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PostPosted: December 9th, 2009, 7:30 pm 
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Joined: July 28th, 2009, 12:52 am
Posts: 6
Just now getting back to this. think I discovered the problem with AA3. It doesn't work in AA3 because AA3 uses DirectX exclusive mode. After experimenting some more found it not to work in some other DirectX games that use exclusive mode.

Was a nice idea, but i don't have any more time to spend on it, so I coded my own. Its a PITA to get an overlay to work with exclusive mode DirectX applications but I finally did it.


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PostPosted: December 10th, 2009, 1:45 am 
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Location: Rio de Janeiro - RJ - Brasil
@heavenzone:
Thanks for commenting!
But which game/application? Is it DX8 or 9?

@Spooky:
Oh, I see. I will add this info to the documentation.
I've been quite busy, but vacation is coming soon!
Mind sending me a PM to tell how you managed to get your overlay?

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PostPosted: January 12th, 2010, 2:53 am 
sorry for posting in such an old topic but i hought it would be handy to know you can change the injecter image using res hacker and opening the d3d9.dll then just replace bitmap with ure one :)


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PostPosted: January 15th, 2010, 7:45 am 
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I am aware of that. Thanks for the info though.
I totally forgot about this lib as I'm not currently using it for a few reasons.
I thought about changing the bitmap but it's not such a big deal since it just makes reference to the developer of GPP, which was used in this lib.

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PostPosted: January 20th, 2010, 2:51 pm 
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Joined: January 20th, 2010, 2:48 pm
Posts: 4
Location: Germany
Say, MasterFocus... have you ever considered looking at the Mumble-sourcecode? They seem to have an decent overlay system that works with DX10 aswell.

Might be worth a try. :D


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PostPosted: January 20th, 2010, 5:31 pm 
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Never heard about that before. I'll check it later. Thanks!

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PostPosted: April 16th, 2010, 12:44 am 
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Joined: October 5th, 2007, 10:41 pm
Posts: 11
Thanks for this, it is working for me!

But:

Spooky wrote:
[...] I was forced to inject it from outside the game directory. [...]


How do you inject the dll file?
I want to use the library without copying the d3d8.dll into my Warcraft III directory.


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PostPosted: April 16th, 2010, 2:22 am 
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Location: Rio de Janeiro - RJ - Brasil
andz wrote:
Spooky wrote:
[...] I was forced to inject it from outside the game directory. [...]

How do you inject the dll file?

There are programs to do that.
Search for "inject dll" (Google) and you may find something useful.

andz wrote:
I want to use the library without copying the d3d8.dll into my Warcraft III directory.

I don't see why that would be a problem, but I can't tell you anything about this DLL injection method as I've never tried it.

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 Post subject: Clear multiline text
PostPosted: April 18th, 2010, 12:55 am 
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Joined: October 5th, 2007, 10:41 pm
Posts: 11
Thank you for your fast reply. I think I will have to do some reseaerch.

Another question:

Is it a bug concerning to multiline text, that refreshing the text inside one and the same text field doesn't erase former text?

For example:

First my "Output" is "Line1`nLine2`nLine3`nLine4" (Output := "Line1`nLine2`nLine3`nLine4")
I show and hide it with

Code:
SomeLabel:
GPF_SetMultiLine(0,10,10,Output,0xffff0000,0,30,1,1000,1000,1)
GPF_ShowMultiLine(0,1)
SetTimer, ClearOSD, -5000
Return

ClearOSD:
GPF_ShowMultiLine(0,0)
Return


This will show an OSD like this:

Quote:
Line1
Line2
Line3
Line4


Now i use the same text field (ID 0) to show another text (Output := "ANOTHERLINE1"):

Code:
SomeLabel:
GPF_SetMultiLine(0,10,10,Output,0xffff0000,0,30,1,1000,1000,1)
SetTimer, ClearOSD, -5000
Return

ClearOSD:
GPF_ShowMultiLine(0,0)
Return


This will show something like:
Quote:
ANOTHERLINE1
ne2
Line3
Line4


Is it my fault or is it a bug? Or ist it necessary to use "GPF_Main( )" always to activate OSD and to erase text afterwards?


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PostPosted: April 19th, 2010, 4:07 am 
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It is a bug. Thanks!

To avoid this behaviour, I added the auxiliar function GPF_AuxGetFilledStr(Text), which is always called.
However, now I see (pretty obvisoulsy) that it will work only for singleline text fields.

I will update the library and fix this ASAP. Meanwhile, inside that auxiliar function, you may change from 127 to 1023, which will work for multiline fields. I can't predict how it will behave for singleline fields, but probably won't cause any other bugs.

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PostPosted: June 8th, 2010, 9:02 pm 
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Bump. Updated!

A minor bug (regarding multiline strings not being filled properly) has been fixed.

I've been checking/updating all my code (library, functions, templates...) today.
I'm not sure if I'll have time to update this library's documentation though.

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 Post subject: Besides Text and FPS
PostPosted: June 24th, 2010, 12:50 pm 
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Joined: June 15th, 2007, 3:41 am
Posts: 2
I am new to all of this, but I was wondering if .....

Is there a way to add other information to be displayed besides text and FPS, such as available system memory, cpu fan speed.

Thanks for the replies.


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PostPosted: June 24th, 2010, 1:52 pm 
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Via GPF, the only way to do this would probably be retireve this info
somehow and then show it using one of the available text fields.

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PostPosted: July 27th, 2010, 4:50 pm 
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Joined: July 16th, 2010, 5:18 pm
Posts: 40
Is it possible to create a tabbed menu.
where the tabs and the buttons in the menu are clickable by mouse?

I need a way to overlay a DX game with a menu.

with a click on a key i need a pop up menu.
The mouse must be disabled ingame and enabled in menu.

Is this possible with this???


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PostPosted: July 27th, 2010, 7:53 pm 
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Location: Rio de Janeiro - RJ - Brasil
With this library, there is no way to overlay a DX application with a truly functional/clickable window or GUI.

Also, as documented:
Overlayed elements also get ontop of the game's custom mouse cursor

This aspect makes it harder to simulate the click behaviour on a certain overlay because the mouse wouldn't be visible.

If you manage to find any workarounds, please report.

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