Old scenes? menu

User Tag List

Thread: Old scenes?

Results 1 to 10 of 10
  1. #1
    xzidez's Avatar Member
    Reputation
    12
    Join Date
    Dec 2007
    Posts
    135
    Thanks G/R
    1/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Old scenes?

    I have ran into a quite interesting problem here.
    Sometimes when I zone old scenes are still there.. so I get overlapping scenes screwing pretty much evrything up. But if I townportal and get back the scenes are correct. Same if I just reload them.

    So its only for a brief moment and then they get removed. But thats enough for my bot to catch them.This occurs only in lower cathedral and then later at act1, where you walk down for the jailer thingie..

    Is this anything anyone else have encountered? Perhaps there is something on the scenes that tells if they are active?

    Im fetching my scenes with "IterateScenes" at 0x814A20, so I think its quite strange that the internal functions of the game actually return old scenes?..

    Old scenes?
  2. #2
    st0724's Avatar Member
    Reputation
    2
    Join Date
    Feb 2007
    Posts
    60
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I'm not experiencing this problem. Did u check if the scene Id is not -1?

    I'm using the ObjectMgr to iterate scenes"manually".
    Last edited by st0724; 06-06-2012 at 06:35 AM.

  3. #3
    boredevil's Avatar Active Member Authenticator enabled
    Reputation
    46
    Join Date
    Feb 2008
    Posts
    166
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    are you checking if the scene belongs to the lvlarea you are currently in? i´m just considereing these when bulding my navigation. works like a charm.
    i´m also checking if all pointers and the snoinfo + pointer to the squaresarray is valid before i try to add em to my mesh.

  4. #4
    xzidez's Avatar Member
    Reputation
    12
    Join Date
    Dec 2007
    Posts
    135
    Thanks G/R
    1/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by boredevil View Post
    are you checking if the scene belongs to the lvlarea you are currently in? i´m just considereing these when bulding my navigation. works like a charm.
    i´m also checking if all pointers and the snoinfo + pointer to the squaresarray is valid before i try to add em to my mesh.

    This sounds like it should solve some problems. Mind sharing how you check if they belongs to the levelarea?

    st0724 yes

  5. #5
    boredevil's Avatar Active Member Authenticator enabled
    Reputation
    46
    Join Date
    Feb 2008
    Posts
    166
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    i don´t have the offsets at hand.

    but there´s a debug string in the client. just search for levelarea/levelareaid and see where it gets the id from(i don´t remember if it´s form a scene/acd/ractor/world). Once you got it from for example your player, browse the memory of other objects. should be easy to find it, as you know the value you are looking for.

    edit:
    just tried to find it again... looking for the string seems not the right way to find it. i completely fail to remember where i found it in the first place...
    thought it is a worldid when i first found it.
    thanks to nesox pointoing out it´s actually the levelareaid.
    i posted the offsets in here:
    http://www.ownedcore.com/forums/diab...wrapper-2.html (usepower wrapper)
    Last edited by boredevil; 06-06-2012 at 08:26 AM.

  6. #6
    xzidez's Avatar Member
    Reputation
    12
    Join Date
    Dec 2007
    Posts
    135
    Thanks G/R
    1/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    The offsets you posted in the other thread didnt seem to be right.. so..

    I found something at
    [[0x174935C]0x810]
    which looks at current world id
    and at Scene + 0x14 we have same value..

    That solves my problem. However.. this didnt work for example Drowned temple.. So guess my offsets are way wrong.. back to work :/

    Edit.. Ok now I check if two overlapping scenes have been loaded and they have different WorldId.. If thats the case I flush everything and grab in next pulse instead.. Not a nice solution at all so Ill be happy to change it :/.. but for now..
    Last edited by xzidez; 06-07-2012 at 05:00 AM.

  7. #7
    boredevil's Avatar Active Member Authenticator enabled
    Reputation
    46
    Join Date
    Feb 2008
    Posts
    166
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    strange. offsets working fine for me as of yesterday. but didn´t look into todays patch yet...

  8. #8
    xzidez's Avatar Member
    Reputation
    12
    Join Date
    Dec 2007
    Posts
    135
    Thanks G/R
    1/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    but are you sure its world id? the one on scene seems like it could be. but the one on actor seems not? or am I completely out of hand here? patch today btw.. but it shouldnt affect these values as faar as I know...

  9. #9
    boredevil's Avatar Active Member Authenticator enabled
    Reputation
    46
    Join Date
    Feb 2008
    Posts
    166
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    i got no clue how it should actually be named. i found it when looking at usepower und just browsed memory of other objects. someone told me it was the worldid. but nesox pointed out that it is actually the levelareaid.

    do you get differentr values on RActors and Scenes that actually belong together? tbh i never looked at these except for the localplayer.

    or maybe you are confusing RActors with Acds. Ractors got it at 0xd8. Acds at 0x108

  10. #10
    xzidez's Avatar Member
    Reputation
    12
    Join Date
    Dec 2007
    Posts
    135
    Thanks G/R
    1/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Ok back from Sweden rock.. so I got to look at it again. This is really embarrassing, but just as you said right from the start is correct solution
    take some rep

Similar Threads

  1. Old IF- for hunter
    By bloodofwar in forum World of Warcraft Exploits
    Replies: 9
    Last Post: 08-14-2006, 06:16 PM
  2. Old Ironforge!
    By janzi9 in forum World of Warcraft Exploits
    Replies: 13
    Last Post: 07-12-2006, 08:41 PM
  3. [explore] Old if as a hunter (2)
    By KuRIoS in forum World of Warcraft Exploits
    Replies: 2
    Last Post: 05-28-2006, 04:40 PM
  4. An old WoW movie????
    By Scarmaker in forum World of Warcraft General
    Replies: 2
    Last Post: 05-22-2006, 02:51 PM
  5. Get into Old Ironforge! EASY!
    By Cyboi in forum World of Warcraft Exploits
    Replies: 4
    Last Post: 04-10-2006, 03:35 PM
All times are GMT -5. The time now is 10:33 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