[MOD] TurboHUD <-- The very first thread TurboHUD had ever menu

User Tag List

Page 41 of 233 FirstFirst ... 37383940414243444591141 ... LastLast
Results 601 to 615 of 3482
  1. #601
    apanon's Avatar Private
    Reputation
    1
    Join Date
    Jan 2013
    Posts
    7
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by KillerJohn View Post
    You are the first! I love it!
    link please ??!?

    [MOD] TurboHUD <-- The very first thread TurboHUD had ever
  2. #602
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by apanon View Post
    link please ??!?
    it is in the OP.

  3. #603
    enigma1989's Avatar Corporal
    Reputation
    2
    Join Date
    Aug 2012
    Posts
    32
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    i got a new idea for the TurboHUD
    for the explosion after the champion with molten i would like to have a little timer that you can move around the screen. The timer starts as soon as one champ dies.

    @ARkahr... i also just found out ingame
    Last edited by enigma1989; 01-21-2013 at 05:50 AM.

  4. #604
    Arkahr's Avatar Active Member
    Reputation
    17
    Join Date
    Jan 2013
    Posts
    76
    Thanks G/R
    7/13
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Those are molten .... K-Boom .

  5. #605
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by enigma1989 View Post
    i got a new idea for the TurboHUD
    for the explosion after the champion with molten i would like to have a little timer that you can move around the screen. The timer starts as soon as one champ dies.

    @ARkahr... i also just found out ingame
    I am not 100% sure what you need, or how the hell can it be implemented but I will look into it. the problem is that molten has no timer but an animation, and I have no idea how make a timer based on the animation. You can see: D3 hack scene is non-existing, and I can not figure out many-many things alone. The driving force of tools, hacks, bots, etc is the hacker community, but there is very few (exactly zero) who is publishing memory structures, offsets, methods. I'm peeing blood to make things work again patches, by finding the changed memory addresses, but without any real research my hands are tied. I can only make new features based on the informations I currently have from D3's memory.

  6. #606
    angra311's Avatar Corporal
    Reputation
    5
    Join Date
    Jan 2013
    Posts
    28
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by KillerJohn View Post
    I am not 100% sure what you need, or how the hell can it be implemented but I will look into it. the problem is that molten has no timer but an animation, and I have no idea how make a timer based on the animation. You can see: D3 hack scene is non-existing, and I can not figure out many-many things alone. The driving force of tools, hacks, bots, etc is the hacker community, but there is very few (exactly zero) who is publishing memory structures, offsets, methods. I'm peeing blood to make things work again patches, by finding the changed memory addresses, but without any real research my hands are tied. I can only make new features based on the informations I currently have from D3's memory.
    On this topic - is there a subset of your tools that you would be willing to publish to support the community looking into such things? As I understand your reasons for not opening...maybe not as it might facilitate botters.

    Better yet, is there an open-source resource that you are aware of that supports memory inspection of d3 process for investigative purposes, with infrastructure and current best known info embedded? I've done a lot of binary inspection, assembly-level debugging, and reverse engineering in my day, but tbh I don't have the free time required to get ramped up with all the auxillary, non d3 related stuff that goes along for the ride in a task like this.

  7. #607
    mkvt's Avatar Member
    Reputation
    1
    Join Date
    Jun 2012
    Posts
    12
    Thanks G/R
    0/0
    Trade Feedback
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    how to manually mark players on the map?

  8. #608
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by angra311 View Post
    On this topic - is there a subset of your tools that you would be willing to publish to support the community looking into such things? As I understand your reasons for not opening...maybe not as it might facilitate botters.

    Better yet, is there an open-source resource that you are aware of that supports memory inspection of d3 process for investigative purposes, with infrastructure and current best known info embedded? I've done a lot of binary inspection, assembly-level debugging, and reverse engineering in my day, but tbh I don't have the free time required to get ramped up with all the auxillary, non d3 related stuff that goes along for the ride in a task like this.
    Based on TurboHUD source you can make a bot 10 times better [and safer*] than DemonBuddy... Do you really want this?

    *it would be safer for 10 hours, but after that Blizzard would go enraged and ban instantly everybody who reads a single byte from D3's memory... Thanks, no...

    (Almost-) every single memory address and method what TurboHUD is using is available on the Internet. I'm protecting the infrastructure behind it, because with that people would be able to make for example PvP exploits, which is against my will. Optimize farming with a HUD? Yeah I give my name for that. Annoy people in PvP - NO. Make bots and ruin the eco - NO.
    And my last reason is that I don't believe in opensource. The code is mine. The offsets? The knownledge? It's common. If anybody comes here and ask my offsets to read the current area in 1.0.7 PTR? Here it is, this has to be common knowledge:
    public readonly int LevelAreaAddress = !PTR ? 0x17E3F14 : 0x17FD32C;
    public readonly int LevelAreaOffset = !PTR ? 0x40 : 0x44;
    But I will not make my code open, sorry.

    Originally Posted by mkvt View Post
    how to manually mark players on the map?
    The feature to show other players on minimap is already done but I don't release it until I figure out how to make this feature NOT working in PvP (read above)

  9. #609
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by angra311 View Post
    Better yet, is there an open-source resource that you are aware of that supports memory inspection of d3 process for investigative purposes, with infrastructure and current best known info embedded? I've done a lot of binary inspection, assembly-level debugging, and reverse engineering in my day, but tbh I don't have the free time required to get ramped up with all the auxillary, non d3 related stuff that goes along for the ride in a task like this.
    I have to say no, because there is no good source. A lot of offsets, reading methods, f*ck even structures and theories floating around about D3 memory reading is false. And I'm not sure that without reason... The memory reading "frameworks" (especially the autoit version) are pretty much bullshit. They don't work, but not because the offsets are waaay outdated, but because they handle memory structures badly. For example, most structures are not lists, but hashtables. Most autoit attribute reading code snippets are simply bad, they treat attributes as in a list, but that structure is a double linked list. Yeahaa...

    For example I spent half of my day on last week to find the character's name in memory, related to the data record of the current player (public readonly int player_ofs_name = !PTR ? 0x7448 : 0x7450. This information can not be found on the Internet. Sad... The scene is dead. R.I.P.
    Last edited by KillerJohn; 01-21-2013 at 11:42 AM.

  10. #610
    enigma1989's Avatar Corporal
    Reputation
    2
    Join Date
    Aug 2012
    Posts
    32
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by KillerJohn View Post
    I am not 100% sure what you need, or how the hell can it be implemented but I will look into it. the problem is that molten has no timer but an animation, and I have no idea how make a timer based on the animation. You can see: D3 hack scene is non-existing, and I can not figure out many-many things alone. The driving force of tools, hacks, bots, etc is the hacker community, but there is very few (exactly zero) who is publishing memory structures, offsets, methods. I'm peeing blood to make things work again patches, by finding the changed memory addresses, but without any real research my hands are tied. I can only make new features based on the informations I currently have from D3's memory.
    i think an easy solution would be to check1. is it a champion with molten - > yes -> is his HP=0 (does he disappear from the minimap)? -> Yes -> start timer (it feels like 3 seconds for me but im pretty sure its always the same time)

    and to the scene: i think there are some pretty good people on the blizzhackers cc forum

  11. #611
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by enigma1989 View Post
    i think an easy solution would be to check1. is it a champion with molten - > yes -> is his HP=0 (does he disappear from the minimap)? -> Yes -> start timer (it feels like 3 seconds for me but im pretty sure its always the same time)

    and to the scene: i think there are some pretty good people on the blizzhackers cc forum
    ok, thanks, I can make a workaround for this, but I am questioning the usefullness of it... Is this really a useful feature?

  12. #612
    azgul's Avatar Member
    Reputation
    8
    Join Date
    Jun 2012
    Posts
    107
    Thanks G/R
    3/3
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Personally - I don't really see the use case of that. When it's exploding, you move out of the explosion range. When it's not - you pick up loot.

  13. #613
    angra311's Avatar Corporal
    Reputation
    5
    Join Date
    Jan 2013
    Posts
    28
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by KillerJohn View Post
    Based on TurboHUD source you can make a bot 10 times better [and safer*] than DemonBuddy... Do you really want this?
    Absolutely, positively not. I wasn't sure that this was the case, but given that it is, I concur 100% with your reasoning!

  14. #614
    enigma1989's Avatar Corporal
    Reputation
    2
    Join Date
    Aug 2012
    Posts
    32
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    yea sometimes as a boom sorc you dont see the explosion... maybe a warning-sound(instead of a timer) would be nice
    it can also be disabled by default...
    Last edited by enigma1989; 01-21-2013 at 04:23 PM.

  15. #615
    mrdarcy's Avatar Member
    Reputation
    2
    Join Date
    Aug 2012
    Posts
    28
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    KillerJohn,
    Can't say enough about your ideas and how you create those in-game. What you have created seems absolutely awesome. I just spent 2 hrs at work reading every post!! I will definitely be donating a beer or two, and will continue to support your work!! I love seeing innovation in the shadow of a broken (yet still fun) game. Again, major kudos to your continued perseverance.

Similar Threads

  1. More in-depth Auctioneer Mod Guide
    By Matt in forum World of Warcraft Guides
    Replies: 5
    Last Post: 08-26-2006, 11:34 PM
  2. <- Mod
    By janzi9 in forum OC News
    Replies: 13
    Last Post: 08-20-2006, 02:46 PM
  3. De modded /drama
    By janzi9 in forum Community Chat
    Replies: 7
    Last Post: 05-06-2006, 04:45 PM
  4. Mod
    By Cypher in forum Community Chat
    Replies: 9
    Last Post: 05-04-2006, 02:54 PM
  5. Exploit the Gatherer Mod
    By Matt in forum World of Warcraft Guides
    Replies: 5
    Last Post: 04-25-2006, 06:04 AM
All times are GMT -5. The time now is 06:27 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search