[WIP] Get SRO Source Code - by re-writing it

07/29/2020 01:40 florian0#196
Quote:
Originally Posted by Hercules* View Post
there is other way just set the imgui off on
options.cmake

Code:
option(CONFIG_IMGUI "Enable ImGui" OFF)
if (CONFIG_IMGUI)
    add_definitions(-DCONFIG_IMGUI)
endif()
remember to rebuild the src
While it is totally a valid solution, I would not recommend using the "default values" as a configuration file.
Having a configuration file would be cool for a future update. Not sure if it is worth it, yet. I'm also unsure how an acceptable implementation could look xD.

I just hope nobody tries to change the flags in the Visual Studio project ... that would be awful.

Quote:
Originally Posted by mudik View Post
Ich muss mich bei dir entschuldigen, hab da einen sehr dummen fehler gemacht und CONFIG_IMGUI "Enable ImGui" ON nicht off gemacht da ich dachte es wären die in game GUI´s...
LUL. Happens to the best. At least you learned something :D.
07/29/2020 07:22 XxGhostSpiriTxX#197
I get this error in the SBOT bot, I want to clarify that WITHOUT BOT the client opens nomal, with the mbot it opens normal, but when I try to open the client with SBOT I get this error

[Only registered and activated users can see links. Click Here To Register...]

and the dll is fine, I'm using it to add the discord icon and facebook and everything works fine for me, the only error is that I can't run the game with SBOT

and the error happens after adding the dll (DevKit_DLL) if I use another Sro_client.exe without injecting the DevKit_DLL dll, the SBOT works, I would like to understand where the error can be, because it is very rare, because if I run the client with the DevKit_DLL .dll the client without bot it opens me normal if I run it with the mbot it opens me normal but with sbot no :(
07/29/2020 11:48 florian0#198
Quote:
Originally Posted by esteve458 View Post
I get this error in the SBOT bot, I want to clarify that WITHOUT BOT the client opens nomal, with the mbot it opens normal, but when I try to open the client with SBOT I get this error

[Only registered and activated users can see links. Click Here To Register...]
I just played around a little and figured out that it works when you select "Run in XTrap comatibility mode". Definitely not the solution I was looking for, but a workaround for now. Needs more investigation.

Edit: It's the WinMain-hook that causes the issue [Only registered and activated users can see links. Click Here To Register...]
I'll find a workaround for this.
07/29/2020 13:24 XxGhostSpiriTxX#199
Quote:
Originally Posted by florian0 View Post
I just played around a little and figured out that it works when you select "Run in XTrap comatibility mode". Definitely not the solution I was looking for, but a workaround for now. Needs more investigation.

Edit: It's the WinMain-hook that causes the issue [Only registered and activated users can see links. Click Here To Register...]
I'll find a workaround for this.
ok thank you very much @[Only registered and activated users can see links. Click Here To Register...] for responding quickly, from what I see no one had noticed that mistake
07/29/2020 21:49 florian0#200
It's fixed @[Only registered and activated users can see links. Click Here To Register...]

Merge request is currently pending: [Only registered and activated users can see links. Click Here To Register...]
07/29/2020 22:36 XxGhostSpiriTxX#201
Quote:
Originally Posted by florian0 View Post
It's fixed @[Only registered and activated users can see links. Click Here To Register...]

Merge request is currently pending: [Only registered and activated users can see links. Click Here To Register...]
thank you very much @[Only registered and activated users can see links. Click Here To Register...] what is the next step now, compile everything again?

I downloaded the whole new file from (git clone --recurse-submodules [Only registered and activated users can see links. Click Here To Register...]) I re-compiled everything and still get the sbot error

Ready Fix @[Only registered and activated users can see links. Click Here To Register...]

now everything works fine Thanks @[Only registered and activated users can see links. Click Here To Register...] the only error the sbot comes out is ([17:09:54] BUG FOUND: Parsing error! For bug analysis, please send the files: storage.dat and charpacket.dat (in botfolder ) to [Only registered and activated users can see links. Click Here To Register...] and include bot version number and server you're playing on) but still the bot works and does all its work
07/30/2020 02:20 florian0#202
Quote:
Originally Posted by esteve458 View Post
the only error the sbot comes out is ([17:09:54] BUG FOUND: Parsing error! For bug analysis, please send the files: storage.dat and charpacket.dat (in botfolder ) to [Only registered and activated users can see links. Click Here To Register...] and include bot version number and server you're playing on) but still the bot works and does all its work
Hm. Can't reproduce this error right now. Maybe not a DevKit issue :/. But at least the other error is resolved :D
07/30/2020 17:03 Laag#82#203
Quote:
Originally Posted by esteve458 View Post
thank you very much @[Only registered and activated users can see links. Click Here To Register...] what is the next step now, compile everything again?

I downloaded the whole new file from (git clone --recurse-submodules [Only registered and activated users can see links. Click Here To Register...]) I re-compiled everything and still get the sbot error

Ready Fix @[Only registered and activated users can see links. Click Here To Register...]

now everything works fine Thanks @[Only registered and activated users can see links. Click Here To Register...] the only error the sbot comes out is ([17:09:54] BUG FOUND: Parsing error! For bug analysis, please send the files: storage.dat and charpacket.dat (in botfolder ) to [Only registered and activated users can see links. Click Here To Register...] and include bot version number and server you're playing on) but still the bot works and does all its work
Quote:
Originally Posted by florian0 View Post
Hm. Can't reproduce this error right now. Maybe not a DevKit issue :/. But at least the other error is resolved :D
Hello florian0,

[Only registered and activated users can see links. Click Here To Register...]

[Fix]

PHP Code:
void InstallRuntimeClasses();

struct A {
    
void InitGameAssets() {
        
InstallRuntimeClasses();
        
reinterpret_cast<void(__thiscall *)(*)>(0x00849110)(this);
    }
}; 
PHP Code:
void InstallRuntimeClasses() {
    
// Replace Create & Delete for existing classes
    // Note: We can't just inject existing objects like we would do with new objects.
    //       Joymax uses == on GFX_RUNTIME_CLASS(), so we would end up breaking this comparison

    
for (std::vector<const CGfxRuntimeClass *>::const_iterator it register_objects.begin();
        
it != register_objects.end(); ++it) {
        
reinterpret_cast<void(__thiscall *)(const CGfxRuntimeClass *, const char *, void *, void *,
            const 
CGfxRuntimeClass *, size_tint)>(0x00B9C9C0)(*it,
            (*
it)->m_lpszClassName,
                (*
it)->m_pfnCreateObject,
                (*
it)->m_pfnDeleteObject,
                (*
it)->m_pBaseClass,
                (*
it)->m_nObjectSize,
                
0);
    }


    for (
std::vector<overrideFnPtr>::const_iterator it override_objects.begin(); it != override_objects.end(); ++it) {
        (*
it)();
    }


[Error]

PHP Code:
replaceOffset(0x00B49AE4, (int)&_FakeWinMain); 
PHP Code:
return reinterpret_cast<int (APIENTRY*)(HINSTANCEHINSTANCELPTSTRint)>(0x008328C0)(hInstancehPrevInstancelpCmdLinenCmdShow); 

[Total Fix]

Copy

[Only registered and activated users can see links. Click Here To Register...]

Paste in Util.cpp and rebuild

Fixed 100% after check ;)

Good luck to everyone

Special thanks to: florian0 :rolleyes:
07/30/2020 17:08 XxGhostSpiriTxX#204
Quote:
Originally Posted by khaleed2010 View Post
Hello florian0,

[Only registered and activated users can see links. Click Here To Register...]

[Fix]

PHP Code:
void InstallRuntimeClasses();

struct A {
    
void InitGameAssets() {
        
InstallRuntimeClasses();
        
reinterpret_cast<void(__thiscall *)(*)>(0x00849110)(this);
    }
}; 
PHP Code:
void InstallRuntimeClasses() {
    
// Replace Create & Delete for existing classes
    // Note: We can't just inject existing objects like we would do with new objects.
    //       Joymax uses == on GFX_RUNTIME_CLASS(), so we would end up breaking this comparison

    
for (std::vector<const CGfxRuntimeClass *>::const_iterator it register_objects.begin();
        
it != register_objects.end(); ++it) {
        
reinterpret_cast<void(__thiscall *)(const CGfxRuntimeClass *, const char *, void *, void *,
            const 
CGfxRuntimeClass *, size_tint)>(0x00B9C9C0)(*it,
            (*
it)->m_lpszClassName,
                (*
it)->m_pfnCreateObject,
                (*
it)->m_pfnDeleteObject,
                (*
it)->m_pBaseClass,
                (*
it)->m_nObjectSize,
                
0);
    }


    for (
std::vector<overrideFnPtr>::const_iterator it override_objects.begin(); it != override_objects.end(); ++it) {
        (*
it)();
    }


[Error]

PHP Code:
replaceOffset(0x00B49AE4, (int)&_FakeWinMain); 
PHP Code:
return reinterpret_cast<int (APIENTRY*)(HINSTANCEHINSTANCELPTSTRint)>(0x008328C0)(hInstancehPrevInstancelpCmdLinenCmdShow); 

[Total Fix]

Copy

[Only registered and activated users can see links. Click Here To Register...]

Paste in Util.cpp and rebuild

Fixed 100% after check ;)

Good luck to everyone

Special thanks to: florian0 :rolleyes:
Good morning @[Only registered and activated users can see links. Click Here To Register...] thank you very much, a question is there any way to create an effect to the icon? than the icon Titile?
07/30/2020 17:19 Laag#82#205
Quote:
Originally Posted by esteve458 View Post
Good morning @[Only registered and activated users can see links. Click Here To Register...] thank you very much, a question is there any way to create an effect to the icon? than the icon Titile?
An example of this

[Only registered and activated users can see links. Click Here To Register...]
07/30/2020 17:37 XxGhostSpiriTxX#206
Quote:
Originally Posted by khaleed2010 View Post
An example of this

[Only registered and activated users can see links. Click Here To Register...]
example
[Only registered and activated users can see links. Click Here To Register...]
07/30/2020 17:45 Laag#82#207
Quote:
Originally Posted by esteve458 View Post
example
[Only registered and activated users can see links. Click Here To Register...]
PHP Code:
TB_Func_13("icon\\etc\\facebook_0.ddj"00);
sub_634470("icon\\etc\\facebook_1.ddj");
sub_634470("icon\\etc\\facebook_2.ddj"); 
08/02/2020 20:53 thaidu0ngpr0#208
Quote:
Originally Posted by khaleed2010 View Post
Hello florian0,

[Only registered and activated users can see links. Click Here To Register...]

[Fix]

PHP Code:
void InstallRuntimeClasses();

struct A {
    
void InitGameAssets() {
        
InstallRuntimeClasses();
        
reinterpret_cast<void(__thiscall *)(*)>(0x00849110)(this);
    }
}; 
PHP Code:
void InstallRuntimeClasses() {
    
// Replace Create & Delete for existing classes
    // Note: We can't just inject existing objects like we would do with new objects.
    //       Joymax uses == on GFX_RUNTIME_CLASS(), so we would end up breaking this comparison

    
for (std::vector<const CGfxRuntimeClass *>::const_iterator it register_objects.begin();
        
it != register_objects.end(); ++it) {
        
reinterpret_cast<void(__thiscall *)(const CGfxRuntimeClass *, const char *, void *, void *,
            const 
CGfxRuntimeClass *, size_tint)>(0x00B9C9C0)(*it,
            (*
it)->m_lpszClassName,
                (*
it)->m_pfnCreateObject,
                (*
it)->m_pfnDeleteObject,
                (*
it)->m_pBaseClass,
                (*
it)->m_nObjectSize,
                
0);
    }


    for (
std::vector<overrideFnPtr>::const_iterator it override_objects.begin(); it != override_objects.end(); ++it) {
        (*
it)();
    }


[Error]

PHP Code:
replaceOffset(0x00B49AE4, (int)&_FakeWinMain); 
PHP Code:
return reinterpret_cast<int (APIENTRY*)(HINSTANCEHINSTANCELPTSTRint)>(0x008328C0)(hInstancehPrevInstancelpCmdLinenCmdShow); 

[Total Fix]

Copy

[Only registered and activated users can see links. Click Here To Register...]

Paste in Util.cpp and rebuild

Fixed 100% after check ;)

Good luck to everyone

Special thanks to: florian0 :rolleyes:
Can you sell your project to me, I need to buy it
my discord Thaidu0ngpr0#3327
08/03/2020 09:30 florian0#209
Quote:
Originally Posted by thaidu0ngpr0 View Post
Can you sell your project to me, I need to buy it
my discord Thaidu0ngpr0#3327
This thread is not a marketplace :topnep:. Write a PM.
08/03/2020 09:37 thaidu0ngpr0#210
Quote:
Originally Posted by florian0 View Post
This thread is not a marketplace :topnep:. Write a PM.
If you have a good heart, create a guide, handling packets using sro_dev, to help newbies like us do it.
Thank you for sharing