Aftermath
2012-02-24 05:27:28
2012-02-24 05:27:28
2012-02-24 05:34:29
2012-02-24 05:36:45
2012-02-24 05:49:13
2012-02-24 05:53:42
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2012-02-25 01:08:12
2012-03-03 09:31:52
2012-03-03 20:33:12
From: Mat
may sound nooby but I get a error with the include part :P
2012-03-05 10:56:25
2012-06-26 22:13:11
2012-06-26 22:19:36
From: Flight
I noticed some of your random solvers make use of DTMs and TextTPA for the OCR, I'm wondering how this is possible if we can't read the color data in OGL mode?
By the way, why on Earth are we not working on this? This would be a very powerful tool for SRL, I don't understand why there's so little attention to this project.
2012-06-26 22:29:59
From: Brandon
Because most of the forum takes little to no interest in C++. Even on Moparisthebest, barely anyone wanted to learn it to help her develop. And as long as you inject, you can do whatever you want which includes grabbing interfaces and text and models. I guess it was just a matter of sticking to Simba.
This dll gave to Simba but just no one took interest.
2012-06-26 22:46:56
2012-06-26 23:03:14
From: Flight
Yeah it's really a shame. :( I don't know C++ but I would sure like to learn some basics for the sake of progressing this plugin, ect… Yeah I heard Trilez was grabbing text also from his 'TOGL', but his bot also used a fair amount of color-finding, including DTMs.
I would surely like to work on a full include for OGL if we were already to the point of reading color along with it, but this is beyond my ability so I'm hoping someone else with more knowledge will take interest. :p
2012-06-26 23:51:07
2012-06-27 00:44:41
From: Brandon
I know C++ (Self taught everything).. Never touched OpenGL though but I have the concepts and stuff. Strong background in GDI, Windows API, and hooking and what not.
Just dunno OpenGL. Though I have to say I did port most of Simba to C++ after seeing Scar++.
If I could find a good OGL tutorial I can self teach and probably work on OpenGL hooking. And I don't know Java (not even a single line; Can read it, not write it) so Iunno if I need to learn that to understand the game client to help or not. If you guys work on it, I will too I guess.
I've been looking at this: http://www.swiftless.com/opengltuts.html
2012-06-27 01:58:44
2012-06-27 08:12:53
From: Brandon
The others cannot upload cuz it keeps saying something about "Make sure they aren't 2MB in size" wtf? Very annoying imgur -_-
From: Brandon
Also how do I make the GLIntercept stop logging 4 gb's of function calls.. Holy. I'm not even logged in yet at the amount of calls are ridiculous. 4GB!! I can't even open it.
2012-06-27 08:17:29
From: Brandon*cough*Auto-Updating fonts?! - 12-08-2010*cough*
[..img]See those fonts anyone? Those are the fonts we use in Simba no? I got them from the RS Client. There's 9 of those sets of fonts in the RS Client.. Yet Simba seems to have 11 of them :S?
[…]But hasn't anyone noticed that before? This could possibly help our uptext stuff. AND just it has every possible combination of the minimap flag colours. There's a purple flag pole, red, white, green, etc.
[…]
2012-07-07 12:56:46
void sys_glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
{
if(logging)
add_log("glBitmap"); // need to add vars was lazy;
(*orig_glBitmap) (width, height, xorig, yorig, xmove, ymove, bitmap);
}
sys_glBitmap (765, 503, 0, 0, xmove (what is this?), ymove (what is this?), out BMP)2012-07-07 13:10:25
From: Flight
Brandon, does this mean anything to you?As this is a standard procedure in the OpenGL dll, could we not use this (or something similar) to grab a bitmap of the client?
void sys_glBitmap (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
{
if(logging)
add_log("glBitmap"); // need to add vars was lazy;
(*orig_glBitmap) (width, height, xorig, yorig, xmove, ymove, bitmap);
}Aside from this I'm lost on how to interact between color-reading in Simba and the RS client in OGL mode. I really can't go any further beyond this point.sys_glBitmap (765, 503, 0, 0, xmove (what is this?), ymove (what is this?), out BMP)
void GLHOOK_glEnable(GLenum cap) //Our detour function.. Similar name. It will hook glEnable and that takes only 1 parameter.
{
//Do whatever with "cap" here..
(*orig_glEnable)(cap); //This is just a typedef of a pointer to the original glEnable. You pass it the cap parameter. That's it.
}
2012-07-07 13:17:43