Frankly I would go the IS route if it wasn't an ongoing subscription fee. I know that there's ongoing work required to keep various offsets and structs up-to-date, hence the fee. But I just can't justify another 10/20/40/whatever dollars a month. Plus, of course, tinkering is fun; I really had a bla...
Ahhh... Well I think I'm gonna go it on my own; I know your work and it's fine code, but I'm sure that as a coder you'll appreciate the desire to get into the guts of things yourself and tinker. This weekend I reversed pretty much the entire character sheet (HP, power, stats, mitigations, etc.), the...
Well, so. I played EQ2 to the point where I've got about 100 levels spread over 3 toons, and now I'm in "the grind." As usual, I find hacking the games more fun than playing them (I guess I'm just weird), so a few days ago I started digging into EQ2 seriously for the first time in months (...
kaz, bud, this is mostly to you. I lost your email, hopefully you still have mine, it's prothe113 at that thing that yahoos use. I'm done with EQ (when EQ2 comes out, we'll talk again *laugh*) and I've moved on to SWG. Hopefully you're playing this too. It's not bad. But it's time to get crackin wit...
A cast of an unsigned value has no implicit sign-extension. So, BYTE -20 is same thing as BYTE 230. Same data. However, BYTE b = -20; printf("foo: %d", b); Will NOT sign-extend the value into 32 bits, because, as kaz said, BYTE is an unsigned data type. So you get (+)230 zero-extended into...
vs6 includes an inline assembler (which is arguably easier and saner to use than ML, which is an old friend/foe of mine... provided you have your link options set up right)
This is frustrating. I decoded all of this like six months ago. Note that you don't need multiple offsets. The UI elements are kept in a TREE structure. The root of the tree is something like "the whole screen" which might have as a "child" for instance, the "spell gem windo...
Various MQ offspins and related products have produced numerous dupes, reportedly earning various MQ hackers tens of thousands of dollars "back in the day."
clsXXXX == "class XXXX" == base of class object in memory. On a thiscall, you need to pass the class pointer in ecx (with a little inline asm magic). clsXXXX's were various class object offsets. Some of that mutated and morphed over time. BTW, I did an old /click and /mouseto myself. Reall...
As the person who originally added Perl to MQ, I'll answer: it's broke. Don't use it. Long answer: Perl's current native thread implementation (as of 5.8.0) is buggy and leaks memory like a sieve. I did everything I could to try to compensate for this, but there was no elegant solution. I was deeply...
Wow, people are still debating this? MQ is cheating. End of story. Wiggle all you want to make your conscience feel better, but you're artificially giving yourself powers that people who play the game the way it's "supposed" to be played don't have. Cheating in a video game is a different ...
Assist is as follows: Client sends opAssist packet with spawnid of desired assistee. (Sometime later) server sends opAssist packet with spawnid of assisted mob (if it's in range, etc.) Client gets the opAssist packet and changes EQADDR_TARGET to == the assisted mob's spawnid. (I think) Client sends ...