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Free fly camera lag on calculations or timer?
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geesve
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Joined: 15 Feb 2017
Posts: 21

PostPosted: Sun Mar 04, 2018 11:10 pm    Post subject: Reply with quote

Yeah, thanks ParkourPenguin for your patience, now i see. it seems like common newbie issue with understanding how float points are working in LUA :)

Well, for now it looks like a real "dead end". I tried few things, but even when i tried code like this:
Code:
{$lua}
...
...
writeDouble("camx", readFloat(node + 0xF0) + (sinh * 0.001)) -- by "debugging" it, i can see that it write full proper value into table
...
...
{$asm}
...
...
  cvtsd2ss xmm2,[camx] // should convert double to float, if i get it right
  movss [rcx+30],xmm2 // copy converted value to in-game cameraX

It works in the same way too. So looks like we can do calculations only (or most of them) in LUA and in such case we get free camera with stuttering, lags and so on because of how LUA works with floats. That lags are not very annoying, but only if purpose of free camera is not recording the video (photo, just flying around and so on...). Or, ASM, that should works fine. But i'm bit scared of how amount of the code might looks like if we decide to implement inertia and "slow start" :)
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ParkourPenguin
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Posts: 1960
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PostPosted: Mon Mar 05, 2018 11:06 am    Post subject: Reply with quote

geesve wrote:
it seems like common newbie issue with understanding how float points are working in LUA Smile
That's not Lua's fault; it's how floating point numbers work in general. If you did the addition in assembly you'd get the same result.
geesve wrote:
So looks like we can do calculations only (or most of them) in LUA and in such case we get free camera with stuttering, lags and so on because of how LUA works with floats.
Again, that's not Lua. The stuttering and lags are probably because you're performing the calculations asynchronously from the game- hence why I suggested code injection so the game can handle the timing.

That doesn't mean you need to abandon Lua. You can call Lua code to run from the game (like DB said).

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geesve
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Joined: 15 Feb 2017
Posts: 21

PostPosted: Wed Mar 07, 2018 10:14 am    Post subject: Reply with quote

Quote:
That's not Lua's fault

Yes, sorry, i'm misunderstand that. This is how single-precision floats working wherever they are used: LUA, ASM, C++... Another good article with explanations of how in-game cameras working with floats.

And, actually, i got the idea that makes LUA camera moves without of "swings" when camera speed have very low values, like 0.001 and with properly rotations. And with using tips and tricks from that topic - we finally get the camera that moving smooth, without of lags and stuttering. Honestly, i though that we can't get that :)

The idea is that we do not really need to constantly read current camera XYZ values when we do calculations. Actually, we can read that values only once, when script activated. After that we can do calculations "locally" and write all three new values at once with function provided by panraven. That all reduce lags, increase calculations precision and so on. The only restriction in such case is if we want to move around some small object (like apple on the ground) and if camera XYZ values are something like 1234.567 - we still can notice very tiny stutter, but that is because of that "7 digits precision" and that's how in-game camera works too. If i try to slowly move in-game character to North with very small rotation to east or west, so sine value will be like "0.002", i can notice how X value updated not constantly and see that "micro-jumps" when camera X value changed from 1234.567 to 1234.568, for example.

So, yeah, it's working and working smooth. And can be used now not only for photo or just flying around but also for making in-game videos.

Oh, and function for writing all new camXYZ values at once makes possible to use sleep(5) instead of sleep(1) or sleep(0). But seems like particular value depend from game where it using.

The whole new code below. I tried to comment every step to make it clear if someone find that topic from google. Just explain some logic of camera movements here:
- When we press "Move Forward" hotkey and camera watching at NE - camera start increase it's speed slowly, until it reached maximum speed. When we release "Move Forward" key - camera keep moving to NE and slowly decreasing it's speed (inertia);
- While camera keep moving with that inertia, there is possible to rotate her around and camera will keep moving to NE (camera will not move in such case where it watching);
- If camera moving to it's right side, but we press "Moving Left" hotkey - it decreased "Right" speed faster;
- Camera does not moving up or down, until hotkey for moving up or down are pressed, so even if camera watching down to the ground and "Move Down" hotkey are not pressed - it keep moving in horizontal directions only. For making camera move exactly where it's watching, it required not so much changes.

There is still some scenarios that should be covered, but for that it's required just to play with it's logic, nothing more :)

Code:

globalalloc(cheaton,4) // global variable for createThread on/off
cheaton:
dd 0

{$lua}

if syntaxcheck then return end

[ENABLE]

-------------------------------------
-- Speed and Multipliers variables --
-------------------------------------
local multFB = 0
local multRL = 0
local multUpDown = 0
local maxPosSpeed = 0.1 -- maximum speed for Forward and Right movement
local maxNegSpeed = -0.1 -- maximum speed for Back and Left movement
local SlowerMult = 0.0001 -- how soon max speed will achieved when hotkey pressed and how soon camera stop if hotkey released
local FasterMult = 0.0002 -- how fast speed change if movement goes vice versa (e.g. from right to left, while camera keeps going right)

-- local variables that will be used for camera movement direction, when it moves with inertia.
local sinhfb = 0
local coshfb = 0
local sinhrl = 0
local coshhrl = 0
local sinhupdown = 0
local coshhupdown = 0

-------------------------------------------------------------------------------------
-- Create "node" for base cameraXYZ addresses
local node = getAddress("[[[theHunterCotW_F.exe+01D94868]+158]+468]")
-- so after that, (node + 0xF0) is the same as "[[[theHunterCotW_F.exe+01D94868]+158]+468]+F0"
-------------------------------------------------------------------------------------

-- Save once current Camera XYZ values for further calculations
local calcX = readFloat(node + 0xF0) -- east/west
local calcY = readFloat(node + 0xF4) -- up/down
local calcZ = readFloat(node + 0xF8) -- north/south

-------------------------------------------------------------------------------------
-- Function for read and write group of values at once
-- for write
function packWrite(addr, fms, ...)
  local packed = addr and string.pack(fms,...)
  if packed then return writeBytes(addr,{packed:byte(1,-1)}) end
end
-- for read (not used here)
--[[function packRead(addr, fms)
  local sz = addr and string.packsize(fms)
  local bt = sz and readBytes(addr,sz,true)
  if bt and #bt == sz then
    return string.unpack(fms,byteTableToString(bt))
  end
end]]
-- maded by panraven
-------------------------------------------------------------------------------------


createNativeThread(function(timer)
sleep(200) -- delay for giving script time to write for "cheaton" proper value
while readFloat("cheaton") == 0 do -- while "cheaton" value equal "0" this cheat work
sleep(5) -- like timer interval

if readBytes("theHunterCotW_F.exe+1D94390") == 0 then -- Check for Alt-Tab

-- read in-game sin/cos values
local sinh = readFloat("theHunterCotW_F.exe+1E6695C")
local cosh = readFloat("theHunterCotW_F.exe+1E66954")

-------------------------
-- Assign Hotkeys Here --
-------------------------
local MoveForward = isKeyPressed(VK_W) -- local variable for move forward hotkey
local MoveBack = isKeyPressed(VK_S) -- local variable for move back hotkey
local MoveLeft = isKeyPressed(VK_A) -- local variable for move left hotkey
local MoveRight = isKeyPressed(VK_D) -- local variable for move right hotkey
local MoveUp = isKeyPressed(VK_R) -- local variable for move up hotkey
local MoveDown = isKeyPressed(VK_F) -- local variable for move down hotkey

----------------------------
-- Movements calculations --
----------------------------

---- Forward
  if MoveForward then -- start moving Forward
    if multFB < maxPosSpeed then -- if max speed not achieved
      multFB = multFB + SlowerMult -- slowly increasing to max speed
    end
    if multFB < 0 then -- if cam moving back but need forward
      multFB = multFB + FasterMult -- faster speed increase
    else
      calcX = calcX + (sinh * multFB) -- store calculated new camX value
      calcZ = calcZ - (cosh * multFB) -- store calculated new camZ value
      sinhfb = sinh -- copy sinh value to the local sinh for using later when we release hotkey
      coshfb = cosh -- copy cosh value to the local cosh for using later when we release hotkey
    end
  end
  if not MoveForward and multFB > 0.0001 then -- check if keys released and camera moves forward
    multFB = multFB - SlowerMult -- slowly stop moving forward
    calcX = calcX + (sinhfb * multFB) -- store calculated new camX value
    calcZ = calcZ - (coshfb * multFB) -- store calculated new camZ value
  end

---- Back
  if MoveBack then -- start moving Back
    if multFB > maxNegSpeed then -- if max speed not achieved
      multFB = multFB - SlowerMult -- slowly decreasing to max speed
    end
    if multFB > 0 then -- if cam moving forward but need back
      multFB = multFB - FasterMult -- faster speed decrease
    else
      calcX = calcX + (sinh * multFB) -- store calculated new camX value
      calcZ = calcZ - (cosh * multFB) -- store calculated new camZ value
      sinhfb = sinh -- copy sinh value to the local sinh for using later when we release hotkey
      coshfb = cosh -- copy cosh value to the local cosh for using later when we release hotkey
    end
  end
  if not MoveBack and multFB < -0.0001 then -- check if keys released and camera moves back
    multFB = multFB + SlowerMult -- slowly stop moving back
    calcX = calcX + (sinhfb * multFB) -- store calculated new camX value
    calcZ = calcZ - (coshfb * multFB) -- store calculated new camZ value
  end

---- Right
  if MoveRight then -- start moving Right
    if multRL < maxPosSpeed then -- if max speed not achieved
      multRL = multRL + SlowerMult -- slowly increasing to max speed
    end
    if multRL < 0 then -- if cam moving left but need right
      multRL = multRL + FasterMult -- faster speed increase
    else
      calcX = calcX + (cosh * multRL) -- store calculated new camX value
      calcZ = calcZ + (sinh * multRL) -- store calculated new camZ value
      sinhrl = sinh -- copy sinh value to the local sinh for using later when we release hotkey
      coshrl = cosh -- copy cosh value to the local cosh for using later when we release hotkey
    end
  end
  if not MoveRight and multRL > 0.0001 then -- check if keys released and camera moves right
    multRL = multRL - SlowerMult -- slowly stop moving right
    calcX = calcX + (coshrl * multRL) -- store calculated new camX value
    calcZ = calcZ + (sinhrl * multRL) -- store calculated new camZ value
  end

---- Left
  if MoveLeft then -- start moving Left
    if multRL > maxNegSpeed then -- if max speed not achieved
      multRL = multRL - SlowerMult -- slowly decreasing to max speed
    end
    if multRL > 0 then -- if cam moving right but need left
      multRL = multRL - FasterMult -- faster speed decrease
    else
      calcX = calcX + (cosh * multRL) -- store calculated new camX value
      calcZ = calcZ + (sinh * multRL) -- store calculated new camZ value
      sinhrl = sinh -- copy sinh value to the local sinh for using later when we release hotkey
      coshrl = cosh -- copy cosh value to the local cosh for using later when we release hotkey
    end
  end
  if not MoveLeft and multRL < -0.0001 then -- check if keys released and camera moves Left
    multRL = multRL + SlowerMult -- slowly stop moving left
    calcX = calcX + (coshrl * multRL) -- store calculated new camX value
    calcZ = calcZ + (sinhrl * multRL) -- store calculated new camZ value
  end

---- Up
  if MoveUp then -- start moving Up
    if multUpDown < maxPosSpeed then -- if max speed not achieved
      multUpDown = multUpDown + SlowerMult -- slowly increasing to max speed
    end
    if multUpDown < 0 then -- if cam moving down but need up
      multUpDown = multUpDown + FasterMult -- faster speed increase
    else
      calcY = calcY + multUpDown -- store calculated new camY value
    end
  end
  if not MoveUp and multUpDown > 0.0001 then -- check if keys released and camera moves up
    multUpDown = multUpDown - SlowerMult -- slowly stop moving up
    calcY = calcY + multUpDown -- store calculated new camY value
  end

---- Down
  if MoveDown then -- start moving Down
    if multUpDown > maxNegSpeed then -- if max speed not achieved
      multUpDown = multUpDown - SlowerMult -- slowly decreasing to max speed
    end
    if multUpDown > 0 then -- if cam moving up but need down
      multUpDown = multUpDown - FasterMult -- faster speed decrease
    else
      calcY = calcY + multUpDown -- store calculated new camY value
    end
  end
  if not MoveDown and multUpDown < -0.0001 then -- check if keys released and camera down
    multUpDown = multUpDown + SlowerMult -- slowly stop moving down
    calcY = calcY + multUpDown -- store calculated new camY value
  end

-- write new Camera XYZ values all at once, with using function
packWrite(node + 0xF0, 'fff', calcX, calcY, calcZ)

end -- close alt-tab check
end -- close while
end) -- close timer function

[DISABLE]

{$asm}
cheaton:
dd 1 // give to "cheaton" any other value than "0" for stop thread from LUA
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