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  1. #481
    enigma32's Avatar Legendary
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    Originally Posted by betenner View Post
    Hi Iceazuk (or Enigma), I found that v2.2.1.31666 has some interesting change. The old maphack (with the new addresses above) works well on single player. But when in multiplayer mode, the maphack only shows what the host *sees*, if the host is not you, you will see a very strange minimap.
    Any idea on how to solve this? Thanks!
    Hi,

    Yea the size of PlayerData changed, so when the index isn't 0 (typically host is on 0) then things won't align properly. I'll commit an updated version in a while.

    [C#] Enigma.D3
  2. #482
    enigma32's Avatar Legendary
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    Updated for 2.2.1.31666 (minimal)

  3. #483
    gottagofast's Avatar Member
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    Hello, thank you for update. I can't read chat anymore:
    Code:
    UIReference msgListRef = en.UIReferences.FirstOrDefault(q => q.x008_Name == "Root.NormalLayer.chatoutput_dialog_backgroundScreen.chat_content.MessageListContainer.chat_messagelist");
    UXChatMessageList msgList = UXHelper.GetControl<UXChatMessageList>(msgListRef);
    Says that cast is not valid? msgListRef is not null.

    Everything else seems to be working.

  4. #484
    enigma32's Avatar Legendary
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    Originally Posted by gottagofast View Post
    Hello, thank you for update. I can't read chat anymore:
    Code:
    UIReference msgListRef = en.UIReferences.FirstOrDefault(q => q.x008_Name == "Root.NormalLayer.chatoutput_dialog_backgroundScreen.chat_content.MessageListContainer.chat_messagelist");
    UXChatMessageList msgList = UXHelper.GetControl<UXChatMessageList>(msgListRef);
    Says that cast is not valid? msgListRef is not null.

    Everything else seems to be working.
    It validates cast by checking the VTable address on that UI control (unique per type), but I haven't updated those yet. You can probably find that check and disable it for now without much effort.

  5. #485
    gottagofast's Avatar Member
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    Ok thank you. I think this happened in anohter patch too :P but I forgot what I was supposed to do.

    Edit: I had crash here:
    Code:
    return ActorCommonData.Container[(short)PlayerData.Local.x0004_AcdId];
    x0004_AcdId was -1, I think this happened when loading screen.

    Nevermind problem is something else now it says "NullReferenceException":
    Code:
    int id = PlayerData.Local.x0004_AcdId;
    None of these things is null. Forgot to say this is all in GetLocalAcd()
    Last edited by gottagofast; 05-28-2015 at 05:18 AM.

  6. #486
    d07RiV's Avatar Member
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    Hey, does anyone know how projectile collisions are calculated?
    I assume it has to do with actor collision data, but I can't quite figure out the details.
    Where do I get things like Magic Missile radius, or Disintegrate width? And the actual character sizes?
    I.e. Wizard_Female has an axial cylinder in the collision data with (0,0,0) origin and 6,1.5 size (not sure which one is which, though). Is it the one that is used to check for projectile collisions?

  7. #487
    CKY's Avatar Member
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    @Enigma32 I know you are busy but I was wondering if you have seen in your endeavors the function formula for calculating the affix value that will be on the items card?

    Example:

    If an item is dropped that has 15 [10 - 20] lightning damage, 7% [5% - 10%] gold from monsters, 1 socket, and 12 [10 - 15] intelligence. There is a formula used to set each line to a value. I'm wording if anyone has found how the game figures this.

  8. #488
    axlrose's Avatar Member
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    @Enigma or anyone in this thread:

    How do you guys transfer your struct and function argument information from one d3 version to the next (assuming you are using ida)? Diaphora by joxeankoret seems be to very slow during my tests. I have not found any really robust and quick plugin for doing this...
    Last edited by axlrose; 05-31-2015 at 02:05 PM.

  9. #489
    enigma32's Avatar Legendary
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    Originally Posted by axlrose View Post
    @Enigma or anyone in this thread:

    How do you guys transfer your struct and function argument information from one d3 version to the next (assuming you are using ida)? Diaphora by joxeankoret seems be to very slow during my tests. I have not found any really robust and quick plugin for doing this...
    I use "IDA2PAT Reloaded" to create the PAT file, then using the tools from IDA to generate the SIG file. It's shitty because it looses the function declarations, I only get names in the next exe. Structs I transfer by saving a "C header file" and importing that. That's also shitty because IDA isn't very good at importing header files with many many types unless they're in an optimized order. Doesn't even help with forward declaration, so that's fun, reordering types until it's finally able to load everything... Can't remember if it was solved in latest version, I'm still at 6.1 for reasons I can't quite remember.

  10. #490
    rashime's Avatar Member
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    Thanks

    Thanks for the framework. I used it to make an overlay app for myself (mostly for a DPS and rift progress monitor). I put the code on github in case anyone else wants to use it.

    https://github.com/rashime/diablostats

  11. #491
    enigma32's Avatar Legendary
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    Originally Posted by rashime View Post
    Thanks for the framework. I used it to make an overlay app for myself (mostly for a DPS and rift progress monitor). I put the code on github in case anyone else wants to use it.

    https://github.com/rashime/diablostats
    Looks awesome! I'll have to look more into details when I have time! So far very impressed, both with code and the program

  12. #492
    Ezio627's Avatar Member
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    Hi enigma32,

    I'm a totally new newbie to memory reading, and these days are trying to search the base address+offsets.

    For example, I tried to search the base address+offsets of monk spirit by CheatEngine, but always trapped in a dead loop after 1-2 levels points...hmm, so what's the proper way to find a static address of the attribute you need, for example monk's spirit?

    Or may I just read the base address+offsets from your code? I've checked the code in D3/engine.cs, but still puzzled...

    Appreciate for any helps

  13. #493
    enigma32's Avatar Legendary
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    Originally Posted by Ezio627 View Post
    Hi enigma32,

    I'm a totally new newbie to memory reading, and these days are trying to search the base address+offsets.

    For example, I tried to search the base address+offsets of monk spirit by CheatEngine, but always trapped in a dead loop after 1-2 levels points...hmm, so what's the proper way to find a static address of the attribute you need, for example monk's spirit?

    Or may I just read the base address+offsets from your code? I've checked the code in D3/engine.cs, but still puzzled...

    Appreciate for any helps
    There is no static address, it's more complicated than that, way more complicated.

  14. #494
    Ezio627's Avatar Member
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    Originally Posted by enigma32 View Post
    There is no static address, it's more complicated than that, way more complicated.


    i see, and will keep reading your code to get some knowledge on memory reading

    any way, thx a lot

  15. #495
    milkbananas's Avatar Member
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    Is the maphack still working or any reason why it doesn't draw anything ?

    The overlay is created and ControlHelper.CreateCircle is executed in MapMarkerAcdMonster.cs but I can't see any dots and I don't really know how to debug that. :confused:

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