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  1. #1
    miceiken's Avatar Contributor Authenticator enabled
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    What are you working on? v1

    In an attempt to ressurect life amongst the more experienced users/contributors of this section, I figured that I would create a thread for progression and discussion. The Screenshot Thread has become very big and very old, and it seems to me like most people post there when they have a complete project to "show off". This thread is for posting anything that you are working on, related to WoW or Memory Editing or simply discussing others posts.

    Let's try to keep this a friendly zone, and I think we would all prefer if the "how you do that?????" or "source pls!!!" posts stays out. If this little experiment hits off, I'll try to post "highlights" (most admired/discussed posts) from the thread monthly.

    So, what are you working on?

    What are you working on? v1
  2. #2
    miceiken's Avatar Contributor Authenticator enabled
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    I guess I'll kick it off.


    Readded in-game drawing to my project. Looking to add more than lines and circles soon.


    After a while I managed to reverse how to get which item has which container/item slot, for the purpose of using it with lua.

    Originally Posted by 2dgreengiant View Post
    If you had read my entire first post, you would understand what I meant. The Screenshot Thread is big and old, and this is more of a place of discussion and smaller progressions.

  3. #3
    boredevil's Avatar Active Member
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    I´ll dive in.

    Working on a raycast based mapper + detour navigation a the moment.
    What are you working on? v1-wowscrnshot_012212_161307-jpg

    Raycasting is less expensive than i expected.

    What gave me a headache was recasts navdata generation. As soon as i set minBounds.Z of the nav/inputmesh to less than -1500.0 recast starts to assign a ridiculous high z value to all generated data. Took a while till i realized, my navdata actually gets created, but is just off by some thousand yards on the z axis.

  4. #4
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by boredevil View Post
    I´ll dive in.

    Working on a raycast based mapper + detour navigation a the moment.
    What are you working on? v1-wowscrnshot_012212_161307-jpg

    Raycasting is less expensive than i expected.

    What gave me a headache was recasts navdata generation. As soon as i set minBounds.Z of the nav/inputmesh to less than -1500.0 recast starts to assign a ridiculous high z value to all generated data. Took a while till i realized, my navdata actually gets created, but is just off by some thousand yards on the z axis.

    That's looking really cool. Good job!

  5. #5
    guizmows's Avatar Banned
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    Originally Posted by boredevil View Post
    I´ll dive in.

    Working on a raycast based mapper + detour navigation a the moment.
    What are you working on? v1-wowscrnshot_012212_161307-jpg

    Raycasting is less expensive than i expected.

    What gave me a headache was recasts navdata generation. As soon as i set minBounds.Z of the nav/inputmesh to less than -1500.0 recast starts to assign a ridiculous high z value to all generated data. Took a while till i realized, my navdata actually gets created, but is just off by some thousand yards on the z axis.
    indead it's very impressive for me, I still have a lot of work to do before been in this state

  6. #6
    SwInY's Avatar Member
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    Something i threw together in like 1-2 days

    basiclly uses sn0wball or any teleport system,
    generates its own waypoint using TSP

    runs 10x faster now than in youtube video, ( recording had 3k ms )

    http://www.ownedcore.com/forums/worl...ade-swiny.html ([BOT] TELE-GATHER - The Ultimate Gather Bot made by Swiny)

  7. #7
    miceiken's Avatar Contributor Authenticator enabled
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    Working on my AH API, still working on reversing it to find out when the auction ends exactly. Probably going to try to make an AH sniper.

  8. #8
    suicidity's Avatar Contributor
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    Originally Posted by miceiken View Post
    still working on reversing it to find out when the auction ends exactly.
    I remember Cypher reversing that, I think he posted it in the Screenshot thread when he was working on his x64 stuff..


  9. #9
    miceiken's Avatar Contributor Authenticator enabled
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    Managed to solve the problem thanks to TOM_RUS
    Code:
        public class AHTestScript : Script
        {
            public AHTestScript()
                : base("AH", "Test")
            { }
    
            public override void OnStart()
            {
                firstRun = true;
            }
    
            private bool firstRun = true;
            public override void OnTick()
            {
                if (firstRun)
                {
                    var count = Helper.Magic.Read<int>(Offsets.AuctionHouse.ListCount);
                    if (count == 0) return;
    
                    var ptr = Helper.Magic.Read<IntPtr>(Offsets.AuctionHouse.ListBase);
                    if (ptr == IntPtr.Zero) return;
    
                    for (var i = 0; i < count; i++)
                    {
                        var auc = Helper.Magic.ReadStruct<AuctionEntry>(ptr + (i * AuctionEntry.Size));
    
                        Print("#{0} | buyout {1} | expires on {2}", auc.Id, Helper.MoneyString((int)auc.BuyoutPrice), auc.Expires);
                    }
    
                    firstRun = false;
                }
            }
    
            public override void OnTerminate()
            {
            }
    
            public struct AuctionEntry
            {
                private uint unk0;
                public uint Id;
                public uint Entry;
                [MarshalAs(UnmanagedType.ByValArray, SizeConst = 10)]
                public WowEnchant[] Enchants;
                public uint RandomProperty;
                public uint RandomSuffix;
                public uint StackSize;
                public uint Charges;
                public uint ItemFlags;
                public ulong Owner;
                public ulong MinBid;
                public ulong MinIncrement;
                public ulong BuyoutPrice;
                public uint TimeLeft;
                private uint unk1;
                public ulong Bidder;
                public ulong BidAmount;
                public int SaleStatus;
                private uint unk2;
    
                public DateTime Expires
                {
                    get { return DateTime.Now.AddMilliseconds(this.TimeLeft - Helper.PerformanceCount); }
                }
    
                public struct WowEnchant
                {
                    public int Id;
                    public int Duration;
                    public int Charges;
                }
    
                public static readonly int Size = Marshal.SizeOf(typeof(AuctionEntry));
            }
        }

  10. #10
    DrakeFish's Avatar Lazy Leecher

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    I'm working on an injected application that allows moving server objects around with the cursor for private servers development. The application is coded in C# and uses a hooking "library" I created that uses a vectored exception handler and is fully implemented in .NET. I made the end result for hooks as simple as it could be, the hook handlers receive a pointer to the exception information and can read/edit anything if needed, giving us as much control as with hooks created in unmanaged code.

    Here's a simple example in my code, I'm hooking WorldFrame::OnLayerKeyDown to catch shift key presses that are made while the WorldFrame has focus:
    Code:
    public static readonly MHooker.HookDelegate OnLayerKeyDownHandler = OnLayerKeyDownHook;
    public static void OnLayerKeyDownHook(Imports.EXCEPTION_POINTERS* ExceptionPointers)
    {
        WoWKey key = *(WoWKey*)(*(uint*)(ExceptionPointers->ContextRecord->Ebp + 0x8) + 0x10);
    
        if (key == WoWKey.LShift)
            if (ObjectsSelector.CurrentAction == ObjectsSelector.CurrentActionType.None)
                ObjectsSelector.HandleSelectStart();
    }
    This hooking method doesn't make the code as readable as for the WhiteMagic way, but it allows me to hook anywhere with a single INT3 instruction and with hardware breakpoints to hook on read/write.
    Last edited by DrakeFish; 01-23-2012 at 05:17 PM.

  11. #11
    miceiken's Avatar Contributor Authenticator enabled
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    I had expected more activity here :P

    Made a little path visualizer for my gatherbot waypoints.

  12. #12
    LegacyAX's Avatar Active Member
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    Originally Posted by miceiken View Post
    I had expected more activity here :P

    Made a little path visualizer for my gatherbot waypoints.
    That is awesome my friend!
    MMOEmpire.net CEO (No longer active)

  13. #13
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    Originally Posted by miceiken View Post
    I had expected more activity here :P

    Made a little path visualizer for my gatherbot waypoints.
    Just out of intrest does your gatherbot run off your mesh and do Z + Zmodifer? or traceline? or waypoints?
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

  14. #14
    miceiken's Avatar Contributor Authenticator enabled
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    Currently just waypoints

  15. #15
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    Originally Posted by miceiken View Post
    Currently just waypoints
    Well that is a shame. Im looking at flying navigation, and im trying to find a "good" way... but adding Z + modifier is just ugly... You still end up flying "around" rocks.
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

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