Just Cause 2

The demo can't come soon enough. :smile:

The PC version is enhanced in the following ways…

* Enhanced DirectX10 and 10.1 render path
* Support for 32Bit and 64Bit Windows 7 and Vista
* Optimized for Dual and Quad Core Processors
* Certified for Nvidia 3D Vision (Not available on console)
* Support for Window and Full Screen modes
* Enhanced for SLi
* Enhanced for Crossfire
* Enhanced for multi-screen setup (Not available on console)
* Full Keyboard and Mouse support
* Xbox360 Controller Support
* Enhanced GPU Water effect for Nvidia Systems (Not available on console)
* Enhanced Bokeh filter for Nvidia Systems (Not available on console)
* Increased detail setting (Not available on console)
* Soft Shadows (Not available on console)
* Soft Particles (Not available on console)
* Point Specular (Not available on console)
* SSAO (Not available on console)
* Benchmark Mode (Not available on console)
* DLC support via Steamworks
* Achievements via Steamworks
* Auto patching via Steamworks
* Ability to chat to other gamers via Steamworks while playing


And since I have an NVIDIA GPU I will get maximum Bokeh! :D

My waters broken! Someone ring the ambulance!
 
That's not a very powerful GPU though, is it? (I don't know mobile GPUs very well, 'cept for a rare few that I know more about than I ever care to. :???: )

Its been renamed well young jedi... Its got 32 Cuda wuda shuda cores. Its very indecisive.
 
The game is a blast! :D

It's much more polished than first incarnation and looks very very pretty!

BTW HUMUS, are there plans for a future patch to compile CUDA effects for DC to make it more cross platform, or deal with nVidia is preventing that from happening?
 
I love how it's colourful btw, ignore the people saying it's cartoonish. It's nice to be able to actually see my enemies in a game for a change instead of having them blend with the background. ;)

I can not compliment the gameplay on this enough. Totally over-the-top, and when I think I'm getting bored by it I discover something new that I then have about a dozen ways to play around with. :)

There aren't any boats in the demo, are there? I've been looking....
 
Hack to bypass demo time-limit:

1. Install AutoIt 3
2. Run the demo
3. While in the main menu, launch Scite (AutoIt editor)
4. Paste this code:
Code:
Code: 
;;====================================== ======================================== == 
;; Includes 
;;====================================== ======================================== == 
#include <GUIConstantsEx.au3> 
#include <StaticConstants.au3> 
#include <WindowsConstants.au3> 
#RequireAdmin 
#NoTrayIcon 
;;====================================== ======================================== == 
;; Main 
;;====================================== ======================================== == 
Opt("WinTitleMatchMode", 4) 
SetPrivilege("SeDebugPrivilege", 1) 
Global $ProcessID = WinGetProcess("Just Cause 2 Demo", "") 
Dim $ProcessFound = 0 
While $ProcessFound = 0 
If $ProcessID = -1 Then 
MsgBox(4096, "Error", "No process found.") 
Exit(1) 
EndIf 
$ProcessFound = 1 
WEnd 
 
WinActivate("Just Cause 2 Demo") 
$wc = WinGetPos("Just Cause 2 Demo") 
$x = $wc[0] + ($wc[2] / 2) - 149/2 
$y = $wc[1] + ($wc[3] / 2) - 42/2 
 
GUICreate("BOLOPatch", 149, 42, $x, $y, BitOR($WS_SYSMENU,$WS_CAPTION,$WS_POPUP, $WS_POPUPWINDOW,$WS_BORDER)) 
GUICtrlCreateLabel("Status:", 0, 0, 37, 17, $SS_CENTER) 
$status = GUICtrlCreateLabel("", 40, 0, 107, 17, $SS_CENTER, $WS_EX_CLIENTEDGE) 
GUICtrlCreateLabel("Coding by G&H Productions", 0, 24, 148, 17, BitOR($SS_CENTER,$SS_NOPREFIX), $WS_EX_CLIENTEDGE) 
GUISetState() 
 
Patch() 
 
While 1 
$msg = GUIGetMsg() 
Switch $msg 
Case $GUI_EVENT_CLOSE 
Exit 
EndSwitch 
WEnd 
;;====================================== ======================================== == 
;; Patch 
;;====================================== ======================================== == 
Func Patch() 
$DLL = _MemoryOpen($ProcessID) 
 
If @Error Then 
GUICtrlSetData($status, "Patching failure.") 
EndIf 
 
_MemoryWrite(0x004FE17D, $DLL, 0x90, "byte");;; 
_MemoryWrite(0x004FE17E, $DLL, 0x90, "byte");;; TIME LIMIT DISABLE 
_MemoryWrite(0x004FE17F, $DLL, 0x90, "byte");;; 
 
_MemoryWrite(0x007F2C95, $DLL, 0x90, "byte");;; 
_MemoryWrite(0x007F2C96, $DLL, 0x90, "byte");;; 
_MemoryWrite(0x007F2C97, $DLL, 0x90, "byte");;; MAP LIMIT DISABLE 
_MemoryWrite(0x007F2C98, $DLL, 0x90, "byte");;; 
_MemoryWrite(0x007F2C99, $DLL, 0x90, "byte");;; 
 
_MemoryClose($DLL) 
 
GUICtrlSetData($status, "Patching success!") 
EndFunc 
 
;;; 
;; NOMADMEMORY EXTRACT 
;;; 
 
Func _MemoryOpen($iv_Pid, $iv_DesiredAccess = 0x1F0FFF, $iv_InheritHandle = 1) 
 
If Not ProcessExists($iv_Pid) Then 
SetError(1) 
Return 0 
EndIf 
 
Local $ah_Handle[2] = [DllOpen('kernel32.dll')] 
 
If @Error Then 
SetError(2) 
Return 0 
EndIf 
 
Local $av_OpenProcess = DllCall($ah_Handle[0], 'int', 'OpenProcess', 'int', $iv_DesiredAccess, 'int', $iv_InheritHandle, 'int', $iv_Pid) 
 
If @Error Then 
DllClose($ah_Handle[0]) 
SetError(3) 
Return 0 
EndIf 
 
$ah_Handle[1] = $av_OpenProcess[0] 
 
Return $ah_Handle 
 
EndFunc 
 
Func _MemoryWrite($iv_Address, $ah_Handle, $v_Data, $sv_Type = 'dword') 
 
If Not IsArray($ah_Handle) Then 
SetError(1) 
Return 0 
EndIf 
 
Local $v_Buffer = DllStructCreate($sv_Type) 
 
If @Error Then 
SetError(@Error + 1) 
Return 0 
Else 
DllStructSetData($v_Buffer, 1, $v_Data) 
If @Error Then 
SetError(6) 
Return 0 
EndIf 
EndIf 
 
DllCall($ah_Handle[0], 'int', 'WriteProcessMemory', 'int', $ah_Handle[1], 'int', $iv_Address, 'ptr', DllStructGetPtr($v_Buffer), 'int', DllStructGetSize($v_Buffer), 'int', '') 
 
If Not @Error Then 
Return 1 
Else 
SetError(7) 
Return 0 
EndIf 
 
EndFunc 
 
Func _MemoryClose($ah_Handle) 
 
If Not IsArray($ah_Handle) Then 
SetError(1) 
Return 0 
EndIf 
 
DllCall($ah_Handle[0], 'int', 'CloseHandle', 'int', $ah_Handle[1]) 
If Not @Error Then 
DllClose($ah_Handle[0]) 
Return 1 
Else 
DllClose($ah_Handle[0]) 
SetError(2) 
Return 0 
EndIf 
 
EndFunc 
 
Func SetPrivilege( $privilege, $bEnable ) 
Const $MY_TOKEN_ADJUST_PRIVILEGES = 0x0020 
Const $MY_TOKEN_QUERY = 0x0008 
Const $MY_SE_PRIVILEGE_ENABLED = 0x0002 
Local $hToken, $SP_auxret, $SP_ret, $hCurrProcess, $nTokens, $nTokenIndex, $priv 
$nTokens = 1 
$LUID = DLLStructCreate("dword;int") 
If IsArray($privilege) Then $nTokens = UBound($privilege) 
$TOKEN_PRIVILEGES = DLLStructCreate("dword;dword[" & (3 * $nTokens) & "]") 
$NEWTOKEN_PRIVILEGES = DLLStructCreate("dword;dword[" & (3 * $nTokens) & "]") 
$hCurrProcess = DLLCall("kernel32.dll","hwnd","GetCurren tProcess") 
$SP_auxret = DLLCall("advapi32.dll","int","OpenProces sToken","hwnd",$hCurrProcess[0], _ 
"int",BitOR($MY_TOKEN_ADJUST_PRIVILEGES, $MY_TOKEN_QUERY),"int*",0) 
If $SP_auxret[0] Then 
$hToken = $SP_auxret[3] 
DLLStructSetData($TOKEN_PRIVILEGES,1,1) 
$nTokenIndex = 1 
While $nTokenIndex <= $nTokens 
If IsArray($privilege) Then 
$priv = $privilege[$nTokenIndex-1] 
Else 
$priv = $privilege 
EndIf 
$ret = DLLCall("advapi32.dll","int","LookupPriv ilegeValue","str","","str",$priv, _ 
"ptr",DLLStructGetPtr($LUID)) 
If $ret[0] Then 
If $bEnable Then 
DLLStructSetData($TOKEN_PRIVILEGES,2,$MY _SE_PRIVILEGE_ENABLED,(3 * $nTokenIndex)) 
Else 
DLLStructSetData($TOKEN_PRIVILEGES,2,0,( 3 * $nTokenIndex)) 
EndIf 
DLLStructSetData($TOKEN_PRIVILEGES,2,Dll StructGetData($LUID,1),(3 * ($nTokenIndex-1)) + 1) 
DLLStructSetData($TOKEN_PRIVILEGES,2,Dll StructGetData($LUID,2),(3 * ($nTokenIndex-1)) + 2) 
DLLStructSetData($LUID,1,0) 
DLLStructSetData($LUID,2,0) 
EndIf 
$nTokenIndex += 1 
WEnd 
$ret = DLLCall("advapi32.dll","int","AdjustToke nPrivileges","hwnd",$hToken,"int",0, _ 
"ptr",DllStructGetPtr($TOKEN_PRIVILEGES) ,"int",DllStructGetSize($NEWTOKEN_PRIVIL EGES), _ 
"ptr",DllStructGetPtr($NEWTOKEN_PRIVILEG ES),"int*",0) 
$f = DLLCall("kernel32.dll","int","GetLastErr or") 
EndIf 
$NEWTOKEN_PRIVILEGES=0 
$TOKEN_PRIVILEGES=0 
$LUID=0 
If $SP_auxret[0] = 0 Then Return 0 
$SP_auxret = DLLCall("kernel32.dll","int","CloseHandl e","hwnd",$hToken) 
If Not $ret[0] And Not $SP_auxret[0] Then Return 0 
return $ret[0] 
EndFunc
5. Save it as *.au3 file type
6. Press F5 to run the script

Now the demo should be limit-free.

Anyone to try this?
 
CS obviously has a tiny installed base compared to CUDA.
All NVidia cards since G80 do CS4.0 or 4.1.

I dunno what AMD is doing with driver support for CS4.x on pre-Evergreen GPUs.

But CS only arrived as an option last summer, anyway...

Jawed
 
Anyone to try this?
Nope, the CheatEngine method is much simpler and more elegant.

There is some water you can play with in the demo in the northeast corner of the map, but no aquatic vehicles yet.

Gonna try and open up the map. I've heard it's been done, but there aren't any game assets outside of the demo area...just open terrain.
 
All NVidia cards since G80 do CS4.0 or 4.1.

I dunno what AMD is doing with driver support for CS4.x on pre-Evergreen GPUs.

But CS only arrived as an option last summer, anyway...

Jawed

There is CS 4.1 support for HD4000 Radeons with LDS, but isn't their LDS limited compared to Nvidia's Shared Memory?
 
It's a 30 minute demo, and the timer doesn't start until you leave the training camp area so you have time to get stocked/used to it a bit first.

I think it's a fair demo length, I'm just greedy as all f-ck. :yep2:
 
What!!!!
the demo only lasts for 10 seconds ?

If you go outside the demo area of the game, you get a 10 second countdown before it teleports you to another area. There is some water to paddle around in without that happening.
 
All NVidia cards since G80 do CS4.0 or 4.1.

Yep, but is that support comparable to CUDA? I haven't actually seen much CS stuff being done on anyone's DX10 hardware.

but CS only arrived as an option last summer, anyway...

Supposedly, they decided to add this stuff after seeing a demo of the game in October.
 
Does this game even use PhysX? And would the GPU Water rendering be rendered on a dedicated PhysX 8800GTS card? I've been struggling for the past 2 days to get this demo to work on my 3 month old rig...

Specs: i5 OC'd at 3.8 - GTX 275(196.21 Driver) - 4gb DDR3

I can't hold a fps over 30 on medium settings, which is kinda disappointing.... :???:
 
Does this game even use PhysX? And would the GPU Water rendering be rendered on a dedicated PhysX 8800GTS card? I've been struggling for the past 2 days to get this demo to work on my 3 month old rig...
No, PhysX <> CUDA. CUDA doesn't do the dedicated 8800GTS card, I should know I put one in thinking it would help. :oops:

Must be your graphics card or the CUDA load on it, I'm getting buttery smooth rates on my 5970 with a Phenom II 965.
 
On my 8800GTX, performance is fairly strange, I'm guessing because of CUDA. It will be butter smooth one moment, but then I turn around and it will drop into the teens. I play on my TV at 1360x768. I cranked everything to max and it's just barely playable hehe.

It's just weird to have something besides the graphics slowing things down. ;) I don't have another PCIe slot but it's unfortunate that the co-processor card thing can't help with this. Of course it's much more unfortunate that ATI cards out out of luck entirely. I hope this stops someday.
 
I should have also mentioned I'm playing at 1920x1200. I've finally gotten my fps to hang out around 20 on average. when I look at the sky or off into the distance I can get just at 30 fps. This is still bothering me though... Thanks for answer about the PhysX GPU, I was just about to install it before you posted. :D
 
I'm only running it a 1680x1050 and I haven't used fraps on it yet, but I've seen nothing to indicate I'm getting less that 40fps anywhere and it feels much more like 60fps pretty constant.

Everything on high, but with blur disabled. (I hate blur)
 
"On my 8800GTX, performance is fairly strange, I'm guessing because of CUDA. It will be butter smooth one moment, but then I turn around and it will drop into the teens"

Same thing happens here on my 260. Not teens but sometimes doing a quick turn will take me straight from the 30s to the low 20s. Performance is very sketch in this game overall actually.
 
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