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May. 20, 2013
The Starport Forum Index > All Posts (Schmackbolzen)

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Re: FLHook SVN discussion
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@FF Thanks, I will correct it when I find the time. Maybe I add some stuff I recently reversed, too.

Posted on: 5/16 11:37
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Re: FLHook SVN discussion
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I am not sure I follow you. The base FLHook does not even use the overloaded call for swprintf where you also pass the buffer length. There are only a few calls which use sizeof and I agree that they are problematic.

Posted on: 5/13 0:19
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Re: Windows 7 problem
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Maybe old savegames. Freelancer loads them on startup and crahes if you have e.g. a mod installed where certain things don't exists (or broken files etc).

Posted on: 5/12 23:50
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Re: FLHook SVN discussion
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I think he just forgot. The calls are mostly correct and use wsclen stuff, but on a few occasions it is indeed sizeof, which gives double the count. Shouldn't be that bad, though, because of the formatted texts being short in those cases (just had a glance at it).

Posted on: 5/12 23:41
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Re: Trade Lane Bug
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Lol, this topic is old I had solved this years ago - without a hack

If it's not in the 101 Exe Hack compendium you should post it there.

Posted on: 5/9 21:44
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Re: FLHook SVN discussion
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Hehe, no need to be

Posted on: 5/7 14:03
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Re: .obj -> .sur converter
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Thanks! I am still around, just don't always have the time (actually its rather periodic)

Posted on: 5/6 11:42
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FLHook SVN discussion
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I create this topic so that one can post things he noticed in the SVN version.

While catching up with current development (last time I checked was about a year ago) I noticed some things.

While things like
Code:
// Check to see if the hook IDS limit has been reached
static uint solar_ids = 526000;
if (++solar_ids > 526999)
only tend to question my sanity (Edit, since it seemed to be unclear: I don't often see static variables plus write too much other languages to remember it, thus it took some time to see it. I am still debating with my self whether I think its good practice and currently am leaning against it.) , here is a rather serious bug:
Code:
// fill struct
__asm
{
lea ecx, packetSolar
mov eax, address1
call eax
push solar
lea ecx, packetSolar
push ecx
mov eax, address2
call eax
}
of SpawnSolar is breaking the stack. You are missing
Code:
add     esp, 8
at the end, since this is a call where you have to do the cleanup yourself.

I also would suggest surrounding it with pushad and popad, since in case you add more code which leads to using registers the subroutines change, this could also lead to strange behaviour. Also you notice immediately if the stack is broken, since you get a crash. The corrected version thus looks like:
Code:
// fill struct
__asm
{
pushad
lea ecx, packetSolar
mov eax, address1
call eax
push solar
lea ecx, packetSolar
push ecx
mov eax, address2
call eax
add     esp, 8
popad
}


It took me around an hour to get suspicious, as my code started to behave oddly. So please, while this is really cool stuff (bases have visible loadouts now etc, yay!), do a double check or tripple for at least the asm stuff. I know I am a perfectionist and thus easily annoyed by such stuff, but I think this is really worth it

If I find more stuff I will post it.

Posted on: 5/6 10:55

Edited by Schmackbolzen on 2013/5/6 13:14:24
Edited by Schmackbolzen on 2013/5/6 13:15:02
Edited by Schmackbolzen on 2013/5/6 21:13:25
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Re: .obj -> .sur converter
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I have tested it in a VM and could try what XP didn't like with the new Lazarus version. I also made the selection more convenient.

Quote:
v. 1.1 BETA 1.2:
- Fixed listbox for group selection not behaving correctly on Windows XP
- Made width of listbox more convenient for selection


As always you find the new version in the first post.

Posted on: 5/4 13:09
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Re: .obj -> .sur converter
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Could be a Lazarus related issue. I compiled it with the newest version (1.0.8). But neither Skotty nor me can reproduce this bug. Which Windows version do you have?

Posted on: 5/4 0:10
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Re: Elite Dangerous
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Why does game design have something to do with programming skills?

Besides, all of us who do hooking have assembly knowledge, but that has nothing to do with programming skills in higher programming languages.

I also doubt that much of those are required if you use a commercial engine like they do for SC. Most likely you are getting support from the company anyway.

Posted on: 5/2 19:54
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Re: .obj -> .sur converter
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That one above was solved a while ago ^^

I have uploaded a new version (see first post):
Quote:

v. 1.1 BETA 1.1:
- Fixed bug which lead to missing triangle groups
- Added basic mass conversion support for non multipart meshes
- Changed automatic center calculation for target crosshair from mean to median value
- Fixed group list not updating when started via "open with" command


I must say you guys must all have used the best way of creating surs, otherwise at least one would have noticed the bug? I've gotten as many as one triangle out of a converted mesh I created with just a poly reducer. The other around 2000 just got "lost" Just a simple fix, though (used wrong array).

I've also added a simple mass conversion option for non multipart meshes. For those a special config file for each source is needed to be implemented.

Using the median instead of the mean value for the target crosshair is much more robust against outliers. The automatic calculation should now yield much better results.

If you find any bugs, please post them.

Posted on: 5/2 13:32
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Re: New Universe Server Down?
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Well we're back up again. Enjoy playing

Posted on: 4/18 0:02
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Re: has anybody tried to put phys-x into the game ?
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No. (in regard to the first question of the op).

Posted on: 4/2 21:24
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Re: New Universe Server Down?
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Sorry we are all very busy and i hadn't had the time to update the main page. Will do it during the upcoming holidays and also describe our plans in English.

If there are enough players which are still interested in the server (which it does look like) there should be no problem to get it going again through donations. But we first want to have an updated mod, since most of you do know the current version up to the point that it has become boring. Since our time is limited, this can take some time. I will get into this in some more detail when I make the post on our forums in English.

Posted on: 12/22 10:47
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