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  1. #871
    JuJuBoSc's Avatar Banned for scamming CoreCoins Purchaser
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    First I modified this jump : 0x0086A22D
    Then I searched more generic solution and found the WndPrc callback trick, which work really nice on all I game I tested

    Screenshot Thread
  2. #872
    wraithZX's Avatar Active Member
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    You may wish to also hook [G|S]etWindowLong and their brethren in a more generic solution so that you can act upon any updates to the wndproc callback.

  3. #873
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by wraithZX View Post
    You may wish to also hook [G|S]etWindowLong and their brethren in a more generic solution so that you can act upon any updates to the wndproc callback.
    ^ This.

    I really need to reimplement that into HadesMem too, thanks for the reminder.

  4. #874
    suicidity's Avatar Contributor
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    WindowProc is too easy, I ended up using it for my GUI..


  5. #875
    mnbvc's Avatar Banned
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    this is my small inprocess farming bot in action
    the simple 3d pathfinding algorithm (based on traceline only) works quite good, mostly :P
    Last edited by mnbvc; 07-29-2010 at 12:50 PM.

  6. #876
    suicidity's Avatar Contributor
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    Originally Posted by mnbvc View Post
    -SNIP-

    this is my small inprocess farming bot in action
    the simple 3d pathfinding algorithm (based on traceline only) works quite good, mostly :P
    Very nice.


  7. #877
    namreeb's Avatar Legendary

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    Originally Posted by mnbvc View Post
    this is my small inprocess farming bot in action
    the simple 3d pathfinding algorithm (based on traceline only) works quite good, mostly :P
    Very cool! Love the rendering! Out of curiosity, why not just disable collision?

  8. #878
    mnbvc's Avatar Banned
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    i thought about this, too. you can ofc disable collision for objects like trees, nobody will notice that. but you still need to fly arround the terrain, because if you fly through a mountain it is just too obvious, and maybe even a gm will care and then you will be banned for something like exploiting the server economy or stuff like that :P
    thus i need something for flying around hills anyway, and then i can also use it for all the other objects

  9. #879
    Syltex's Avatar Sergeant Major
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    Originally Posted by mnbvc View Post
    i thought about this, too. you can ofc disable collision for objects like trees, nobody will notice that. but you still need to fly arround the terrain, because if you fly through a mountain it is just too obvious, and maybe even a gm will care and then you will be banned for something like exploiting the server economy or stuff like that :P
    thus i need something for flying around hills anyway, and then i can also use it for all the other objects
    You could also move the objects by writing to the object´s Z and increase it by 1000
    Last edited by Syltex; 07-29-2010 at 02:39 PM.

  10. #880
    namreeb's Avatar Legendary

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    Originally Posted by mnbvc View Post
    i thought about this, too. you can ofc disable collision for objects like trees, nobody will notice that. but you still need to fly arround the terrain, because if you fly through a mountain it is just too obvious, and maybe even a gm will care and then you will be banned for something like exploiting the server economy or stuff like that :P
    thus i need something for flying around hills anyway, and then i can also use it for all the other objects
    Well it would be up to your waypoint system to not send someone through the terrain. I believe you can also selectively disable clipping for WMOs/Doodads and not terrain. And the argument of natural movement on a farmbot it something of a lost cause

  11. #881
    Robske's Avatar Contributor
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    Originally Posted by namreeb View Post
    Well it would be up to your waypoint system to not send someone through the terrain. I believe you can also selectively disable clipping for WMOs/Doodads and not terrain. And the argument of natural movement on a farmbot it something of a lost cause
    This is very possible. My own (waypoint based) gatherers have been using this for quite a while together with a (mild) speedhack. 1.5 times normal speed when there are no other players around.
    Last edited by Robske; 07-29-2010 at 04:35 PM.
    "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. #882
    DrGonzo's Avatar Contributor
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    Any ideas on how to remove the blue border on the tree leaves? It's not very prominent in the picture but very annoying (look towards top middle-right).

  13. #883
    adaephon's Avatar Active Member
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    Isn't that just a result of alpha blending with your back buffer colour of blue?

  14. #884
    DrGonzo's Avatar Contributor
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    Yes but it clears up the closer you get, I was wondering if theres a way to clean it up for any distance. The blue border it creates is overlapping something behind it so there shouldn't be any blue there.

  15. #885
    adaephon's Avatar Active Member
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    Hmm bit rusty on my rendering functions but it could be to do with render order? If it renders the closer element first it would alpha blend with blur back buffer even if there is something rendered behind it later. The pixel behind it would fail the depth test so the blue-blended pixel would be kept? Not too sure. The clarity issue I imagine is to do with sampling of the alpha channel of the texture - as you get closer a texel maps more closely to a screen pixel but at a greater distance it samples several texels to determine the pixel

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