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Messages - Artaxerxes

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1
UOAI Corner / Re: About UOAI
« on: November 12, 2011, 06:04:19 AM »
For those interested, I reset the UOAI forums at http://www.decelle.be/UOAI/forum and I will post intermediate updates and development releases there while the next UOAI version is in development. For now there is nothing interesting there yet though ;).

-- Artaxerxes

2
UOAI Corner / Re: About UOAI
« on: November 02, 2011, 04:40:39 AM »
I've been kinda out of the UO scene for a while. The idea behind the move to developuo was to get other people involved, as my time for UOAI was too limited to maintain the project, but that didn't work out as expected.

So at this point UOAI has been more or less death for around a year now; however I will be looking into reviving UOAI in the next 5 days. I'm currently looking into what can/cannot be done and hope to find a way to get a more manageable version of UOAI running soon.

Regards,
Artaxerxes

3
UOAI Corner / Re: About UOAI
« on: July 17, 2010, 03:08:14 PM »
Glad to see you back!  I've been taking a bit of a break myself.

I guess taking breaks is a prerogative for anyone involved in UO these days? :)
Anyway... i'm getting into the spirit of UO again, so expect some news! :)

4
UOAI Corner / Re: About UOAI
« on: July 17, 2010, 01:58:08 PM »
17th of July 2010

Currently UOAI is a little bit of a messy project; too many new paths have been taken before previous parts were finished. I therefore have decided to simplify things: i will implement first of all a simple dll written in C implementing all essential functionality. COM and .NET support can then be provided by referencing this C library. Right now, however i lack the time to do any serious work, so for now UOAI will remain silent, I can only apologize for that.

Even though i just admitted that i started on new ideas before finishing previous ones, there is one new idea i'm going to work on anyway: a mobile UO Client. After buying myself an android phone i wondered whether it would be realistic to implement an ultima online client for android phones. Currently, a few week later, after reading a lot about Android development, i came to the conclusion that a project to develop a mobile ultima online client would actually not be as hard as it might sound. The project i have in mind right now (which i call "UOMobile" for now, though a suitable name is open for discussion) is essentially the development of a java based ultima online client that will be distributed in two flavors: an android version and an applet version. The applet version will also include some php or asp script to add facebook-integration (basically this means simply coupling server+credentials to your facebook credentials). The challenge of this project is mostly getting the content (Ultima Online has over a gigabyte of art, animations and gumps as content) to mobile devices, but i'm working on that. As soon as i get any first version online, i'll let all of you know!

So in summary: i will continue on UOAI, focussing more on the basics, but not until i find enough time. For now i will be working on a mobile Ultima Online Client (Android client + applet version with facebook integration), as this is the kind of project i can work on irregulary, when i find a few hours of time... this does however mean that both projects will (continue) to move on slowly!


Regards,
Artaxerxes

5
UOAI Corner / Re: About UOAI
« on: February 08, 2010, 02:50:38 PM »
Update: we're currently working hard on getting UOAI2 online... an alpha version will be launched within the next few days.

UOAI2 is a completely .NET based version of UOAI, that rebuilds a lot of functionality packet-based to achieve greater speed. A lot of credit for large parts of the development of UOAI2 go to megamandos.

UOAI2 is based on top of another new library : UOAI Basic, which implements all 'basic' functionality of UOAI (injection, packet hooks, callibration of known functions and offsets, etc.). UOAI Basic will still be exposed to COM, even though it is written in .NET.

Right now a pre-alpha of UOAI2 is available but it's waiting for me to finish a first version of UOAI Basic before we can move on to the UOAI2 alpha. A complete UOAI Basic version with COM Interop support will be launched later.

The main advantages of UOAI2 will be speed and flexibility, compared to the previous COM library.
The main advantages of UOAI Basic will be stability and faster updates : UOAI Basic will practically always be up-to-date for the latest client and there are no longer any crashes associated with UOAI... if we can't callibrate some features, user apps can still use all other features. A great deal of time has been spent on correct error-handling in the midst of the more complicated low-level code.


This is all slightly preliminary info... since UOAI2 at this point is still based on an old version of UOAI's injected dll... but as soon as UOAI Basic is finished you should check out UOAI2! ;)

Find all info and updates at our new home: www.developuo.com (www.uoai.be is now forwarded there).

Greetz,
Artaxerxes

6
UOAI Corner / Re: About UOAI
« on: January 17, 2010, 08:59:19 AM »
After some months of inactivity; UOAI was now patched for the most recent client version (v7.0.4.4).

I'll make sure to post about any future developments in this thread.

Greetz,
Artaxerxes

7
Off Topic / Re: Need new wallpaper!!
« on: September 28, 2009, 03:10:35 AM »

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UOAI Corner / Re: Interesting
« on: September 25, 2009, 10:30:58 AM »
Yea it is a dinasour..

Ah, we had to use Pascal in some classes too... I remember me fiddling around with pointers for the first time in Pascal, trying to write a simple database system while my classmates where still getting a headache trying to write implementations of boring algorithms to do things like calculating primes, etc. ;) :D Never moved on to Delphi though, got fascinated by C after that, and that's still my preferred language now!

I'm wondering though, are you able to get UOAI's events working from Delphi?

9
Off Topic / Re: 5000 POSTS!!!
« on: September 25, 2009, 07:29:14 AM »
Congratz!

If i ever write a spambot, I know what to call it! :D  ;)

10
UO Machine Corner / Re: What's coming next?
« on: September 25, 2009, 07:01:58 AM »
No more waiting for me to support new clients, it will automatically support future clients. (implemented)

Interesting; am taking a quick look again at the UOMachine source, still have to find my way through some parts though; you are a far better C# programmer than me! ;)
Just wondering what parts of UOMachine are client-version dependent, and how the automatic support for future clients is(/will be) implemented for those parts?..  I guess a lot that works packet-based will work out of the box.

Greetz,
Artaxerxes

11
UOAI Corner / Re: Interesting
« on: September 23, 2009, 01:02:29 PM »
I was playing or rather trying to play you your dll last night couldnt get delphi to load it up .. any pointers on that would be appreaciated. The installation of c# on my system is borked.  So before I wipe the entire system clean (much needed) throught id give delphi a go.

From Delphi you'll have to create an instance of the COM components directly. I know little Delphi right now, srry, but i guess it will involve importing "CoCreateInstance" from Ole32.dll and creating an instance of the UOAI class from there using the UOAI class and interface GUIDs (See the UOAI.h in the COM libraries sourcecode for those GUIDs). I tried to google for an example of using COM components from Delphi; didn't find anything suitable yet, except maybe the client part at: http://www.delphi3000.com/articles/article_3439.asp?SK=. Note that you will need "CoCreateInstance" rather than "CoGetObject" I think, GetObject only works for a COM server exposing one active object.

I will provide documentation for different languages on how to use the COM library eventually. Currently i'm focusing on getting the next stable .NET library version online, since most users are using UOAI from .NET right. This next library should be far more stable and easier to use, so once this is launched i'm hoping to find more time to focus on documentation and the next COM library.
But even with documentation, from some languages the COM library is really easy to use (scripting languages like vbscript, javascript, LUA; also visual basic, C++ (though right now a suitable header for this is lacking), ...) but from other languages like directly from C or i'm guessing also Delphi; there will always be some points at which care is required; and therefore a simple dll might have been easier to use than a COM library.

Edit: it seems there must be easier ways from Delphi to use COM objects too; though i know too little on Delphi right now to help you along... the ComObj and ActiveX units (http://delphi.wikia.com/wiki/Category:ComObj_Unit will provide anything you need... you'll need to get Delphi to either create an instance of the UOAI class using it's easyname/progid ("UOAI.UOAI") or using it's GUID (see UOAI.h). Next will be to get Delphi either making calls through IDispatch (activex method calls... i'm not sure how this is done in delphi) or by somehow providing an interface definition for the UOAI objects so that delphi can call the interfaces directly. I'm not sure if any of that makes... :)

Dupport for Delphi will be an issue when i eventually get to writing decent documentation for the COM library; that is after i finish the next .NET library; write documentation for it; and maybe even after finishing the next COM library... Let me know however if you figure out how to use it yourself, that would save me some time :).

Let's, however, not turn the UOAI corner into a support forum!

Artaxerxes,

12
UOAI Corner / Re: Interesting
« on: September 22, 2009, 11:49:51 PM »
It makes sense why EasyUO has has a "hideitem" command, but no "showitem".

But in the same cheffe has always steered away from hacks and things that alter the play stype of the game.

It's possible to write both hide/show item i think; depends a little on how the euo hideitem works though whether it can be shown again. But this kind of 'hiding' is ofc a different one than the invisibility casca is talking about... if a mobile is hidden server side; than even euo wouldn't be able to show it; cause it doesn't know about the item, only the server.

Cheffe did always steer away from hacks and things like that; but i personally do not agree with that choice. I can understand this choice in the sense that he would not want easyuo to be considered as a cheating tool, but rather as a nice macroing tool. I think however that it's not the responsibility of the script tool (or library in my case) developer to limit functionality to funtionality that can't be abused; but it's in the first place the responsibility of the user to not abuse it. I can also think of very little cheating tools, more powerful than current euo scripts,  that could be implemented for UO. Even if a showitem would be present (i've f.e. thought about a creatable item class in UOAI, where "Item customitem=new Item(ID, type, ...) " would work, i can see very little tools that could abuse this: an item would only be visible to the current player. The only thing i can think of would be a scam: someone selling a non-existant item to someone else which was shown on the other the scammed player's client. That would however require the scammer to get a program running on the scammed player's computer; and if you ask me the real issue here would then be the scammer gaining the scammed player's trust rather than UOAI being able to show an item on a player's client.
I can also see many avantages to showing items and gumps and being able to modify things on the client: f.e. with a more powerfull UOAI it would be possible to create a "player-event" system; where every player joining the event would have to have the event's UOAI tool present on it's computer. This tool could then do things like limiting a player's movement to a certain arena, showing special items on all player's in the event (weapons, etc. things related to the event), displaying gumps that track scores, etc... basically an event-p2p system without having to run the world server. It's just an idea... not really going to implement this (current UOAI is not powerfull/stable enough anyway)... but i personally wouldn't consider tools like that an exploit, but you are allowed to disagree! :D

13
UOAI Corner / Re: Interesting
« on: September 22, 2009, 01:44:01 AM »
If it's removed... then what happens when someone uses detect hidden or tracking?  Does it populate the info at that time for EVERYONE or just the client using those skills?... Also if you are using the skill tracking or detect hidden for instance... does it bring the data into the stream at that point or does it wait for a successful roll?  Just curious, but is sounds like perhaps if played with there might be an opportunity.

My guess: Tracking info is built server-side and only sent to the client actually doing the tracking. Detect hidden is probably similar. Also only on succesfull tracking/detect hidden it will send you that info, not earlier.
I didn't check any of this; i would have to delve into the runuo code or watch the packet stream a little closer to give a definite answer; but i know what it looks like client-side:  Items can be flagged hidden internally in the uo client; but even then they are still visible: you see them like you see yourself if you are hidden: grayed or something like that. If an item is completely invisible on the client it simply has been removed, so the server isn't sending updates on it anymore. So if other client's would be getting updates on the mobile being tracked; they would at least see a mobile flagged hidden (grayed type), which they don't.

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UOAI Corner / Re: Interesting
« on: September 21, 2009, 12:14:00 AM »
Did i miss something?  I am really confused now i think !? This also sounds like the old enigma project that i worked with back in the late 90's.
I think you might have missed the other two threads in this UOAI Corner? (http://www.scriptuo.com/index.php?topic=2693.0 & http://www.scriptuo.com/index.php?topic=2689.msg20364#msg20364 )
(though enigma code might have been more interesting? :D)

I'm very interested in this project... I wonder if that packet sniffer he built can detect hidden items/people :P

Well, i think not. If with hidden you mean the result of the hiding skill or invisibility spell or anything like that... than the server actually removes these items/mobiles from all client's screens and doesn't send a packet about them anymore until they are revealed. On the other hand you can detect a mobile being removed from your screen, for which the reason might be hiden (though you would have to analyze other packets to determine the actual reason)
If hidden just means invisible because something is blocking any sight to it, than yes, it can be detected; not only packet based.

Greetz,
Artaxerxes

15
UOAI Corner / Re: About the UOAI corner.
« on: September 20, 2009, 04:00:03 AM »
I would like to set a few rules for the UOAI Corner:

I would appreciate it if discussions on bugs or support-requests on UOAI were moved to the UOAI forums. Even though I will try my best to help anyone using UOAI along, I can not spend my time on running some sort of "UOAI help desk". If on top of that support requests would be scattered over multiple forums, it would become a total mess.

The UOAI corner should be limited to discussions on the current status, or comments on UOAI in general: you have an application in mind, but would require more functionality and would like me to implement that functionality; you are considering to use UOAI, but have some questions to be answered before making that decissions; you think some design decissions in UOAI are flawed and would like me to notice that; ... things like that!

I personally will try to limit me to providing status updates in the UOAI corner, whenever a notable change to UOAI has been completed!

Greetz,
Artaxerxes

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