Screenshot Thread menu

User Tag List

Page 1 of 3 123 LastLast
Results 1 to 15 of 33
  1. #1
    JuceMMOCrawler's Avatar Sergeant
    Reputation
    45
    Join Date
    Mar 2014
    Posts
    45
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Screenshot Thread

    Over the last years I enjoyed reading the WoW Screenshot Thread - and I thought - why not starting that here.
    Last edited by JuceMMOCrawler; 06-24-2014 at 02:15 PM.

    Screenshot Thread
  2. #2
    Apoc's Avatar Angry Penguin
    Reputation
    1387
    Join Date
    Jan 2008
    Posts
    2,750
    Thanks G/R
    0/12
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Nice UI layout. I'm not sure about the whole "everything is Lua" idea. I never like the idea of relying on something far less powerful than the language you actually develop in. Honestly, I'd just go with something like IronPython if you were to use any form of scripting. (That assumes you're using .NET of course)

  3. #3
    JuceMMOCrawler's Avatar Sergeant
    Reputation
    45
    Join Date
    Mar 2014
    Posts
    45
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    In my opinion a scripting engine is fast enough to perform most Bot tasks. (and of course kernel things are done via C++ since the scripting engine just uses callbacks and exported functions). IronPython is also cool. We designed our scripting engine to work with LUA, Javascript, Angelscript and Mono. (I think this should be enough. )

  4. #4
    Apoc's Avatar Angry Penguin
    Reputation
    1387
    Join Date
    Jan 2008
    Posts
    2,750
    Thanks G/R
    0/12
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    That's quite a bit of overkill IMO.

    Then again, I whole-heartedly subscribe to K.I.S.S.

    I've found trying to have too many working parts, just causes issues in the long run. 1 language (2 at most) has never caused issues. But again, we use .NET so we have quite a few more options. (The average user can't do much with C++, however C# is far easier)

  5. #5
    JuceMMOCrawler's Avatar Sergeant
    Reputation
    45
    Join Date
    Mar 2014
    Posts
    45
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Yes C# is easier that is why we implemented Mono.

    It's not overkill it's just part of the framework and we are not sure what we will activate for the final release

  6. #6
    JuceMMOCrawler's Avatar Sergeant
    Reputation
    45
    Join Date
    Mar 2014
    Posts
    45
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Progress on meshing...
    Last edited by JuceMMOCrawler; 06-24-2014 at 02:32 PM.

  7. #7
    dtoast's Avatar Active Member
    Reputation
    37
    Join Date
    Sep 2012
    Posts
    52
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thanks for making this thread. Because of it I've now discovered your bot

    While I may not end up using it (because I may end up not playing wildstar past beta), if I do, I'm sure to appreciate the many options for script languages that you (may) be providing.

  8. #8
    JuceMMOCrawler's Avatar Sergeant
    Reputation
    45
    Join Date
    Mar 2014
    Posts
    45
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quick Update: I managed to load multiple Area files into our MapExplorer / Viewer...
    Last edited by JuceMMOCrawler; 06-24-2014 at 02:32 PM.

  9. #9
    Midi12's Avatar Contributor
    Reputation
    90
    Join Date
    Sep 2012
    Posts
    182
    Thanks G/R
    6/13
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Edit : @Juce : nice work on .area files keep it up

    WildLoader GUI & WildEngine GUI

    C++11 (except for hook setup code, c/c++0x mixshit)

    WildLoader (Directx GUI, out of process, main loader)



    Will add option for Dx11 when I'll implement it in my hook.



    Red : WildEngine injected in process
    Cyan : WildEngine not injected in process



    Missing "Force update" checkBox and printing logging (like [MSG] messages in first pic currently hang up gui, still have to implement threads & callbacks)

    WildEngine (Directx GUI, injected in process, only gui atm, poc code is ready but very very crappy)




    multi window ftw




    Radar not working atm

    Credits :
    - DirectX GUI lib from KN4CK3R
    - CronoServus helps on launcher logic
    Last edited by Midi12; 05-15-2014 at 05:21 AM.

  10. #10
    JuceMMOCrawler's Avatar Sergeant
    Reputation
    45
    Join Date
    Mar 2014
    Posts
    45
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Midi12,
    this looks very good.

    I have also an update... This is a collection of the map "KevinHTLFort"


  11. #11
    Master674's Avatar Elite User
    Reputation
    487
    Join Date
    May 2008
    Posts
    578
    Thanks G/R
    2/23
    Trade Feedback
    1 (100%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Humm, I can't see much of a map there. Is it only me? Am I blind?

  12. #12
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
    Reputation
    529
    Join Date
    Nov 2009
    Posts
    1,028
    Thanks G/R
    38/51
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Yeah that looks weird :P
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  13. #13
    JuceMMOCrawler's Avatar Sergeant
    Reputation
    45
    Join Date
    Mar 2014
    Posts
    45
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Another point of view.
    Last edited by JuceMMOCrawler; 06-24-2014 at 02:32 PM.

  14. #14
    JuceMMOCrawler's Avatar Sergeant
    Reputation
    45
    Join Date
    Mar 2014
    Posts
    45
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Well - after I compared the rendered result with the ingame map I noticed i had a bug in parsing the height map.

    if (x1 = 0) <-- Why does the compiler not warn us



    Now the transformation of multiple tiles sucks with my mathematics but I think I get this also.
    Last edited by JuceMMOCrawler; 06-24-2014 at 02:32 PM.

  15. #15
    JuceMMOCrawler's Avatar Sergeant
    Reputation
    45
    Join Date
    Mar 2014
    Posts
    45
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    NOW - it looks better.

    I still have problems with the height map. (as you see on some areas the height information is much lower than it should)
    Last edited by JuceMMOCrawler; 06-24-2014 at 02:32 PM.

Page 1 of 3 123 LastLast

Similar Threads

  1. Screenshot Thread
    By Cypher in forum WoW Memory Editing
    Replies: 1733
    Last Post: 02-02-2024, 04:06 PM
  2. Screenshot Thread for Diablo 3
    By UnknOwned in forum Diablo 3 Memory Editing
    Replies: 136
    Last Post: 09-03-2018, 01:06 PM
  3. Aion Screenshot Thread
    By JD in forum Aion Exploits|Hacks
    Replies: 0
    Last Post: 11-17-2009, 11:19 AM
  4. Screenshot Thread for AoC
    By Cryt in forum Age of Conan Exploits|Hacks
    Replies: 0
    Last Post: 05-23-2008, 07:32 AM
  5. Why my server is better than yours (a screenshots thread)
    By Liania in forum World of Warcraft General
    Replies: 15
    Last Post: 02-14-2007, 11:00 PM
All times are GMT -5. The time now is 08:49 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search