Quote:
Originally Posted by theoneofgod
Could you possibly make it work without using an unpacked client?
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I'll be looking into that eventually. :)
However, right now I'm working on creating a setup where, if people just want to have the simple patches like MC, ZH, Nude, English, etc... then they can use that and only have that. Likewise, for people like myself that are more into having dev tools running, those patches can be used without interfering with the others. Then, for people who want to do more with the loader and look into making new game related tools (autodelevel, autobuff, etc...), then that capability should exist as well.
So, my task right now is to come up with a 'shell' that allows me to have access to everything I need so I can then work up a plugin system that exposes those things. From there, each plugin can then offer a different service to the user. Right now I have a generic plugin one that does everything the loader does now, which most people will be using, then I have one that will be my analyzer and injector, and then I'll have one that runs the client through a proxy.
The main challenge is to not make it so that I add so much stuff it's impossibly hard to use or unstable, hence why I'm going to the plugin system. It will allow people to choose what they want and also serve as a 'compatibility' mechanism to help identify when plugins won't work for the given client, so they know beforehand. I don't want to stop there though, I've been working with Lua as well to integrate into the Loader which will open up a whole new level of development.
For example, I can code the DisplayText function in one plugin, and then register it in Lua so any other plugin or Lua script that executes can access it. This of course is wonderful as before what I was doing was trying to pass functions across DLLs, which got really messy and was really limited. With this though, it will be much easier and way more powerful. It just takes a lot of trial and error playing with different designs and seeing which will work out the best.
So, the upcoming versions will be a lot more powerful and flexible beyond anything I've ever released before, it's just a matter of time of testing stability and the overall design to reduce maintenance time and bugs. I still have a few bugs to work out with my auto packet parsing code, which would go in the main DLL to inject, so I obviously can't have that buggy since everything is dependent on the main DLL. It's a feature I really want in there though so I have to take some more time to work out the problems.