Screenshot Thread menu

Shout-Out

User Tag List

Page 29 of 116 FirstFirst ... 25262728293031323379 ... LastLast
Results 421 to 435 of 1737
  1. #421
    nopz's Avatar Active Member
    Reputation
    67
    Join Date
    Aug 2009
    Posts
    56
    Thanks G/R
    1/3
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Well i can make a short video of my project but it's not really interesting as it's only a Fishbot. What you will see is a bot using injection so you don't need the world of warcraft focused in order to use the fishbot.

    Also as you said, this thread is a screen shot thread so.. and a screen shot don't take as much time as a video.
    My blog: https://pimpmykitty.wordpress.com
    PyFasm: https://github.com/srounet/pyfasm
    Pymem: https://github.com/srounet/pymem

    Screenshot Thread
  2. #422
    FenixTX2's Avatar Active Member
    Reputation
    23
    Join Date
    Mar 2009
    Posts
    125
    Thanks G/R
    0/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    @zzgw: Well, the fish bot button starts a fish bot...and the view range button allowed a user to change the the view distance.
    Interest wise I doubt there was anything that could wet the appetite of most of this forums viewers. The fish bot automatically checked for BoP and BoE items (incase the user was in a party). I gave up writting the interface as it was taking too long to develope and seemed pretty pointless (A friend of mine requested a nice interface which was the only reason to start). From here on in I write my interfaces in lua (as per request from my friends).

    ps. forgive grammer/spelling, i'm quite pissed and cba to check.

  3. #423
    RiotInferno's Avatar Member
    Reputation
    4
    Join Date
    Aug 2009
    Posts
    10
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    @nopz: Although it's been said, I'll say it again. That's one sexy UI

  4. #424
    Sel3n's Avatar Member
    Reputation
    10
    Join Date
    Jul 2009
    Posts
    115
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    My private aion bot (currently in beta works good but must be improved)


  5. #425
    berserk85's Avatar Member
    Reputation
    8
    Join Date
    Apr 2008
    Posts
    35
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Nubs playing with botzmakingz

    Nubs playing with botzmakingz

    [YT]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/K8SgcqkKGcI&hl=it&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/K8SgcqkKGcI&hl=it&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/YT]

  6. #426
    Robske's Avatar Contributor
    Reputation
    305
    Join Date
    May 2007
    Posts
    1,062
    Thanks G/R
    3/4
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Something that looks like a navmesh... Generates a graph while the player (future: nearby WoWUnit derivates?) walk around the map. Currently both unidirectional Dijkstra and A* are implemented, working on bidirectional searching algorithms.

    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  7. #427
    Cypher's Avatar Kynox's Sister's Pimp
    Reputation
    1358
    Join Date
    Apr 2006
    Posts
    5,368
    Thanks G/R
    0/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Rob:

    Very cool work. Reminds me of OpenBot, except it's navmesh viewer and editor were nowhere near as nice.

  8. #428
    Apoc's Avatar Angry Penguin
    Reputation
    1388
    Join Date
    Jan 2008
    Posts
    2,750
    Thanks G/R
    0/13
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Sadly; that looks more like a waypoint mesh, rather than an OB-esque nav mesh. If you were using regions rather than points, you'd see a much smoother (and smaller) mesh. Plus, pathfinding in regions is so much more human like!

  9. #429
    flo8464's Avatar Active Member
    Reputation
    30
    Join Date
    Apr 2009
    Posts
    434
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    anal [Hysteria]

    *sigh*

  10. #430
    Cypher's Avatar Kynox's Sister's Pimp
    Reputation
    1358
    Join Date
    Apr 2006
    Posts
    5,368
    Thanks G/R
    0/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Apoc View Post
    Sadly; that looks more like a waypoint mesh, rather than an OB-esque nav mesh. If you were using regions rather than points, you'd see a much smoother (and smaller) mesh. Plus, pathfinding in regions is so much more human like!
    Good point, and very nice catch, I should've picked up on that. Then again, I havn't slept yet.

  11. #431
    Robske's Avatar Contributor
    Reputation
    305
    Join Date
    May 2007
    Posts
    1,062
    Thanks G/R
    3/4
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Apoc View Post
    Sadly; that looks more like a waypoint mesh, rather than an OB-esque nav mesh. If you were using regions rather than points, you'd see a much smoother (and smaller) mesh. Plus, pathfinding in regions is so much more human like!
    Which is why I was hesitant to use use the word navmesh. I was looking forward to implement the search algorithms, but for that I needed a set of data to work with. Having no experience with polygon-based navmeshes (Both on how to handle and generate them) I opted for the easy way out
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  12. #432
    RoKFenris's Avatar Member
    Reputation
    16
    Join Date
    Jun 2008
    Posts
    69
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Here is my hybrid C++/Lua radar (with the parts that could give away my GUID cut out):


    This is Dalaran during Hallow's End. Arrows are players, green and red circles are uncategorized mobs, grey circles are uncategorized game objects; most other things are as per tracking icons.

    There are two parts to my project. The C++ program is a typical totally passive radar with a few tweaks, such as persistence (objects keep displaying on the radar up to 10 seconds after they vanish), target tracking, awareness of transports, icons for specific mob/object types, and highlighting the target, last target, mouseover and focus units, as well as anything the lua part tells it to highlight or that contains any name I put in the quickfind text box below the display.

    The lua part is a common addon that stores a few lists of names for the C++ part to highlight. It currently can highlight quest mobs (including mobs that drop required quest items) and almost everything related to achievements (fish pools I need to fish, critters I need to love or kill, books I need to read, etc); I'm also using for this a few conventional addons my own addon can hook into to extract the needed information.

    Future plans are to start controlling the player by generated mouse and keyboard events (I am already intercepting all mouse and keyboard events sent to the WoW window and substituting them with synthetic ones) and controlling the graphic pipeline (I'm already able to intercept and change rendering commands, but I still need to reverse engineer most of the rendering pipeline).

  13. #433
    Xarg0's Avatar Member
    Reputation
    61
    Join Date
    Jan 2008
    Posts
    389
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    @RokFenris Pretty neat, now go and get a map background for it
    I hacked 127.0.0.1

  14. #434
    [Z]em's Avatar Contributor
    Reputation
    80
    Join Date
    Mar 2008
    Posts
    465
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    the Aion bot looks cool, give me a shout if ya want it tested

  15. #435
    Cypher's Avatar Kynox's Sister's Pimp
    Reputation
    1358
    Join Date
    Apr 2006
    Posts
    5,368
    Thanks G/R
    0/6
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Currently rewriting large portions of Hades.

    Two major changes so far which I'm attempting to show in this screenshot:
    1. Hades can now be injected at any time, whereas previously it had to be injected at creation-time. It can also be unloaded at any time. This is a huge step forward, and is thanks to my second change.
    2. I wrote my own hooking library. Previously I was using IAT/EAT hooks, but they were very limited. So I decided to write my own hooking library. I needed x64 support though so the usual suspects (e.g. MS Detours) were out of the question. Eventually I settled on writing my own. I'm using VEH to do it as an extra layer of security and anti-cheat protection (it stops them being able to hash my hook sub directly). It also apparently makes my hooks invisible to HookShark (a tool written by DeepBlueSea).*

    * The Winsock hooks are from AdMuncher. The ad blocking tool I use. Hades hooks are nowhere to be seen on Hookshark's list.

    P.S. The red outline on the game is just me testing my D3D helper class.


Similar Threads

  1. Screenshot Thread for Diablo 3
    By UnknOwned in forum Diablo 3 Memory Editing
    Replies: 136
    Last Post: 09-03-2018, 01:06 PM
  2. Aion Screenshot Thread
    By JD in forum Aion Exploits|Hacks
    Replies: 0
    Last Post: 11-17-2009, 11:19 AM
  3. Screenshot Thread for AoC
    By Cryt in forum Age of Conan Exploits|Hacks
    Replies: 0
    Last Post: 05-23-2008, 07:32 AM
  4. 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 12:17 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