Explosion : Scabbical[Topblast base v1.6][Multi-Threading, Integrated Settings, Plus]

Posts 16–30 of 46 · Page 2 of 4
Ok, going to continue on development of this base, to create the perfect learning base.

A base is not a place to just hold your hack as one, but a base is a learning environment. It is the place where new programmers come to join the world of hacking. Which is why i used string in this base instead of char*, where new programmers will have learn in an environment using string from the beginning. The quest to create a clean, easy and unlimited learning base is on.
The point about this being faster for people with low-end machines is something of a paradox, seeing as older single-core machines won't be able to leverage much of the threading benefit anyways.

Still, nice job.
Quote Originally Posted by Jason View Post
The point about this being faster for people with low-end machines is something of a paradox, seeing as older single-core machines won't be able to leverage much of the threading benefit anyways.

Still, nice job.
yes, that is true. the single core processors are going to have problems, but this base is build with respect to CA and CF. CA requires a fairly decent CPU/GPU whilst CF runs on the lowest of the low. What I am going to do is test is on this single core computer I have here, so low end it cant play CA but it can play CF.

Running a stress test... just gotta find windows XP as it cant handle Vista nor 7.
3d menu ftw? LOL i'm trying this right now, i have some 3d examples i'm going off of, and its not working so well

doesn't help that CA doesn't run on my computer due to windows 8
U do kno when dealing with a 3D menu the risk of being render over is higher because of the need of the Z-Buffer, also scaling because of the camera and other stuff. its not gonna be stable in different scenes of a game. Lets say ur in Junk Flea (if i remember correctly) The Menu might hide behind a car, or every be in a static position in the map if not done correctly.

What I am saying, Unless ur going all out with a render to texture menu where each block (assuming its a cube) will have a different "tab" then the whole point of a 3d menu is pointless. Let me thing, U have a straight menu, like this base, how are u gonna make it 3D?, add a little cube at the back, yea, so u have a object on a cube, so what?
idk, i think 3d buttons would be cool... They stick out, then u high light it, it blinks, and u click it to select that set of options, and it presses down.

i've seen it done before, but not in a d3d enviornment

i'll probably give up anyway xD
Quote Originally Posted by supercarz1991 View Post
idk, i think 3d buttons would be cool... They stick out, then u high light it, it blinks, and u click it to select that set of options, and it presses down.

i've seen it done before, but not in a d3d enviornment

i'll probably give up anyway xD
With color scheme that can be achieved.
Quote Originally Posted by topblast View Post


With color scheme that can be achieved.
true... and i mean i could always just do it with 3d glasses support. Thats just color too
Nice release but why do your menus always look so odd. They always seem out of place or as if you hadn't put much time into it. I'm not saying your bad or anything but i think it just looks.. well.. Not right.
Quote Originally Posted by f13 View Post
Nice release but why do your menus always look so odd. They always seem out of place or as if you hadn't put much time into it. I'm not saying your bad or anything but i think it just looks.. well.. Not right.
This menu i didn't put to much time in it as it was not designed for looks, and I never use flat colours in my menus they all are gradient colours.

and I am not good with colour schemes my self they are not appealing to the eye.


---------- Post added at 02:41 AM ---------- Previous post was at 02:39 AM ----------

Quote Originally Posted by supercarz1991 View Post
true... and i mean i could always just do it with 3d glasses support. Thats just color too
ur going to far, these games are not even 3d capable. Will mess up game play
thats the plan! lol most of the hacks i make are accidental experiments
@Jason, it turns out that multi-threading is a hard thing to give up for the performance.

Even hotkeys hacks use multi threading and u cant put all the hacks in the Hooked Present, the lag will kill u. The Injector is creating a thread to start with. The alternative is to use parallel computer( CPU + GPU ) to process the information, but this is not supported in the low end computers and also the only one that isnt Brand dependent is Microsoft C++ AMP and that requires DirectX 11 computers which we all kno is NOT low end lol.

I am researching ways to get at this challenge cause I mean what works on the Low End should work on the Gaming PC's also.
Obviously you'll need to spawn at least 1 thread for your hack, otherwise it will interfere with the game if you set up a typical
Code:
while(!exiting)
{
    Sleep(100);
}
However spawing MORE threads probably won't get a dramatic performance increase on less fancy machines.
Quote Originally Posted by Jason View Post
Obviously you'll need to spawn at least 1 thread for your hack, otherwise it will interfere with the game if you set up a typical
Code:
while(!exiting)
{
    Sleep(100);
}
However spawing MORE threads probably won't get a dramatic performance increase on less fancy machines.
yes, I know but even in doing so can effect the performance of the system, cause the present is in another thread, but i guess single core processors must have multi threading in it. The whole processes on windows are kinda like threads.
Present isn't in another thread. Unless you explicitly spawn threads from with your hooked present, it will be executed from within the game's main thread. Just because you hook is defined within your dll, when it's actually called it will be called from whatever thread called Present in the first place as you're just redirecting execution into your function from whatever thread was calling Present.

While it's true that single-core processors can handle multiple threads, it's not actually the same as multi-threading on a multi-core machine. Basically what happens on a single core system is that the processor rapidly context-switches between the various existing threads according to its task scheduler, it does this so rapidly that it appears all threads are running concurrently, when in reality only 1 thread at a time is being handled. Multiple core systems are capable of running a number of threads proportionate to the number of cores (except with processors capable of hyper-threading).
Posts 16–30 of 46 · Page 2 of 4
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