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The graveyard => General => Topic started by: SchummelBaron on Oct 15, 2014; 03:02 PM

Title: mmbbq 3.0.3.3alpha9
Post by: SchummelBaron on Oct 15, 2014; 03:02 PM
Index:
3.0.3.3alpha9 Brief Notes (http://www.hellgateaus.info/forum/hellgate-global-general/mmbbq-3-0-2-10/msg55252/#msg55252)  /  Download (https://www.dropbox.com/s/p0e3t261wtfh6hq/mmbbq_3.0.3.3alpha9.zip?dl=0)

Archived:
3.0.3.2  -  Release Notes (http://www.hellgateaus.info/forum/hellgate-global-general/mmbbq-3-0-2-10/msg54553/#msg54553)  /  Download (https://www.dropbox.com/s/lbqw5puui93udqg/mmbbq_3.0.3.2.zip?dl=0)
3.0.3.1  -  Release Notes (http://www.hellgateaus.info/forum/hellgate-global-general/mmbbq-3-0-2-10/msg54460/#msg54460)  /  Download (https://www.dropbox.com/s/8exyab13p6z00xd/mmbbq_3.0.3.1.zip?dl=0)
3.0.2.12  -  Release Notes (http://www.hellgateaus.info/forum/hellgate-global-general/mmbbq-3-0-2-10/msg54110/#msg54110)  /  Download (https://www.dropbox.com/s/ix16ziy10il0tv8/mmbbq_3.0.2.12.zip?dl=0)
3.0.2.11  -  Release Notes (http://www.hellgateaus.info/forum/hellgate-global-general/mmbbq-3-0-2-10/msg53861/#msg53861)  /  Download (https://www.dropbox.com/s/sab0yozk4rejqjr/mmbbq_3.0.2.11.zip?dl=0)
3.0.2.10  -  Release Notes (http://www.hellgateaus.info/forum/hellgate-global-general/mmbbq-3-0-2-10/msg53810/#msg53810)  /  Download (https://www.dropbox.com/s/ly323wzwfo3zuww/mmbbq_3.0.2.10.zip?dl=0)



Hello,

I hope the subject is not too disturbing. If so let me know and I will seek other grounds to spread the seeds of my work.

I have been using mmbbq 3.0.2 for a while now and have developed several scripts for it to make playing more fun for me. Because development on mmbbq seems to have stopped and nothing is happening with HG:G itself did I pick it up and continued on mmbbq to make it more useful and the game more interesting. You can download this modified version here:

https://www.dropbox.com/s/ly323wzwfo3zuww/mmbbq_3.0.2.10.zip?dl=0 (see for a newer version above)

It contains a manual in PDF format, but I will briefly describe what is included:

1. AutoLooter

It is an automatic looting tool based on the original ItemArray, which itself was based on PickIt, and offers some more features. The main reason to rewrite ItemArray was to get rid of the stutter it creates and to fix some of the bugs. It also pauses when one opens the inventory and will not interfere with any items held under the mouse. It offers a default mode for dismantling up to rare items, a fast mode for dismantling legendaries, bypass rules for +Luck and +AA gear, and special modes for TCR and CSR farming.

2. AutoTCR

This is a script for farming on Tottenham Court Road. It has a feature to find small maps suitable for farming, can control a runner (aka hopper), a striker and it will collect loot as it drops. It has a command to trade hundreds of coins at Murmur into gifts. The striker is capable to aim his strikes, making maximum use of the area. Because it collects the loot as it drops is the map always clean and nothing will get lost on disconnects, server crashes or shut downs. The clients will only degenerate slowly, making it client and server friendly.

3. AutoSHXP

It is a script for automatic levelling characters in Stonehenge. It currently supports strikers and guardians (to jump into the centre), can be used in a party, can automatically inject exp boosters, optimizes itself but can also be tweaked to make it work for most cases.

4. AutoNPC

This a script for cheating NPCs for their rewards. One can identify quest rewards before accepting them (press F12 while the mouse hovers over the reward) and trigger the mail tool bug. It further allows to filter the quest rewards in extensive searches and it can do this for hours until a nice item shows up (i.e. cannonades with a high splash radius or Explosive Grenade 3 with ccm). It works with Conrad and Preston, as well as TechSmith66 and Neko (in Tokyo) and can search for cannonades, pistols, bolters, shields, and all 6 mod types.

5. Speedhack and others

It includes the map hack, radar hack and no censor hack of the original mmbbq 3.0.2 as well as the speed hack and makes the speed hack available as a command so one can change the speed in the game.

6. Occi jump cheat

One can jump from catacombs level 15 straight into the hellrift of Oculus with a simple command and thereby avoid running through level 15 in search of the rift.

7. KillMark

This is a script for sampling the life of Shulgoth in order to save the data to a file where it can be processed for further analysis. The main purpose is to have a tool for gathering statistical data and a means to make sound decisions when choosing weapons and mods. See also the sample data in the docs directory.

All scripts are controlled with in game commands.

Some of it is still work in progress (and comments in the scripts mark it as WiP). The scripts contain plenty of comments and anyone with a bit of programming experience should be able to pick it up and to make it theirs.

Good Luck and Have Fun,
SchummelBaron
Title: Re: mmbbq 3.0.2.10
Post by: NiteHawk on Oct 16, 2014; 10:56 AM
Hi SchummelBaron (and Welcome to the forum)! :)

Actually mmBBQ isn't quite dead. While it's true that the project hasn't released anything for a good 1.5 years, the development hasn't stopped completely. I have gotten my hands dirty with coding on the mmBBQ core personally, and there are two other people involved with that - sadly they're rather short of time and/or busy with other things... mmBBQ is also suffering a bit from the lack of useful "targets" (applications to hack); Mythos and Hellgate have been dwindling away, and no new targets have been added except [poex] (Path of Exile) - however, that isn't really ready to be included yet.

Nevertheless it's about time we'd do another 'maintenance' release. The current CHANGELOG has
Quote
   BNO: refactoring, some performance improvements, updated documentation
   BNO: improved injector: UAC aware, can now specify target from command line
   BNO: builtin scripts are now gzip-compressed, and decompress 'on-the-fly' when used
   BNO: made Lua memory allocator and deadlock timeout configurable
   BNO: updated to LuaJIT 2.0.3
   BNO: some bugfixes, code cleanup, improved mmbbq core stability
   BNO: updated to LuaJIT 2.0.2
   RLA: [poex] movement stuff
   BNO: [odbg] added target label importer: autoaddr.lua
   BNO: added codecave mode INTERCEPT_PATCH
   RLA: [poex] MH and ZH
   RLA: [poex] target added
   BNO: implemented static heapmanager
   BNO: updated to LuaJIT 2.0.1
   MSC: odbg target improvements. An mmBBQ OllyDbg plugin.
   MSC: finished work on lcpp. A Lua C-PreProcessor
   BNO: added lua autocompletion and history
which was all introduced after 3.0.2 - so I'd say me might well aim for a "3.1.0_RC1". This might be a good opportunity to actually test the new features with a broader audience - I'll have to check with the folks at duschkumpane.org if we can update the website, or I might be able to attach the release candidate here...

Anyway, it's nice to see that there's still interest in mmBBQ - so Thanks for sharing / contributing! 8) I'll make sure to have a closer look at your extensions over the next days.

Quote
I hope the subject is not too disturbing.
That's the other, more general aspect of this whole thing: To what degree will we tolerate or even endorse "cheating" on this game - with due consideration to the state it currently is in?

The mmBBQ project itself has always been a bit 'conservative' about this. While it's very possible to completely twist and overturn a binary program with our toolkit (with solid reversing knowledge, and within the limits / constraints of the game logic itself), we've traditionally been wary of giving players extreme / 'unfair' advantage.

I know there have been related topics and similar discussions on the German Hellgate forums over at http://forum.gamersunity.de/allgemeines-4/. Basically it boiled down to: with the current state of affairs (and lack of interest from T3NoFun), let's make the most of it while Hellgate:Global still lasts...

Greetz, NiteHawk
Title: Re: mmbbq 3.0.2.10
Post by: SchummelBaron on Oct 16, 2014; 11:25 AM
That's the other, more general aspect of this whole thing: To what degree will we tolerate or even endorse "cheating" on this game - with due consideration to the state it currently is in?
Thanks for your response. I will be looking forward to a newer version of the DLL. When you give my version a try know that I have rewritten several of the core files in hell/ and hell_common/ because these were buggy and in need of a better API and functionality.

I do not want to say too much on the subject of cheating. One can change the rules of a game, but one cannot cheat a game. It is people who are getting cheated on when they have to play a game under different rules than the cheaters. It may be common to say that one is cheating a game, but it is semantically wrong. Games do not have feelings or morals, but people do.

I have posted my version here, because I see players asking for mmbbq on the chat and only getting dirt thrown back into their faces while it is obvious that many people are in fact using mmbbq to play HG:G. When the players then are from Russia or other non-english speaking countries do I feel sorry for the community to not to include these players as we should.
Title: Re: mmbbq 3.0.2.10
Post by: thegreatcthulhu on Oct 18, 2014; 04:59 AM
I recall at one point in the past, we didn't really allow discussion of mmbbq because we had some degree of a relationship with T3/Hanbitsoft.  But that of course dried up.  I doubt they have anyone to look at this web page anymore; you probably will not see any ramifications coming from them for talking about mmbbq.
Title: Re: mmbbq 3.0.2.10
Post by: NiKKeZ on Oct 18, 2014; 09:21 AM
From a personal point of view it's disappointing to see open discussion promoting cheats , including links to the download for the cheat and how to use it, still not deleted.

I don't care how people might feel about T3 and how they handled Hellgate. Cheating is cheating. I don't buy into the whole 'if it was still Flagship or somebody other than T3 running the game I would not use cheats' line of thinking.

If it's an unpalatable grind-fest to you then play something else. Just don't justify being a cheat by blaming the game you're cheating in, because you're cheating because you're a cheat and you would cheat in any game if possible anyway.

I guess this site is about as finished as the game is now.
Title: Re: mmbbq 3.0.2.10
Post by: BlueSunshine on Oct 18, 2014; 10:16 AM
I have to agree with NiKKeZ, I also find the excuses made by those who cheat laughable.
If you personally write the code that breaks open a game I can see some satisfaction in the achievement. But if you just download the work of others to create all singing, all dancing,uber characters, what is the point? You have achieved nothing, as far as I can see the only "joy" obtained is doing it in a multiplayer environment where you can preen and posture in front of non cheating players thus gaining a feeling of false superiority. If that floats your boat, fine, and at least SchummelBaron has added to highlighting what is going on, but I just find it very sad and rather pathetic.
I had already mostly left HGG for dead and have been enjoying PoE but it seems that is also on the cheaters hit list. At the risk of sounding racist, why is it that 99% of the cheaters seem to be German? I guess HGG is mainly played by Germans so its just a numbers thing or is hacking MMOs a German thing?
Anyway keep the flag flying for HG here and if I get "hacked off" with PoE I will revert to single player HG.
Good luck all.
Title: Re: mmbbq 3.0.2.10
Post by: RedChaos on Oct 18, 2014; 10:27 AM
Cheating in single player is kinda nice. On online games it always smacks of shafting the game and everyone else. I know no ones gives a damn about global anymore. Still just doesn't feel right.
Title: Re: mmbbq 3.0.2.10
Post by: NiKKeZ on Oct 18, 2014; 11:20 AM
Cheating in single player is kinda nice. On online games it always smacks of shafting the game and everyone else. I know no ones gives a damn about global anymore. Still just doesn't feel right.

Exactly.

I cheated twice in single player games over the years. I can remember the games and the cheat I used. In Half-Life and Unreal I used the dev_console function to use 'noclip' when I was hopelessly lost and stuck in those games and was about to abandon them. Even those times made me feel cheap and dirty.

As this site is pretty much the last bastion for English speaking fans of the game to come together and talk about the game, it's quite painful to see that even here, nobody seems to care any more.

Title: Re: mmbbq 3.0.2.10
Post by: SchummelBaron on Oct 18, 2014; 11:22 AM
The next version will be out soon (1-2 weeks) and will contain the jump cheats to Glutton and Natan, too.

FYI:

About one third of all 55r50 players use mmbbq these days. Every night there are 2-4 TCR farming parties listed openly, and a couple more private ones. The market is full of cheated mods for cannonades and the best cannonades were farmed with cheats. Chances are if you have bought a shiny mod for a cannonade or a cannonade of the market then it was a cheated one. Using London Bridge Station to reset a map is cheating, too. Taxing to Tokyo and Templar Base are against the rules, too. Evokers running around in Zombieform is against the rules, too. The list of cheats and exploits is as long as the list of bugs of HG:G...

If you do not like cheating then this is ok. You should not like it. You want to talk to T3 however, because I cannot stop cheating nor fix the holes in the game. What I can do is to make it available to you so that you get a choice. The cheats have been passed on by email and over other forums. One cannot stop it when the game owner does not do anything about it. And, people are actually having more fun with the cheats, because these enable them to do more than before, which is something that should not be ignored.
Title: Re: mmbbq 3.0.2.10
Post by: NiKKeZ on Oct 18, 2014; 11:33 AM

FYI:

About one third of all 55r50 players use mmbbq these days.

I stopped reading there.

"I cheat because they do" is just a limp wristed way of justifying a lack of self control and moral fibre to yourself.

You cheat. You suck. You fail at this game and probably others as well.

Just admit it and be happy. Don't use the actions of others as a comfort blanket in life.

Be solely responsible for your own actions. At least then some people may have just a tiny shred of respect for your honesty.

Just a tiny bit mind you.
Title: Re: mmbbq 3.0.2.10
Post by: NiteHawk on Oct 18, 2014; 11:33 AM
Interesting. I didn't expect such strong reactions.

As I said, I share your mixed feelings about game hacking in general - as far as 'unfair' advantage over others is involved (which also includes that "false superiority" aspect). I remember times from late Diablo 1 when everyone was exploiting the hell out of the dupe bug, running around with the famous "Godly Plate of the Whale" and other uber-gear. A chosen few were playing legit and even using specialized tools to detect others cheating (which was possible as the game kept the equipment of all players in memory, so it could be checked). Maybe something similar is possible with HG:G, so you could chose your teammates / friends / guild carefully if you want 'legit' gameplay...

On the other hand there's no denying that the general feeling about these hacks for Hellgate Global seems to have shifted. Personally, I'm also inclined to ask myself: If the company doesn't seem to care anymore about the game - to what degree should we? Obviously, some of you think different about this - and still care enough about Hellgate 'in general' to vote strongly against any kind of cheats. And I admit it's nice to see this kind of loyality especially among those (who I presume to be) long-time Hellgaters coming a long way from the original Hellgate:London...

I'll have to think about all of this. For now, I've decided not to post any new binaries here. I've gotten in touch with other folks, and the mmBBQ homepage might receive an update - or not. Suffice to say the mmBBQ development hasn't been overly enthusiastic too, lately.

On the other hand I'm currently reluctant to forcibly shut down any open discussion about this - including censoring the download link.

Regards, NiteHawk
Title: Re: mmbbq 3.0.2.10
Post by: SchummelBaron on Oct 18, 2014; 11:34 AM

FYI:

About one third of all 55r50 players use mmbbq these days.

I stopped reading there. ...
And I stopped reading there.
Title: Re: mmbbq 3.0.2.10
Post by: SchummelBaron on Oct 18, 2014; 12:49 PM
Cheating in single player is kinda nice. On online games it always smacks of shafting the game and everyone else. I know no ones gives a damn about global anymore. Still just doesn't feel right.
If you give it a try in HG:G then you may think it is nice, too. All the larger and popular guilds use it: FTL, Affliction, Crit, DLB, Immortals, ... More than half their players use it and most of the "big names" in the game have been using it for years.

I started playing Hellgate when the single player game came out. Played it online in Hardcore Elite until the last minute and stood in Stonehenge to see the lights go out. I started again when T3 picked it up and I still play it.

I felt miserable and cheated when I realized others must be doing something differently and that I could not do it. Then I was told about the cheats and I did not like it! So I watched others more closely, even started kicking players from parties who I suspected of cheating, only to feel paranoid and suspecting cheaters everywhere. I felt like the biggest troll on Earth, because I could not really do anything about it. I realized if I want to have fun playing HG:G with others will I either have to give up on the game, because it would no longer be possible, or to adjust to the new rules. So I changed my mind and gave it a try and I must say that I am excited about it. I have not changed my mind back since. I still do not cheat in any other game, but I see cheats as the only and last development in HG:G.

It is not that I do not have morals. I sure do, but I also have learned to understand them, why it is necessary to have them and what to do when morals are just not enough. We could ask T3 to throw all cheaters out, but it would quickly have as few players as Mythos had and get shutdown. So I rather embrace the cheaters and their cheats and enjoy HG:G once more than to antagonize the cheaters and for the sole purpose of comparing my morals to others. I do not want to evaluate my morals over a dying game when all I want is to have fun. Others must be doing the same and have come to the same conclusion, including T3. Or why else is T3 tolerating it and otherwise cares so little about the game?! Hence it is now "cheats for all".
Title: Re: mmbbq 3.0.2.10
Post by: NiKKeZ on Oct 18, 2014; 02:02 PM

On the other hand I'm currently reluctant to forcibly shut down any open discussion about this - including censoring the download link.

Regards, NiteHawk

That's a shame.

This used to be a great place to come to talk about the game.

The promotion of cheats on what is the last English speaking hub for the game pretty much sums up where the game is, where this site is in 2014, and where I'm going with regards to this game and in particular, this site.

Adios all.
Title: Re: mmbbq 3.0.2.10
Post by: BlueSunshine on Oct 18, 2014; 02:12 PM
SchummelBaron, I appreciate your honesty and was intrigued to see your history in HG and reasons for using mmbbq etc. but I still fail to see your motivation. What exactly do you get out of playing? What are your goals, what sense of achievement do you have? It may be just me, but for the life of me, I just see no point to it.
Title: Re: mmbbq 3.0.2.10
Post by: SchummelBaron on Oct 18, 2014; 04:01 PM
It may be just me, but for the life of me, I just see no point to it.
The point is that ...

(http://www.gianteagle.com/PageFiles/11233/article_Save_FreeCookiesForKids_071612_.jpg)

... it has free cookies.
Title: Re: mmbbq 3.0.2.10
Post by: Yandor on Oct 19, 2014; 01:57 AM
From a personal point of view it's disappointing to see open discussion promoting cheats , including links to the download for the cheat and how to use it, still not deleted.

I don't care how people might feel about T3 and how they handled Hellgate. Cheating is cheating. I don't buy into the whole 'if it was still Flagship or somebody other than T3 running the game I would not use cheats' line of thinking.

If it's an unpalatable grind-fest to you then play something else. Just don't justify being a cheat by blaming the game you're cheating in, because you're cheating because you're a cheat and you would cheat in any game if possible anyway.

I guess this site is about as finished as the game is now.
Much of your perspective seems reasonable and the anti-social types that use mmbbq with the desire to mess up other players enjoyment are a menace to gaming, no doubt about that.

Much of the potential to ruin a game via mmbbq or other forms of hexing have largely already been taken care of by the now common use of the game server to hold both the player stats and the game assets so they cant be tampered with. The two main cheats that seem to be open for exploitation involve player movement. Cheaters can seem to be teleporting although they say it is actually just very fast walking.
They can also automate a sequence of movements and actions so that a boring repetitive combat scene can be automated. As a general rule they cannot cheat on their stats or gold or gear so the reality is not as threatening as it may seem.

When I spent a week grinding a striker in the caste caves in HGG I did use mmbbq but not to cheat, just because it filtered out the palla spammers automated messages that were scrolling the players chat off the screen and I got sick of scrolling back to read the genuine chat and that chat was about the only thing that kept me from blowing a fuse during that insane waste of a week of a person's life.

There were two bots in the line outside the caves, at first they bothered me. I spoke to one of them, he was using his striker to grind his buddies guardian. He claimed to be on long term meds that meant he could only play for about 4 hours tops without falling asleep. Whether it was true or not I was so pissed off with wasting a week with my striker that I could see how shitty it would be for a guardian. It isn't just gamers that are grossly inconsiderate of other people, game publishers are also well up on my hate list for anti-social conduct. They did get kicked thanks to complaints from players but they were back a few days later. I had lost my initial objection to the "cheating" they were doing via mmbbq, it no longer bothered me.

In Dayz Alpha which people are paying maybe $30 for, the fast player movement via mmbbq has allowed losers to kill other players as easily as if they were using a god mode to do it. Death is permadeath there and it takes an hour or more for a spawn to get the basic survival items so it has had a very adverse impact on morale.

There will always be creeps and to me both FSS and the current owners are creeps too, meaning their impact via a requirement for mindless grinding is anti-social. Grinding is not gaming to me, I see it as the owner cheating on all of us, failing to deliver on a reasonable expectation. It is cheating and it is also criminal fraud which I wish they would get prosecuted for <sigh>.

I don't have answers. Good luck to you Nikz whatever you decide.
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Oct 26, 2014; 03:04 PM
3.0.2.11 is ready. Here is the link to it:

https://www.dropbox.com/s/sab0yozk4rejqjr/mmbbq_3.0.2.11.zip?dl=0

Changes:

AutoTCR:

- The search with "findmap" now runs a little bit faster.


AutoNPC:

- Now supports the focus weapon "Dreary Hands". One can search for it with:

/ask for focus
/ask conrad  - or -  /ask conrad alot


The "alot" option has also received a change and now gives each item a rating and one can set a threshold for it. The values range from 0.0 (uninteresting), 10.0 (interesting) to 15.0 (outstanding) and higher. The default here is 13.0, which matches the old behaviour. The exact value to an item can be found in the terminal window to mmBBQ in square brackets when running a search with "alot". The threshold is changed with (for example):

/ask rating 12.0

Setting the value lower will yield results earlier and setting it higher will take more time. It has no effect on the item or the game's random generator itself. The "perfect" item comes when it comes.

AutoLib:

/find glutton
/find natan
/find occi
/find occy
/find oculus
/find back

One can now jump straight to Glutton and Natan, too. To jump to Glutton does one need to be in Harajuku, for Natan in the Beast Hall and for Oculus on level 15 of the Catacombs. Alternative names for Oculus are also supported. In case of Natan will it jump to the first torch and will light them one after another, leaving the last torch for the player to light.
The command "/find back" will jump back to where one came from, and if a PRD was set will it jump onto the PRD. Note, for the teleport to Natan to work reliably should one wait for any lag to subside before entering the command or else it may fail (mmBBQ is affect by the same problems such as lags, bugs, etc. as the players are).

Good luck and have fun!
Title: Re: mmbbq 3.0.2.x
Post by: Superman on Nov 08, 2014; 04:10 AM
Nice work.
Title: Re: mmbbq 3.0.2.x
Post by: WhatsAllTheFuss on Nov 14, 2014; 11:25 PM
Looking at this, perhaps I am missing something.  How does one set this up to run the TCR farm??  I cannot seemingly follow the instructions
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Nov 15, 2014; 02:58 AM
Looking at this, perhaps I am missing something.  How does one set this up to run the TCR farm??  I cannot seemingly follow the instructions
Sorry, I haven't completed the docs yet, but I'll tell you briefly how to run a TCR farm with it.

TCR farming is all about killing Fat Bully. You need two characters, one striker (engineer or marksman) and a hopper. The hopper needs to get the quest of TechSmith13 for Wart's peg leg. Just do not complete the quest. Each time the hopper enters Tottenham Court Road will it spawn Fat Bully. This is either a bug or it was done intentionally to help new players. Anyhow, because entering the map will create Fat Bully again each time do you kill it and pick up the loot. Because Fat Bully can appear anywhere on the map can it be difficult to find him. This is what you need the striker for. The striker should use as much splash as possible (+100% and more) so he can kill Fat Bully from a large distance. One also searches for a small map to limit the area. Ideal is a map with less than 75m, but 90m-110m works, too. Once you have these conditions do you active the striker and have him throw strikes repeatedly while the hopper jumps through the portal back and forth.

The commands you need to use are the following:

/tcr findmap

This will start a search for a small map. Your character will walk into the portal of Tottenham Court Road, measure the distance to Tantorus, and if the distance is too large will it leave and reset the map to check the next, new map. Because Tantorus can always be found at the end of the map is the distance to this boss a good measure for the length of the map. You will still have to check the final map to see if it is actually usable, because sometimes the entrance can be awkward or the map is shaped in a curve.

/tcr hop

This starts the hopper. You use it with the character who has accepted the quest of TechSmith13. It then just keeps hopping back and forth through the portal.

/tcr strike 36  -- or --  /tcr strike 36+6

This starts the striker. The character will throw strikes into the direction of Fat Bully every 18s, alternating between Smackdown and Napalm Strike (36s / 2 = 18s). When you start it with "36+6" will it delay each strike by 6s, which allows to kill two Fat Bullies in one strike, if your timing is right.

Both commands will also let the characters collect loot to keep the amount of loot on the map to a minimum.

If you want to put a third player onto the map who is just supposed to collect loot then you can use:

/tcr collect

which does nothing besides collecting loot.

Once you are done can you go to Murmur and exchange coins into gifts with:

/tcr murmur

This however only works when the game was started in window mode, because of some internal problems with mmbbq. Still, when you have 500 or more coins then it is quite nice to automate the exchange, too.

/tcr trashall

This will trash most of the low-value items you get from Murmur. Only use it once you have moved all that you wish to keep out of the inventory. It will get rid of pills, radars and the other smaller stuff. It will not trash exp boosters, mod slot expanders, hearts and skill points. Give it a try and you'll see...

The Pause/Break key will pause the striker and loot collectors. A second press will resume them. The hopper is stopped and will not resume. The exchange with Murmur also is stopped.

The command "/tcr off" will stop everything as well.

If either hopper, striker or the collectors run idle for some reason will it trigger an alarm and a sound is played. This lets you know when to look after problems.
Title: Re: mmbbq 3.0.2.x
Post by: WhatsAllTheFuss on Nov 17, 2014; 09:41 PM
Fantastic - thanks for the explanation!  Got it working no problems now!
Title: Re: mmbbq 3.0.2.x
Post by: rar_77 on Nov 20, 2014; 09:11 PM
Where i have to write "/find natan"?
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Nov 23, 2014; 08:16 PM
Where i have to write "/find natan"?
You write it into the chat window. Run through the Edo Castle maps to the Beast Hall. When you are standing next to the altar and have paid for the quest to kill Natan do you set a PRD and can enter "/find natan". It will jump to the place in the sky where Natan is found, then lights the three torches and places you in front of the last torch in the center of the room (you have to light the last torch yourself).
After you have killed Natan can you enter "/find back" and it will teleport you back and onto the PRD and so gets you back to the station fast.

When a friend of yours resets the map via the London Bridge Station can you enter your PRD to return to the Beast Hall, to set a new PRD, to pay the altar again and there you can enter "/find natan" again. This procedure lets one farm Natan nearly as fast as one can farm Moloch.
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Dec 09, 2014; 09:22 AM
Due to the EXP Bonus currently do I like to give a few examples of how to use AutoSHXP for farming XP in Stonehenge.

As a solo engineer or marksman:

/shxp on

Simply stand in front of one of the four portals and it will reset the map, run into the portal, throw a strike, and leave again. It will use the skills NAPALM STRIKE followed by ESCAPE. So you need to make sure to have enough power points for both. If you need it saver, because you do not have ESCAPE can you do:

/shxp smackdown
/shxp mode 0
/shxp on


This will switch to SMACKDOWN, thereby giving you a chance to stun mobs and to stop them. "mode 0" will only throw strikes from the entry point and not move towards the wooden frame.

When you are a marksman will it use MULTISHOT, NAPALM STRIKE and ESCAPE. It requires more power points, but produces the most damage. It will cheat by using the engineer's strikes (with critical hits) over the marksman's strikes, which is possible because of a bug in the server mechanics, and lets you clear the room on HELL difficulty almost instantly.

When you are in a party does one need to wait at the entrance for all players to come out before one can reset the map. It is currently not possible to detect all the players in a party automatically, and players can die, get stuck in transition or disconnect. It tries to detect the players, but it is not flawless and can be confused. Therefore the only option for now is to specify a waiting time:

/shxp owait 3
/shxp on


This will add a three second delay before the reset. If another player was detected inside the room, but who has not returned to Stonehenge yet, will it wait three times as long before resetting the map (i.e. 9 seconds). Players with very slow transition times between maps will require larger delays.

If you want to follow another player and have him do the reset and only support him with strikes can you do:

/shxp party Sue
/shxp on


This will not do any resets, but lets you wait for the player "Sue" to enter first. It will then only follow the player into the room and throw a strike before leaving again.

Here is an example for a party:

Player1 (follower):

/shxp party Player2
/shxp on


Player2 (striker and party leader):
/shxp owait 3
/shxp smackdown
/shxp on


Player1 will follow Player2 into the portal as soon as Player2 enters it. Player2 will do the resets and throws SMACKDOWN. If Player1 has got NAPALM strikes will he use them automatically in support.

Guardians can have a special role. If their tank is strong enough to survive in the center of the room for at least 10-15 seconds can one let them teleport into the center:

Player1 (follower, not a Guardian):
/shxp party Player3
/shxp on


Player2 (follower, Guardian):
/shxp party Player3
/shxp mode 3
/shxp on


Player3 (striker and party leader):
/shxp owait 3
/shxp smackdown
/shxp on


Player1 and Player2 will follow Player3 into the room. Player3 will wait 3 seconds before doing a reset. Player1 and Player3 will stay in the entrance area, but Player2 will teleport into the middle of the room where the mobs are and will trigger PRAYER OF RETRIBUTION followed by CHALLANGE. This will gather more mobs into the center , force hidden mobs to appear for more XP and makes it saver for others, too.

A more complex example:

Player1 (follower, not a Guardian, weak gear):
/shxp party Player4
/shxp on


Player2 (follower, not a Guardian, good gear):
/shxp party Player4
/shxp mode 2
/shxp on


Player3 (follower, a Guardian):
/shxp party Player4
/shxp mode 3
/shxp on


Player4 (striker and party leader with good gear):
/shxp owait 3
/shxp mode 2
/shxp smackdown
/shxp on


Here "mode 2" lets some of the players teleport to the opening. This is not as save as standing at the entrance or the wooden frame, but it gives more XP. In case of the striker will strikes get thrown deeper into the room for best XP gain.

And remember, pressing Pause/Break will pause the cycle and resume on second key press. "/shxp off" turns it all off again.

Hope this helps. Enjoy the EXP Bonus Event!
Title: Re: mmbbq 3.0.2.x
Post by: fogel on Jan 13, 2015; 12:22 AM
I just 'hijack' this thread for another 'cheat' I use for long time. (sorry)


It does two things:

1) Updated 'bad word'-filter (x_hellgate100.*); This is a simple text file with the bad words you not allow to say in chat. As for some reason HG:G does not differ between item names, the current filter cripple everything that pass the chat. With this updated empty list it does not matter who writes what or what items are linked, every single letter is displayed as typed.

2) Disable VGA Sniper Mode (x_hellgate200.*); This disable the 'VGA effect' when enter sniper stance and also disable the zoom in when you are not on FPS view. Once you zoom in, the FPS view is still activated and locked immediately and prevent zoom out until you leave the sniper stance. However, movement, armor and fire rate decrease is still applied as well as increased damage and all other skill effects. It's just remove the dark black corners and prevent the auto zoom in when in 3rd person view.


Installation is very simple:

1) Start the HG:G Launcher
2) click Check and then Repatch
3) Once patching is done, launch HG:G till the menu (this apply the patch)
4) Exit HG:G and unpack the zip file into the data folder
5) Launch HG:G as usual
Title: Re: mmbbq 3.0.2.x
Post by: zuranorb on Jan 13, 2015; 10:37 AM
How to use autocube for blue Mods ?
I Saw it in autoloot.lua but dont understand how i use It.
Title: Re: mmbbq 3.0.2.x
Post by: NiteHawk on Jan 13, 2015; 01:26 PM
If I understand it correctly it's not 'auto', and also still marked "WiP" (work in progress).

Try the command "/loot cm" (combine mods). It should pick six rare mods from your (main) inventory, and combine them in the cube.

Regards, NiteHawk
Title: Re: mmbbq 3.0.2.x
Post by: zuranorb on Jan 13, 2015; 05:31 PM
Thx i tried command /loot cm but BBQ says cant use Cube :(
I guess i have to wait for new Version.

EDIT : Cube was empty
Title: Re: mmbbq 3.0.2.x
Post by: NiteHawk on Jan 13, 2015; 05:51 PM
Make sure your transmogrifying cube is empty before trying to use the command, otherwise it won't work.

Regards, NiteHawk
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Jan 14, 2015; 06:56 PM
If I understand it correctly it's not 'auto', and also still marked "WiP" (work in progress).

Try the command "/loot cm" (combine mods). It should pick six rare mods from your (main) inventory, and combine them in the cube.

Regards, NiteHawk
It is currently in there as a "hidden feature". The command ("/loot cm") does work and the Cube needs to be in the player's inventory and needs to be empty. It will then pick 6 rare, unidentified mods and move them into the Cube to combine them.

I am not yet happy with the way it works, which is why it is there only as an undocumented command. The next version will work better (it is currently in testing) where it will move the new mod back into the player's inventory and will repeat this for a larger number of blue mods as well (6, 12, 18, ...). I will possibly add a similar feature for legendary mods, too (the combining of 3 identified, legendary mods with only a single property into a new one).

I do not work a lot on the mmbbq scripts at this time, which is why I am slow with updates. I am more interested in getting the existing features working more solid, fixing known issues and making small improvements (low hanging fruits) before I start with something new.

I might be releasing another update in a month. Not much is sure yet. Some fixes and improvements have been made, a few more are still on my TODO list and need to be implemented and tested, others I am still undecided about and I have also started looking into a couple of new ideas.
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Feb 13, 2015; 04:53 PM
3.0.2.12 is ready.

https://www.dropbox.com/s/ix16ziy10il0tv8/mmbbq_3.0.2.12.zip?dl=0 (https://www.dropbox.com/s/ix16ziy10il0tv8/mmbbq_3.0.2.12.zip?dl=0)

CHANGES:

Some minor fixes, improvements and clean-ups were made in all parts. The most noticeable changes are:

AutoLib:
- The alarm sounds have been replaced with new ones for a cleaner sound using Audacity.
- It now uses mpg123, an open-source command line MP3 player (393kB), to play sounds and no longer relies on the presence of a pre-installed MP3 player.
- The rating system for items has been moved from AutoNPC to here, because it is now being used by more than one module (see NEWS below). If you have made changes to the code of the rating system will you now find it within AutoLib.lua. The rating system now uses a range of 0.0-20.0 instead of 0.0-15.0 as previously. Minor changes were made to the rating rules to cover a greater variety of weapons and mods.

AutoTCR:
- The hopper will reset its position should it get stuck, improving its durability especially after long hours.
- The collecting movements of the hopper, striker and collectors have been improved to resolve some minor issues.

AutoNPC:
- The default threshold for the /ask-command is now 18.0 instead of 13.0 and the default items to ask for are now "cannonade,fuel,rocket", which is what most of you will be looking for anyway.

Further:
- Several code injections of the original mmBBQ have been disabled, because these do not serve a user visible purpose at this time, thereby reducing the latency introduced by mmBBQ itself by a small amount.
- All modules now handle increased movement speeds of players better. Characters getting stuck behind portals, accidentally running through walls and some other issues will occur less often.


NEWS:

AutoLib:
- The find command has got two new options "/find set" and "/find mark" that allow for a single, random position to be remembered so that one can return to it. "/find set" will mark the current position on the map and "/find mark" will jump to it. This is primarily useful for farming Imhotep in parties and can be used to return to the party after a disconnect or when using the reset trick. It is also useful in doing the crit achievements and in other places.

AutoTCR:
- It is now possible to use two hoppers and to have the second one desynchronise itself with the first one for an improved spawn rate. The first hopper needs to be activated in the usual way, while the second hopper needs to be given the name of the first hopper with "/tcr hop <name>" (where "<name>" stands for the name of the first hopper). Whenever the second hopper encounters the first one on Tottenham Court Road will it wait 7.5s before leaving and collect loot in the meantime when necessary.

AutoNPC:
- It is now possible to ask McCarthy for gloves, TechSmith27 for pants and Conrad for boots (the one with the boots is an one-time quest). All in all were 45 armours added that one can now search for (helmets will come at a later time). For example, using "/ask for jambarts,leggings,locktights" at TechSmith27 will analyse the three most popular Marksman pants. The "alot" option is also being supported. Using "/ask ?" will give a list of all the new item names. Although the rating system varies for the armours of every class do all use the "attribute costs versus gains"-difference as a major factor in the rating. Roughly explained, attribute costs of 25 and more points equal a rating of 0.0, whereas gains of 15 points equal a 20.0-rating. There are further factors that influence the rating, but an in-depth explanation would lead beyond the scope of these notes.
- Pressing F12 over an already analysed item (a mod, a cannonade, etc.) will now print its rating into the chat. It is meant to help with finding the right threshold values for searches with the 'alot'-option and the combining of mods in The Cube (new, see below).

AutoLooter:
- The previously hidden command "/loot cm" for combining mods is now properly included. Here "cm" stands for "combine mods" (or "cube mods" if you like). It will move 6 rare mods at a time (and regardless of their level) into The Cube, combine them into a new, legendary mod, and move the new mod back into the player's inventory. If a threshold is given, i.e. with "/loot cm 9.0", will it also combine three legendary mods at a time as long as their rating is below 9.0. The same rating system as for the /ask-command is being used here. The operation is logged into the console window of mmBBQ including all mod ratings. Some examples of mod ratings are:

 5.0 - "+1% Critical Chance"
 5.5 - "Adds 5% Fire Damage"
 9.0 - "Critical Chance Multiplier: +9%"
 9.8 - "Critical Chance Multiplier (Demons): +49%"
10.0 - "Adds 9% Fire Damage"
10.6 - "Critical Chance Multiplier (Demons): +53%"

13.3 - "Adds 3% Fire Damage / Critical Chance Multiplier (Demons): +50%"
15.0 - "+1% Critical Chance / Adds 9% Fire Damage"
20.0 - "Adds 9% Fire Damage / Adds 9% Toxic Damage"
21.0 - "Critical Chance Multiplier (Demons): +53% / Critical Damage Bonus (Necros): +104%"

Note: not all existing properties receive a rating (i.e. Luck and Increased Range), nor has the type of mod (rocket, relic, ...) or the cast (demon, necro, ...) itself an influence on the rating.


DPS Cheats:

Due to the popular demand, or more likely to the misery of the majority of players, have DPS cheats now found their support in this release. The reason why I am including these is because I believe there is a place where these are useful, and further more, to give everyone access to them. If you want to use them is entirely your choice. However, if you choose to do so then please respect the right of other players to play their game without DPS cheats and do not just assume that it would be o.k. to use them in every open party. Thank you.

To give a short explanation of what DPS cheats are... Basically what these do is to give one class access to another class's set of skills. Imagine an Engineer using its strikes and its PHASE GRENADE in combination with the Marksman's MULTISHOT skill, tripling the damage! Or, vice versa, the Marksman using the engineer's strikes and PHASE GRENADE, because only the Engineer class gets critical hits counted into the damage of these skills. This is now being done by mmBBQ, by intercepting all skill activations and by mapping these to new skills on-the-fly. For implementation details see the file hell_common\hell_skill.lua. The currently implemented DPS cheats are:

- Guardians using the Blademaster's SWORD OF RECKONING instead of its own version of the skill (giving a higher increase in weapon damage).

- Marksmen (aka the "MM Striker") using the Engineer's PHASE GRENADE, NAPALM STRIKE, SMACKDOWN and SHOCK AND AWE skills over its own versions.

- Engineers (aka the "MS Engi") using SHOCK AND AWE to trigger the Marksman's MULTISHOT skill (meaning, whenever you activate SHOCK AND AWE will it instead activate MULTISHOT).

- Summoners using the Evoker's VENOMOUS SPIRIT, VENOM ARMOR and SWARM over its own version of these skills.

For the DPS cheats to work does one need to have points in the original skills as well as in the new skills. For skills such as the strike skills of the Engineer and the Marksman is this trivial, because the game makes no difference between their points. However, for the engineer to use SHOCK AND AWE in order to activate MULTISHOT does one need to have at least one point in SHOCK AND AWE and the skill MULTISHOT needs to be present on an active weapon (or a ring for example). To use the cheats, simply drag'n'drop your skills as usual onto the skills bar.

The DPS cheats are disabled by default to avoid the unsuspecting mmBBQ users from using them by accident. You will need to edit line 8 of the file hell_common\hell_skill.lua from "if false then" into "if true then" in order to have them enabled. Their current implementation is also somewhat crude and one already known side effect is that the cool-down timers on the skills bar will no longer show the correct times.

Send me a message here on the forum when you have questions or find something wrong.

Good luck and have fun,
SchummelBaron

Edit: Minor update to include attribute pills. Typ I pills (+10 pts.) are being ignored like Cryptex. Typ II pills (+20 pts.) drop less frequent and are being fetched and kept.
Title: Re: mmbbq 3.0.2.x
Post by: fogel on Feb 15, 2015; 01:04 PM
Just in case someone would like to adapt or use proper implementation of an MM Striker script. It's based on Danker's script posted here:
http://forum.gamersunity.de/allgemeines/59997-hgg-bugs-glitches-tricks-cheatz-bersicht.html
https://www.dropbox.com/sh/h9osr34r5esc105/ZOXxue8RUU

Major improvement is visual CD display and key assignment using FloatingMessage() and mostly correct CD calculation based on "Tactical Skill use increase" percentage on equipped gear. YES! The script does this automatically upon skill activation even when gear or weapon set have been changed :D. To display CD correct the usage during CD is blocked so the counters don't reset when accidentally assigned keys are pressed. An override via ALT+key is also implemented. This is because mmBBQ provide no functionality (at least I have not found any) to check or ensure a skill has been successfully activated and apply CD block only when a skill was successful activated. Simply read the first comment section of the file how to use and configure the script.


And as well some other scripts that some people may want to use:
pet ==> cast Molly Pet when you enter the a map if not already casted (you need Molly in your ActionBar)
setdiff ==> change difficulty at any time anywhere (difficulty does not affect maps and instances that has been initialized (=entered) already, you need field reset for those first)
ItemArray ==> improved ItemArray; The script now dismantle all items that produce scrap mats/nano without pick up first. Only items that cannot be dismantled or items you want to keep need a pick up.


All these Scripts are only tested with 3.0.0.11, due to changes with *.12 they may not work and may need small adoptions. (I have no time for this right now)

Happy Cheating.  :D
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Feb 15, 2015; 08:56 PM
Just in case someone would like to adapt or use proper implementation of an MM Striker script. It's based on Danker's script posted here:
http://forum.gamersunity.de/allgemeines/59997-hgg-bugs-glitches-tricks-cheatz-bersicht.html
https://www.dropbox.com/sh/h9osr34r5esc105/ZOXxue8RUU ...
Hello Fogel,

thanks for sharing and do not worry about the timers. The game itself messes up its cool-down timers when there is a HASTE BOT around and the more experienced players all use their muscle memory and a good amount of spamming and do often not actually rely on timer displays.
mmbbq intercepts every key press and executes a somewhat lengthy bit of code each time that I have decided to stay clear of implementing my own keyboard and display functions on top of it (which is also the reason why the F12-feature is only enabled on Parliament Square and in Tokyo Base), but to leave it open for now. I am planning on reducing the amount of code that is currently being executed on every key press by mmbbq to further reduce the latency, implementing a leaner interface. But this is a bit further down on my TODO list. One thing that always irritates me is that I cannot use right-clicks with the trade window to move items around. That, too, is on my TODO list. So I am thinking of adding some general stuff here to make life a bit easier.

Regarding the DPS cheats, well, those are quite the zoo of possibilities. When you think about the game's complexity when playing regular and compare it to playing with DPS cheats and having access to all skills of all classes then I am sure that we have not seen everything yet. I have seen Evos using ZOMBIEFORM, MMs with their own HASTE BOT and heard of other funny stuff, but this will be only the tip of the ice berg. So now I am keeping an open mind and only watch what players come up with before I go deeper down this road.
Ideally would I like to change the skill IDs directly in the game's data structures so that it becomes unnecessary to add any further functionality and to simply use the game's own interface. That way mmbbq needs to intercept as little as possible. Only have I not found them yet, nor did I look very hard for them. This will keep me busy for this year unless somebody else has already taken a look into it and is willing to share.

Up until 3.0.2.12 did mmbbq intercept every player and monster movement, and each ingoing and outgoing data packet, ran a string of code for each of these events, but then did not actually do anything with the information (at least not visible to the user). While it is nice to have such functionality does it cause quite a bit of cache misses on older CPUs with small caches and where then the effect of mmbbq can be felt. Things like these need to be taken care of before one adds new functionality.

I will make sure to take a look at those files of yours, although the link only seems to point to a one year old version, which I may have already seen. Let me know if there is anything newer around for me to take a look at. Any insights into new developments are always appreciated.

Good luck and have fun!
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Feb 17, 2015; 09:24 AM
Somebody asked me how mod ratings work. Because I think this is a good question that will interest especially newcomers to mmbbq will I post my response here, too:

The mods, once analysed, can have one or two properties. These are given a rating each from roughly 0.0 to 10.0, and added together to make a rating from 0.0 to 20.0.

Now not all mods are good. Hardly anyone is looking for +Luck mods, attack strength mods or Increased Range mods for example, but everyone is looking for mods with CC, CCM, CDB, elemental damage, splash radius, etc.. So these receive a rating where 0.0 means bad or useless and 10.0 means it is the maximum.

An example: 3% Elemental Damage with 50% CCM has got a rating of 13.3.

Because elemental damage on a mod can be as high as 9% will the actual value be divided by 9. CCM can be as high as 53%, but 50% is already quite good, and so CCM values are being divided by 50. Both values then are added up and multiplied by 10:

Rating = 10 * (elemental damage / 9 + CCM / 50) = 10 * (3 / 9 + 50 / 50) = 10 * (1 / 3 + 1) = 10 * 1.3333 = 13.3.

The bad ones one wants to put into The Cube where three legendaries mods combined return a new legendary mod. So when you combine mods with for example "/loot cm 9.0" will it take all mods in your inventory with a rating of less than 9.0 and combines these into new mods (three at a time).

Because mods can only have one or two properties and each property receives a rating of at most 10.0 (with a few exceptions, i.e. 53% CCM being 10.6) can one eliminate all mods with only a single property by using "/loot cm 9.0" or "/loot cm 10.0". You then will only find mods with two properties in your inventory and the rest will have been combined into new ones (over and over) until only a few, interesting and better mods remain.

If you have been ever farming Kariba or Oculus in the Catabombs will you know that these drop large amounts of high level mods, but with many of them being uninteresting or of low quality. During long farming runs does one then combine many of these in The Cube. Because moving them around, combining them and sorting the good ones from the bad ones can become a tedious and repetitive task after a while did I implement the "/loot cm" option so that one can focus more on killing the mobs and bosses, have a bit more fun, and does not have to fiddle around with The Cube so much when at the station.

I have put "/loot cm 9.0" onto macro #3 (see "N" in game for your macros). So whenever I press Shift-3 will it reduce the number of mods in my inventory to only contain those that are actually interesting. I will often combine some more, but I then do this manually, because I sometimes need very specific mods for different characters. "/loot cm" here helps me to pre-process the mods.

I hope this explanation helps!
Title: Re: mmbbq 3.0.2.x
Post by: BIGssdl on Mar 01, 2015; 11:45 AM
need script: /follow [name] [range]
this is for simulate companion/mercenery (SWTOR, D2, D3)
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Mar 02, 2015; 12:03 AM
need script: /follow [name] [range]
this is for simulate companion/mercenery (SWTOR, D2, D3)
I've put it onto my TODO list. Should be pretty simple to implement, but it is going to take a while before I will make another release.

What is coming is Tudor Street farming and Ginza farming. Tudor Street farming is similar to CSR farming, but with the use of a script. It is already a part of version .12 as a hidden feature, because it was not fully completed at the time. Still, anyone who wants to test it can do so by going to the Templar Station and entering the command "/tcr tudor". It needs a marksman or an engineer with at least 80% splash radius. Once complete will it allow to farm Balbi's Ring and SuE Steadiers, as well as many other low-level uniques. Some players are currently testing Ginza farming and it shows that one can farm ~5,000 lucky coupons per day with a single character and the right setup. This should help some to get their weapons to +8 and higher by farming Box #3 and collecting Advanced Mod Preservers. The portal to Ginza Chuo-Dori is going to get crowded...
Title: Re: mmbbq 3.0.2.x
Post by: fogel on Mar 05, 2015; 01:05 PM
Just in case someone would like to adapt or use proper implementation of an MM Striker script. It's based on Danker's script posted here:
http://forum.gamersunity.de/allgemeines/59997-hgg-bugs-glitches-tricks-cheatz-bersicht.html
https://www.dropbox.com/sh/h9osr34r5esc105/ZOXxue8RUU ...
Hello Fogel,

thanks for sharing and do not worry about the timers. The game itself messes up its cool-down timers when there is a HASTE BOT around and the more experienced players all use their muscle memory and a good amount of spamming and do often not actually rely on timer displays.
mmbbq intercepts every key press and executes a somewhat lengthy bit of code each time that I have decided to stay clear of implementing my own keyboard and display functions on top of it (which is also the reason why the F12-feature is only enabled on Parliament Square and in Tokyo Base), but to leave it open for now. I am planning on reducing the amount of code that is currently being executed on every key press by mmbbq to further reduce the latency, implementing a leaner interface. But this is a bit further down on my TODO list. One thing that always irritates me is that I cannot use right-clicks with the trade window to move items around. That, too, is on my TODO list. So I am thinking of adding some general stuff here to make life a bit easier.

Regarding the DPS cheats, well, those are quite the zoo of possibilities. When you think about the game's complexity when playing regular and compare it to playing with DPS cheats and having access to all skills of all classes then I am sure that we have not seen everything yet. I have seen Evos using ZOMBIEFORM, MMs with their own HASTE BOT and heard of other funny stuff, but this will be only the tip of the ice berg. So now I am keeping an open mind and only watch what players come up with before I go deeper down this road.
Ideally would I like to change the skill IDs directly in the game's data structures so that it becomes unnecessary to add any further functionality and to simply use the game's own interface. That way mmbbq needs to intercept as little as possible. Only have I not found them yet, nor did I look very hard for them. This will keep me busy for this year unless somebody else has already taken a look into it and is willing to share.

Up until 3.0.2.12 did mmbbq intercept every player and monster movement, and each ingoing and outgoing data packet, ran a string of code for each of these events, but then did not actually do anything with the information (at least not visible to the user). While it is nice to have such functionality does it cause quite a bit of cache misses on older CPUs with small caches and where then the effect of mmbbq can be felt. Things like these need to be taken care of before one adds new functionality.

I will make sure to take a look at those files of yours, although the link only seems to point to a one year old version, which I may have already seen. Let me know if there is anything newer around for me to take a look at. Any insights into new developments are always appreciated.

Good luck and have fun!

I would assume you can fire any skill with any class as long as the skill's requirement are met. Such as you need at least one active skill point (via normal skill map or via equipped items), enough MP and all other requirements such as casted drone, pets and/or anything else required to activate the skill. It might be possible that some skills truly class restricted and others do not, further extensive testing should reveal this.

The most people use weapons with the skills, but you can also use the [what ever it is the name] ring that provide one or two skill points in a skill. This ring will also work if equipped as this count the same way as skills on weapons or armor. I never tested to cast hunter skills with a templar or cabalist as I 1) lack the characters and 2) lack the equipment (ring).


And for the performance and latency, this would have only an impact if you interact with the server. This will cause a huge performance and latency issues when perform too often. As long as the scripts do not interact with the server, everything is done by the client itself. Any fairly up to date gaming rig should be able to manage this little extra code execution without any noticeable issues. That is what my tests and impression conclude. :)
Title: Re: mmbbq 3.0.2.x
Post by: BIGssdl on Mar 05, 2015; 02:59 PM

What is coming is Tudor Street farming and Ginza farming. Tudor Street farming is similar to CSR farming, but with the use of a script. It is already a part of version .12 as a hidden feature, because it was not fully completed at the time. Still, anyone who wants to test it can do so by going to the Templar Station and entering the command "/tcr tudor". It needs a marksman or an engineer with at least 80% splash radius.

testing 28lvl eng (6 smackdown, 4 shok&awe, 2 napalm strike) normal mode
some times i die - need autopotion
and chose dismantle options

nice work :)
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Mar 05, 2015; 06:06 PM
...
So far did I only implement the faster dismantling. It was being avoided in the past and for a good reason. It was considered detectable, while picking up items only slowly and dismantling them only one by one, thereby mimicking a player's behaviour, is more difficult to detect. This is why it is still the default behaviour. But since nobody at T3 seems to care any more did I implement the fast mode ("/loot mode fast"), which chooses a faster method. It will become a part of this fast mode so one can have it dismantle even faster and it has been implemented for the next release. However, it will continue to pick up some items before dismantling them as a part of the bypass rules, because the random loots drops still provide a valuable source for good items. That said, there will be a bypass rule based on the rating system so one can have faster dismantling together with a smart filtering option.

Regarding the latency issues, well, the improvements are already a part of .12 and I have no intentions of taking them out again. The game feels more responsive to me and I am also seeing green bars on my ping meter more often and believe that this a good thing.
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Mar 05, 2015; 06:18 PM

What is coming is Tudor Street farming and Ginza farming. Tudor Street farming is similar to CSR farming, but with the use of a script. It is already a part of version .12 as a hidden feature, because it was not fully completed at the time. Still, anyone who wants to test it can do so by going to the Templar Station and entering the command "/tcr tudor". It needs a marksman or an engineer with at least 80% splash radius.

testing 28lvl eng (6 smackdown, 4 shok&awe, 2 napalm strike) normal mode
some times i die - need autopotion
and chose dismantle options

nice work :)
Thank you.

Try putting some points into ESCAPE. It is being used by the scripts directly after throwing the strike. Have at least 4 points in it, but the more the better. And/or get Tiffney's Nefarious Boots, which have ESCAPE 3 on them, and wear them when you go farming. It also uses MULTISHOT when you have it skilled or when it is found on a weapon regardless if your class is the Marksman or the Engineer. This will give you more DPS and more survivability (and it is going to be essential for Ginza farming on HELL difficulty by the way ...).
Title: Re: mmbbq 3.0.2.x
Post by: NX-239T on Mar 05, 2015; 07:51 PM

The most people use weapons with the skills, but you can also use the [what ever it is the name] ring that provide one or two skill points in a skill. This ring will also work if equipped as this count the same way as skills on weapons or armor. I never tested to cast hunter skills with a templar or cabalist as I 1) lack the characters and 2) lack the equipment (ring).

All evoker skills need an equipped focus item and there aren't any focus items for hunters/templars.
Some templar skills take into account aura radius. Since only templars have an aura those skills only affect the caster.

Everything else works without much manipulation.
Title: Re: mmbbq 3.0.2.x
Post by: BIGssdl on Mar 10, 2015; 02:28 PM
modify /tcr tudor

(click to show/hide)

but Engineer PHASE GRENADE not used - maybe wrong timer?

and next question - how i can to know my coordinates in game?

PS: sorry my bad english :)
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Mar 11, 2015; 05:14 PM
modify /tcr tudor ...
No. I am not interested in an argument about my code, nor am I interested in getting told how to modify it, and I am not going into more technical details than you must know in order to use it. If you want to do your own scripts then you will need to do them on your own.

That said, the goal of the Tudor script is to kill 25 monsters that are spread out over a large area. It makes little sense to use a grenade for it, and especially after one has triggered ESCAPE, because it will only undo ESCAPE. Not to mention the additional power cost this would bring with it. Therefore do I suggest that you create your own scripts, make it your own code or to play around with it until you know what you are doing. It is how I have done it. I then did not go back to the creators of mmbbq in order to troll them for what they have done just because I have done something for myself. It would be completely inappropriate.
Title: Re: mmbbq 3.0.2.x
Post by: BIGssdl on Mar 12, 2015; 02:03 PM
RU: извиняюсь, если чем-то вас обидел
у меня было лишь пара вопросов, а не приказов
ENG: sorry if something hurt you
I had a couple of questions, not orders
https://translate.google.ru/#ru/en/%D0%B8%D0%B7%D0%B2%D0%B8%D0%BD%D1%8F%D1%8E%D1%81%D1%8C%2C%20%D0%B5%D1%81%D0%BB%D0%B8%20%D1%87%D0%B5%D0%BC-%D1%82%D0%BE%20%D0%B2%D0%B0%D1%81%20%D0%BE%D0%B1%D0%B8%D0%B4%D0%B5%D0%BB%0A%D1%83%20%D0%BC%D0%B5%D0%BD%D1%8F%20%D0%B1%D1%8B%D0%BB%D0%BE%20%D0%BB%D0%B8%D1%88%D1%8C%20%D0%BF%D0%B0%D1%80%D0%B0%20%D0%B2%D0%BE%D0%BF%D1%80%D0%BE%D1%81%D0%BE%D0%B2%2C%20%D0%B0%20%D0%BD%D0%B5%20%D0%BF%D1%80%D0%B8%D0%BA%D0%B0%D0%B7%D0%BE%D0%B2 (https://translate.google.ru/#ru/en/%D0%B8%D0%B7%D0%B2%D0%B8%D0%BD%D1%8F%D1%8E%D1%81%D1%8C%2C%20%D0%B5%D1%81%D0%BB%D0%B8%20%D1%87%D0%B5%D0%BC-%D1%82%D0%BE%20%D0%B2%D0%B0%D1%81%20%D0%BE%D0%B1%D0%B8%D0%B4%D0%B5%D0%BB%0A%D1%83%20%D0%BC%D0%B5%D0%BD%D1%8F%20%D0%B1%D1%8B%D0%BB%D0%BE%20%D0%BB%D0%B8%D1%88%D1%8C%20%D0%BF%D0%B0%D1%80%D0%B0%20%D0%B2%D0%BE%D0%BF%D1%80%D0%BE%D1%81%D0%BE%D0%B2%2C%20%D0%B0%20%D0%BD%D0%B5%20%D0%BF%D1%80%D0%B8%D0%BA%D0%B0%D0%B7%D0%BE%D0%B2)
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Mar 12, 2015; 02:57 PM
RU: извиняюсь, если чем-то вас обидел
у меня было лишь пара вопросов, а не приказов
ENG: sorry if something hurt you
I had a couple of questions, not orders...
No, you have not. You only do not seem to have an understanding of what you are doing. Not only do you not understand the piece of code that you have modified, but you also do not seem to understand basic game mechanics like those behind ESCAPE, which any player could have told you about. You then have added your own function(t, m, x, y, z) to it, but go on asking about how to get your coordinates. Obviously do you also not know that your coordinates are passed to the function with x, y and z. In short, you have not done a bit of homework and instead expect me to do it for you.

I am really very sorry, but I have no time for this kind of nonsense. You need to get started on your own. Once you do will most questions answer themselves. If you then still have questions can we talk about it some more.
Title: Re: mmbbq 3.0.2.x
Post by: BIGssdl on Mar 12, 2015; 03:15 PM
(click to show/hide)

great thx for your job!
Title: Re: mmbbq 3.0.2.x
Post by: fogel on Apr 05, 2015; 02:57 AM
V3.1.0_RC1 is released: http://duschkumpane.org/index.php/mmbbq

Just in case if you did not noticed.
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Apr 13, 2015; 01:48 PM
V3.1.0_RC1 is released: http://duschkumpane.org/index.php/mmbbq

Just in case if you did not noticed.
No, I have not. But now I have. Thanks a lot.  :D

I am busy with some other things at the moment. So I do not know when I get to it, but I much appreciate the update. I am looking forward to it.
Title: Re: mmbbq 3.0.2.x
Post by: Rachefee on May 28, 2015; 11:40 AM
Since yesterday mmbbq (3.0.2.12) don't work. I get the error MSG[12] apikey server not verified. I also tried the new beta ... with the same error. What happens? Til yesterday i havn't had problems ...

Oh ... i can't reach duschkumpane.org since yesterday too ... the telekom-dns can't resolve this url
Title: Re: mmbbq 3.0.2.x
Post by: NiteHawk on May 28, 2015; 04:35 PM
Hello Rachefee!

Sorry for the inconvenience. The apikey check is actually some leftover code that's rather old, and was originally intended for a different game. But it seems it has a nasty ability to come back and bite you where you won't expect it. Normally mmBBQ wouldn't care too much and should happily continue to operate, even if it can't connect to the server.

However in your case, you've been hit by two problems simultaneously:

1. The domain duschkumpane.org has actually expired, and currently there's no intention to renew it. mmBBQ development has somewhat stalled due to lack of time and interest.

2. Your ISP (Deutsche Telekom / T-Online) is one of those that does the nasty "bogus nxdomain" trick - see e.g. http://en.wikipedia.org/wiki/DNS_hijacking#Manipulation_by_ISPs (http://en.wikipedia.org/wiki/DNS_hijacking#Manipulation_by_ISPs). This leads to a situation where the apikey check can actually establish a HTTP connection (to the "T-Online Navigationshilfe" server), but - rather unsurprising - miserably fails to process the answer. This causes your MSG[12] error, which wouldn't happen if the connection to "duschkumpane.org" failed (as it should).

As a workaround, you could get your ISP to stop the DNS hijacking, or use a trick like e.g. putting a dummy entry pointing to 127.0.0.1 (localhost) into your \Windows\system32\drivers\etc\hosts. The goal is to have the connection attempts to duschkumpane.org fail properly.
___

For a more permanent solution, I'm attaching a bugfix release 3.0.3. This is essentially the mmBBQ 3.0.2 codebase recompiled with a recent mingw - but  the apikey check and relay.lua have been removed from this version, so there shouldn't be any more problems with those. I'll see what I can do - when I find the time - to update the more recent version (3.1.0_RC1), too.

Hope that helps
NiteHawk
Title: Re: mmbbq 3.0.2.x
Post by: Rachefee on May 28, 2015; 06:25 PM
Thx a lot ... this little hosts "hack" is great. Works fine!
Title: Re: mmbbq 3.0.2.x
Post by: NiteHawk on Jun 03, 2015; 10:58 PM
It seems this may have created a bit of confusion. Apart from the apikey check removed, the mmbbq_3.0.3.zip attached above is more or less a standard, 'out-of-the-box' (re)release of 3.0.2 - or the "old" mmbbq, if you want.

The .zip does not contain any later (improved or user-contributed) code - like the stuff that Schummelbaron generously shared here. But keep in mind that mmbbq is just a framework that runs your code (the Lua scripts).

So the solution is actually very simple and straightforward: The 3.0.3 mmbbq.dll is intended to be a 'drop-in replacement' for the previous version. Simply copy the newer DLL over to your existing / functioning installation (any "advanced" 3.0.2[.x] stuff you've been running so far), replacing the previous one - and it should all work.

Regards, NiteHawk
Title: Re: mmbbq 3.0.2.x
Post by: ExoduSS. on Jul 09, 2015; 12:50 AM
Hey can someone help me out with this apikey issue? I am not sure what I am supposed to do, even with NiteHawk's explanation. Maybe someone could send me the dll files or upload them somewhere pls
Title: Re: mmbbq 3.0.2.x
Post by: thefatninja on Jul 23, 2015; 09:02 PM
I'm honestly bad at these things but I like the auto pot and stuff like that but I don't really know how to control/turn off or enable features. Where can I find the commands for these?
Title: Re: mmbbq 3.0.2.x
Post by: VampQ on Jul 23, 2015; 11:30 PM
There is a manual included in the folder where instructions are given on how to use bbq along with the commands, I suggest you have a look in there. If there are  more questions feel free to post again :)
Title: Re: mmbbq 3.0.2.x
Post by: thefatninja on Jul 24, 2015; 04:04 AM
I read the manual and got it working an what not. I do have one question though the first time I used it the program was auto buying pots and auto using the pots but now it's not an I don't know what I did that some how changed that.
Title: Re: mmbbq 3.0.2.x
Post by: Valediction on Jul 26, 2015; 02:06 PM
Hi all,

Since this thread now comes up as google's #1 when searching for mmBBQ, and since duschkumpane.org is offline, I figured I'd ask here, has anyone got a copy of the latest release? 3.1.0_RC1 as it was stated here a few months ago.

One can find copies of 3.0.2 elsewhere, for instance as a dependency of several projects on github (just search for mmbbq there), but this particular version it seems it was released shortly before the main site going down... for good? :(

Cheers.
Title: Re: mmbbq 3.0.2.x
Post by: NiteHawk on Jul 26, 2015; 04:11 PM
Hi Valediction!

Actually the server is still around, it's just that the domain duschkumpane.org wasn't renewed and has expired.

For the time being, you can still explore the site at http://mmbbq.h4ck.me/, but be aware that you might have to manually change any link references to duschkumpane.org accordingly - e.g. the mmbbq page is here (http://mmbbq.h4ck.me/index.php/mmbbq), the luadoc documentation is at http://mmbbq.h4ck.me/mmbbq/luadoc/, etc.

Resulting direct download links: 3.0.2 (http://mmbbq.h4ck.me/mmbbq/releases/mmbbq_3.0.2.zip), 3.0.2 SDK (http://mmbbq.h4ck.me/mmbbq/releases/mmbbq_sdk_3.0.2.zip), 3.1.0 RC1 (http://mmbbq.h4ck.me/mmbbq/releases/mmbbq_3.1.0_RC1.zip), 3.1.0 RC1 SDK (http://mmbbq.h4ck.me/mmbbq/releases/mmbbq_sdk_3.1.0_RC1.zip)

Actually I would recommend the 3.0.3 version (attached above a few posts ago) over the 'official' 3.0.2 release, which might suffer from the "apikey check" problem.

As for continued mmBBQ development: I doubt there will be much beyond 3.1.0 RC1. As I said before, the project has stalled due to lack of time and interest - I'm pretty much the only person who has actively written core code for nearly two years. We might eventually consider starting a successor project as open source - but that requires some cleanup of the code base first; and - being not the only contributor - it's not my decision alone...

Regards, NiteHawk
Title: Re: mmbbq 3.0.2.x
Post by: Valediction on Jul 26, 2015; 06:11 PM
Nitehawk,

Thanks a lot for the quick reply! The alternate URL works like a charm, and yes, it'd be great if the project could go OS but I can imagine the issues with having had several developers and the possibly daunting task of cleaning a codebase that has been closed for years  :D.

Anyways, it would surely be useful to a bunch of people, it's a cool and unique project. Good luck whatever you end up doing with it!

Title: Re: mmbbq 3.0.2.x
Post by: taunele on Aug 03, 2015; 09:37 PM
I welcome anyone knows why mmbbq merrge not in game crash?
Title: Re: mmbbq 3.0.2.x
Post by: Akiboy1985 on Aug 18, 2015; 10:00 PM
Hello all,

My clean MMBBQ 3.0.3 shows this error:
[ERR] 21:38:01 codecave.c  no space to insert hook here: 0x004E526E map_reveal
[ERR] 21:38:01 hacks.c     inject_crt: loadlibrary FAILED (returned 0)

Does someone know how maybe to solve this?

Thanks a lot,
Title: Re: mmbbq 3.0.2.x
Post by: Akiboy1985 on Aug 25, 2015; 09:45 PM
...my old hellgate client was some way bad, reinstalled game and new client works...someway old one doesnt work with new mmbbq
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Sep 24, 2015; 10:27 PM
I am soo sorry for not playing the game for this long. I am too busy with other things.  :-[

https://www.dropbox.com/s/8exyab13p6z00xd/mmbbq_3.0.3.1.zip?dl=0

Anyhow, here is version mmbbq_3.0.3.1, which is basically version 3.0.2.12, but with the fixed DLL of 3.0.3 so that the hosts file does not need to be edited.

It also contains the alpha versions of the Ginza and the Tudor Street farming tools. To start them do you need a strong striker character with a lot of splash radius. If I remember it right was it at least a splash radius of 150% to get some strong farming out of Ginza.
What it does once you stand in front of the entrance is that it will walk into the map, find a strike position with many coloured mobs, then throws a strike, goes into ESCAPE and then collects what drops, and leaves again to do it all over.
Especially for Ginza will your striker need to have good defences, lots of luck and a long ESCAPE duration (a high skill level) when you are trying to do it on HELL difficulty. It works, but it is not easy to get there when your character is not very strong (4-slot Bolters and Cannonades with lots of splash radius and CCMs against Demons and Necros help a lot). The Tudor Street farming is a lot easier, because the mobs are of a much lower level.

On Ginza can one farm many coins and luckies. Especially the numbers of luckies one can farm can be enough to get weapons on a regular basis to +7 and +8 by farming Box 3 and collecting adv. mod preservers. Also the Duellos drop quite frequently and it allows one to put many of them into the Augmentrex.

On Tudor Street can one farm SuE Steadiers and Balbi's Ring, but also a lot of other uniques. Most of them get dismantled, but you can disabled it in the code should you be needing a lot of a particular low-level unique.

The commands for this are:

/tcr tudor
/tcr ginza
/tcr off

It is still just a part of the TCR module, because I have never fully finished writing and testing it, but it did work decent enough at the time. So I am just leaving this here. And when I say that I am just leaving this here then I am not trying to be cool, but that I really have little time. Sorry...  :o

Title: Re: mmbbq 3.0.2.x
Post by: NiteHawk on Sep 24, 2015; 10:58 PM
Thanks for sharing. :)

Regards, NiteHawk
Title: Re: mmbbq 3.0.2.x
Post by: SchummelBaron on Sep 24, 2015; 11:29 PM
Thanks for sharing. :)

Regards, NiteHawk

Go away!!

No, just joking.  :D Thanks for the quick reply. I wasn't sure if anyone is still coming here. And thank you for 3.0.3. I'm glad to see you are still supporting the community. Really very awesome!

Need to run, because ... I'm a Train! (https://www.youtube.com/watch?v=u3tlCqqg7lw)
Title: Re: mmbbq 3.0.3.x
Post by: DemoAntares on Sep 25, 2015; 09:47 PM
On Ginza can one farm many coins and luckies. Especially the numbers of luckies one can farm can be enough to get weapons on a regular basis to +7 and +8 by farming Box 3 and collecting adv. mod preservers.


Can they now?
Title: Re: mmbbq 3.0.3.x
Post by: SchummelBaron on Sep 25, 2015; 11:15 PM
Can they now?
I just received word of it that they have removed the NPC for Box 3 about 4-5 months ago. That is of course not nice.  :o
Title: Re: mmbbq 3.0.3.x
Post by: DemoAntares on Sep 28, 2015; 12:33 AM
It is by far one of the best moves by t3 - now the money is flowing pretty good judged by the quantity of unbound evo boots on mp, and some hellfuries too ;)
Title: Re: mmbbq 3.0.3.x
Post by: Khaos on Sep 28, 2015; 04:22 PM
*snip*
now the money is flowing pretty good judged by the quantity of unbound evo boots on mp
*snip*

You can still unbind set items by sending the unid ones to another char and SH level him to get the free sigils for unbinding.
Title: Re: mmbbq 3.0.3.x
Post by: DemoAntares on Sep 28, 2015; 11:35 PM
I know about sending but nobody wants to invest time anymore for 8 sigils ;) (some 2-3 hours cca) - easier to feed t3 their well deserved money ;)

p.s. btw did you receive my msg in your inbox?
Title: Re: mmbbq 3.0.3.x
Post by: SchummelBaron on Oct 15, 2015; 02:20 AM
I have only learned about it today, sorry. Here is an updated version that has got all the addresses adjusted to go along with the new executable:

https://www.dropbox.com/s/lbqw5puui93udqg/mmbbq_3.0.3.2.zip?dl=0

You can find the new addresses inside hell/hell_target.lua (with the old ones as comments just in case these will be needed again). Because the file is also contained within the mmbbq.dll file have I adjusted them there, too.

The original files can now be found in orginal/mmbbq_3.0.3.zip.

PS: I have enabled e-mail notification for this thread. If the executable gets updated again then please leave a message here. Thank you!
Title: Re: mmbbq 3.0.3.2
Post by: fogel on Oct 24, 2015; 09:44 PM
The German forum has a mmBBQ under active development:
http://goo.gl/OJ3Zmd

Please note it has an unpleasant "spammer" filter, if you do not want this look in config_hell.lua and remove the according lines.
Title: Re: mmbbq 3.0.3.2
Post by: SchummelBaron on Jan 06, 2016; 01:22 PM
Hard to believe the game is still up and running! I'll be making an update to mmbbq available soon, containing bug fixes and new features. Expect it in a week or two here. If you know of any problems now is a good time to let me know.

Also, fogel, I'd appreciate it if you didn't use my thread for advertising somebody else's versions. Competition is welcome, but they should make their own threads. Thanks for understanding.
Title: Re: mmbbq 3.0.3.2
Post by: SchummelBaron on Jan 07, 2016; 06:00 AM
Her is an early alpha of what is coming next:

https://www.dropbox.com/s/3xu7gqkvvdvj6d7/mmbbq_3.0.3.3alpha7.zip?dl=0

I will give a full description once it is completed. Here is only a very brief summary. Please report bugs here per message or on DropBox per comment. About feature requests... keep them short. I already have a long TODO list as it is and documentation of some of the stuff still needs to be written. I do take requests serious and will judge them for their merit.

- Several bug fixes.

- DPS cheats are enable in this alpha release! They will get disabled again once done and will have to be enabled manually. Please respect the freedom of others when using cheats.

- A message filter for the nano forge, which currently filters out all failures (successes are all visible). Just an early version, but will make a better version for this. I dislike all kinds of censoring and filtering in general, but the scripted nano-forging has gone so far at the moment with people forging useless items to +10 that I think it will need a feature of this sort.

- A "/pet"-command to summon all pets for those who did not buy one while we still had a cash shop.

- A "/cheat"-command. Probably the worst command of them all. Can produce all sorts of items out of thin air, many of which were only available through the cash shop. Some were *never* available at all (shared stash, full inventory, +30 AA buffs, and only available in Korea).

- A "/cheatset"-command. Likely the worst command. Produces lots of clean set items and can augment them. Players have been using similar cheats and then sold these items on the market for profit even when one can produce free pallas. Only God knows why one would be doing this to other players...

More is to come. I am assuming the servers being still up in the new year is a Good Omen(TM). I will have faith!

Edit:
alpha7:
   - corrected /pet command, added more info on pets, added more synonyms
   - added 'temple', 'gwhq' and 'cow' to /cheat command (warp cheats)
Title: Re: mmbbq 3.0.3.2
Post by: Morphy on Jan 07, 2016; 05:33 PM
Does this work on normal HG?

I get "hide_thread: Could not open thread with id 0" error.
Title: Re: mmbbq 3.0.3.2
Post by: SchummelBaron on Jan 07, 2016; 06:04 PM
Does this work on normal HG?

I get "hide_thread: Could not open thread with id 0" error.
I do have the normal version of Hellgate: Global, the one without cash shop. I am still running Windows Vista and cannot say how the newer Windows versions will respond to it (I still love my Linux too much). Nor have I changed anything about the starting part. So if any of the other versions were running for you before, then this one should be no different.

There is a description in the Maunal.pdf file that explains how to start it.

If you mean by "normal HG" the original Hellgate: London single-player game then I highly doubt it will work and I have never tried it.
Title: Re: mmbbq 3.0.3.2
Post by: Morphy on Jan 07, 2016; 06:18 PM
Does this work on normal HG?

I get "hide_thread: Could not open thread with id 0" error.
I do have the normal version of Hellgate: Global, the one without cash shop. I am still running Windows Vista and cannot say how the newer Windows versions will respond to it (I still love my Linux too much). Nor have I changed anything about the starting part. So if any of the other versions were running for you before, then this one should be no different.

There is a description in the Maunal.pdf file that explains how to start it.

If you mean by "normal HG" the original Hellgate: London single-player game then I highly doubt it will work and I have never tried it.

That bold is probably why I'm getting the error... no worries, it was a long shot anyway, right!?

*grins*
Title: Re: mmbbq 3.0.3.2
Post by: SchummelBaron on Jan 12, 2016; 07:45 AM
Another short update, mmbbq_3.0.3.3alpha9:

https://www.dropbox.com/s/p0e3t261wtfh6hq/mmbbq_3.0.3.3alpha9.zip?dl=0

Still needs more work, but it is better this way, because everyone expects the servers to close at any moment's notice. I know I do.

Brief summary of what is new so far:

/pet - A command for all the pets. "/pet ?" will give you all the info you need.
/cheat - A command for many of the cheats that are going around. Enter "/cheat ?" and you will get a list of all the options and do not need to remember any of the code numbers. You will probably want to know these:

"/cheat buf" for the 30d buf with +30 AA and the shared stash and inventories
"/cheat caps" for the 8h capsules
"/cheat ainit" for an attribute retrainer
"/cheat apre" for advanced preservers
...

/cheatset - a bit more complex of a command and it is used for producing lots of set items, selecting only the best ones out of a series, and then to augment them in bulk. I'll explain this in length with examples at a later time.

/lbs - a command for sending automatic invites to another player once they have left the party. It is for the LBS trick, hence the command name. A short example of how to use it:

Joe is the runner, Sue is the party leader. Sue makes a public party, with or without password does not matter. Joe enters "/lbs accept" and Sue enters "/lbs invite joe". Now whenever Joe leaves the party and then disappears will he get party invitations for 10s. Joe will, once he arrives at London Bridge Station, automatically accept the invitation.
This reduces the procedure for the runner and also avoids the password field, because it uses the in-game commands /invite and /accept. No more "knots" in one's fingers after running LBS for the 50th times. Timings can be adjusted with the "wait" and the "duration" option. "/lbs ?" gives a brief description.

Other stuff: the Nanoforge message filter is still only implemented in a primitive form. AutoLooter can now bypass items by rating (same ratings as used at NPCs at Parl. Sq., range is 0.0-20.0), but the ratings need to be extended onto shoulders still and helmets (+1 to skills especially). "/find" now includes the three warp cheats for the GM area, cow level and Greenwich HQ.

Edit:
alpha9: the synonym "/cheat caps" for "/cheat capsule" wasn't recognized
Title: Re: mmbbq 3.0.3.3alpha9
Post by: Lodestone on Jan 13, 2016; 09:31 PM
I just wanted to say thanks SchummelBaron. I did get a chance to use this before the final shutdown and it allowed me to see what it was like to have the cash shop access (well, and a load of cash) for a few hours. I hadn't played in a long while and had missed the opportunity to use the actual one. It makes me think the game had a greater potential but they buried it behind a pay wall. But I did get to see it a bit.
Title: Re: mmbbq 3.0.3.3alpha9
Post by: SchummelBaron on Jan 13, 2016; 11:27 PM
I just wanted to say thanks SchummelBaron. I did get a chance to use this before the final shutdown and it allowed me to see what it was like to have the cash shop access (well, and a load of cash) for a few hours. I hadn't played in a long while and had missed the opportunity to use the actual one. It makes me think the game had a greater potential but they buried it behind a pay wall. But I did get to see it a bit.
Well, thank you. I did however not discover those cheats. I merely accumulated them and made them available to anyone who wanted to use them. Somebody else actually discovered the codes for the cash shop items and lucky boxes. They were easy to find, easier than I had expected, and I never actually looked for them and was happy with the few things I got myself occasionally, and sparsely, from the cash shop.

My take-away from the cheats is that the game was designed for a much larger community with a working economy and where all items from almost any quality are available through the market. The randomness of loot drops was too strong and/or the rarity of really good items was too extreme. Even with the cheats could one not reach an ultimate perfect set up. Some useless skill or attribute always crept onto an item and countered the useful ones. Imagine trying to get a good cannonade from Conrad without cheats. Even with them did it take days and weeks of scanning to just get one really good one. Not to mention several obvious imbalances like the set gear for engineers, which almost everyone avoided. Most of the loot, which are meant to reward the player for playing the game, was trash - an endless of ocean of items that needed to be dismantled.
Title: Re: mmbbq 3.0.2.x
Post by: picknicker on Jan 18, 2016; 04:29 PM
Actually the server is still around, it's just that the domain duschkumpane.org wasn't renewed and has expired.

For the time being, you can still explore the site at http://mmbbq.h4ck.me/, but be aware that you might have to manually change any link references to duschkumpane.org accordingly - e.g. the mmbbq page is here (http://mmbbq.h4ck.me/index.php/mmbbq), the luadoc documentation is at http://mmbbq.h4ck.me/mmbbq/luadoc/, etc.
Hiho!

I'm desperately looking for a mmbbq API and it seems like http://mmbbq.h4ck.me/ is now down as well.
Do you guys know where I can find documentation on this wonderful piece of Software?

thanks!
Title: Re: mmbbq 3.0.2.x
Post by: NiteHawk on Jan 18, 2016; 05:39 PM
Hi picknicker!

Hiho!

I'm desperately looking for a mmbbq API and it seems like http://mmbbq.h4ck.me/ is now down as well.
Do you guys know where I can find documentation on this wonderful piece of Software?

thanks!

The URLs are in fact no longer available. The existing documentation is still around as part of the "SDK" zip files, contained in the subdirectory "luadoc/". See the attachments here (http://www.hellgateaus.info/forum/hellgate-global-general/mmbbq-3-0-2-10/msg54214/#msg54214) for the 3.0.x line (mmBBQ 3.0.3), or peek at the 3.1.0_RC1 version of the files I'll provide here once more.

Regards, NiteHawk
Title: Re: mmbbq 3.0.2.x
Post by: picknicker on Jan 18, 2016; 11:29 PM
Hi picknicker!

Hiho!

I'm desperately looking for a mmbbq API and it seems like http://mmbbq.h4ck.me/ is now down as well.
Do you guys know where I can find documentation on this wonderful piece of Software?

thanks!

The URLs are in fact no longer available. The existing documentation is still around as part of the "SDK" zip files, contained in the subdirectory "luadoc/". See the attachments here (http://www.hellgateaus.info/forum/hellgate-global-general/mmbbq-3-0-2-10/msg54214/#msg54214) for the 3.0.x line (mmBBQ 3.0.3), or peek at the 3.1.0_RC1 version of the files I'll provide here once more.

Regards, NiteHawk

Thanks a bunch, I could have figured the SDK contains the API as well.

Greets,
Picknicker
Title: Please upload 3.1.0RC1
Post by: pacale75 on Feb 05, 2016; 09:39 AM
Hi NiteHawk,

Please upload mmBBQ 3.1.0RC1 here together with the SDK file.

I'd like to upload this valuable and unique piece of software to a site where mmBBQ already has its own page, it's at http://www.woodmannsfortress.com/collaborative/tools/index.php/MmBBQ

The last version uploaded there is 3.0.2. I'd like to preserve 3.1.0RC1 there too, because that site is a stable repository for such tools, so the latest "official" mmBBQ version would also get its new stable home (sort of).

I've already linked to this forum post from that page, and I have also managed to bring the Duschkumpane mmBBQ site back to life with the help of the fantastic web archiving service called web.archive.org. It's very good at keeping archived copies of sites that have gone offline. In this case however web.archive.org didn't archive the downloads themselves for some weird reason, it usually does. That is why I couldn't salvage mmBBQ 3.1.0RC1 this way, that's why I ask the upload.

Thanks much, best regards

Pacale75
Title: Re: mmbbq 3.0.3.3alpha9
Post by: NiteHawk on Feb 05, 2016; 11:12 AM
Hi Pascale75!

Please retrieve the desired files from the attachments just a few posts above (http://www.hellgateaus.info/forum/hellgate-global-general/mmbbq-3-0-2-10/msg55282/#msg55282).

Regards, NiteHawk
Title: Re: Please upload mmBBQ 3.1.0RC1
Post by: pacale75 on Feb 05, 2016; 04:13 PM
Hi NiteHawk,

I've carefully browsed the attachments before asking, and I don't see any 3.1.0RC1 attached, just 3.0.2.x and 3.0.3.x files. The links posted above regarding 3.1.0RC1 were pointing to mmbbq.h4ck.me, which is no more, and web.archive.org doesn't have any archived copy of it either.

So 3.1.0RC1 is totally unavailable now, that's why I ask the upload.

Thanks much, best regards

Pacale75
Title: Re: mmbbq 3.0.3.3alpha9
Post by: NiteHawk on Feb 05, 2016; 04:39 PM
You're telling me you don't see/have the attachments shown below?

Anyway - if all else fails, try these direct links:

Title: Re: Please upload mmBBQ 3.1.0RC1
Post by: pacale75 on Feb 05, 2016; 07:23 PM
Thanks much, I got the 3.1.0RC1 files through your direct links.

Best regards

Pacale75
Title: Re: mmbbq 3.0.3.3alpha9
Post by: michel741 on Feb 06, 2016; 10:57 AM
Where you use all this new versions, on which game?
Title: Re: mmbbq 3.0.3.3alpha9
Post by: pacale75 on Feb 06, 2016; 01:33 PM
Hi Michel741,

mmBBQ isn't strictly for games, but rather a general tool. I plan to use it on mainly non-game software, e.g. to debug them or to make them scriptable.

But first I must test whether 3.1.0RC1 behaves better than 3.0.2, because the latter would almost always fail to inject into other programs (except into the games mentioned in the package), and wouldn't want to work in the way described in its programming documentation. I hope 3.1.0RC1 has some critical bugs fixed.

Pacale75
Title: Re: mmbbq 3.0.3.3alpha9
Post by: krot on Apr 10, 2018; 05:20 PM
Is there any way to inject mmbbq to 64-bit version of the game? Since T3fun is closed there is a new online version of the game called London 2038 and sadly it uses only 64bit version of game exe.
Title: Re: mmbbq 3.0.3.3alpha9
Post by: Omerta on Apr 10, 2018; 07:49 PM
Is there any way to inject mmbbq to 64-bit version of the game? Since T3fun is closed there is a new online version of the game called London 2038 and sadly it uses only 64bit version of game exe.

No, and if you use cheating tools you will be banned from 2038. Thumbs up for the ballsy move of asking for a cheating tool on the forum shared with London 2038 team members though
Title: Re: mmbbq 3.0.3.3alpha9
Post by: krot on Apr 10, 2018; 08:38 PM
Is there any way to inject mmbbq to 64-bit version of the game? Since T3fun is closed there is a new online version of the game called London 2038 and sadly it uses only 64bit version of game exe.

No, and if you use cheating tools you will be banned from 2038. Thumbs up for the ballsy move of asking for a cheating tool on the forum shared with London 2038 team members though

I asked it because someone had to ask this question anyways since server is growing.

As you said that cheated players will be banned, I have to mention that if they have cheats they can just create new accounts and cheat again. Only way to win a war with cheaters is to hope that current private cheats won't be shared to public internet.

Thanks for the server btw ;)
Title: Re: mmbbq 3.0.3.3alpha9
Post by: Omerta on Apr 10, 2018; 08:59 PM
Is there any way to inject mmbbq to 64-bit version of the game? Since T3fun is closed there is a new online version of the game called London 2038 and sadly it uses only 64bit version of game exe.

No, and if you use cheating tools you will be banned from 2038. Thumbs up for the ballsy move of asking for a cheating tool on the forum shared with London 2038 team members though

I asked it because someone had to ask this question anyways since server is growing.

As you said that cheated players will be banned, I have to mention that if they have cheats they can just create new accounts and cheat again. Only way to win a war with cheaters is to hope that current private cheats won't be shared to public internet.

Thanks for the server btw ;)

Thanks for your concern, but thankfully we ban based on more than just account, so it requires a little bit more work than just creating a new account.

You're welcome! Hope you're enjoying it.