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Entity Explorer - Object finder & "Auto"-Walk with beautiful ingame lines

Discussion on Entity Explorer - Object finder & "Auto"-Walk with beautiful ingame lines within the SRO Hacks, Bots, Cheats & Exploits forum part of the Silkroad Online category.

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Old   #1
 
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Entity Explorer - Object finder & "Auto"-Walk with beautiful ingame lines

Hello beloved, greedy, dead community,

i think its time for something new.

Preview


Entity Explorer

GitHub:

This tool enumerates all interact-able entities in view-range of your
character. It also shows various information about the entity, allows to
highlight the selection and even move to it (if the path is clear and the
object is in range).

The used memory structures contain lots of (yet undiscovered) information about
the entity itself. Use the addresses shown in the list and inspect them in
ReClass. Print out more information onto the screen. I would be happy to see
more research on this topic.


Usage

Copy the Dll to your Silkroad Folder, run the client and inject the dll.

The DllMain must be executed before the original WinMain of
the Clients starts. Your injection method can be either detouring the
entrypoint or adding an import. Common dll-injection-tools may work if they
support creating the client process suspended.


Known bugs

* CIDeco* will cause problems because the type of the entity list is wrong on purpose
* Walking to NPCs is not possible due to client restrictions (you can't walk
onto NPCs by hand, i'm using the same function)
* Walking to far objects may not work due to client restrictions
* Rendering of the highlighting-marker is wrong when getting close to navmesh
borders (my drawing is unaware of the grid)


Compiling

As always, compiling is a little tricky. This software is designed to be binary
compatible to the client. Therefore building with Visual C++ 8.0 (install
Visual Studio 2005) is mandatory! You'll need Daffodil (1) and Visual Studio
2010 to open the project. You'll also need DirectX SDK 9.0b. Put it inside the
lib-folder.

Always compile on Release-mode. Debug will produce incompatible code.

This combination is guaranteed to work as it is binary compatible. Newer
compilers can work, but are neither tested nor supported by me

(1)

Visual Studio version compatibility chart
2005 2008 2010 2012 2013 2015 2017


Attribution

Do what ever the f*ck you want with it. But don't be that a**hole claiming
others work as your own. Thank you.
Attached Files
File Type: zip entity-explorer_bin.zip (4.56 MB, 172 views)
File Type: zip entity-explorer_src.zip (982.1 KB, 165 views)
florian0 is offline  
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Old 04/07/2018, 23:03   #2
 
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wow nice work
Zoro.Sro is offline  
Old 10/11/2018, 18:25   #3
 
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Is this how old sroking bot used to move around? I wonder.
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Old 11/05/2018, 18:05   #4
 
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can you upload lib/sdk folder ?. @
concucu is offline  
Old 11/06/2018, 00:15   #5
 
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Quote:
Originally Posted by concucu View Post
can you upload lib/sdk folder ?. @
This is the original DirectX 9b Installer Microsoft deleted from their page (among many other precious files). You just need the include and the lib folder inside the dxsdk folder, but you can also just go ahead and put the whole sdk in there.

checksum filename
14b2e2a987f5b1c67241f392bf4d90df dx90bsdk.exe


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Old 11/06/2018, 03:39   #6
 
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Quote:
Originally Posted by florian0 View Post
This is the original DirectX 9b Installer Microsoft deleted from their page (among many other precious files). You just need the include and the lib folder inside the dxsdk folder, but you can also just go ahead and put the whole sdk in there.

checksum filename
14b2e2a987f5b1c67241f392bf4d90df dx90bsdk.exe



Thank you!

I have encountered errors:





updated: it work
concucu is offline  
Old 11/06/2018, 11:26   #7
 
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Quote:
Originally Posted by concucu View Post
Thank you!
I have encountered errors:
As stated above:

Quote:
Compiling

As always, compiling is a little tricky. This software is designed to be binary
compatible to the client. Therefore building with Visual C++ 8.0 (install
Visual Studio 2005) is mandatory! You'll need Daffodil (1) and Visual Studio
2010 to open the project. You'll also need DirectX SDK 9.0b. Put it inside the
lib-folder.

Always compile on Release-mode. Debug will produce incompatible code.
But yea, I could have fixed this before.
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