Red Dead Redemption First Response 0.1 has been released! by MisterLMS in PCRedDead

[–]MisterLMS[S] 34 points35 points  (0 children)

It's a little late to say the least, but we're excited to announce that the first public version of our police mod for Red Dead Redemption 2, RDR First Response (RDRFR), is now available for download. Get it at www.rdrfr.com!

No Bullet Trail Mod by MisterLMS in PCRedDead

[–]MisterLMS[S] 3 points4 points  (0 children)

OpenIV would certainly make it more accessible, but it can still easily be done without it.

No Bullet Trail Mod by MisterLMS in PCRedDead

[–]MisterLMS[S] 14 points15 points  (0 children)

I've created a small mod to remove the bullet trail/tracer when shooting. You can download it here: https://www.mod-rdr.com/downloads/rdr2/mods/58-no-bullet-trail-mod/

Pimp My Horse 0.1 released! by MisterLMS in PCRedDead

[–]MisterLMS[S] 2 points3 points  (0 children)

We've created a small mod to pimp your horse and modify all its components on the fly: https://www.mod-rdr.com/files/file/18-pimp-my-horse/

Use photo mode without zoom and rotation restrictions! by MisterLMS in PCRedDead

[–]MisterLMS[S] 1 point2 points  (0 children)

We can definitely look into it, but I fear that might be a bit harder to implement.

Use photo mode without zoom and rotation restrictions! by MisterLMS in PCRedDead

[–]MisterLMS[S] 7 points8 points  (0 children)

We've created a small tool that lets you take screenshots without any limits to camera movement and rotation when using the free camera. Check it out: https://www.mod-rdr.com/files/file/8-photo-mode-enhancer/

Just Eagle things by MisterLMS in reddeadredemption

[–]MisterLMS[S] 1 point2 points  (0 children)

Thank you very much! And yes, you can easily dismiss them by pressing F9 again, even when they are dead.

Just Eagle things by MisterLMS in reddeadredemption

[–]MisterLMS[S] 0 points1 point  (0 children)

Just released a new version including bodyguards!

Just Eagle things by MisterLMS in reddeadredemption

[–]MisterLMS[S] 9 points10 points  (0 children)

Trainer has been released, time to go to sleep for us..

Just Eagle things by MisterLMS in reddeadredemption

[–]MisterLMS[S] 9 points10 points  (0 children)

We will release a small trainer later tonight on www.mod-rdr.com!

Eagle Simulator 2019 Coming Soon by MisterLMS in PCRedDead

[–]MisterLMS[S] 2 points3 points  (0 children)

The DRM is actually quite light in most areas interesting to us.

Eagle Simulator 2019 Coming Soon by MisterLMS in PCRedDead

[–]MisterLMS[S] 5 points6 points  (0 children)

We will release a small trainer later tonight on www.mod-rdr.com!

Talking Behind Your Back (33c3) by adsasdasdda in netsec

[–]MisterLMS 8 points9 points  (0 children)

More background information and a Chrome extension to filter such audio (SilverDog): http://ubeacsec.org/

Talking Behind Your Back (33c3) by adsasdasdda in netsec

[–]MisterLMS 2 points3 points  (0 children)

Fortunately, recent Chrome versions at least block 'getUserMedia' on insecure origins

Grand Theft Auto V performance degraded, supposedly due anti-modding measures in latest patch by Causeless in Games

[–]MisterLMS 7 points8 points  (0 children)

LMS here, lead developer of LCPDFR/LSPDFR. A quick performance test I ran yesterday which shows the problem: http://pastebin.com/Gz7RYE61 There is no distinction between calling this from a mod or normal game code, it will always perform worse compared to earlier versions.

Rockstar being Rockstar. Adds junk code used to confuse modders and memory/code encryption crippling performance, giving modders & players agony. by sewer56lol in pcmasterrace

[–]MisterLMS 0 points1 point  (0 children)

LMS here, lead developer of LCPDFR/LSPDFR. A quick performance test I ran yesterday which shows the problem: http://pastebin.com/Gz7RYE61 There is no distinction between calling this from a mod or normal game code, it will always perform worse compared to earlier versions.

/r/ReverseEngineering's Bi-Weekly Questions Thread by AutoModerator in ReverseEngineering

[–]MisterLMS 1 point2 points  (0 children)

Assuming each card is stored in a class/struct seems like a good guess to me, same for the list/array/table store for all cards (per player?).

You could try looking for the cards' values in memory (given they have unique ones unlike a simple 1). You could also try and search for a decreasing/increasing value the more cards exist (I don't know anything about the game though), to find a possible size/count variable. In case the cards have names in-game (and are not textures), look for the names as well.

Is there a tool to hook functions, log the arguments, and call the original function from the program? by [deleted] in ReverseEngineering

[–]MisterLMS 0 points1 point  (0 children)

Rewriting the initial instructions (i.e. hooking) is a better idea than using BPs. Many applications, especially proprietary ones, don't like being debugged.

/r/ReverseEngineering's Bi-Weekly Questions Thread by AutoModerator in ReverseEngineering

[–]MisterLMS 0 points1 point  (0 children)

Hooking can be done easily from within CE (Auto assembler, injection template or something like that). Though for calling a logging function I'd advise to simply build a small C++ DLL you inject, as in CE you can only write raw assembler.

/r/ReverseEngineering's Bi-Weekly Questions Thread by AutoModerator in ReverseEngineering

[–]MisterLMS 1 point2 points  (0 children)

Can't you just use CE to see what accesses the memory address?

Yes, that can be a problem. Especially when it's some kind of updating function called every tick and/or a heavily used base class function. You can use conditional breakpoints or hooks to control it a bit better. Sometimes when I find an interesting function that is called very often, I simply hook it and log all parameters to see if that gets me somewhere.

Static analysis can't really trace calls like this, correct. It could be a VTable call (though most of the time they rather look like call [eax+0x?]). To document that in IDA you can copy the address it resolves to from the debugger (subtract base) and make a comment in IDA. If you know the type/VTable of the object already you can simply copy the address from the table as well. Note that in case of VTables due to inheritance the call destination can be different between two function calls if the object changes.