|
Post by Forsaken on Jul 23, 2014 23:20:27 GMT
I changed the pointer again, if it still doesn't work for everyone I'll have to find another way to make it work.
Is H2:SA fine or is it only HC?
|
|
Kotti
Administrator
Posts: 55
|
Post by Kotti on Jul 23, 2014 23:33:53 GMT
The first one is still the only one that works for me in HC, H2 works just fine. If the new pointers work for other people I guess you could just have an option so people can try what works for them? Or if turning off anisotropic filtering makes a difference then it seems like a simple solution.
|
|
|
Post by Forsaken on Jul 24, 2014 15:53:32 GMT
The program is now using 19 different pointers (all the valid ones I found). If it's still not working for you then I guess I'll have to find another way to track the current mission, or not track it at all (it was needed for H2:SA but is optional for HC). If it's working please click on "Test pointers" while you're in a mission and report here the working pointers. It should look like this (they are all working for me):
|
|
Kotti
Administrator
Posts: 55
|
Post by Kotti on Jul 24, 2014 19:59:02 GMT
Still nothing, not getting any working pointers. Are you sure they're causing the problems? I mean, the first version to include Contracts worked as intended for me.
|
|
|
Post by Forsaken on Jul 24, 2014 20:27:51 GMT
Still nothing, not getting any working pointers. Are you sure they're causing the problems? I mean, the first version to include Contracts worked as intended for me. That's really strange because I have included the pointer of the first version so it should work for you. I removed the map tracking for now so it should be good now unless all the other values are also wrong. This is really hard to fix for me because on my PC everything works perfectly fine. EDIT: Oh wow I just saw SuicideMachine's edit, so I guess the initial pointer was good. I'll test things around to see if I can also make it work with the anisotropic filtering. EDIT 2: I enabled the mission tracking again for HC, I think it should work correctly for every Texture Filter setting (Bilinear, Trilinear and Anisotropic). If it's still not working try changing this setting and restart the game. If it doesn't work at all let me know and I'll look into it later, I probably won't be available this week-end.
|
|
|
Post by Forsaken on Jul 28, 2014 17:31:37 GMT
Update, the Silent Assassin rating is now tracked in real-time for Hitman Contracts as well.
|
|
shelleleven
Member
Just finished 'Silent Assassin', now beginning 'Contracts'.
Posts: 2
|
Post by shelleleven on Jul 29, 2014 1:21:40 GMT
Hey Forsaken, How are you. Thanks alot for putting the time Into making this great little tool. I've used it all the through Hitman 2: Silent Assassin & everything worked fine aprt from the number of shots fired which never logged for me at all.
Now I'm playing Contracts & nothing Is working, I downloaded your latest version & tried through two missions & no luck. Is there something I'm missing on my end? Thanks alot.
|
|
|
Post by Forsaken on Jul 29, 2014 1:36:55 GMT
Now I'm playing Contracts & nothing Is working, I downloaded your latest version & tried through two missions & no luck. Is there something I'm missing on my end? Thanks alot. Try changing the Texture Filter in the graphic options and restart the game. If it's still not working I'll look into it later, it's 3:30am here so I'm going to bed. I'm getting a bit desperate with this tool because it works perfectly well on my PC and my two virtual machines but some of you are still having issues. I can't test anything because it's already working for me so it's really hard to fix and I have honestly no idea how I can make it work for everyone. I'll just keep trying tomorrow and see if I can find a way to resolve this.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 29, 2014 12:09:13 GMT
Also, removing a config files, then verifying cache seem to fix a problem as well.
|
|
|
Post by Forsaken on Jul 29, 2014 17:32:52 GMT
I found another memory address storing the current mission and added some static pointers referencing to it, maybe it will work better now.
|
|
Kotti
Administrator
Posts: 55
|
Post by Kotti on Aug 7, 2014 10:50:33 GMT
Finally got a chance to try the latest version with Contracts and judging by a quick test it works beautifully, great job Forsaken.
|
|
|
Post by Forsaken on Aug 7, 2014 11:53:40 GMT
Finally got a chance to try the latest version with Contracts and judging by a quick test it works beautifully, great job Forsaken. Nice, thank you for your feedback. It should be good for Hitman 2 and Contracts now so I'll probably move on to Blood Money soon. Since you're more experienced than me in BM please let me know if you have any ideas about things that would be useful to track.
|
|
Kotti
Administrator
Posts: 55
|
Post by Kotti on Aug 7, 2014 12:31:16 GMT
Aside from the things BM shows in the end stats (a bunch of which are useless) one thing that should be tracked is unconscious bodies being found as it affects the rating the same way as dead bodies being found. Exiting with custom weapons/the suit also affects the rating but doesn't show up in the stats but I wouldn't consider that to be very important.
|
|
Kotti
Administrator
Posts: 55
|
Post by Kotti on Jun 17, 2015 0:44:54 GMT
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 12, 2015 23:16:06 GMT
OK, I posted this a while back on Twitter, so here's a version I've been working on. github.com/SuiMachine/HitmanStatisticsUber/releasesIt's important to note, I'm not competing with Forsaken. This is just a little spin off of his program, that I'm making for fun.
|
|
|
Post by Saintmillion on Jul 13, 2015 18:01:20 GMT
I don't know how to write programs, but if I found the values for Blood Money, could someone point me in some direction on how to make a similar tracker for HBM? I'm familiar with Cheat Engine and how to find values, so I'd be willing to put in some work if someone gave me some tips on the programming side, since I would be in the dark.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 14, 2015 23:33:10 GMT
I'm currently working on adding support for Blood Money in HitmanStatisticsUber. But that means some serious changes to current Hitman Statistics, as Hitman Blood Money counts stuff in different way.
I have the base done for it - I moved all of the games into User Control forms, which allowed me to use MainForm for all of them, without making it a complete mess.
OK, so the main thing - preventing Blood Money Statistic Tracker from being a thing is finding an address for Witnesses (since 009B2574 shows them, but only after the mission is finished). If not, then finding anything that would give an information whatever there witnesses or not would be just fine (since you can't have any witnesses as far as I'm concerned). Also need addresses for CoversBlown, Bodies found, Total Kills (current one is buggy).
Currently I have: Mission name (more or less) Mission time Shots Fired Shots Hit CloseCombatKills Accidents Headshots And some bool value for a Seen by camera
|
|
|
Post by Saintmillion on Jul 16, 2015 11:14:54 GMT
I'm currently working on adding support for Blood Money in HitmanStatisticsUber. But that means some serious changes to current Hitman Statistics, as Hitman Blood Money counts stuff in different way. I have the base done for it - I moved all of the games into User Control forms, which allowed me to use MainForm for all of them, without making it a complete mess. OK, so the main thing - preventing Blood Money Statistic Tracker from being a thing is finding an address for Witnesses (since 009B2574 shows them, but only after the mission is finished). If not, then finding anything that would give an information whatever there witnesses or not would be just fine (since you can't have any witnesses as far as I'm concerned). Also need addresses for CoversBlown, Bodies found, Total Kills (current one is buggy). Currently I have: Mission name (more or less) Mission time Shots Fired Shots Hit CloseCombatKills Accidents Headshots And some bool value for a Seen by camera I've gone in and found some addresses now that I've had some free time and I've gotten my game working again. I will put everything I've found here when I get home from work today, but I found that this game does indeed sort things in weird ways, as you stated. Bodies found are separated to two addresses, basically Target Bodies Found and Non-Target Bodies found. Kills are even wackier; you have TargetKills, GuardKills1 and Guardkills2 (different tiers of guards), and CivilianKills. (I haven't tested which one dogs are yet, or if they have their own address. ) GatorGang has their own kill counter (and the value does NOT reset after the mission) Mobsters in Flatline count as Civilians (and non-target bodies found) if you kill them BEFORE sedating Agent Smith. After the cutscenes with Smith, all 3 mobsters become "Targets". These are not total "deaths" necessarily either, as accidents will increase the Accident value instead of any Kill value (includes targets and gator gang, etc). So now that we have bodies found, accidents, and civilian/guard kills, we have many stats needed to determine SA. The only things we don't have yet are a solid way to find Witnesses during the mission, non-target injuries (anyone tagged by bullets or bombs, resulting in Hitman rating), covers blown (this one is hard for me to find), and maybe cameras? Kills matter because on most missions, just knowing if a civilian or guard death occurred that was not an accident, we know SA is ruined. But yeah, will dump what I've found later today.
|
|
|
Post by Saintmillion on Jul 16, 2015 11:57:22 GMT
ohhh is there a way to make IGT splits with the game time you found btw? Or even just list them vertically. That would be neato.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 16, 2015 18:04:11 GMT
I'm currently working on adding support for Blood Money in HitmanStatisticsUber. But that means some serious changes to current Hitman Statistics, as Hitman Blood Money counts stuff in different way. I have the base done for it - I moved all of the games into User Control forms, which allowed me to use MainForm for all of them, without making it a complete mess. OK, so the main thing - preventing Blood Money Statistic Tracker from being a thing is finding an address for Witnesses (since 009B2574 shows them, but only after the mission is finished). If not, then finding anything that would give an information whatever there witnesses or not would be just fine (since you can't have any witnesses as far as I'm concerned). Also need addresses for CoversBlown, Bodies found, Total Kills (current one is buggy). Currently I have: Mission name (more or less) Mission time Shots Fired Shots Hit CloseCombatKills Accidents Headshots And some bool value for a Seen by camera I've gone in and found some addresses now that I've had some free time and I've gotten my game working again. I will put everything I've found here when I get home from work today, but I found that this game does indeed sort things in weird ways, as you stated. Bodies found are separated to two addresses, basically Target Bodies Found and Non-Target Bodies found. Kills are even wackier; you have TargetKills, GuardKills1 and Guardkills2 (different tiers of guards), and CivilianKills. (I haven't tested which one dogs are yet, or if they have their own address. ) GatorGang has their own kill counter (and the value does NOT reset after the mission) Mobsters in Flatline count as Civilians (and non-target bodies found) if you kill them BEFORE sedating Agent Smith. After the cutscenes with Smith, all 3 mobsters become "Targets". These are not total "deaths" necessarily either, as accidents will increase the Accident value instead of any Kill value (includes targets and gator gang, etc). So now that we have bodies found, accidents, and civilian/guard kills, we have many stats needed to determine SA. The only things we don't have yet are a solid way to find Witnesses during the mission, non-target injuries (anyone tagged by bullets or bombs, resulting in Hitman rating), covers blown (this one is hard for me to find), and maybe cameras? Kills matter because on most missions, just knowing if a civilian or guard death occurred that was not an accident, we know SA is ruined. But yeah, will dump what I've found later today. Well writing a logic for all that should not be too big of a problem. We have the mission names and I think it changes during loads for a moment, so it should be fairly easy to figure out whatever a reset happens. This also allows easily to figure out which addresses to use. Counting multiple and adding them together or subtracting - also should not be a problem. Of course it can be specific addressees, addressees like baseAdress + offset or simply pointers. If you're interested in programming, I could make some videos explaining how to write simple program to read some stuff from memory afterwards and generally explain how Statistic Tracker works.
|
|