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Katie Cookie

Modders
  • Posts

    7
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    2

Reputation Activity

  1. Thanks
    Katie Cookie got a reaction from strickerje for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  2. Like
    Katie Cookie got a reaction from TDU Iceman for a file, Remastered Controls Gran Turismo PSP   
    Demo: https://streamable.com/0x3092
    Source: https://github.com/Kethen/RemasteredControls_GTpsp
    Remastered Controls for GTpsp
    override internal steering deadzone for fine steering inject vector throttle and brake values for a better RWD experience Usage
    load prx with game, see https://www.ppsspp.org/docs/reference/plugins/ for ppsspp the hooking code may or may not work with a vita, don't have one to test, refer to how one can load psp prx plugins over there Keybinds
    on ppsspp, throttle is bound to right stick left, brake is bound to right stick down, remap right stick left and down in ppsspp accordingly to your desired throttle and brake control a patched windows ppsspp is provided at the moment to remove hardcoded xinput trigger deadzones, hrydgard/ppsspp#18404 camera rotation on bumper and cockpit view can additionally be enabled on ppsspp by creating ms0:/PSP/GTRemastered_camera_controls.txt binds to left stick up and down when enabled, remap ppsspp left stick up and down to your desired camera control buttons accordingly on vita (when supported), throttle is bound to right stick up, brake is bound to right stick down Compability
    EU v2.00 (UCES01245 2.00) US v2.00 (UCUS98632 2.00) JP v1.01 (UCJS10100 1.01) ASIA v1.00 (UCAS40265 1.00) FOV and misc CWCheat codes
    https://github.com/Kethen/RemasteredControls_GTpsp/tree/main/game_tweaks
    Hooking references
    https://github.com/TheOfficialFloW/RemasteredControls https://github.com/albe/joysens https://github.com/Freakler/ppsspp-GTARemastered Credits
    https://github.com/kotcrab/ghidra-allegrex for making psp games modding easier https://github.com/pspdev , m33 and pro cfw for psp homebrew development tools https://github.com/hrydgard/ppsspp for an awesome hle psp TODO
    finish real HW hooking when I have a psp again
  3. Like
    Katie Cookie got a reaction from andrey zyb for a file, Remastered Controls Gran Turismo PSP   
    Demo: https://streamable.com/0x3092
    Source: https://github.com/Kethen/RemasteredControls_GTpsp
    Remastered Controls for GTpsp
    override internal steering deadzone for fine steering inject vector throttle and brake values for a better RWD experience Usage
    load prx with game, see https://www.ppsspp.org/docs/reference/plugins/ for ppsspp the hooking code may or may not work with a vita, don't have one to test, refer to how one can load psp prx plugins over there Keybinds
    on ppsspp, throttle is bound to right stick left, brake is bound to right stick down, remap right stick left and down in ppsspp accordingly to your desired throttle and brake control a patched windows ppsspp is provided at the moment to remove hardcoded xinput trigger deadzones, hrydgard/ppsspp#18404 camera rotation on bumper and cockpit view can additionally be enabled on ppsspp by creating ms0:/PSP/GTRemastered_camera_controls.txt binds to left stick up and down when enabled, remap ppsspp left stick up and down to your desired camera control buttons accordingly on vita (when supported), throttle is bound to right stick up, brake is bound to right stick down Compability
    EU v2.00 (UCES01245 2.00) US v2.00 (UCUS98632 2.00) JP v1.01 (UCJS10100 1.01) ASIA v1.00 (UCAS40265 1.00) FOV and misc CWCheat codes
    https://github.com/Kethen/RemasteredControls_GTpsp/tree/main/game_tweaks
    Hooking references
    https://github.com/TheOfficialFloW/RemasteredControls https://github.com/albe/joysens https://github.com/Freakler/ppsspp-GTARemastered Credits
    https://github.com/kotcrab/ghidra-allegrex for making psp games modding easier https://github.com/pspdev , m33 and pro cfw for psp homebrew development tools https://github.com/hrydgard/ppsspp for an awesome hle psp TODO
    finish real HW hooking when I have a psp again
  4. Like
    Katie Cookie got a reaction from Redwave121 for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  5. Like
    Katie Cookie got a reaction from Decca for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  6. Thanks
    Katie Cookie got a reaction from BEight for a file, Andraste Magicmap (Ignore Bnk1.map andraste plugin)   
    Naturally this requres Andraste Modding Framework

    With this plugin enabled mod packs can skip Bnk1.map modding for loading additional bnks

    Extract the zip and put the directory under Andraste's mod directory, it should look as follow once installed
     
    TestDriveUnlimited.exe Launcher.exe ... mods/05_magicmap/ ├── mod.json └── tdu_andraste_magicmap.dll ...
    Note that this plugin does not patch bnk size limit so right now for huge bnks one would still need project paradise -bigbnk

    Patching methodology can be found at https://github.com/Kethen/tdu_andraste_magicmap/blob/main/tdu_andraste_magicmap/MyClass.cs
  7. Thanks
    Katie Cookie reacted to MeFisto94 for a file, Andraste Modding Framework Development Build   
    Andraste Modding Framework
    Andraste, at it’s core, is a generic modding framework, aiming to bring a modern toolset into old (DX 9) and modern games alike. It does so by injecting a .NET FX Runtime into native applications, allowing us to code the framework in a safe language (C#), which even opens up the possibility to write code modifications in .NET languages, that interface seamlessly with the native code of the game.
    Note: This current release requires you to be tech-savy and is primarly aimed at mod developers and to find problems with the base-framework. It won't provide major features, yet, so don't sweat it, if you can't get it to run.
    Note: While this is in the TDU2 category, Andraste can also be used for TDU1 and potentially a lot of other games (unless they are 64 bits or have some protective anti cheat system)
     
    How to run Andraste
    Currently, Andraste only comes with a console launcher, so to launch it, you need to execute the Launcher.exe and pass the path to your game.
    This can be done by dragging the game onto the Launcher.exe or better: creating a shortcut to do that.
    If Andraste is running, it should write logging output into the console window of the launcher.
    At this point, you can start creating mods that will then be loaded into your game.
    In order for mods to be loaded into your game, place them into the mods folder next to the Launcher.exe
    Currently, since the Launcher has no proper GUI, all mods are always loaded, you can't toggle them, but you can move them out of the mods folder.
    If you still have problems launching Andraste, see our Docs on using the Launcher and "installing" mods.
     
    Converting an Mod into the Andraste Format
    First, make sure that you have the permission of the original author to convert/upload the andraste version of the mod.
    Then, follow our Getting Started Guide
     
    What can I use it for, at the moment?
    If you managed to convert a mod, you can now use (and remove!) these game mods, without changing your unpacked(!) base game (the game needs to be unpacked, because the VFS feature only replaces existing files, it doesn't create packed files yet).

    While this feature may not be impressive yet (besides removing mods without having to have a backup of your game folder somewhere), there is much more possible with that technique, but that takes manpower and time.
    Internally, we're currently using the scripting functionality to find out more about the game and progress on different fronts such as multiplayer or asset manager, so definitely stay tuned for further progress, at some point, we will release the TDU2 Modding Framework, that is an additional layer on top of Andraste, providing TDU2 specific features (patching files inside BNKs, running on a packed game, hot reloading, ...)
    If you need further assistance, don't hesitate to read our documentation, post in the relevant forum thread, here on turboduck, or in #tdu-modding on https://discord.tduniverse.org
    Andraste is a TDUniverse Umbrella Project by MeFisto94 and redd
  8. Like
    Katie Cookie got a reaction from andrey zyb for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  9. Like
    Katie Cookie got a reaction from MagicV8 for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  10. Like
    Katie Cookie got a reaction from Homelander for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  11. Thanks
    Katie Cookie got a reaction from Djey for a file, TDU savegame account editor   
    Features
    Toggle on/offline Edit nickname, email and password Import progress from other saves (playersave files more specifically) ** you are advised to manually back up your saves at %USERPROFILE%/Documents/Test Drive Unlimited/savegame as well in case of unforeseen file corruptions **
    Ghidra, x64dbg, ghex and vbindiff were used to inspect save file serialization, see https://github.com/Kethen/TDU_savegame_account_editor/blob/main/offsets_and_formats.md for a summary.
    iced-rs is used for the user interface, fs_extra is used for recursive file copying, rfd is used for providing a file picker, tar-rs is used for preserving bookmarks.
    tdudec on rust is ported from the source release of tdudec at http://aluigi.altervista.org/papers.htm#others-file.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.

    Alternative andraste plugin that allows loading any playersave on any profile: https://github.com/Kethen/tdu_andraste_playersave_validation_skip
  12. Thanks
    Katie Cookie got a reaction from Djey for a file, TDU physics tweaks   
    Supports only 1.66A exe currently.
    Features
    Adjust global gravity Adjust normal mode additional gravity when a wheel is lifted off the ground Force HC mode physics on player and racing bots in normal mode Besides the exe patcher, this also comes in the form of an andraste modding framework plugin, https://github.com/Kethen/TDU_andraste_physics_tweaks/releases

    By default, when a wheel is lifted off the ground in normal (non hardcore) mode, an extra gravity modifier of 1.0 is added to the vehicle to quickly put the vehicle back onto the ground. The value is statically saved in the exe, and this patcher changes that value by changing an instruction.
    Additionally gravity used by havok and other bits of the game can also be changed from the default of -9.81, which might be useful for hardcore mode.
    0.0 gravity modifier adds no additional gravity, negative values such as -10.0 that overcomes default gravity will send the car upward at curbs and jumps.
    0.0 gravity modifier demo: https://streamable.com/ldur6j
    Ghidra and x64dbg were used to seek out the instruction for patching as well as assembling the new instruction, patching methodology can be found at https://github.com/Kethen/TDU_normal_mode_gravity_changer/blob/main/src/util.rs
    iced-rs is used for the user interface, checksums is used for identifying exe files, rfd is used for providing a file picker.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.
  13. Like
    Katie Cookie got a reaction from ZoM for a file, TDU physics tweaks   
    Supports only 1.66A exe currently.
    Features
    Adjust global gravity Adjust normal mode additional gravity when a wheel is lifted off the ground Force HC mode physics on player and racing bots in normal mode Besides the exe patcher, this also comes in the form of an andraste modding framework plugin, https://github.com/Kethen/TDU_andraste_physics_tweaks/releases

    By default, when a wheel is lifted off the ground in normal (non hardcore) mode, an extra gravity modifier of 1.0 is added to the vehicle to quickly put the vehicle back onto the ground. The value is statically saved in the exe, and this patcher changes that value by changing an instruction.
    Additionally gravity used by havok and other bits of the game can also be changed from the default of -9.81, which might be useful for hardcore mode.
    0.0 gravity modifier adds no additional gravity, negative values such as -10.0 that overcomes default gravity will send the car upward at curbs and jumps.
    0.0 gravity modifier demo: https://streamable.com/ldur6j
    Ghidra and x64dbg were used to seek out the instruction for patching as well as assembling the new instruction, patching methodology can be found at https://github.com/Kethen/TDU_normal_mode_gravity_changer/blob/main/src/util.rs
    iced-rs is used for the user interface, checksums is used for identifying exe files, rfd is used for providing a file picker.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.
  14. Like
    Katie Cookie got a reaction from andrey zyb for a file, TDU physics tweaks   
    Supports only 1.66A exe currently.
    Features
    Adjust global gravity Adjust normal mode additional gravity when a wheel is lifted off the ground Force HC mode physics on player and racing bots in normal mode Besides the exe patcher, this also comes in the form of an andraste modding framework plugin, https://github.com/Kethen/TDU_andraste_physics_tweaks/releases

    By default, when a wheel is lifted off the ground in normal (non hardcore) mode, an extra gravity modifier of 1.0 is added to the vehicle to quickly put the vehicle back onto the ground. The value is statically saved in the exe, and this patcher changes that value by changing an instruction.
    Additionally gravity used by havok and other bits of the game can also be changed from the default of -9.81, which might be useful for hardcore mode.
    0.0 gravity modifier adds no additional gravity, negative values such as -10.0 that overcomes default gravity will send the car upward at curbs and jumps.
    0.0 gravity modifier demo: https://streamable.com/ldur6j
    Ghidra and x64dbg were used to seek out the instruction for patching as well as assembling the new instruction, patching methodology can be found at https://github.com/Kethen/TDU_normal_mode_gravity_changer/blob/main/src/util.rs
    iced-rs is used for the user interface, checksums is used for identifying exe files, rfd is used for providing a file picker.
    .exe for windows (win32 and win64), without for linux (x86_64 glibc).
    Alternatively the project can be built using cargo like other rust projects, it should build in MacOS as well.
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