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32qYVQdH

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32qYVQdH last won the day on October 18

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  1. You're gonna have to use a no CD patch, I'm surprised the game can even launch on windows 10 as it uses SecuROM DRM which IIRC isn't even officially supported anymore, so it shouldn't be expected to work on a recent OS, TDU Platinum probably include a no CD patch that's probably why it fixes it.
  2. Included in is the tdu hd patch if I remember correctly it makes the game show higher level of detail for buildings and vegetation at greater distances, it doesn't technically increase the draw distance but it's practically the same, I checked the Hawaiian Bliss mod and it seemingly does include it, however the tdu hd patch has two "part" the files CommonWorld.bnk and Bnk1.map for the lod of the buildings and such, and the file FX.ini which change the vegetation (grass) lod so make sure to copy both.
  3. I've managed to go to 999 km/h (probably more I've maxed out the speedometer) however the game definitely does clamp your speed back to 500 km/h every few seconds and I currently don't know a way around it.
  4. I'd be willing to bet dgVooDoo is causing the problem with the sky, the fps < 90 as far I know is only to prevent weird traffic behavior, invisible police cars (what I assume are the "graphical glitches" from your MyAbandonware quote) don't seem to be caused by high fps but I could be wrong because it's kind of hard to recreate.
  5. Sorry for replying so late, this account was a throwaway because I kind of expected to not get any answers so thank you for answering ! So as it turns out the 32bits 4GB thingy wasn't the issue, the issue may be in part because my gpu only has 1GB of vram but mostly because I'm stupid. Whenever I tried PIX in the "What information do you want to gather ?" part I only ever selected "A single-frame capture of Direct3D whenever F12 is pressed" and while trying to debug the crash one time I think I selected "Statistics for each frame, using counterset:", I also used "A replayable Direct3D call stream, saved to file" and it works just fine excepts I can't really debug the file it gives me because when I click to another frame or calls to inspect it, it start recalculating/redrawing frames from the beginning to know the state of the call I want and it takes a good 30s or minutes even. Also I seems to (maybe mis)remember having the game crash on a loop where it creates a bunch of surfaces so the vram is probably it, the single frame capture has to store the "integral" of the draw calls so probably use more memory (and I guess vram especially). Also for anyone reading this I used PIX from Microsoft DirectX SDK (March 2009) (can't be bothered to find a link), the game doesn't want to be debugged so it calls D3DPERF_SetOptions which can be easily bypassed ( https://coherent-labs.com/posts/debugging-undebuggable-applications-with-pix/ ). Yeah I found some code like that, patched it out, and some other stuff I thought looks suspicious (someplace there was a cmp against 0xCC the opcode for int 3, which I presumed to be the game checking for breakpoints) and did a really good job because the patched executable just crashes on startup (probably because I didn't patched all of it and what was left saw some thing got patched). In any case I managed to find why in that instance CE's code filter made it crash, turns out it doesn't do a good job of identifying calls from disassembler (which I would've known if I searched for it). In my case there was I think some weird value that was used as offset/pointer for a jmp or something and also happened to look like the opcode for a call, so CE put a breakpoint on it, changed the seemingly "opcode" to 0xCC and it made the game crash, it's also not the only "call breakpoint" that makes the game crash and I got 100k+ call addresses, needless to say I'm gonna need to automate the process (probably cut up the address list in half breakpoint a half check which half (if not both) gets the game to crash before reaching a certain address and repeat until it zeroes in on every wrong address), and I thought I would do it later which turns out happens to be more than the (almost) 4 months since I posted. Anyways I was probably paranoid about the game's anti-debug, I (probably) don't even need the code filter to find what I wanted because I thought of another way to get to it (which I still have yet to try of course), I figure I should get around to post eventually even though it I haven't gotten further on anything since then, I do plan on releasing something (small probably) for the game soon™ (as in hopefully someday if ever).
  6. I'm unsure where to post this, but I can't find much of anything online, seeing as this place has probably the largest amount of modders for this game, maybe someone here knows something. I tried using Pix a while back in the past to tried to capture DirectX calls, the game call a function to tell Pix it doesn't want to be captured but that's easily patched, however it creates/allocate a bunch of surfaces (it's been a while I don't remember well) and then Pix says it's running out of memory (it's not, but I guess this is a 32bit program also, maybe it hit 4GB), bypassing those allocation make the game crash, I also tried another graphical "debugger" Apitrace, and it also just straight up crash. And now I've tried using the code filter function in cheat engine, to try to find the code responsible for traffic swerving out of the road when it think you're gonna hit it, and once again it just straight up crash, and it's definitely anti-debug since it happens when CE sets up software breakpoints, also the place where the exception happens isn't code and the last value in the stack is the address for IsDebuggerPresent, anyways long story short, the game definitely obfuscate things and has a bunch of call to IsDebuggerPresent (or even one to CreateToolhelp32Snapshot, which I don't know a reason TDU would need to call if not for anti-debug), and most likely some sort of checksum (probably checking for software breakpoints replacing calls or at the beginning of functions). Does anyone knows an easy way to bypass any of that ? (I could probably maybe bypass some of it, but I've got little experience aside from lazy anti-debug only calling IsDebuggerPresent once, I don't want to waste hours unnecessarily and I'm lazy) Did anyone manage to get a capture of TDU in Pix or some other graphical debugger, or is there a beta/patched exe without all that crap that I can use to find what I want in the game's code ?
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