Archeage Mod Pack

10/06/2015 21:42 lolboostingva#2311
Quote:
Originally Posted by Ploxasarus View Post
No, sending is not working at this time. The take all will perhaps be fixed later.


I will be doing an update, which will fix the FoV and add water after the EU gets the update since the update did break the FoV on the small patch - but nothing else seems to be a problem ( let me know if there is ).

There will also be corrections an fixes included in the update, but until EU is on same patch as NA I have to wait, unfortunately, to prevent any problems/issues between regions.
hey plox just wanted to say real quick thanks for the mod and doing a lot of hard work providing us with it. Secondly i would like to add i have been using the old FOV scripts from an old mod pack since the new one you put out around the time derp came out. the new mod gave me a headache and i just put in the old scripts and rolled as normal. i would like to tell you they are still working at this time. dont know if that helps you at all just figured id give you a heads up
10/06/2015 22:25 Deathreat#2312
It seems since the patch, I am no longer able to get the mod working at all.
10/06/2015 23:13 justin19955#2313
FoV stands for Field of Vision? because everything seems to work properly for me.
10/06/2015 23:19 Ploxasarus#2314
Quote:
Originally Posted by lolboostingva View Post
hey plox just wanted to say real quick thanks for the mod and doing a lot of hard work providing us with it. Secondly i would like to add i have been using the old FOV scripts from an old mod pack since the new one you put out around the time derp came out. the new mod gave me a headache and i just put in the old scripts and rolled as normal. i would like to tell you they are still working at this time. dont know if that helps you at all just figured id give you a heads up
I will be fixing what the problem was in the fov part of the cvars, I noticed what I did mistakingly there and already have corrected it. The readme is also getting some polishing aswell to avoid confusion and add more to it for explination and so forth.



Quote:
It seems since the patch, I am no longer able to get the mod working at all.
I've already been on NA and tried/tested and have no problem with anything working other then the FoV in derp on na & water ( which was not released yet ), can you explain what is no longer working..?



Quote:
FoV stands for Field of Vision? because everything seems to work properly for me.
It does not work for me on Derp in NA, there was a shift in memory to fix some things in some of the cryengine files and its base address has changed - are you an EU player?
10/06/2015 23:20 justin19955#2315
Quote:
Originally Posted by Ploxasarus View Post
It does not work for me on Derp in NA, there was a shift in memory to fix some things in some of the cryengine files and its base address has changed - are you an EU player?
Yes but I also use it in NA to reduce the fps while mining.
10/06/2015 23:29 Deathreat#2316
Well, I repeat the same process, Character Loading into world, install scripts. It says it was installed successfully but none of the mods work.

EDIT: Nevermind. ArcheBuddy changed something. Mod pack no longer works with it.
10/07/2015 06:10 Ayamin#2317
Quote:
Originally Posted by Ploxasarus View Post

It does not work for me on Derp in NA, there was a shift in memory to fix some things in some of the cryengine files and its base address has changed - are you an EU player?
Have you considering using a patternsearch for the byte pattern? You can wildcard the bytes that change throughout updates and figure out a proper mask, that way you can calculate the pointer to the base address throughout updates.
10/07/2015 07:03 Ploxasarus#2318
Quote:
Originally Posted by Ayamin View Post
Have you considering using a patternsearch for the byte pattern? You can wildcard the bytes that change throughout updates and figure out a proper mask, that way you can calculate the pointer to the base address throughout updates.
You mean the same thing that is in Unf & ESP for gw2 that I coded? No need until if/when gameguard gets introduced and nothing but the FoV would need to be added for it and the water lvler. Both of those only took me less then 2 minutes in Olly to update, it's just I cannot update Derp for both EU/NA until they are patch-par cause then it will crash they're clients on updating derp if the client version isn't the same and yes, signature scanning would resolve this but this is still a test-phase program and is far from complete.

I'm not an amateur coder for ASM/C/C#, it just isn't needed absolutely at all right now & if you actually used something on Derp to reflect an dig, you would see it's already setup for get base and it would take me no time at all to transfer over the code for signature scanning.

If you feel like giving it a look, go [Only registered and activated users can see links. Click Here To Register...], it's been around since shortly after the release of gw2 and is still quite very much used still to this day :)



Changelog:
  • Corrected cvar for FoV value.
  • Corrections in readme done.
  • Corrected folder locations for trade packs back to they're proper places.
  • -
  • Derp v0.8
  • Updated FoV
  • Added Water Level changer ( click the Water: text to turn the slider on, clicking it again will disable & reset your normal level )
  • Added Water Level tooltip value display.
  • Cleaned up code and adjusted some things for win10 ( hopefully )
  • Adjusted UI locations.


- Note: Would people be interested in being able to turn off collision in the game with other models like pets/people? Just curious if that would be something ideal for people and of interest to add to Derp, was playing with it earlier and testing it some along with testing hauler/swim/run speeds.
10/07/2015 07:27 Snow93#2319
I dont understand how i use the derp =( can u give me a fast explanation plx?
10/07/2015 07:33 Ploxasarus#2320
Quote:
Originally Posted by Snow93 View Post
I dont understand how i use the derp =( can u give me a fast explanation plx?
Zoom - How far you can zoom your camera out from your character.

FoV ( Field of Vision ) - How far wide your camera angle is.

Terrain - How far the terrain plane can be seen/rendered.

Foliage - How far you can see trees/plants, player placed and npc trees included.

Objects - How far you can see things like trade packs, houses, distant buildings and ect.

Water - What lvl your water height is in game, setting it to 0 allows you to walk on the bottom of the ocean instead of swimming, setting it above its normal value ( 100 ), allows you to swim to the skies and even spawn your boat on land ( does not work in dungeons ).

Hitbox - Displays the actual models hit box size and when casting spells or attacking, how big of a radius they are.

Clipping - unrenders anything on the base tiles ( outside of player placed like houses ) to allow you to pass through them, this does not work in dungeons.

Full Clipping - Removes everything but player placed models ( does not work in dungeons ).

Fog - Removes the ingame fog.

The glasses button, when toggled on, keeps the program in focus.

About sums up Derp.
10/07/2015 09:39 Tweekzor#2321
Quote:
Originally Posted by Ploxasarus View Post
Water - What lvl your water height is in game, setting it to 0 allows you to walk on the bottom of the ocean instead of swimming, setting it above its normal value ( 100 ), allows you to swim to the skies and even spawn your boat on land ( does not work in dungeons ).

Clipping - unrenders anything on the base tiles ( outside of player placed like houses ) to allow you to pass through them, this does not work in dungeons.

Full Clipping - Removes everything but player placed models ( does not work in dungeons ).
I'll have to play around with these a bit, I guess you can use these for doing faster traderuns? Like driving through mountains etc.

I used the clipping feature once while waiting for mistmerrow and I fell through the floor with a couple dozen people around me, not the smartest thing to do. :rolleyes:
10/07/2015 09:41 pairosp#2322
Quote:
Originally Posted by Ploxasarus View Post

I will not add the teleport to derp, it is still trial/error on if a ban will occur or not. These are bot accounts taking a risk and I'd rather not put something people cannot use on they're mains and them risk being banned.

-

Not entirely true. I've farmed quite a bit myself in search of the fin/helmets just doing the jars & chests while clipping through walls. That in itself is still a decent junk profit for a few hours of derping it for either. I don't totally agree with bots, which is why I will not code/use/help with them & I admitting will report them if I see them. I on the other hand, will not report/bother/interrupt people clip hacking or doing sunkens ( which I have seen some do so ), just wish people were more careful.
About the teleport could be something optional with redmark saying that's baneable, or a different optional tool like derp, people will still want that and will buy from different sources, so why not buying from you? Just my opnion... Could be something you could be working on, I know few people who wants to buy that... If its write in red ''carefull: baneable'', people would use at their own risk, I don't think someone would be stupid enough to read that and still use on main accounts, or at least be carefull while using it, and I know you can figure out how to make it undetected, you're our moding hero after all lol

About derp, I just saw the water feature there, but isn't working for me, while the other features are working perfectly, is it only me or it still in development?
10/07/2015 10:06 prames#2323
Keep up the good work plox! Great tool!
10/07/2015 12:35 Vanhelsinkii#2324
Hey there sent donation and private message.
Thanks and good work!
10/07/2015 14:59 unknownentity#2325
Still working good? Looking for an AIO type thing like this, was about to buy a radar one but this looks great!