of the game can be found here.
Shade: Wrath of Angels
Console command properties
EFF_MBLUR EFF_UNDERWATER EFF_NONE EP_ACTIVE_PARTICLES EP_CURRENT_TIME EP_REPEAT EP_EFFECT_TIME EP_POINT_SPRITES EP_ANIM_ONCE EP_LIFETIME_BY_ANIM EP_LIFETIME_RND EP_LIFETIME EP_BIRTH_RATE_RND EP_BIRTH_RATE EP_KILL_OLDEST EP_GRAVITY_SCALE_RND EP_GRAVITY_SCALE EP_AIR_RESISTANCE_RND EP_AIR_RESISTANCE EP_RANDOM_ROT EP_RANDOM_ANGLE EP_STRETCH EP_SIZE EP_AVELOCITY EP_VELOCITY_RND EP_VELOCITY EP_CONEANGLE BC_ALLCONVEX BC_SPHERE BC_CONVEX BC_CAPSULE_Z BC_CAPSULE_Y BC_CAPSULE_X BC_OBB BC_NONE TSWITCH_TRANSP TSWITCH_USER4 TSWITCH_USER3 TSWITCH_USER2 TSWITCH_USER1 FF_ALLINSIDE FF_MESH FF_PATCH FF_PLANAR SS_NOCULL SS_NOOUTLINE SS_ONCE SS_TRANSP SS_WIREFRAME SS_DOUBLESIDE SS_NOZUPDATE SS_NOZBUFFER SHAPE_POLY SHAPE_LINE SHAPE_BBOX NULL //just a name for a value? false //just a name for a value? true //just a name for a value? ROLL YAW PITCH FILEMODE_READ FILEMODE_WRITE C_LEAF C_TRANSLUCENT C_STRUCTURAL C_DETAIL C_CLUSTERPORTAL C_MONSTERCLIP C_NOCLIMB C_PLAYERCLIP C_AREAPORTAL C_CAMERACLIP C_PIVOT C_FOG C_WATER C_SLIME C_LAVA C_SOLID SURF_WATER SURF_GRASS SURF_CARPET SURF_BETON SURF_GRAVEL SURF_GLASS SURF_METAL SURF_WOOD SURF_DUST SURF_FLESH SURF_NOMARKS SURF_NOIMPACT SURF_LADDER SURF_SKY SURF_SLICK LFL_BACKFACE LFL_SHADOWSOURCE LFL_TRACE LFL_DYNAMIC LFL_POINT LFL_SPOT AF_CHANGEMASK AF_BLENDOUT AF_FORCEFPS AF_RESET AF_USER AF_ONCE SF_GLOBAL SF_LIPSYNC SF_NOTEST SF_MUSIC SF_FREQCONTROL SF_QUARTERRANGE SF_HALFRANGE SF_FLUSH SF_STREAM SF_3D SF_AMBIENT SF_ONCE EV_ALL EV_LIPSYNC EV_LOADED EV_SOUNDEND EV_ANIMBLEND EV_ANIMHOOK EV_ANIMEND EV_ONSAVE EV_ONLOAD EV_TIMER EV_ENDFRAME EV_BEGINFRAME EV_AFTERPHYSICS EV_BEFOREPHYSICS EV_POSTTHINK EV_FRAME EV_VIEW EV_VISFRAME EV_INIT EV_EXTRA EV_ONGROUND EV_BLOCK EV_TOUCH NONE NOCLIP PUSH BOUNCE FLY WALK PWALK GIB LIGHT WORLD TRIGGER CAMERA PLAYER MONSTER DEFAULT TFL_EXACTLIGHT TFL_OBBCOLLISION TFL_EXACTCOLLISION TFL_USER6 TFL_USER2 TFL_USER1 TFL_NOSAVE TFL_NOSHADOW TFL_DISABLE TFL_NOLIGHT TFL_UPDATE TFL_ROTMATRIX TFL_FULLMATRIX TFL_PARTICLE TFL_ONCELINK TFL_NOMPIVOT TFL_NOBILLBOARD TFL_PASSABLE TFL_TOUCHTRIGGERS TFL_ONGROUND TFL_AREACLOSED TFL_AREASPLITTER TFL_TRIGGER TFL_COLLIDEONLYWORLD TFL_DEF TFL_SOLID TFL_VISIBLE TFL_CANCELMOVE VP_ISPLAYING VP_REPEAT VP_POSITION VP_REWIND VP_STOP VP_PLAY WFLAG_STRETCH WFLAG_RALIGN WFLAG_NOFILTER WFLAG_EXACTSIZE WFLAG_EXACTPOS WFLAG_VCENTER WFLAG_CENTER WFLAG_ZWRITE WFLAG_NOWRAP WFLAG_VISIBLE WFLAG_TRANSPARENT WFLAG_SOURCEALPHA WFLAG_SRCTRANS WTYPE_VIDEO WTYPE_IMAGE WTYPE_VIEW WTYPE_TEXT TRACE_WATER TRACE_PASSABLE TRACE_WORLD TRACE_ENTS TRACE_VISTEST TRACE_DETAIL TRACE_MESH TRACE_PATCH TRACE_EXACT g_iForceSWDevice g_iPPQuality g_iPhysicsIteration _depth g_iStatFPS g_iStatNumParticles g_iStatNumVertexes g_iStatNumTriangles g_iShowFilter g_iShowAABB g_iShowPhysics g_iOutputRate g_bEAX g_iSpeakers g_iSoundQuality g_iEffectsVolume g_iMusicVolume g_fDopplerFactor JoyPOV JoyButtons JoySliders JoyRAxis JoyAxis MouseWheel MouseDeltaY MouseDeltaX MMB RMB LMB g_iTraceBone g_iTraceSphere g_iTraceSurfaceType g_iTraceBrush g_iTraceSurfparm g_iTraceContent g_vTracePlane g_iDecalFrame g_fDecalAlpha g_iLightSource g_fSunIntensity g_vSunColor g_vSunDirection g_iIsOutdoor g_iViewFrame g_vMainMatrix2 g_fVisDist g_fovy g_fov ftime time g_iDepthComplex g_iWire g_iStats g_iDisablePhysics g_iBrightness g_iShadow g_iGeomDetail g_iDetailMap g_iVSync g_iDither g_iTriBuffer g_iTriFilter g_iTexDepth g_iZBuffDepth g_iAdapter g_iDepth g_iHeight g_iWidth g_iFullscreen g_sVideoModes g_env g_bump g_lod
Star Trek: The Next Generation - Klingon Honor Guard
Player speed / performance
- High framerate will make the game play too fast. Here are statistics to prove it, tested using modified LiveSplit (component starts time and splits based on player position), with a check of 62 times a second (enough to check differences).
Star Wars: Rogue Squadron 3D
Widescreen resolution
- Menu is always rendered at 640x480.
- Resolutions are stored in ROGUE SQUADRON.EXE at 0x00201D5C (v. 1.00 - look for
80020000E001000005000000200300005802000006000000000400000003000007000000000500000004
). Changing them to widescreen resolutions makes the game stretched.
Star Wars: The Phantom Menace
Alternative installer
- It seems, I've been wrong all this time. It looks like BIG.Z on the game's CD isn't some kind of a split or encrypted file, but it's just simply a big.lab, compressed with some unknown compression. If a program capable of extracting it was found (preferably, using command line), I could probably make an installer for it the game, just like I've made one for Hype. Alternatively, I could just pack big.lab into an installer, but that would be distributing a part of the game :|
Stunt GP
Widescreen resolution
- Launcher allows to select only 4:3 resolutions. Widescreen resolution however can be set when editing game.cfg.
- Changing DISPLAYRESWIDTH and DISPLAYRESHEIGHT results in a game being stretched.
- To fix it, you need to change aspect ratio value in game's exe file.
- Find a sequence:
80BC000000BE9FAA3FC780C00000000000803F
- Replace BE9FAA3F with a new aspect ratio as a float value.
- Remember to invert the byte order.
- Find a sequence:
- Alternatively you can use my fixer.
Syndicate (2012)
Developer Mode
- There is a developer mode hidden in the game. Probably the safest way to enable it (ergo - a way that doesn't include programs of unknown origin) is via CheatEngine. Add address
00400000
to a list and enable debugger using Find what accesses this value option.
S.T.A.L.K.E.R.: Shadow of Chernobyl
Field of View (FOV)
- As there was no clear way explained on how to modify the FOV, I compared both modified and unmodified xrGame.dll in GOG release - the FOV is stored at: 0x0053C598 as a float value.
The Thing
0048B02B
Underworld Ascendant
Command-line console
- Originally finding and enabling command-line console was pretty easy all it was needed is CheatEngine with mono dissector and going to "AdminSystem:IsAllowedToOpenConsole" and getting the address from there.
- After the game was compiled with il2cpp, this is however no longer possible. Fortunetly, the addresses remain easier to track as long as the DLL is not patched, to activate console, add following pointer to CheatEngine: GameAssembly.dll+25a1cc8, B8, 2 (type byte) and then set it to 1. Console is activated with ~. Type in
commands
to show available commands.
Ultimate Spider-Man
FPS
While, it's true this game is capped at 30fps, it's not always the case. Basically everything runs capped at 30fps, side from... first loading (which is capped at 45fps) and options menu and exit confirmation window (both capped at 60fps). Sadly, this doesn't seem to make unlocking framerate, easier :|
Wolfenstein: The New Order
Speeding up the game on lower end PCs
vt_maxPPF 4 vt_maxPhysicalPRTPages 2048 vt_pageimagesizevmtr 1024 vt_pageImageSizeUnique 1024 vt_pageImageSizeUniqueDiffuseOnly 512 vt_pageImageSizeUniqueDiffuseOnly2 1024 cvarAdd r_skipGodRays 1 cvarAdd r_skipSubSurfaceScattering 1 cvarAdd r_skipShadows 1
For really desperate people:
cvarAdd r_zfar 2500
- ↑ Me