SRTT Actual Game Structures

You don't need to touch anything on Steam CEG nor on the exe itselfs (Just for Debugging for myself) but as example the exposed function's are a good Startpoint to find offset's more easy and so modify Player Data / do Mods.
I did recently a Mod with that technique that Allows you to move your cam freely trough steelport & change the FoV for nice screenshots.

Example Screenshot.:
d11.png

And you can do lot's of more ;d

@[V] Knobby:
Thanks for your Answer I really appreciate it...
But like JokeJujitsu said I dont understand your "since it could easily lead to a competitive advantage in a multiplayer title" argumenation...
How did you draw the text in the upper left?

And yeah. I don't really get how that will get you an competetive advantage since SR isn't competetive, except for these PvP Activities.
 
How did you draw the text in the upper left?

And yeah. I don't really get how that will get you an competetive advantage since SR isn't competetive, except for these PvP Activities.
With an DirectX 11 Hook that directly "steals" the Device that I can do my own writing and then send it to SR3's Rendering.
Basically it's working like Steam's Overlay but isnt that compatible xD
 
I'd totally love to learn how to use that.
Then... You should start too look how DirectX works.
Since DX10 / 11 most of the Support of Font Renders as example got dropped and it got ways harder to draw a simple text than before.
So Dig in some DX9 Code and then start to work with DX11 otherwise you'll get pretty fast confused about it.
Also if you done some thingys you can add me on Steam or something if you need Help / some start "kick".
I'll link my Profile right now to the Forum
 
How did you draw the text in the upper left?

And yeah. I don't really get how that will get you an competetive advantage since SR isn't competetive, except for these PvP Activities.
I was talking about Valve not liking people being able to remove CEG or hack through it. If that kind of thing got out, it could have a negative impact on other games that did have a heavy multiplayer slant.
 
I was talking about Valve not liking people being able to remove CEG or hack through it. If that kind of thing got out, it could have a negative impact on other games that did have a heavy multiplayer slant.
That's the Point, I don't understand how it will help to remove "CEG"...
As example, I do get the right addresses by pattern scans & offsetting text references ...
So, if the class structures etc are not able to be shared what's about information how the game works in some ways as example the drawdistance etc. What values are the default ones and what are good places to find them.


Also I found yesterday a function releated to Model's that seem to preload some of them at gamestart (Template: char*, byte) it takes a Pointer to an "string" and a byte that says 1 everytime.
It load's things like "npc_bahamut", "professorgenki", etc.
 
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