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  1. #241
    Da_Teach's Avatar Active Member
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    Is it me, or did they change the list that holds entity-positions drastically ?

    I think they added anti-hacking for out-of-process radars and bots. It looked like the entity pointers where changing each frame.

    Anyways think I'm getting close to getting my stuff working again, I'll see if I can come to IRC tonight (I keep forgetting ).

    Warextdll release
  2. #242
    PharmerPhale's Avatar Member
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    It's not just you.

    I don't know exactly what they've done but it's clear that they've made it more difficult to find things.

    I'm in IRC atm, half watching TV.

  3. #243
    KoolShen's Avatar Member
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    1.3 patch released today. DLL does not work anymore.

  4. #244
    PharmerPhale's Avatar Member
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    Originally Posted by KoolShen View Post
    1.3 patch released today. DLL does not work anymore.

  5. #245
    KoolShen's Avatar Member
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    In Ru it was today 1 hour ago :-)

  6. #246
    Da_Teach's Avatar Active Member
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    Originally Posted by PharmerPhale View Post
    It's not just you.

    I don't know exactly what they've done but it's clear that they've made it more difficult to find things.

    I'm in IRC atm, half watching TV.
    Its the middle of the day for me, so you wont see me for several hours.

    Did find a function which returns an entity pointer (based on the entity guid), but as I said that entity pointer wasnt valid for long. The lookup function looked 'odd' as well. But it was getting late for me yesterday so couldnt check how it worked.

    Anyways I'll look more into this tonight.

  7. #247
    lamers's Avatar Member
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    not work cepaso

  8. #248
    PharmerPhale's Avatar Member
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    lamers, every time there is an update to Warhammer it needs to be reverse engineered again. Please be patient, you will be able to download a new version of Warextdll.dll soon.

  9. #249
    Da_Teach's Avatar Active Member
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    Oh we're heading to 2-3 patches a week again for the next 2-3 weeks arent we :yuck:

    You'd think after such a long testing period they'd have fixed the issues before going live, but tbh 1.3 felt like a 'rush' patch. On monday or tuesday it was suddenly "1.3 on wednesday".

  10. #250
    PharmerPhale's Avatar Member
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    Originally Posted by Da_Teach View Post
    Oh we're heading to 2-3 patches a week again for the next 2-3 weeks arent we :yuck:

    You'd think after such a long testing period they'd have fixed the issues before going live, but tbh 1.3 felt like a 'rush' patch. On monday or tuesday it was suddenly "1.3 on wednesday".
    My expierience with it was smooth. I downloaded the prepatch a couple days earlier and ran it. When 1.3.0.464 arrived it updated in the patcher and I was good to go.

  11. #251
    Da_Teach's Avatar Active Member
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    After a few hours of checking how the hell it works it wasnt that hard

    Its nice how they did pretty much cancel out the use of out of game bots/radars as the game data changes location every frame. Though I can think of several idea's how (with a code-patch) you could cancel out this method.

    Anyways lets get down to technical business

    First the entity position list hasnt changed much itself except for 1 major difference, it doesnt contain a pointer itself anymore but rather a new ID. Unless this ID is -1, then it does actually contain a pointer.

    The position list structure is as follows:
    (note pseudo code, havent checked it syntax)
    Code:
    struct
    {
    int unk_0;
    node **nodes;
    int size;
    } position_list;
    
    struct
    {
    int guid;
    int encID;
    entity *ptr;
    node *next;
    } node;
    Now treat each node in position_list->nodes as a linked list (using the next node) as long as next != 0. When encID == -1 then the entity ptr will be set, otherwise you'll have to look it up.

    To get the entity pointer using the encID you do the following:
    (note pseudo code, its kind of C# unsafe-syntax)
    Code:
    int enc1 = *(int*)(0xB9BD2C);
    int enc2 = *(int*)(0xD0367C);
    int enc3 = 0xB9C06C;
    
    entity *ent = null;
    if (encID != -1)
    {
    endID *= enc1;
    endID += *(int*)(enc3 + enc2 * 4);
    ent = (entity *)endID;
    }
    else
      ent = node.entity;
    From what I gather 0xB9BD2C always contains 0x3D8 and 0xD0367C changes each frame (number between 0 and 4) and enc3 is an array of 5 base-pointers.

    So in short, 0x3D8 is the entity position structure size, 0xD0367C says which array to use and 0xB9C06C is a list of 5 pointers to the array of entity structures. And encID is the index within this array.

    Good luck using this out of game, using this info in the game-thread itself isnt hard as the array-selector doesnt change.

  12. #252
    PharmerPhale's Avatar Member
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    Thanks for the contribution. =D

    +Rep

  13. #253
    gcrackem's Avatar Member
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    hear, hear.
    +Rep

  14. #254
    punanas's Avatar Member
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    definately +Rep

  15. #255
    jereath's Avatar Member
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    Originally Posted by Da_Teach View Post
    After a few hours of checking how the hell it works it wasnt that hard

    Its nice how they did pretty much cancel out the use of out of game bots/radars as the game data changes location every frame. Though I can think of several idea's how (with a code-patch) you could cancel out this method.

    Anyways lets get down to technical business

    First the entity position list hasnt changed much itself except for 1 major difference, it doesnt contain a pointer itself anymore but rather a new ID. Unless this ID is -1, then it does actually contain a pointer.

    The position list structure is as follows:
    (note pseudo code, havent checked it syntax)
    Code:
    struct
    {
    int unk_0;
    node **nodes;
    int size;
    } position_list;
    
    struct
    {
    int guid;
    int encID;
    entity *ptr;
    node *next;
    } node;
    Now treat each node in position_list->nodes as a linked list (using the next node) as long as next != 0. When encID == -1 then the entity ptr will be set, otherwise you'll have to look it up.

    To get the entity pointer using the encID you do the following:
    (note pseudo code, its kind of C# unsafe-syntax)
    Code:
    int enc1 = *(int*)(0xB9BD2C);
    int enc2 = *(int*)(0xD0367C);
    int enc3 = 0xB9C06C;
    
    entity *ent = null;
    if (encID != -1)
    {
    endID *= enc1;
    endID += *(int*)(enc3 + enc2 * 4);
    ent = (entity *)endID;
    }
    else
      ent = node.entity;
    From what I gather 0xB9BD2C always contains 0x3D8 and 0xD0367C changes each frame (number between 0 and 4) and enc3 is an array of 5 base-pointers.

    So in short, 0x3D8 is the entity position structure size, 0xD0367C says which array to use and 0xB9C06C is a list of 5 pointers to the array of entity structures. And encID is the index within this array.

    Good luck using this out of game, using this info in the game-thread itself isnt hard as the array-selector doesnt change.
    Wow thanks very much ! +Repx3

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