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GWCA goes Open Source

Discussion on GWCA goes Open Source within the GW Exploits, Hacks, Bots, Tools & Macros forum part of the Guild Wars category.

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Old 11/26/2009, 21:01   #61
 
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I use codeblocks and thus compile with mingw.
I also use the autoit libs.

This is the first time I encounter this project I tought it just would be handy to work with but how does it work?

Is the graphics.dll realy required? (It doesnt change the title bar so it ain't doing what it should do.. whatever that is)

Can't I just include and mod the source files in my project?

I just gave the graphics.dll the lua5.1.dll along so it finds it but it does not change the title bar..

I mean it all looks good but it is barely documented.
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Old 11/27/2009, 08:28   #62
 
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The Graphics.dll is vital to GWCA, since it IS the engine itself. The way to check if it's working is by looking at the title of the client (of course in windowed mode) when you log in. Since that doesn't happen to you, it's not working.

I don't think you can compile the GWCA source with MinGW - albeit I've never tried it, just seems impossible.

And about the "handiness" of the project; it is pretty much a plug-n-play engine, but I highly suggest building on top of the project instead of including it in something else. Otherwise chances it won't get to work are pretty high.
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Old 11/27/2009, 10:20   #63
 
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Ohk.

So if i understand it right this engine takes care of the memory adresses and we can just use the functions without worrying about those anymore?

Some information :

System : Windows XP professional 64bit.
Guildwars : webclient installation.

Standard xp theme.

Does anyone else has this same problem?
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Old 11/27/2009, 11:35   #64
 
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Just try to compile it with VS 2008 Pro or Express 2.
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Old 11/27/2009, 17:02   #65
 
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Yes sir!

Quote:
Compiling the project

Download the latest source. This can be found by going to the Downloads tab and getting the .rar archive with the highest revision number or simply choosing the one with the tag Featured.

Un-pack the archive and open the solution by double-clicking GW Client API.sln. Now switch the compile mode from Debug to Release and Build Solution.

A few warnings should appear - but no errors! When compiled, locate the file Graphics.dll and do the same procedure as above, moving it to your Guild Wars folder.
Microsoft Visual C++ 2008

Opened GWCA.sln
Changed target to release
Build Solution

result : Graphics.dll.intermediate.manifest
renamed to Graphics.dll , moved the file.
Error : .. is not a valid Windows image. Please check this against your installation diskette.

Performed a 'build' wich delivered a clean Graphics.dll but that just gives the same error.


(Build solution log
Code:
Build Log
 	 	

Build started: Project: GWCA, Configuration: Release|Win32

Command Lines
 	 	

Creating temporary file "d:\Downloads\GAMES\A -- GUILDWARS BOT --\GWCA\Release\RSP00000834843148.rsp" with contents
[
/O2 /Oi /GL /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_USRDLL" /D "GWCA_EXPORTS" /D "_WINDLL" /D "_MBCS" /FD /EHsc /MT /Gy /Fo"Release\\" /Fd"Release\vc90.pdb" /W3 /c /Zi /TP ".\LUA Main.cpp"

".\Interface.cpp"

".\stdafx.cpp"

".\Packet.cpp"

".\Main.cpp"

".\Functions.cpp"

".\Skillbar.cpp"

".\Memory.cpp"

".\Item.cpp"

".\Agent.cpp"
]
Creating command line "cl.exe @"d:\Downloads\GAMES\A -- GUILDWARS BOT --\GWCA\Release\RSP00000834843148.rsp" /nologo /errorReport:prompt"
Creating temporary file "d:\Downloads\GAMES\A -- GUILDWARS BOT --\GWCA\Release\RSP00000934843148.rsp" with contents
[
/OUT:"..\\Graphics.dll" /INCREMENTAL:NO /LIBPATH:".\LUA\lib" /DLL /MANIFEST /MANIFESTFILE:"Release\Graphics.dll.intermediate.manifest" /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"d:\Downloads\GAMES\A -- GUILDWARS BOT --\Graphics.pdb" /SUBSYSTEM:WINDOWS /OPT:REF /OPT:ICF /LTCG /DYNAMICBASE /NXCOMPAT /MACHINE:X86 Comdlg32.lib gdiplus.lib lua5.1.lib lua51.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib

".\Release\Agent.obj"

".\Release\Item.obj"

".\Release\Memory.obj"

".\Release\Skillbar.obj"

".\Release\Functions.obj"

".\Release\Main.obj"

".\Release\Packet.obj"

".\Release\stdafx.obj"

".\Release\Interface.obj"

".\Release\LUA Main.obj"
]
Creating command line "link.exe @"d:\Downloads\GAMES\A -- GUILDWARS BOT --\GWCA\Release\RSP00000934843148.rsp" /NOLOGO /ERRORREPORT:PROMPT"
Creating temporary file "d:\Downloads\GAMES\A -- GUILDWARS BOT --\GWCA\Release\RSP00000A34843148.rsp" with contents
[
/outputresource:"..\Graphics.dll;#2" /manifest

".\Release\Graphics.dll.intermediate.manifest"
]
Creating command line "mt.exe @"d:\Downloads\GAMES\A -- GUILDWARS BOT --\GWCA\Release\RSP00000A34843148.rsp" /nologo"
Creating temporary file "d:\Downloads\GAMES\A -- GUILDWARS BOT --\GWCA\Release\BAT00000B34843148.bat" with contents
[
@echo Manifest resource last updated at %TIME% on %DATE% > ".\Release\mt.dep"
]
Creating command line """d:\Downloads\GAMES\A -- GUILDWARS BOT --\GWCA\Release\BAT00000B34843148.bat"""

Output Window
 	 	

Compiling...
LUA Main.cpp
Interface.cpp
stdafx.cpp
Packet.cpp
Main.cpp
Functions.cpp
Skillbar.cpp
Memory.cpp
Item.cpp
Agent.cpp
Linking...
Generating code
Finished generating code
Embedding manifest...

Results
 	 	

Build log was saved at "file://d:\Downloads\GAMES\A -- GUILDWARS BOT --\GWCA\Release\BuildLog.htm"
GWCA - 0 error(s), 0 warning(s)
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Old 11/30/2009, 18:48   #66
 
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ok, well, thanks for your help.
now, there is a new problem:
i have guild wars opened and the API works, too.
but when i klick on <Browse> and look for the scripts i have safed in a folder, i cannot see them, in the foldar and (of course) not load 'em...
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Old 11/30/2009, 18:54   #67
 
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1. download lua5.1.dll
2. why not?
3. dunno
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Old 12/22/2009, 20:58   #68
 
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Ich bastel mir eben was für die Schneeball Dominanz

Code:
$i = Cmd($CA_GetAllegiance, 36)
Das gibt immer 0...
Wie muss es richtig heißen? die 36 ist meine ID bei der Standart Mem.
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Old 12/22/2009, 21:08   #69
 
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Quote:
Originally Posted by Rosemarie Lein View Post
Ich bastel mir eben was für die Schneeball Dominanz

Code:
$i = Cmd($CA_GetAllegiance, 36)
Das gibt immer 0...
Wie muss es richtig heißen? die 36 ist meine ID bei der Standart Mem.
Code:
$cbType = "int"
CmdCB($CA_GetAllegiance, 36)
$i = $CBVar[0]
probiers mal so aus
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Old 12/22/2009, 23:37   #70
 
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Even better would be to supply -2 as the parameter.
There are two magic numbers in GWCA: -1 will use your current target for all the commands, -2 will use yourself for all the commands. That also saves codelines
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Old 12/30/2009, 13:15   #71
 
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Hab mal nee frage womit kann ich cordi. bekommen
hat gwac ein programm oder über
waypointer oder wie ?? weil wenn ich den benutze kommt immer 0.0....
.oder welches programm brauch ich für die x,y, cords.

und kann man den waypointer 1.1 oder spawnpointer updaten ?


kann mir jemand helfen bitte mit link
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Old 12/30/2009, 13:20   #72
 
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kurz sowas selber schreiben?

Code:
Hotkeyset("M","_bla")
Func _bla()
$mycoords = CmdCB($CA_Getcoords,-2)
$x = $mycoords[0]
$y = $mycoords[1]
filewrite($file,"MoveTo("&$x&","&$y&")")
EndFunc
sowas oder wie?
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Old 12/30/2009, 13:46   #73
 
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I do not pretend to know anything about how GWCA works so forgive me if this is totally wrong but i remember reading about arena net removing the graphics.dll trick, Here is the post's i read.

Quote:
Originally Posted by Name Removed
Hey guys, Anet is removing the Graphics.dll "trick" from the game in an upcoming update due to reasons other than KSMod. They gave me a heads up about this change so I will need to change the way KSMod loads for the mod to work again. So keep using it as normal for now, but know eventually it wont work. When I get some time I'll update KSMod to a simple .EXE that will load Guild Wars + the Mod all at once for ya, and you'll have to create a new desktop icon for it or whatever.
Quote:
Originally Posted by Name Removed
(from memory) Graphics.dll is a legacy DLL used early in the development of the game by ATI and nVidia to test out quick driver/DX8/DX9 fixes in the game without needing to recompile. While messing around with GW.EXE I noticed it looked for a file called Graphics.DLL and if it existed, loaded it up and executed an exported function. I used this "trick" to get GW to automatically load my mods. This file, and my mod, had nothing to do with Graphics.DLL other then this autoloading "trick". Lately, people have been using this same trick to have keyloggers autoload into GW, which is why it is being removed.

I should be able to have something for you guys in a few weeks.
I am hoping that it will make no difference to GWCA but before i convert any code of mine to work with GWCA i wanted to know if this info about the graphics.dll would make any difference? and i wanted to at the very least warn you guys of any possible upcoming changes to the way guild wars works with GWCA and the graphics.dll.
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Old 12/30/2009, 13:53   #74
 
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Just use an Injector...
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Old 12/30/2009, 14:09   #75
 
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DDl ich meinte wenn ich waypointer v1.1 starte dann kann ich ja über hotkey F5 moveto speichern nur wenn ich das mache zeigt er _moveto (0, 0) an . normal müssten da doch zahlen stehen ?
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