Official ROTMG Showoff Thread
http://www.youtube.com/user/garethmcdaid/videos
Proof of concept prototype client and video demonstrating a Multiboxing program
Feature list
Auto nexus at 50 percent
Preset realm portal
Preset target name
Way point system for following the exact movement of the target player, only follows the player when in the realm ,Teleports when the distance to the player is larger then 3 tiles., the movement code is still using the new tick packet for updating the bots movement unstable.
The wizard class starter staff is the only supported projectile at the moment.
auto aiming at the enemies, shooting at the enemies, collision detection with projectiles and the enemies, sending the enemy hit packet and the killing of the enemy.
Currently only the shore enemies are detected, Pirate, Piratess, Snake, Poison Scorpion, Scorpion Queen, Bandit Leader, Bandit Enemy, Red Gelatinous Cube, Purple Gelatinous Cube, Green Gelatinous Cube.
am going to keep working on the Multiboxing program, adding new features like, detection of loot bags and moving towards them and auto equipping the best items, still need to include all projectiles, and there behaviours, need to include the static objects like trees and walls because at the moment the projectiles pass through solid objects and hit the enemy, causing the bots to be disconnected by the server, this can be seen in the video where I said “bug“.
This video shows 40 level 1 wizards, watch in 480p
http://www.mpgh.net/forum/654-realm-...g-up-bots.html
Proof of concept prototype client and video demonstrating a Multiboxing program
Feature list
Auto nexus at 50 percent
Preset realm portal
Preset target name
Way point system for following the exact movement of the target player, only follows the player when in the realm ,Teleports when the distance to the player is larger then 3 tiles., the movement code is still using the new tick packet for updating the bots movement unstable.
The wizard class starter staff is the only supported projectile at the moment.
auto aiming at the enemies, shooting at the enemies, collision detection with projectiles and the enemies, sending the enemy hit packet and the killing of the enemy.
Currently only the shore enemies are detected, Pirate, Piratess, Snake, Poison Scorpion, Scorpion Queen, Bandit Leader, Bandit Enemy, Red Gelatinous Cube, Purple Gelatinous Cube, Green Gelatinous Cube.
am going to keep working on the Multiboxing program, adding new features like, detection of loot bags and moving towards them and auto equipping the best items, still need to include all projectiles, and there behaviours, need to include the static objects like trees and walls because at the moment the projectiles pass through solid objects and hit the enemy, causing the bots to be disconnected by the server, this can be seen in the video where I said “bug“.
This video shows 40 level 1 wizards, watch in 480p
http://www.mpgh.net/forum/654-realm-...g-up-bots.html
Now that I have some time off, I decided to improve upon a project I was working on a while ago (I showed some output of it here http://www.mpgh.net/forum/654-realm-...ml#post8376115 way back). It works directly off mod selector .zips. It reads them in, updates what it can, then outputs the new .zips. Fully updated mods that require no additional work are placed in one folder whereas all the partially updated mods are placed in another folder. The console output from the program tells the user exactly what still needs to be updated.
The mods being updated were from a relatively old client (pre hardware acceleration). I expect from build to build that the number of fully updated mods will be higher.
The output from the program provided below was obfuscated a bit in case you were wondering...
The mods being updated were from a relatively old client (pre hardware acceleration). I expect from build to build that the number of fully updated mods will be higher.
The output from the program provided below was obfuscated a bit in case you were wondering...
Code:
Generating file skeletons...
Start file comparison...
# of file matches: 1867/2033 (91.8%)
# of partial file matches: 111/2033 (5.5%)
# of new files: 43/2033 (2.1%)
# matched names: 29409
Updating mods...
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
XML - Check line number for the files:
_XXX/_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
_XXX/_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\objects\Projectile.class.asasm
com\company\assembleegameclient\objects\Projectile.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
[_XXX (__XXX)]
XML - Check line number for the files:
_XXX/_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
_XXX/_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
XML - Check line number for the files:
com/company/assembleegameclient/game/_XXX.class.asasm
com\company\assembleegameclient\game\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\Player.class.asasm
com\company\assembleegameclient\objects\Player.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\objects\Player.class.asasm
com\company\assembleegameclient\objects\Player.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com/company/assembleegameclient/game/_XXX.class.asasm
com\company\assembleegameclient\game\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com/company/assembleegameclient/game/_XXX.class.asasm
com\company\assembleegameclient\game\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com/company/assembleegameclient/game/_XXX.class.asasm
com\company\assembleegameclient\game\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com/company/assembleegameclient/game/_XXX.class.asasm
com\company\assembleegameclient\game\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com/company/assembleegameclient/game/_XXX.class.asasm
com\company\assembleegameclient\game\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\objects\GameObject.class.asasm
com\company\assembleegameclient\objects\GameObject.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\objects\GameObject.class.asasm
com\company\assembleegameclient\objects\GameObject.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\objects\GameObject.class.asasm
com\company\assembleegameclient\objects\GameObject.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
TXT (aimAssist.txt) - "_XXX" - Updated name not found!
TXT (_funcs.txt) - "_XXX" - Updated name not found!
TXT (_funcs.txt) - "_XXX" - Updated name not found!
TXT (_funcs.txt) - "_XXX" - Updated name not found!
TXT (_offShootFix.txt) - "_XXX" - Updated name not found!
TXT (_notif.txt) - "_XXX" - Updated name not found!
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\GameObject.class.asasm
com\company\assembleegameclient\objects\GameObject.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\map\Map.class.asasm
com\company\assembleegameclient\map\Map.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
_XXX/_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
TXT (_playerFilter.txt) - "_XXX" - Updated name not found!
TXT (_chatFilter.txt) - "_XXX:_XXX#1" - Updated name not found!
[_XXX (__XXX)]
[_XXX (__XXX)]
XML - Check line number for the files:
_XXX/_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
XML - Check line number for the files:
com/company/assembleegameclient/game/_XXX.class.asasm
com\company\assembleegameclient\game\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
XML - Check line number for the files:
_XXX\_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\parameters\Parameters.class.asasm
com\company\assembleegameclient\parameters\Parameters.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
TXT (follow_conCommands.txt) - "_XXX" - Updated name not found!
TXT (follow_conCommands.txt) - "_XXX" - Updated name not found!
TXT (follow_conCommands.txt) - "_XXX" - Updated name not found!
TXT (follow_param.txt) - "_XXX" - Updated name not found!
TXT (follow_param.txt) - "_XXX" - Updated name not found!
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\GameObject.class.asasm
com\company\assembleegameclient\objects\GameObject.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\Player.class.asasm
com\company\assembleegameclient\objects\Player.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\objects\Player.class.asasm
com\company\assembleegameclient\objects\Player.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\objects\Player.class.asasm
com\company\assembleegameclient\objects\Player.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\objects\Player.class.asasm
com\company\assembleegameclient\objects\Player.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\objects\Player.class.asasm
com\company\assembleegameclient\objects\Player.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
TXT (_autoAbility_funcs.txt) - "_XXX" - Updated name not found!
[_XXX (__XXX)]
TXT (_noclip.txt) - "_XXX" - Updated name not found!
TXT (_noclip.txt) - "_XXX" - Updated name not found!
[_XXX (__XXX)]
XML - Check line number for the files:
com/company/assembleegameclient/game/_XXX.class.asasm
com\company\assembleegameclient\game\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com/company/assembleegameclient/game/_XXX.class.asasm
com\company\assembleegameclient\game\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
_XXX/_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
XML - Check line number for the files:
_XXX\_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\GameObject.class.asasm
com\company\assembleegameclient\objects\GameObject.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
[_XXX (__XXX)]
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\Player.class.asasm
com\company\assembleegameclient\objects\Player.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
XML - Check line number for the files:
WebMain.class.asasm
WebMain.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\game\GameSprite.class.asasm
com\company\assembleegameclient\game\GameSprite.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\game\GameSprite.class.asasm
com\company\assembleegameclient\game\GameSprite.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\game\GameSprite.class.asasm
com\company\assembleegameclient\game\GameSprite.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
_XXX\Chat.class.asasm
_XXX\Chat.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com/company/assembleegameclient/map/_XXX.class.asasm
com\company\assembleegameclient\map\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com/company/assembleegameclient/map/_XXX.class.asasm
com\company\assembleegameclient\map\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\map\Map.class.asasm
com\company\assembleegameclient\map\Map.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\map\Map.class.asasm
com\company\assembleegameclient\map\Map.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\map\Map.class.asasm
com\company\assembleegameclient\map\Map.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\map\Map.class.asasm
com\company\assembleegameclient\map\Map.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
TXT (_com_func.txt) - "_XXX" - Updated name not found!
TXT (_tooltipFix_eqFunc.txt) - "_XXX::Options" - Updated name not found!
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\parameters\Parameters.class.asasm
com\company\assembleegameclient\parameters\Parameters.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
_XXX/Options.class.asasm
_XXX\Options.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
_XXX/Options.class.asasm
_XXX\Options.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
_XXX/_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
_XXX/_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
_XXX/_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
_XXX\_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
TXT (_options_initParams.txt) - "_XXX" - Updated name not found!
TXT (_options_addOptionText.txt) - "_XXX" - Updated name not found!
[_XXX (__XXX)]
[_XXX (__XXX)]
XML - Check line number for the files:
com/company/assembleegameclient/game/_XXX.class.asasm
com\company\assembleegameclient\game\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com/company/assembleegameclient/game/_XXX.class.asasm
com\company\assembleegameclient\game\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
_XXX/_XXX.class.asasm
_XXX\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
TXT (_messageAlert_playSound.txt) - "_XXX:_XXX#1" - Updated name not found!
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\GameObject.class.asasm
com\company\assembleegameclient\objects\GameObject.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\objects\GameObject.class.asasm
com\company\assembleegameclient\objects\GameObject.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\objects\GameObject.class.asasm
com\company\assembleegameclient\objects\GameObject.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com\company\assembleegameclient\objects\GameObject.class.asasm
com\company\assembleegameclient\objects\GameObject.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\map\Map.class.asasm
com\company\assembleegameclient\map\Map.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
[_XXX (__XXX)]
TXT (_autoNecroHeal_funcs.txt) - "_XXX" - Updated name not found!
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\Player.class.asasm
com\company\assembleegameclient\objects\Player.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
XML - Check line number for the files:
com/company/assembleegameclient/game/_XXX.class.asasm
com\company\assembleegameclient\game\_XXX.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
TXT (_funcs.txt) - "_XXX" - Updated name not found!
[_XXX (__XXX)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\Projectile.class.asasm
com\company\assembleegameclient\objects\Projectile.class.asasm
Lines Matched: _XXX // Old Modded Line: _XXX
Mods updated fully: 24/49
Done!
Well I just managed to update the 49 mods I have within an hour (maybe within a half hour?) with my updater. I'm very happy with the results.
Code:
Generating file skeletons...
Start file comparison...
# of file matches: 1994/2034 (98.0%)
# of partial file matches: 32/2034 (1.6%)
# of new files: 1/2034 (0.0%)
# matched names: 31829
Updating mods...
["Speedy Trade" (_speedTrade.zip)]
["Disable Hallucinating" (_noDebuffs.zip)]
["No Delay Quest Notification" (_qNote.zip)]
["MB - Default Autofire to ON" (_mbAutofireOn.zip)]
["Reconnect Key with Character Selection" (_dRecon.zip)]
XML - Check line number for the files:
_0R_B_\_0C_x.class.asasm
_R_2\_0F_Y_.class.asasm
Lines Matched: 1106 // Old Modded Line: 8165
Correct line #: 8212
["Auto-Ability" (_autoAbility.zip)]
["Auto-Nexus" (_autoNexus.zip)]
["Lava Walls" (_lavaWalls.zip)]
["Default to Low Quality" (_lowQual.zip)]
["/wc Inc Finder (Depends on Loot Notification)" (_wc.zip)]
["SS Debuffs" (_ssDebuff.zip)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\Projectile.class.asasm
com\company\assembleegameclient\objects\Projectile.class.asasm
Lines Matched: 950 // Old Modded Line: 1216
Correct line #: 1216
["/tp shortcut" (_tpShortcut.zip)]
["Remove Particles" (_removeParticles.zip)]
XML - Check line number for the files:
com\company\assembleegameclient\map\Map.class.asasm
com\company\assembleegameclient\map\Map.class.asasm
Lines Matched: 215 // Old Modded Line: 1026
Correct line #: 1032
["Avoid Death" (_avoidDeath.zip)]
["Player Projectile No-Clip" (_bulletNoClip.zip)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\Projectile.class.asasm
com\company\assembleegameclient\objects\Projectile.class.asasm
Lines Matched: 950 // Old Modded Line: 1005
Correct line #: 1005
["Enable Backpack" (_backpack.zip)]
XML - Check line number for the files:
_0R_B_\_0C_x.class.asasm
_R_2\_0F_Y_.class.asasm
Lines Matched: 1106 // Old Modded Line: 6988
Correct line #: 7035
["MB - Disable Speedy" (_mbSpeedyFix.zip)]
["Player Stat and Inventory Viewer" (_invStatViewer.zip)]
["Trace Posts" (_tracePosts.zip)]
["Loot Notification" (_notifyLoot.zip)]
XML - Check line number for the files:
_0R_B_\_0C_x.class.asasm
_R_2\_0F_Y_.class.asasm
Lines Matched: 1106 // Old Modded Line: 7759
Correct line #: 7806
["List All Skins" (_saSkins.zip)]
["Filter Zero Star Players in Nexus" (_playerFilter.zip)]
XML - Check line number for the files:
com\company\assembleegameclient\map\Map.class.asasm
com\company\assembleegameclient\map\Map.class.asasm
Lines Matched: 215 // Old Modded Line: 1884
Correct line #: 1890
["Follow Player (Depends on Proxy Follow)" (_follow.zip)]
XML - Check line number for the files:
com\company\assembleegameclient\parameters\Parameters.class.asasm
com\company\assembleegameclient\parameters\Parameters.class.asasm
Lines Matched: 525 // Old Modded Line: 1007
Correct line #: 1009
["RealmEye-Me!" (_realmeye.zip)]
["MB - Auto Necro Heal" (_autoNecroHeal.zip)]
["Sprite World - No Tile Movement" (_tileHack.zip)]
["Message Alert" (_messageAlert.zip)]
XML - Check line number for the files:
_1M_R_\_V__.class.asasm
_dj\_0ge.class.asasm
Lines Matched: 114 // Old Modded Line: 302
Correct line #: 323
["Fullscreen v3" (_fsv3.zip)]
XML - Check line number for the files:
com\company\assembleegameclient\map\Map.class.asasm
com\company\assembleegameclient\map\Map.class.asasm
Lines Matched: 215 // Old Modded Line: 1375
Correct line #: 1381
XML - Check line number for the files:
com\company\assembleegameclient\map\Map.class.asasm
com\company\assembleegameclient\map\Map.class.asasm
Lines Matched: 215 // Old Modded Line: 1589
Correct line #: 1595
XML - Check line number for the files:
com\company\assembleegameclient\map\Map.class.asasm
com\company\assembleegameclient\map\Map.class.asasm
Lines Matched: 215 // Old Modded Line: 1600
Correct line #: 1606
XML - Check line number for the files:
com\company\assembleegameclient\map\Map.class.asasm
com\company\assembleegameclient\map\Map.class.asasm
Lines Matched: 215 // Old Modded Line: 2223
Correct line #: 2229
["Play on Production Servers" (_prod.zip)]
["No-Clip" (_noClip.zip)]
["Spammable Notifications" (_noteSpam.zip)]
["Sprite World - Speed Hack" (_swSpeed.zip)]
["Numerical HP/MP" (_numericHpMp.zip)]
["MB - Teleport" (_mbTeleport.zip)]
["Auto-Loot v2 (Depends on AimAssist)" (_autoLoot.zip)]
XML - Check line number for the files:
_0R_B_\_0C_x.class.asasm
_R_2\_0F_Y_.class.asasm
Lines Matched: 1106 // Old Modded Line: 2590
Correct line #: 2599
["Proxy Follow (Depends on Packet Classes)" (_proxyFollow.zip)]
XML - Check line number for the files:
_0R_B_\_0C_x.class.asasm
_R_2\_0F_Y_.class.asasm
Lines Matched: 1106 // Old Modded Line: 1642
Correct line #: 1651
XML - Check line number for the files:
_0R_B_\_0C_x.class.asasm
_R_2\_0F_Y_.class.asasm
Lines Matched: 1106 // Old Modded Line: 1110
Correct line #: 1119
XML - Check line number for the files:
_0R_B_\_0Y_D_.class.asasm
_R_2\_0U_k.class.asasm
Lines Matched: 758 // Old Modded Line: 1177
Correct line #: 1182
["Aim Assist w\Target Leading" (_aimAssist.zip)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\GameObject.class.asasm
com\company\assembleegameclient\objects\GameObject.class.asasm
Lines Matched: 1995 // Old Modded Line: 2597
Correct line #: 2588
XML - Check line number for the files:
com\company\assembleegameclient\objects\GameObject.class.asasm
com\company\assembleegameclient\objects\GameObject.class.asasm
Lines Matched: 1995 // Old Modded Line: 2623
Correct line #: 2614
["Enable Equipment Swap" (_equipSwap.zip)]
XML - Check line number for the files:
_0R_B_\_0C_x.class.asasm
_R_2\_0F_Y_.class.asasm
Lines Matched: 1106 // Old Modded Line: 2797
Correct line #: 2806
XML - Check line number for the files:
_0R_B_\_0C_x.class.asasm
_R_2\_0F_Y_.class.asasm
Lines Matched: 1106 // Old Modded Line: 2807
Correct line #: 2816
["Nilly's Options" (_nillyOptions.zip)]
TXT - "_if" not found in _options_funcs.txt.
AssembleeGameClient1386881271_-1\_0R_u\Options.class.asasm
null
Correct _-Name: _n6
["MB - Priest Auto-Heal" (_mbHeal.zip)]
["Add HP Bars" (_hpBar.zip)]
["Disable Idle Timer" (_disableIdleTimer.zip)]
["Allow Connecting to Full Servers" (_conFull.zip)]
["Hide Sensitive Information" (_hide.zip)]
["New Packets (dummy xml for auto update)" (_newPackets.zip)]
XML - - No update found.
XML - - No update found.
XML - - No update found.
XML - - No update found.
XML - - No update found.
XML - - No update found.
["Tomb Aim" (_tombAim.zip)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\Projectile.class.asasm
com\company\assembleegameclient\objects\Projectile.class.asasm
Lines Matched: 950 // Old Modded Line: 1244
Correct line #: 1244
XML - Check line number for the files:
com\company\assembleegameclient\objects\Projectile.class.asasm
com\company\assembleegameclient\objects\Projectile.class.asasm
Lines Matched: 950 // Old Modded Line: 1311
Correct line #: 1311
["MB - White Player Loot Notification (depends on Loot Notification)" (_mbWhiteLootNotif.zip)]
["Sprite World - No Slow" (_swNoSlow.zip)]
["MB - Fix Speed Value" (_mbSpeedFix.zip)]
XML - Check line number for the files:
_0R_B_\_0C_x.class.asasm
_R_2\_0F_Y_.class.asasm
Lines Matched: 1106 // Old Modded Line: 6340
Correct line #: 6387
XML - Check line number for the files:
_0R_B_\_0C_x.class.asasm
_R_2\_0F_Y_.class.asasm
Lines Matched: 1106 // Old Modded Line: 6523
Correct line #: 6570
["Don't Draw Other Players Projectiles" (_noAlly.zip)]
XML - Check line number for the files:
com\company\assembleegameclient\objects\Projectile.class.asasm
com\company\assembleegameclient\objects\Projectile.class.asasm
Lines Matched: 950 // Old Modded Line: 1587
Correct line #: 1587
XML - Check line number for the files:
com\company\assembleegameclient\objects\Projectile.class.asasm
com\company\assembleegameclient\objects\Projectile.class.asasm
Lines Matched: 950 // Old Modded Line: 1904
Correct line #: 1904
Mods updated fully: 49/50
Done!
_-Name:
I thought about obfuscating it again but it really doesn't give away anything except for the idea. Line numbers are meaningless to you guys (since I'm working off an unobfuscated swf) and file locations that pop up are only files that need manual updates. There is still a lot of info missing which is why I decided to not obfuscate it this time.
Holy shit, that is amazing.
If you don't mind I have a few questions, is the movement synchronization (which is amazing btw) a follow the leader type thing, and how do they teleport to unnamed? (Is clicking on teleport different from /teleport?)
That was fun to watch, well done.
Also specs of your computer?
If you don't mind I have a few questions, is the movement synchronization (which is amazing btw) a follow the leader type thing, and how do they teleport to unnamed? (Is clicking on teleport different from /teleport?)
That was fun to watch, well done.
Also specs of your computer?
The movement is done in a follow the leader type way. A /follow command was built into the client and a proxy was used to update the location of my leader character on each of the clients to keep all characters close together. Quite a bit went into achieving what I did there.
Since it is possible to teleport to white unnamed characters on the minimap, it is possible to teleport to whites in general. The packet responsible for teleporting takes an objectid instead of a name. So all I did was share with all the followers my leader's objectid and wrote some code into the client to teleport to the leader at the press of a button. I made some improvements since I made that video but it's all pretty much the same.
I haven't updated my computer in years. I have a quad core i7 920 that runs at 2.7ghz, 6 gigs or ram and a gtx280. Most people think you need a beast of a computer to do what I did there. Not true. There are a few of key factors that make performance acceptable with so many clients.
First is the fsv3 mod. While many people use fsv3 to get a larger viewing distance (and with it lower frame rates), if one chooses a smaller viewing distance with it, performance goes up (unlike with fsv2). One doesn't need large viewing distances with followers, so the /mscale setting is set relatively high (zoomed in more) for them.
The other factor is enforcing a lower max fps. Trying to run 9 clients all at 60fps is a lot to ask from any computer. However if you set a low max fps, like 30, each client will demand less attention and in turn give your processor more time to do other things. In the video, I believe I had each client set to 20~fps (lower than usual due to video recording). Normally with all those clients I run each one at 30fps.
The other big performance hit is with particles. That and text notifications that pop up on the screen. Largely removing those will lead to even more performance gains.
Since it is possible to teleport to white unnamed characters on the minimap, it is possible to teleport to whites in general. The packet responsible for teleporting takes an objectid instead of a name. So all I did was share with all the followers my leader's objectid and wrote some code into the client to teleport to the leader at the press of a button. I made some improvements since I made that video but it's all pretty much the same.
I haven't updated my computer in years. I have a quad core i7 920 that runs at 2.7ghz, 6 gigs or ram and a gtx280. Most people think you need a beast of a computer to do what I did there. Not true. There are a few of key factors that make performance acceptable with so many clients.
First is the fsv3 mod. While many people use fsv3 to get a larger viewing distance (and with it lower frame rates), if one chooses a smaller viewing distance with it, performance goes up (unlike with fsv2). One doesn't need large viewing distances with followers, so the /mscale setting is set relatively high (zoomed in more) for them.
The other factor is enforcing a lower max fps. Trying to run 9 clients all at 60fps is a lot to ask from any computer. However if you set a low max fps, like 30, each client will demand less attention and in turn give your processor more time to do other things. In the video, I believe I had each client set to 20~fps (lower than usual due to video recording). Normally with all those clients I run each one at 30fps.
The other big performance hit is with particles. That and text notifications that pop up on the screen. Largely removing those will lead to even more performance gains.
Nice multiboxing program, Nilly! I made my own which runs clientless (so not practical to multibox loot). I had a blast attaching 40 mules to a random guy in the nexus. So far I have seen only you and BotMaker multibox, which makes me wonder why so little people do it? Imagine getting 50 dex from a sprite world! Assuming you could work out so that all of the bots get soulbound, of course.
EDIT: would you consider it too much, if you could show your code for calculating the mules' speed?
EDIT: would you consider it too much, if you could show your code for calculating the mules' speed?









((((((( poor bby