Closed DKCTC closed 3 years ago
FWIW the version number hasn't changed since the last update, which makes me assume that the change is unrelated to the engine build. I used 0x5F8D57CA as the offset for DX11 just by having it spit out what value it did find, and so far a mission runs and items are indeed randomized.
So, I changed the offset in DX11. But now, how do I go about running the mod? How do I need to compile the source?
Care to explain for dummies how to do this? I have no clue how to offset DirectX11. I don't even know if I have it lol.
Ooooh, good to know. I'd seen that there was supposed to be some comments in the ida comment file, but I didn't see one commited or I'd go snag a copy of IDA and find the new offsets. IIRC, there's a second release coming later this month, so it might be worth waiting until then to do any serious offset work.
As warriorstar-orion pointed out, it looks like all that might need to be changed are the timestamps. If I knew enough about how to get cmake to work, I would just update the timestamps and compile and continue on my merry way.
Can you give me any pointers on how to compile this dang thing? Thanks!
Ehh, I really don't want to self-advertise, but it may be easier to use the latest build of my fork: https://github.com/warriorstar-orion/ZHM5Randomizer/releases/tag/preview6 this should have functional timestamps for DX11 and DX12. Out-of-the-box my fork should behave the same as the original. If you have issues with it, comment on my repo, not on this one.
That's awesome! Thanks for the help!
So is it now compatible with the latest version of Hitman 2?
so It's January and still not updated?
It looks like the timestamps in Offsets.cpp in GameOffsets::GameVersion GameOffsets::getVersion() need to be updated to be compatible with the latest update.
Unless they changed other things that will break functionality... C++ really isn't my thing, otherwise I would compile and test it myself.
I love the mod and I hope this makes it work again! Excellent job!