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PostPosted: July 3rd, 2009, 10:44 pm 
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Joined: November 1st, 2007, 10:03 pm
Posts: 885
Soldier Front.

I put all the files, also no image appears.

In the directory where, soldierfront.exe

EDIT:

It might be gameguard anticheat blocknig it


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PostPosted: July 5th, 2009, 2:13 pm 
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Joined: August 8th, 2008, 7:26 pm
Posts: 117
Location: Raahe, Finland
Dude this library is awesome!

rep+ if i could

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PostPosted: July 14th, 2009, 7:58 am 
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Joined: July 14th, 2009, 7:13 am
Posts: 1
Thanks for this good functions. I've found 2 small typos:

Code:
GPF_ShowMultiLine(ObjNum,ShowText)
{
  static proc_GPML_ShowText
  If ( proc_GPML_ShowText = "" )
    proc_GPML_ShowText := DllCall("GetProcAddress", uint, DllCall("GetModuleHandle", str, "gpcomms"), str, "GPML_ShowText") ; instead of GPSL
  DllCall(proc_GPML_ShowText, UChar, ObjNum, "Int", ShowText)
  return ErrorLevel
}

GPF_ShowFPS(bShowFPS)
{
  static proc_GPSI_ShowFPS
  If ( proc_GPSI_ShowFPS = "" )
    proc_GPSI_ShowFPS := DllCall("GetProcAddress", uint, DllCall("GetModuleHandle", str, "gpcomms"), str, "GPSI_ShowFPS")
 DllCall(proc_GPSI_ShowFPS, "Int", bShowFPS) ; copy/paste and go? :)
 return ErrorLevel
}


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PostPosted: July 14th, 2009, 6:12 pm 
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Joined: April 8th, 2009, 8:23 pm
Posts: 3036
Location: Rio de Janeiro - RJ - Brasil
@ayosh
I was in a hurry to finish these functions and also had
to study for a few critical exams, so I missed that. u_u'
I'm currently fixing it and releasing v1.1b, thanks a lot!

@Fry
Any luck with Soldier Front or any other game?

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PostPosted: July 14th, 2009, 6:53 pm 
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Joined: March 27th, 2009, 10:48 pm
Posts: 71
Is there any way to do this without having to
put the DX9 dll file in the games directory?


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PostPosted: July 14th, 2009, 7:38 pm 
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Joined: April 8th, 2009, 8:23 pm
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Location: Rio de Janeiro - RJ - Brasil
BF2 Player wrote:
Is there any way to do this without having to
put the DX9 dll file in the games directory?

Dunno, maybe if you try DLL injection.

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PostPosted: July 28th, 2009, 1:00 am 
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Joined: July 28th, 2009, 12:52 am
Posts: 6
Hi,

I've not posted here before, but i've been following this project for a bit. There are a couple of questions i'd like to ask about this:

1. Is this supposed to work in Vista?

2. Has anyone gotten this to work with Americas Army 3.0 (the new version)? I'm trying to do a seperate overlay for chat from a second comm interface (which is sort of like IRC in a way)

3. The .dll's you supply with your project and supplied at http://www.mikoweb.eu/index.php?node=28 are not correct, at least for AA 3.0. The entry points are not correct when the d3d9.dll is placed in the game directory forcing me to inject it seperately from outside the game directory.

4. What are the exact procedures for use? First its put the files in the game folder then its don't put the files in the game folder. Where exactly does the gpcomms.dll go - in the game folder?

5. Is the game started first and then the script runs? Or do you start the script first?

6. Do you have to inject the .dll's into the game process? If I inject the d3d9.dll into the process with a seperate injector I get a graphic that says its active, but none of the functions show anything at all or seem to have any effect at all. Is there something else you have to turn on like a hook or something? Not all games will automatically load and inject a d3d*.dll thats in their game directory, generally if the file doesn't exist in the game directory to begin with then putting it there and having it work is an 'iffy' event (which leads to the banning problem - its an old trick from the days of hacking directX based cheat ESP into games). Injecting it seperately seems to solve that issue.

7. Is the path to the .dll supposed to be the full path as in something like this > "C:\Program Files\USArmy\America's Army 3\Binaries\gpcomms.dll"? Of do you just need the gpcomms.dll in the folder with the script and don't need it in the game folder at all? All the functions return as good meaning the function was called and supposed to have worked, but they don't.

8. Is there something else you have to call to use the ShowFPS function? Cause calling by its self isn't working here. Same with the text functions, none of them are working here. Is it necessary to put the show command in a loop (with its possible flicker issues)?

No there isn't a DEP problem, yes i've got full admin privilages set properly, No its not PunkBuster as PunkBuster is not even installed (Punkbuster is not required to be installed unless you play AA 3 on punkbuster enabled servers - we only play LAN, several of us, and some restricted non-punkbuster servers as PunkBuster isn't allowed on our government computers because the government has decided that PunkBuster is trojan like activity and a security threat.) its just not working in AA3 and its a Direct X 9 game.

Thank You


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PostPosted: July 29th, 2009, 12:30 am 
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Joined: April 8th, 2009, 8:23 pm
Posts: 3036
Location: Rio de Janeiro - RJ - Brasil
Hi there Spooky.

Quote:
1. Is this supposed to work in Vista?

Tested with Warcraft III (DX8) on my friend's laptop (Vista) and it worked.
Quote:
2. Has anyone gotten this to work with Americas Army 3.0 (the new version)?

As documented, I have not tested (also, I don't even have this game).
Quote:
3. Entry points are incorrect when d3d9.dll is placed in the game directory, forcing me to inject it seperately from outside the game directory.

My d3d8.dll gets automatically injected. Maybe d3d9.dll works differently.
Quote:
4. What are the exact procedures for use?

d3d*.dll -> into the game directory
gpcomms.dll -> same directory as your AHK script
Quote:
5. Is the game started first and then the script runs? Or do you start the script first?

Doesn't matter, but functions may only be used when game is running and the DLL is injected.
Quote:
6. Do you have to inject the .dll's into the game process? If I inject the d3d9.dll into the process with a seperate injector I get a graphic that says its active, but none of the functions show anything at all or seem to have any effect at all.

You get the "active graphic" and it doesn't work? Hmmm, no clue. :?
Quote:
7.1 you just need the gpcomms.dll in the folder with the script and don't need it in the game folder at all

Correct.
Quote:
7.2 All the functions return as 'good', meaning the function was called and supposed to have worked, but they don't.

As I said... sorry, no clue. :(
Quote:
8.1 Is there something else you have to call to use the ShowFPS function?

No.
Quote:
8.2 Is it necessary to put the show command in a loop (with its possible flicker issues)?

No. ShowFPS toggles the display of FPS info. No need to loop it.


Have you tried any other DX9 games?
I wish I could perform a few tests myself... :?

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Try something before asking. Show what you've tried.
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PostPosted: July 29th, 2009, 1:09 pm 
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Joined: July 28th, 2009, 12:52 am
Posts: 6
The Americas Army game is free if you'd like to check it out > www.AmericasArmy.com < get the version 3.0 deploy client (dont get the steam version as its still got a lot of problems)

I haven't tried any other DirectX 9 games with it. The Americas Army game is the only one we use.

"d3d*.dll -> into the game directory
gpcomms.dll -> same directory as your AHK script "

Can't put the d3d*.dll files in the game directory in this case as the file causes a "wrong entry point" error when the game loads, which is why I was forced to inject it from outside the game directory. But its strange that it injects and gives the "active' graphic so i'm thinking that the d3d*.dll its self is OK.

If anyone has AA3 and can get it to work please post back here and let me know what you did and how you did it. Thank You.


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PostPosted: July 29th, 2009, 10:02 pm 
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Joined: April 8th, 2009, 8:23 pm
Posts: 3036
Location: Rio de Janeiro - RJ - Brasil
Hard Drive Space: 5GB free hard drive space

Can't test it here. :x
I'll ask a friend to use his computer, but I doubt he'll be back soon today.

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PostPosted: August 4th, 2009, 10:41 pm 
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Joined: July 28th, 2009, 12:52 am
Posts: 6
Well, i've done everything I can to get it to work in America's Army 3.0. I can inject the .dll and it says its active, but I think there is something wrong with the entry point in relation to this game.


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PostPosted: August 5th, 2009, 7:24 am 
Is there a way to put the img behind the cursor?

In warIII.

Cool script bro.


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PostPosted: August 5th, 2009, 8:12 am 
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Joined: April 8th, 2009, 8:23 pm
Posts: 3036
Location: Rio de Janeiro - RJ - Brasil
Thanks!
As I stated here, no (unfortunately). :(

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PostPosted: August 31st, 2009, 12:00 am 
Hi, MasterFocus.

I changed the pre-loading img from the "d3d8.dll"
To one according to the warcraft III.

Image

Here is the link :
http://www.4shared.com/file/128952722/2 ... /d3d8.html
(400kb)


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PostPosted: August 31st, 2009, 4:04 pm 
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Joined: April 8th, 2009, 8:23 pm
Posts: 3036
Location: Rio de Janeiro - RJ - Brasil
Thank you Tastingo.
I was planning to do that, but I've been a bit lazy recently. :lol:
I'll work on my lib again once I get a chance to test DX9 stuff.

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Try something before asking. Show what you've tried.
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