Please release some mod selector.......

Posts 1–11 of 11 · Page 1 of 1
Please release some mod selector.......
refer to title. theres been many client but some players accidently walk in wall and DC.
please make few mod selectors thx~
Why don't you use Orape it's basically an improved mod selector.
Quote Originally Posted by Pepsi Cola View Post
Why don't you use Orape it's basically an improved mod selector.
Aside from auto updating (which is an immense improvement) and perhaps configurable options, it is a step backwards. If people want to add additions, they now need to make feeder programs (like GetOutMyScreen!) for people to enjoy their creations.

More on topic, I think some people around here use the "mod selector" term as meaning something with in game configurable options (in-game mod selector).
The problem with Orape is it is kind of broken.

For example I disable the weaken option so I can take weak. (Preventing DCing from Tombs) instead, it does not weaken me..

Also the Auto-Aim is another problem. If you click once it automatically aims at the nearest enemy, which is very annoying because for most of things it aims on the wrong enemy.
Quote Originally Posted by HACKLEARNER View Post
The problem with Orape is it is kind of broken.

For example I disable the weaken option so I can take weak. (Preventing DCing from Tombs) instead, it does not weaken me..

Also the Auto-Aim is another problem. If you click once it automatically aims at the nearest enemy, which is very annoying because for most of things it aims on the wrong enemy.
Ahem. Checking "Disable Weak" means you WONT take weak. What's wrong with that?. Unless its really a bug i thing its just misunderstanding.
Actually you check what debuff you want to DISABLE.

And FYI, the little aimbot glitch is fixed in 1.2 but i guess you didnt even give it a try
Quote Originally Posted by nilly View Post
Aside from auto updating (which is an immense improvement) and perhaps configurable options, it is a step backwards. If people want to add additions, they now need to make feeder programs (like GetOutMyScreen!) for people to enjoy their creations.

More on topic, I think some people around here use the "mod selector" term as meaning something with in game configurable options (in-game mod selector).
I like open stuff. I want to add modselector support but no mod maker will work with dejunked source (remember, line NUMBERS)

For the moment i dejunk only the files i need to patch (its faster). Depending on which hack you choosed a file would be dejunked OR NOT (hence a mod will work... or fail)

I dont feel like dejunking all the client source until i am not sure 100% confident about my dejunking methods.

Adding mod selector support is trivial but there are other things to take in consideration.
yea so we could select the hax we need. i dont like no-clip thats y mod selector is better.
Quote Originally Posted by JustAnoobROTMG View Post
I like open stuff. I want to add modselector support but no mod maker will work with dejunked source (remember, line NUMBERS)

For the moment i dejunk only the files i need to patch (its faster). Depending on which hack you choosed a file would be dejunked OR NOT (hence a mod will work... or fail)

I dont feel like dejunking all the client source until i am not sure 100% confident about my dejunking methods.

Adding mod selector support is trivial but there are other things to take in consideration.
I came up with a solution to this problem in the AIO tool (will be releasing a new version shortly as well FYI).

Dejunking:
1. It will never work with partial dejunking unless you write some complicated lines removed counter for offsetting the mod lines. This is wayyyy more work than it's worth.

2. Another way it to give coders the option to export dejunked class files to write their mods off of on a one at a time basis.

3. Do parallel threading for each class and dejunk everything perfecting like my private version. Give users the option to build mods off of this client. (I would prefer you not release this option)

4. Best option IMO: remove dejunking entirely. It is completely unnessecary to the process because the mods are added based off of real code. My tool works every version on a prod client or a processed client.

As for adding the actual mods it's simple.

1. Load them from a mods folder during initialization. Build your arrays. Add them into your selection box

2. Run your automatic hacks code first. As each hack is added create a new array. This will have file, line added, number of lines.

3. When this is done offset your mod selector lines accordingly.

4. Now you can safely add the mods irregardless of what they contain.

I will gladly send you my source again. I rewrote most everything so it is much more professional and readable.

I'm currently working on a way for the automatic hacks to be adjustable and for users to be able to make their own.
Quote Originally Posted by maat7043 View Post
I came up with a solution to this problem in the AIO tool (will be releasing a new version shortly as well FYI).

Dejunking:
1. It will never work with partial dejunking unless you write some complicated lines removed counter for offsetting the mod lines. This is wayyyy more work than it's worth.

2. Another way it to give coders the option to export dejunked class files to write their mods off of on a one at a time basis.

3. Do parallel threading for each class and dejunk everything perfecting like my private version. Give users the option to build mods off of this client. (I would prefer you not release this option)

4. Best option IMO: remove dejunking entirely. It is completely unnessecary to the process because the mods are added based off of real code. My tool works every version on a prod client or a processed client.

As for adding the actual mods it's simple.

1. Load them from a mods folder during initialization. Build your arrays. Add them into your selection box

2. Run your automatic hacks code first. As each hack is added create a new array. This will have file, line added, number of lines.

3. When this is done offset your mod selector lines accordingly.

4. Now you can safely add the mods irregardless of what they contain.

I will gladly send you my source again. I rewrote most everything so it is much more professional and readable.

I'm currently working on a way for the automatic hacks to be adjustable and for users to be able to make their own.
Or i can just add mod selector support which apply mods before hacks and release a dejunker for mods maker.

Not sure about the 4. point on dejunking .
Simple exemple : you can have pushscope in junk code. If your code try to "put a returnvoid after the first pushscope" you are screwed.
And there are some hacks where you cannot simply use particular strings to locate the method because there arent.
Quote Originally Posted by JustAnoobROTMG View Post
Or i can just add mod selector support which apply mods before hacks and release a dejunker for mods maker.

Not sure about the 4. point on dejunking .
Simple exemple : you can have pushscope in junk code. If your code try to "put a returnvoid after the first pushscope" you are screwed.
And there are some hacks where you cannot simply use particular strings to locate the method because there arent.
1.,Have you considered:
CODE
getlocal 0
Pushscope

Returnvoid

Right after code rather than simply putting returnvoid? This would completely resolve the issue of trying to guess where the correct pushscope is. The second instance of loc0 pushscope will never be accessed.

2. I have used file size, line count and hits on certain things like trait slots to distinguish the correct file. There is always a way

3. If you do mods first and you don't know what type of private hacks the user may be adding you have no idea if your automatic hacking are finding bits if the users code. After is more fool proof
Quote Originally Posted by maat7043 View Post
1.,Have you considered:
CODE
getlocal 0
Pushscope

Returnvoid

Right after code rather than simply putting returnvoid? This would completely resolve the issue of trying to guess where the correct pushscope is. The second instance of loc0 pushscope will never be accessed.

2. I have used file size, line count and hits on certain things like trait slots to distinguish the correct file. There is always a way

3. If you do mods first and you don't know what type of private hacks the user may be adding you have no idea if your automatic hacking are finding bits if the users code. After is more fool proof
1) You have a point. But it was just giving the first exemple that came to my mind. Its not always as simple as that
2) File size? Line count? Its not reliable at all in my opinion .

Of course i look for strings, named methods, trait slots, etc... to locate the FILE & some NAMES -it depends-
The problem is mainly when you have to patch the code. You must find the correct location ,sometimes with something like 3 or 4 consecutive instructions.. and there can be junk stuff between those instructions.. I wont code an "ignore junk stuff to find those instructions set" for each individual hack who need it.

* Because i want to keep the source code simple. And avoid Copy pasta ! There is already too many stuff i should turn into methods.
* Junk is a problem? Deal with that once and for all -> Make a function which takes the file as parameter and return the dejunked code.

3) And mods will be screwed depending on which hacks you apply . But you are right, since most of the people wont use mods anyway.
Its up to mods makers to test if their stuff works after hacking. For that there is already the "leave dissasembled files" option in config.ini and the log display what files are modified by each mod

I have to take care about hacks and nothing else. (mods = modselector stuff, hacks = orape automatic feature when i talk)
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