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nero1232 Advanced Cheater Reputation: 0
Joined: 08 Mar 2017 Posts: 65
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Posted: Sat Aug 05, 2017 10:30 am Post subject: Footstep hacking |
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I would like to try hacking the sounds in game, for example when you hear an enemies footstep could this be increased, or at least increase the distance away that you hear the footsteps? So instead of hearing the enemies from 10m away you might hear them from 15m away instead and somehow louder.
Any ideas where to start with something like this?
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OldCheatEngineUser Whateven rank Reputation: 20
Joined: 01 Feb 2016 Posts: 1587
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Posted: Sat Aug 05, 2017 1:45 pm Post subject: |
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imagine you are on a railroad,
the closer the train, the louder the sound.
same thing might be here,
the closer the animal, ... etc.
basically increased value or decreased when its far away.
there might be many ways to achieve this type of cheat.
and not all developers will follow the natural physics, some of them might add stuff from his/her ass.
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Prehistoricman Advanced Cheater Reputation: 0
Joined: 02 Aug 2016 Posts: 80
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Posted: Sat Aug 05, 2017 2:36 pm Post subject: |
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OldCheatEngineUser wrote: | imagine you are on a railroad,
the closer the train, the louder the sound. |
Very interesting approach!
I was thinking more like finding the sub that queued audio files to be played and then dissect data to find volume levels, then boost them
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++METHOS I post too much Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Sat Aug 05, 2017 5:23 pm Post subject: |
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There is likely a perimeter check, relative to your location, similar to draw distance. You could use ultimap to narrow in on where that call or jump is located. From there, if there are any volume controls over that sound, you could probably find them nearby.
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OldCheatEngineUser Whateven rank Reputation: 20
Joined: 01 Feb 2016 Posts: 1587
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Posted: Sat Aug 05, 2017 8:23 pm Post subject: |
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OldCheatEngineUser wrote: | there might be many ways to achieve this type of cheat. |
here is another way:
++METHOS wrote: | You could use ultimap |
here ++METHOS gave you another way to find volume constant, and its easier than my way.
but it require basic understanding of ultimap functions / usage. and it also require some digging in a valley of assembly instructions, until you reach your hearing range and volume constant.
my method is difficult a bit, and take long time a bit. but it will lead you to the same result which is volume constant and hearing range.
since i said the closer the object the louder the sound, that means when we hit increased value while the sound is active CE will find two values for us:
- range
- loudness level
this will fuel your engine (your brain and let you think)
Obj.Range = 5R
If.Player.In.Range [Hearing.Volume = Activated]
If.Player.Get.Closer.To.Obj [Hearing.Volume = Increased]
so you can modify your hearing range instead of 25(km/mile) to 250.
or you can modify sound constant value.
keep in mind messing and finding constant is a dirty work and not easy.
also im talking about specific physics.
if developers use something uncommon or recognized to human brain, then almost every letter i wrote is wrong.
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nero1232 Advanced Cheater Reputation: 0
Joined: 08 Mar 2017 Posts: 65
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Posted: Sun Aug 06, 2017 2:36 am Post subject: |
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I did try the distance way and found a couple of addresses that when I nopped all the sound went "crashed" but the game played still, so I guess this is something to do with sound, but looks like its executed constantly, in terms of a distance I couldn't find anything like that yet.
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OldCheatEngineUser Whateven rank Reputation: 20
Joined: 01 Feb 2016 Posts: 1587
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Posted: Sun Aug 06, 2017 7:43 am Post subject: |
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please one note about range / distance its not necessary that when you get close the value increase, it may decrease.
well, by default it must decrease unless they designed it to increase.
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About Me;
I Use CE Since Version 1.X, And Still Learning How To Use It Well!
Jul 26, 2020
STN wrote: | i am a sweetheart. |
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