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D3D hook for Tomb Raider (2013)

 
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PostPosted: Fri May 03, 2013 1:59 am    Post subject: D3D hook for Tomb Raider (2013) Reply with quote

I'm talking about the recent one from Square-Enix and Crystal Dynamics, Skidrow/Steam version.

Since I play this game on my crappy old macbook pro via bootcamp, my video card's GPU has the tendency to overheat after a while.
This is easily fixed by pausing the game and ALT+Tabbing out for a while, and monitoring the temperature until it reaches a certain threshold.
If I do not do this, my laptop will auto-shutdown... But I can live with this responsibility, so this is hardly an issue for me.

What I can't live with is the constant worry of WHEN this might happen, because it constantly interrupts my gameplay...
So I've decided to install a text overlay which warns me of high GPU temperatures.
However, I went over some tutorials and previous posts, and couldn't get anything to work with this game.
For example, THIS post contains a trainer which, given the correct process name, is supposed to hook a D3D window and display some text in the middle of the screen.
Like all the other examples, it does not appear to work with Tomb Raider on my machine.
Even a simple d3dhook_createTextContainer call (after hook init + fontmap creation) doesn't appear to render anything.

Has anyone been able to accomplish any D3D hooks/overlays for this game?
If anyone has successfully done this, could you please share your research?
Many thanks!
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Dark Byte
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PostPosted: Fri May 03, 2013 2:22 am    Post subject: Reply with quote

It might not work with this game.
But try the easiest test: get any ordinary .png file
Enable the d3d hook
Set a crosshair and select the png
If it doesn't show the png in the center of the screen it probably won't work

What you can try is running the game in windowed mode, and if possible on lower details and then try the hook

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PostPosted: Fri May 03, 2013 3:11 am    Post subject: Reply with quote

Nope, didn't work.
I have all graphical detail set as low as it can go.
Tested in both fullscreen and windowed mode.

Does CE support hooking D3D versions 9, 10 and 11 (I'm not sure which version this game uses)?
Does it use the API hooking method? (ie, use SetWindowsHookEx to hook Direct3DCreate9 then use it's vtable to hook IDirect3D9::CreateDevice, etc...)
If so, then it's possible that I might have to install a hook before the initial call to the Direct3DCreate function.

What other reasons might cause this to fail?
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Dark Byte
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PostPosted: Fri May 03, 2013 4:10 am    Post subject: Reply with quote

It supports dx 9, 10 and 11
It hooks by creating a d3d device itself to get the addresses to hook (so no method table modification)
That it doesn't work can have multiple reasons.
E.g a different kind of device than standard HAL causes it to use a different method table
Or for some reason it uses bitblt from the backbuffer instead of using Present()
Or loading the textures failed (try a game that is known to work, like the d3d sdk examples)

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PostPosted: Fri May 03, 2013 9:41 pm    Post subject: Reply with quote

Strange... I manually programmed my own launcher & hook (via detours + vtable method) and it works just fine, yet still refuses to render anything.
The game uses DX11, btw.

I double checked the device table, and it points to the right functions.
I hooked bitblt and there are no calls to it.
It works just fine in DX11 samples.

At this point, perhaps I should take this to another forum to see what's up.
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Dark Byte
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PostPosted: Sat May 04, 2013 2:25 am    Post subject: Reply with quote

If you use the launcher method try setting the device to debug mode and then look at debug messages. That might tell why it fails
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