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Cheat engine D3D Hook lag

 
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Filipe_Br
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PostPosted: Thu Jan 19, 2017 12:34 pm    Post subject: Cheat engine D3D Hook lag Reply with quote

Can anyone tell me why in every game I activate the D3D Hook gets all caught and does not work the D3D Hook options.
(These are games that use DirectX 9.0)

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Dark Byte
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PostPosted: Thu Jan 19, 2017 1:08 pm    Post subject: Reply with quote

do you just activate it or are you creating an endles amount of sprites and textures? (one common mistake is people creating a new sprite/texture for each frame)

but it is possible it just won't work. What sometimes works is setting the graphics quality to the bare minimum though.

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Filipe_Br
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PostPosted: Thu Jan 19, 2017 2:42 pm    Post subject: Reply with quote

I was able to solve it!
I just installed DIrectX 9.0 and stopped locking when active D3D Hook. Do not ask why.
I was thinking and using my knowledge I can create "ESP Box" using Moon. I even have how to do that already.
But I want to know using Lua + Cheat engine, how can I create "chams"?

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Dark Byte
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PostPosted: Thu Jan 19, 2017 3:29 pm    Post subject: Reply with quote

not sure about "chams" but I guess you could build a list of players, get their x,y,z coordinate and yours, including your rotational vectors, and then do some math to figure out where on the screen those players are.

Then put a sprite on that location and update it constantly


alternatively, if DX9 you could try ce 5.6.1 and use the dxmess. Then lock the textures of the player models. CE will then put little X's where objects with that texture are rendered.
You can then calibrate ce to move the mouse for you so that the center of the screen matches those X's
(Doesn't work in dx10/11 which is why it's not in the 6.x branch of ce)

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Filipe_Br
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PostPosted: Fri Jan 20, 2017 5:51 am    Post subject: Reply with quote

Tell me, this class allows you to only control "Text Container" and "sprite" created in a Lua script. Or does it allow controlling the objects of the game itself?
Code:

D3DHook_RenderObject Class (Inheritance: Object)
The renderobject is the abstract class used to control in what manner objects are rendered.
The sprite and TextContainer classed inherit from this


properties
  X: Float - The x-coordinate of the object on the screen
  Y: Float - The y-coordinate of the object on the screen
  CenterX: Float - X coordinate inside the object. It defines the rotation spot and affects the X position
  CenterY: Float - Y " "
  Rotation: Float - Rotation value in degrees (0 and 360 are the same)
  Alphablend: Float - Alphablend value. 1.0 is fully visible, 0.0=invisible
  Visible: boolean - Set to false to hide the object
  ZOrder: integer - Determines if the object will be shown in front or behind another object
methods
-

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Last edited by Filipe_Br on Fri Jan 20, 2017 5:56 am; edited 1 time in total
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Dark Byte
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PostPosted: Fri Jan 20, 2017 5:54 am    Post subject: Reply with quote

only it's own objects.
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mgr.inz.Player
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PostPosted: Fri Jan 20, 2017 5:55 am    Post subject: Reply with quote

Only D3DHook_RenderObject objects.
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Filipe_Br
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PostPosted: Fri Jan 20, 2017 6:00 am    Post subject: Reply with quote

Dark Byte wrote:
only it's own objects.

I got discouraged now.
Do you have plans one day to add to the cheat engine, some functions that allow you to change how the objects in the game are rendered?
Because "DisableddZBuffer" never works correctly.

I tried downloading cheat engine 5.6.1, but I could not. A message "Can not access this site."

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Dark Byte
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PostPosted: Fri Jan 20, 2017 6:09 am    Post subject: Reply with quote

Not really, but use the d3d snapshot handler to find out which function is responsible for drawing players and do a code injection there messing with the parameters. (different for each game)

It's easier to just get the player x,y,z coordinates and draw them on the screen

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Filipe_Br
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PostPosted: Fri Jan 20, 2017 6:34 am    Post subject: Reply with quote

Dark Byte wrote:
Not really, but use the d3d snapshot handler to find out which function is responsible for drawing players and do a code injection there messing with the parameters. (different for each game)

It's easier to just get the player x,y,z coordinates and draw them on the screen

I did not quite understand how to do it.
I used the "d3d snapshot handler" he found some objects. But what do I do after that? (If possible try to give more details)

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Dark Byte
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PostPosted: Fri Jan 20, 2017 6:42 am    Post subject: Reply with quote

the snapshot handler creates stack snapshots and some parameter and function details.
Find the draw command that draws enemies (or parts of them) and then you can use that information to hook the d3dhook dll and add in filters of your own. (But will require some direct3d programming knowledge)

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Filipe_Br
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PostPosted: Fri Jan 20, 2017 6:45 am    Post subject: Reply with quote

I have not even created D3D menus yet. Bad tell me, so it's possible to create a cheat engine hack, which causes players to be rendered in front of the walls?
I need to know this so I do not waste time.

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Dark Byte
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PostPosted: Fri Jan 20, 2017 6:57 am    Post subject: Reply with quote

hmm, seeing z-buffer doesn't work in your game it means the walls are rendered after the players. So find the code that draws walls and make them transparent

But really, I think it's a LOT easier to just create 8 to 16 sprites and draw them on the screen and use a thread/timer to update the x,y position based on some 3d vector calculations and your point of origin

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Filipe_Br
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PostPosted: Fri Jan 20, 2017 11:44 am    Post subject: Reply with quote

Dark Byte wrote:
hmm, seeing z-buffer doesn't work in your game it means the walls are rendered after the players. So find the code that draws walls and make them transparent

How do I find this code?

Quote:

But really, I think it's a LOT easier to just create 8 to 16 sprites and draw them on the screen and use a thread/timer to update the x,y position based on some 3d vector calculations and your point of origin

You're talking about rendering game objects, or "ESP Box".

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