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Originally Posted by
karliky
@FunnybunnyJR Which bit field value did you use to get that kind of rendering where the WMO walls are ripped of?
that effect has to do with the bitfield at 0xda0d08 (in the macOS 12340 client).
setting only bit at a time, lower than 29, in that field seems to yield the "xray" wmo effect, where it draws the inside on top of the outside. it also does some other crazy shit like draw the spirit healer, and only draw the current adt tile (or draw other tiles behind fog/sky etc.)
bit 30 gives a seemingly correct draw pass, except for the sky. [26-29] and 30 will cancel each other out, giving mostly a black screen.
looks like it has something to do with depth testing or the order of render passes. I don't know how to find it in other client versions, and the version I was looking at there isn't a direct reference to it.
EDIT: updated my cycript snippet with some fieldnames for the World::s_enables bitfield. i think these persist into recent client versions, but id have to check. its pretty easy to find this field, as it's initialized in World::Initialize(). I find this function by finding "*.wfx" filenames. Either World::Initialize or a function called by World::Initialize loads a bunch of those files.
Last edited by FunnybunnyJR; 07-17-2017 at 09:46 PM.
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Elite User
A screenshot from the dead projects graveyard, an advanced WoW Alpha sandbox that I have never finished, basic stuff like multiplayer, inspecting, summoning players/mobs, show taxi map etc. was working. I also set almost all instance area triggers to the proper instance targets and added a sql lite database to spawn some npcs, save characters and everything else you would do with a database.
In the end it was too much time consuming/pointless.
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culino2 Is it WoW Alpha? Are you going to release it on GitHub?
The ultimate Machinima tool -> Bugcraft Studio https://noggaholic.github.io
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Yes it is, wanted to give a way to show more of it's features (mounts, trade window, taxi map etc.), however most stuff isn't done. Character creation wasn't working yet, that's why the characters look the same, I just copied them in the DB. Not sure yet if I'll hand out the source.
Last edited by culino2; 07-20-2017 at 05:24 PM.
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Corporal
Having some fun with 1.12.1, huge credits to BoogieMan / Mangos team, they helped alot.
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Been messing around with the Object Mannager for a while, and found a way to duplicate objects.
Here s how it looks like
https://i.imgur.com/K55pGO9.png
Any fool can write code that a computer can understand. good programmers write code that humans can understand.
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Any fool can write code that a computer can understand. good programmers write code that humans can understand.
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culino2 (1 members gave Thanks to MrNoble for this useful post)
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Elite User
Originally Posted by
ferib
Wonder why they didn't fixed this stuff yet, I mean checking the cooldown server-side shouldn't be that hard for blizzard and you figured this out since ages.
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Originally Posted by
culino2
Wonder why they didn't fixed this stuff yet, I mean checking the cooldown server-side shouldn't be that hard for blizzard and you figured this out since ages.
haha yeah, i found the exploit in patch 6.0.3 ( thats where the toybox launched)
and then, all the way to 7.3.2, sadly it got fixed and i got almost lawsuit for that.
As you can see, that much of toys can easly crash a server, so i did and tried duplicating some items.
But then i got perm banned on ALL my accounts (including my friends account).
it is fixed now, but like 5 days ago i saw someone doing my hack... might have overlooked smthing.
Any fool can write code that a computer can understand. good programmers write code that humans can understand.
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culino2 (1 members gave Thanks to MrNoble for this useful post)
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Active Member
Originally Posted by
FunnybunnyJR
object manager "debugging" by setting m2 model emissive light color, out of process on macOS, 1.12. just some noobie stuff lol
That's really cool, do you mind sharing how it works? Is there simply a value for this somewhere or does it include some kind of shader fuckery?
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Originally Posted by
badusername1234
That's really cool, do you mind sharing how it works? Is there simply a value for this somewhere or does it include some kind of shader fuckery?
Just google "open source chams project", aka DrawIndexedPrimitive hook. Works on any game, just need the correct DirectX version and archetype.
Super old screenshot, was a failed method of navigation, not recommended.
Last edited by DarkLinux; 06-10-2018 at 08:44 PM.
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Originally Posted by
DarkLinux
Just google "open source chams project", aka DrawIndexedPrimitive hook. Works on any game, just need the correct DirectX version and archetype.
Ah, I'm familiar with that but how would you know which model you were affecting? For example, how would you paint your target unit red and no other entities?
Edit: I've got something working, didn't need to touch DirectX at all - Can't figure out how to get a reference to the appropriate objects to do this to other entities than the local player yet though
https://i.gyazo.com/a18e65dfa80cd422...4dd2e2591f.mp4
Edit 2: oh, i figured it out
Last edited by badusername1234; 06-14-2018 at 05:21 PM.
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Found this while looking inside Agent.exe
418 I'm a teapot - HTTP | MDN
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