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Bosparan Cheater
Reputation: 1
Joined: 30 Apr 2015 Posts: 36
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Posted: Wed Jun 10, 2015 4:10 pm Post subject: Can't upload / publish table |
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Hi,
I've got a bit of a Dilemma. Over the last two weeks I have created a Cheat Table for a game (Daibanchou) that I'd like to share. So I went ahead and tried to post it in the Tables subforum.
There just was no way for me to do so.
Attempt 1: Attach it
Attaching it directly to the post as I did with my Bunny Black Table didn't work. There's a size limit (1MB) and my Table is nearly twice that long.
Given that bloodthirsty warning about binary files, renaming and bans I ... chose not to split it into a split zip archive and upload the parts.
Attemp 2: Link it
That given up upon, I then tried to Upload it to Mediafire (successfully) and link it in the post (failed). I am not permitted to post links yet.
I'm sure I could somehow smuggle the link in, working around any common prevention parser ... I'm also fairly sure it'd be a mite impolite.
So ... how do I share this table?
Cheers,
Bosparan
Ps.: I probably could share the PowerShell script that compiles the table, but it would be massively cumbersome, hard to use (and need an external application for postprocessing that nearly nobody has lying around) and probably not all that welcome as well.
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Dark Byte Site Admin
Reputation: 474
Joined: 09 May 2003 Posts: 25927 Location: The netherlands
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Posted: Wed Jun 10, 2015 4:46 pm Post subject: |
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break up the mediafire link till it's allowed (e.g spaces inside the http part, www part and .com part )
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Bosparan Cheater
Reputation: 1
Joined: 30 Apr 2015 Posts: 36
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Posted: Wed Jun 10, 2015 5:11 pm Post subject: |
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Thanks for granting permission, just posted the table.
(I dislike circumventing security measures without asking first ... slightly illegal where I live, and many take offense)
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Geri Moderator
Reputation: 112
Joined: 05 Feb 2010 Posts: 5627
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Posted: Wed Jun 10, 2015 6:06 pm Post subject: |
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I have tried to check if your table size can be reduced, but lol, it's really freakin massive.
I have fixed your link, that's all I can do with it.
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Gniarf Grandmaster Cheater Supreme
Reputation: 43
Joined: 12 Mar 2012 Posts: 1285
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Posted: Wed Jun 10, 2015 9:13 pm Post subject: |
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Shaved off Bosparan's table, let's see if the forum accepts it...
Looks good!
Changes:
-removed duplicates. Stamina/reliability/pay were listed under green headers and also under charactersheets.character **.stamina/reliability/pay.
-changed the address format in the character sheets to use the header and +offset format instead of repeating the full pointer. The drawback is that you have to freeze the first stat (the name) of each character to expand that address-header and see the options listed under.
-removed the leading tabs in the xml part. (I see someone already replaced the default double spaces there...)
-removed <LastState> tokens (150kb reduction).
-removed <Color>80000008</Color> since it's the default color (60kb reduction).
-removed <ID> tokens (40kb reduction).
BTW: for what it's worth the table works on my version of the game, or at least the basic character sheet.
EDIT:Since most of his table is basically: | Code: | for Offset1 = A to B step 0x10
for TopMostOffset = 0 to 0xc8 step 4
AddRecord(Base,Offset1,8,TopMostOffset)
end
end | I was thinking a lua script could generate those entries when expanding a header, but is there a way to programmatically create a cheat entry with a drop down list? Or a way to clone a record (that would have a dropdown list)?
Other than that, is it possible for a .cetrainer (that has zlib compression) to show CE's usual UI? It seems unhideMainCEwindow() doesn't work there.
EDIT 2: removed the table since it reached its intended audience.
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Last edited by Gniarf on Thu Jun 11, 2015 10:12 pm; edited 1 time in total |
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Bosparan Cheater
Reputation: 1
Joined: 30 Apr 2015 Posts: 36
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Posted: Thu Jun 11, 2015 3:14 pm Post subject: |
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Hi Gniarf,
thanks for the advice and the revised version (wasn't sure which attributes I could drop so I just carried them along, easy enough to add to the compiling script.
The tabs were introduced by the XML editor I use to process the script output (somehow it fails when try to import the output straight into CE). I'm sure I can somehow coerce it into not adding tabs anymore.
The "duplicate" entries actually serve a purpose:
- Stamina (Current) and Reliability are the loosing resources I nee to replenish frequently. Since my friend/foe detection fails, the scripts will change all characters on the list which may include enemies. When only fixing specific characters, having it all in one list makes adjusting those values far easier. I'll probably drop Reliability from the list since changing enemy reliability doesn't matter much - it's more of a carryover from the times before I learned how to bulk edit properties. Come to think of it, that too was your advice
- The pay list is the list I use to detect new characters. New characters are not always appended to the list and searching them in the charactersheets list is far too tedious. Rather I use "pay" to detect them (I manually edit some stats for all new characters, which includes a uniform pay grade).
Cheers,
Bosparan
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