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shakib187 Expert Cheater Reputation: 0
Joined: 24 May 2007 Posts: 215
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Posted: Mon Nov 03, 2014 9:16 pm Post subject: Allow distributed scanning |
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Can I have more information on this? What does it do? how to use it?
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25287 Location: The netherlands
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Posted: Mon Nov 03, 2014 9:37 pm Post subject: |
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If you have multiple computers you can connect them to your current pointerscan and they will help out with the lookups.
to use it:
Just setup your scan and enable it
then on other system do the distributed scan option and join it. Fill in the ip and it'll start
There are a few minor issues/things that make it a but cumbersome to use (which is why it has been redesigned from scratch in the current svn)
1: It doesn't do compressed ptr files. (Disable compressed pointerfiles if you use distributed scanning)
2: After a scan the results are not automatically sent to your system. (you have to do a distributed rescan as well)
To get them together you must collect the ptr files from the other systems and then use file->merge pointerscan results to bind them together into one ptr file
next version doesn't have those issues
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AshleyWarren Newbie cheater Reputation: 1
Joined: 15 Dec 2012 Posts: 13
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Posted: Tue Nov 11, 2014 10:45 pm Post subject: |
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Very much looking forward to this.
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coffeeAchiever Newbie cheater Reputation: 0
Joined: 27 Dec 2014 Posts: 22
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Posted: Thu Jan 01, 2015 8:27 pm Post subject: |
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Dark Byte wrote: | If you have multiple computers you can connect them to your current pointerscan and they will help out with the lookups.
to use it:
Just setup your scan and enable it
then on other system do the distributed scan option and join it. Fill in the ip and it'll start
There are a few minor issues/things that make it a but cumbersome to use (which is why it has been redesigned from scratch in the current svn)
1: It doesn't do compressed ptr files. (Disable compressed pointerfiles if you use distributed scanning)
2: After a scan the results are not automatically sent to your system. (you have to do a distributed rescan as well)
To get them together you must collect the ptr files from the other systems and then use file->merge pointerscan results to bind them together into one ptr file
next version doesn't have those issues |
I'm sorry for asking this, but there's depressingly little on Google or YouTube on this. Is this topic covered in the Help documentation?
Let's say I'm on computer A, and I'm using the pointer scanner and realize my candidate list is getting smaller by a depressingly small amount (and I don't want to reboot my computer). I have access to comptuer B.
On the "distributed pointer scan" menu, I see 4 options:
join scan
join rescan
autojoin scans and rescans
set work folder
I assume the work flow is something like this:
1. Do your pointer scan on A.
2. Do your pointer scan on B.
3. On A, navigate "set work folder" to point to B's work folder.
4. Click "join scan"on A.
5. Do your rescan on A.
6. Do you rescan on B.
7. Click "join rescan" on A.
8. Rinse, repeat (from step 5).
Is that the gist?
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25287 Location: The netherlands
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Posted: Fri Jan 02, 2015 2:56 am Post subject: |
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no
You start your pointerscan on A
You let B connect to A and let it handle the data provided by B
when the scan is done both A and B have a list of pointers for A
you can then do a rescan and let B do a rescan on it's local results, using the memory of A
when you think you don't need multiple systems anymore you can combine the results of B back into A
so distributed scanning won't help you
---
what you probably want to do is start the game on B.
Find the address
copy the .ptr file from A to B's disk (it's faster that way) and then let B open tbat ptr file and do a rescan
also, don't listen to those tutorials that say you have to rescan till there is only a handful left, they are wrong. Any pointer that stays valid after several restarts of the game, especially when done at least once on another system, is good enough.
That means you can have tens of millions usable pointers
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coffeeAchiever Newbie cheater Reputation: 0
Joined: 27 Dec 2014 Posts: 22
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Posted: Sat Jan 03, 2015 2:56 am Post subject: |
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*Much* appreciated!
I hope you know I have a notebook labelled "Dark Byte" and write down all the pearls of wisdom you drop on these forums. If you're ever in NYC for vacation, let me know and I'll show you the city.
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Csimbi I post too much Reputation: 94
Joined: 14 Jul 2007 Posts: 3108
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Posted: Wed Sep 14, 2016 5:52 am Post subject: |
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Hmmm. I can't get A and B to work together.
Game is running on A.
Pointer scan is going on on A.
On B, I:
- start CE
- I click Memory Viewer, then the Tools menu and Pointer Scan.
- In the pointer scan, I select Distributed pointer scan from the menu and I and add it as a node/worker (I set passwords for both children and parent).
On A, I
- enter B's IP,
- enter B's password
- click Add to connection list.
A says it is connecting to B - nothing else. (No way to remove B from the connection list, either.)
I watch the firewall, but there is no traffic (only connection).
Am I missing something?
I tried adding A on B to the connection list, still nothing.
Firewalls are supposed to be open in both directions, but I am not sure how to troubleshoot this without understanding how it's supposed to be working.
Thank you!
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