Yoko

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 Post subject: Suport for UOAM
PostPosted: 2004-12-31 01:31:17 
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Posts: 11
Injection could suport UOAM like UOA or Razor
does, showing the chat in the UO screen, commands like: panic
uoamchat unpanic and things like that whould be real great!


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 Post subject:
PostPosted: 2004-12-31 12:54:44 
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i wanted to add support 3 years ago already, but author told he want only support UO Assist.
i do not think it is hard to reverse UOAM communication protocol, but if author do not want, why do i must bother.

if someone honestly ask author again and granted his approvement, this is best way to do.


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 Post subject:
PostPosted: 2005-01-01 22:28:10 
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Joined: 2004-05-23 18:31:26
Posts: 49
i coded smth like that some months ago without having to reverse uoam protocol or any of this kind of things.


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 Post subject:
PostPosted: 2005-01-01 22:49:19 
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Joined: 2004-05-30 00:31:54
Posts: 74
I have UOAM's protocol if anyone wants it

but lem, what do you mean "withouth having to reverse uoam's protocol" ?
btw, it's encrypted with something, cant remember

send me the src code dude
necr0potenc3@gmail.com


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 Post subject:
PostPosted: 2005-01-02 00:20:26 
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see, uoam cooperates with uoa/razor mostly through sending of user msgs to a window of a specified classname that uoa/razor owns. panic/unpanic functions and reporting of chat messages to game window for example, are coded this way.
160386572


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 Post subject:
PostPosted: 2005-01-02 10:56:40 
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spying messages is reversing protocol too, that's what i mean

well, if you can, send it to yoko1998@yahoo.com , i'd like to look


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 Post subject:
PostPosted: 2005-01-04 15:17:03 
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Joined: 2004-11-30 13:53:59
Posts: 30
Quote:
Necr0Potenc3
I have UOAM's protocol if anyone wants it


It's not a rare CANDY! ;-)

You also got pg|De source ? ^_^


Quote:
spying messages is reversing protocol too, that's what i mean

well, if you can, send it to yoko1998@yahoo.com , i'd like to look


psssss {inj.src} well, if you can, send it to me@anywhere/icq/mail/home , i'd like to look


PAY ATT.:
UOAM NetWorking P.R.O.T.O.C.O.L is "private" cause author's "effort" (...) result.
DDE/Messages are PUBLIC/Free to use, as far as they've been OPENED more than 5 years ago. Also using does not flames any copyright/laws.
Also MESSAGES are part of program inter-communication NOT PROGRAM ITSELF. That sound strange but this is what.


That's almost all u need to know

http://www.tugsoft.com/uoassist/thirdpartydev.asp

you might have to accept WM_USER+200 to fully support uoAM

POINT pt;
or long pt = x + (y * 0x10000);

u can also send WM_USER + 303,0,pt to track a point on the map
or WM_USER + 103,0,pt to move map to that spot

i.e. when user types ,track x,y inj. should send this to UOAM

Display text (WM_USER+207) is sent by UOAM for chat messages
ie. u listen this than ,print
(global atom, just like the one use to ctrl inj. via Wm_user+0x4321)

Facet/land info (WM_USER+313) is most important since
Get Coords (WM_USER+202) is required no more.

house/boat & skills logging can be discarded.



u must create a UOASSIST-TP-MSG-WND window to listen UOAM messages, obviously u don't need it if u want to transmit only.

For problems/questions PM ME.

Last but not last:

Take into consideration the possibility to include yourself a map into INJECTION simply including UOMap.ocx (FreeWare) into inj. dialog.

U can also use ATL if u want to include it without adding ocx support to the project;

Rumors states that UOAM is based upon OctaPussy code I hope it is not.

Anyway it is a great tool. (a *NIX version would be better)


Yoko why don't u take a dot.tk domain (free) ?

--------------------------------------------------------------------------------------
(a/bc/d/) FreeDoom is Way of life


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 Post subject:
PostPosted: 2005-01-05 19:07:20 
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Joined: 2004-05-23 18:31:26
Posts: 49
exactly. anyway, wm_user+202 handlins is required since if uoam recognizes a UOASSIST-TP-MSG-WND it queries such window for ingame coords.
shortly said, uoam won't track your char if you don't return a proper WORD containing ingame coords.
that's a thing i noticed while coding.


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 Post subject:
PostPosted: 2005-01-05 23:18:50 
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KalVasFlam wrote:
u can also send WM_USER + 303,0,pt to track a point on the map
or WM_USER + 103,0,pt to move map to that spot

not seems working for me. 8.1.0.3 version of UOAM has this?
maybe working code sample will help

all other things i already implemented, and was seeking for this feature when opened your post.

KalVasFlam wrote:
Take into consideration the possibility to include yourself a map into INJECTION simply including UOMap.ocx (FreeWare) into inj. dialog.

U can also use ATL if u want to include it without adding ocx support to the project;

i do not think this is really needed; but if you send me already working code most possibly i will include it to injection

KalVasFlam wrote:
Yoko why don't u take a dot.tk domain (free) ?

already did it year or two ago... do not remember exactly, something like yokoinjection.tk
but as you must know name given only on period one year, it displays banner, etc


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 Post subject:
PostPosted: 2005-01-06 01:01:46 
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Posts: 30
Code:
HWND map_hWnd = FindWindow("CUOAMWindow", NULL);
if (map_hWnd==NULL) { MessageBox(0, "UOAM is not running ", "Error",MB_OK); return 0; }

int x = 1234;
int y = 1234;

long nPos = x + (y * 0x10000);

// Drop marker ("track")
SendMessage(map_hWnd, WM_USER + 303, 0, nPos );

// Move to point*
SendMessage(map_hWnd, WM_USER + 103, 0, nPos );
//  (facet change handling is a bit more complex)


* Move to point does:

- require you're not linked to server otherwise "track player" MUST be disabled

- does not change world / also won't move if you force world change


I got the latest version but this works on every version since this ability has been implemented since version 4/5 of the program.


Yoko wrote:
i do not think this is really needed; but if you send me already working code most possibly i will include it to injection


Let's say take it as a suggestion ;-)

I mean I do agree with your opinion thus when I written last post I thought
"it's quite better/fast/polite" to DO-IT-*SELF a mini map, instead of relying of third-party little buggy (^_^) *ware.


About maps:

Map is displayed through UOMap.ocx (http://sphere-axis.sourceforge.net/) control that's not property of Belxian (Moonglow)
is simply a freeware control that carry out the task on showing a map/move/zoom and track as well;

1. Can be used absolutely freely
2. Depending on your choice you can include it on the GUI itself (MFC ENABLED APPs)
otherwise you must add ATL support to the project and then it's a little difficult to send command to the control but not too much at all.


Last edited by KalVasFlam on 2005-01-06 01:28:29, edited 1 time in total.

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 Post subject:
PostPosted: 2005-01-06 01:28:25 
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the problem was message must be sent to other one window, that reported for UOAssist callback hook.


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 Post subject:
PostPosted: 2005-01-06 02:40:50 
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http://yoko.netroof.net/forum/viewtopic ... 2956#12956


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 Post subject:
PostPosted: 2005-01-06 16:48:03 
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Joined: 2004-05-30 00:31:54
Posts: 74
do not use UOMap.ocx...

its buggy and slow as hell


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 Post subject:
PostPosted: 2005-01-07 10:08:09 
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Joined: 2004-11-06 17:07:39
Posts: 11
You have maked suport for UOAM? x =

Holly Shit you did ! [[=

* Pray to Yoko *

:D

Yoko, just another thing, where can I get a list of all the commands of Injection ?


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 Post subject:
PostPosted: 2005-01-07 11:29:32 
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Dizzy wrote:
Yoko, just another thing, where can I get a list of all the commands of Injection ?


UO.asmFuncList() in ASM.


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 Post subject:
PostPosted: 2005-01-07 14:31:36 
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Necr0Potenc3 wrote:
do not use UOMap.ocx...

its buggy and slow as hell


UOAM uses it ^_^

1.
I don't know what version u refer to thus I've checked latest and really flies on my PC; I've seen a post of yours where u claim u 've made a better one (MAP) is this true?

1b. I referred to UOMap.ocx 'cause it's plug'n play, thus render a map it's not difficult (regardless of ActiveX plugs), i know (i've coded a rounded version though);

2. It's been A SUGGESTION both me & Yoko agree, it is not need at ALL


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 Post subject:
PostPosted: 2005-01-07 14:55:35 
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UOAM uses UOMap.ocx? are you sure hun? :)


last I checked, UOAM reads UO's map data itself and it builds the BMPs using a very nice algo... damned one byte bmps...


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 Post subject:
PostPosted: 2005-01-07 15:03:58 
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Necr0Potenc3 wrote:
UOAM uses UOMap.ocx? are you sure hun? :)


last I checked, UOAM reads UO's map data itself and it builds the BMPs using a very nice algo... damned one byte bmps...



How do u think it builds (UO's map data itself) ?

For better comphrension:
I've just discovered this some version ago, when cleaning fucking OCX from .\System\ I deleted UOMap.ocx too and UOAM ceased to work, then I plugged UOMAp.ocx again and registered (RegSvr) and woilà UOAM working again ? Can u find another reason for this, is just MAGICs?

Recent version does use part of uomap code for what u called "a very nice algo".

Can also explain u why load times of UOAM map and UOMAp.ocx & their performances matches within MILLISECOND precision when stressed ?


.bmps are just an add-on to improve performances not the core

they also gets corrupted very easy


2. UOAM also seems to be using a code called OctaPussy for coords reading. (It reads same offsets and require same calibration without updated data through UpdateAce, never thougth why it claims "calibration is not required with new clients" ?)

3. I'm waiting ur reply for last question (ur version is better?)

Last I say thanks to UOAM, mightly I never discovered UOMAP.ocx existance without UOAM ?_?


there's also another piece that joins the game UOArt.ocx (little brother of UOMAp.ocx)


Just say I "love" UOAM but I can't simply FAITHLY believe in all it shows and dont' care what hides behind.


Last I apologize for I know this FORUM does not matter with UOAM


Sorry, Lord Yoko. I will try not to repeat this O.T.





EOF :oops:


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 Post subject:
PostPosted: 2005-01-07 16:10:58 
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ocx, not ocx.. it doesn't really matter. the real matter is to help people play happy.


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 Post subject:
PostPosted: 2005-01-07 22:37:14 
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Joined: 2004-11-06 17:07:39
Posts: 11
I have noticed, Yoko, if quiet is turned ON, I can't see anymore the uoam messages in my screen, could you change It ?
Thank you


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