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![]()
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![]()
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.
WindowProc is too easy, I ended up using it for my GUI..
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.
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
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
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).
Isn't that just a result of alpha blending with your back buffer colour of blue?
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.
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