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Cheat Engine 6.4 Released
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zedmin
How do I cheat?
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Joined: 23 Jun 2014
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PostPosted: Thu Jul 10, 2014 9:44 am    Post subject: Reply with quote

Sorry for being "paranoid", but if there is a MD5 or any other checksum present, why shouldn't i check it?
The .sig files are nice, but i would need to run the installer before i could check them. So i could only verify the signature after having run something that could be something else than what i expect?

Anyways, i mostly use checksums for verifying that there was no transfer error. I wrote myself a little program, which will check several software sites for updates and download it automatically if there is one. But sometimes i have a proxy error or whatever and the transfer ends too early, so the file is too small. And that's where checksums are handy, because i can verify if the file is complete. Smile

Thanks for updating the checksum!
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Csimbi
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PostPosted: Thu Jul 10, 2014 11:45 am    Post subject: Reply with quote

Anyone having problem with the Next scan - Changed value and Next scan - Unchanged value hotkeys in random order (well, following the pattern of the value)?

When I ALT+TAB out and use the hotkeys while CE is the active window, everything is okay.
When I am in the game, I do a few scans, and when I got back out to CE, it seems that everything is ok - then I go back to the game and do a few more scans and I have 0 results in CE (which should not be the case).

I use CTRL+ALT+C and CTRL+ALT+U for these two hotkeys, respectively.

The game is always paused.

There are not a whole lot of results (only 8million or so and it quickly goes down to 20k) - so it can't be a timing issue due to overlapping scans.

Thanks for any feedback.
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Dark Byte
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PostPosted: Thu Jul 10, 2014 2:33 pm    Post subject: Reply with quote

what happens if you alt tab and then use the hotkeys to scan ?

Also, have you modified the keypoll and delay hotkey settings? If they're wrong (too small) then it's possible you did multiple changed value scans in a row if the result list is small
try increasing the delay between hotkey to 1000 or 2000, so it only accepts the hotkey once every 2 seconds at most

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Csimbi
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PostPosted: Thu Jul 10, 2014 2:39 pm    Post subject: Reply with quote

Dark Byte wrote:
what happens if you alt tab and then use the hotkeys to scan ?

Also, have you modified the keypoll and delay hotkey settings? If they're wrong (too small) then it's possible you did multiple changed value scans in a row if the result list is small


What I wrote above Wink

No, those are at the default (I never change those).

Something else that caused CE to go zombie (hangs without dialog redrawing and eventually crash).

I've been reversing structures, creating new ones, deleting old ones, renaming a few, etc. I wanted to make sure that the name of the window matches the name of structure within the window, so I re-selected the current structure from the menu.
An error message popped up talking about things like "TTreeNode", "consistency" and "too big". I did not read it, I quickly hit the save button trying to save the table - that's when CE went zombie.
What should I do in case it happens again?
Thanks!
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mgr.inz.Player
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PostPosted: Mon Jul 21, 2014 3:07 pm    Post subject: Re: Cheat Engine 6.4 Released Reply with quote

@DB, CE forms have Visible property always set to true.

So, there's problem with trainers, those where I made custom GUI. Some forms should be invisible just after opening CT/CETRAINER file.

The only way to fix this is:
1) edit Form, execute UDF1.Visible=false while editing ("Form Designer"), Close Form Designer
2) edit Form, execute UDF2.Visible=false while editing, Close Form Designer
and so on, for every form, then save as CT or CETRAINER


I used newest CE6.4 installer ( sign date: ‎26 Jun 2014 )

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Dark Byte
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PostPosted: Mon Jul 21, 2014 4:51 pm    Post subject: Reply with quote

Are they visible after opening a ct, or are they only visible when doubleclicking a cetrainer (launching ce with a cetrainer as parameter)
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mgr.inz.Player
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PostPosted: Mon Jul 21, 2014 5:31 pm    Post subject: Reply with quote

steps:
1) generate "empty" generic trainer, whatever process, output: script only, click generate
2) close lua script window, close trainer generator window
3) add two more forms (table -> create form )
4) there are three forms: CETrainer, UDF1 and UDF2
5) save as CT file. Double click CT file.
6) save as CETRAINER. Double click CETRAINER file.

in both steps 5,6; all of them are visible. In step 5 it doesn't matter if we accept Lua script or not.

What I expect:
- in step 5 there should be visible only CETrainer form, UDF1 and UDF2 should stay invisible. If Lua script is not executed, all of them should be invisible

- in step 6 there should be visible only CETrainer form, UDF1 and UDF2 should stay invisible.



Issue probably caused by changes made in r2609.

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Dark Byte
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PostPosted: Tue Jul 22, 2014 4:57 am    Post subject: Reply with quote

Yeah, it's the result of fixing the visible property in forms.
The visible property is now also saved instead of being ignored

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mgr.inz.Player
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PostPosted: Wed Jul 23, 2014 9:08 am    Post subject: Reply with quote

Dark Byte wrote:
The visible property is now also saved instead of being ignored


Where, I don't see this in the SVN also installers from main cheatengine page (download sectionb) are still the same.

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Dark Byte
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PostPosted: Wed Jul 23, 2014 9:31 am    Post subject: Reply with quote

That wasn't a fix, I was just pointing out why it does that (you'll have to wait till next version)

http://code.google.com/p/cheat-engine/source/browse/trunk/Cheat%20Engine/ceguicomponents.pas#698

the visible propery should not be published or the loader should skip it

But if it is a big problem then use lua to work around it. Hook the save button and before saving enumerate all forms of class TCEForm and make them invisible, and after save restore the ones

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STN
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PostPosted: Fri Jul 25, 2014 3:34 am    Post subject: Reply with quote

A small feature request

Can we get a drag and drop functionality for opening cheat tables/lua scripts or any other open functions. Would be really nice as i have my scripts etc stored in deep folders and navigating to them each time with open dialog is a pain when a simple drag and drop would be far quicker and easier.

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Tyrael_Kane
Master Cheater
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PostPosted: Fri Jul 25, 2014 3:44 am    Post subject: Reply with quote

I think Cheat Engine has a default folder of sorts when it comes to cheat tables.

*\Documents\My Cheat Tables
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Dark Byte
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PostPosted: Fri Jul 25, 2014 3:44 am    Post subject: Reply with quote

you can already drag and drop cheat tables into cheat engine's main window.
But if you mean dropping .lua files in the lua engine/lua script windows I'll see about adding that

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STN
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PostPosted: Fri Jul 25, 2014 4:30 am    Post subject: Reply with quote

Dark Byte wrote:
you can already drag and drop cheat tables into cheat engine's main window.


Not sure if its my OS then because it doesn't work for me. I do get the + cursor thing suggesting drag and drop will happen but CE doesn't do anything. Windows 8 x64 bit here.

EDIT: Ah damn it, its definitely my OS. I just tried doing this on windows XP (in a VM) and it works fine. Not sure what could be causing this, could stardock start 8 have anything to do with it ?. That is the only customization/third party application i have installed that could interfere with windows functionality.

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lampuiho
Expert Cheater
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PostPosted: Tue Jul 29, 2014 9:21 pm    Post subject: Reply with quote

Does the auto assembly template for aob generates good signature code? I mean codes that points to a static offset for example.
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