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Messages - Wivex

#1
Mmm, no.



We don't have much time to do modding, and can't set ourself any schedules, so it's done when it's done.
#2
Actually, update for A15 took about 1 hour of my time. We are currently dealing with more interesting stuff, like this one:

#3
Well, A14 broke too much stuff and i don't have much time daily to do modding, so the process constantly goes on, but pretty slow. :/
#4
Hi, Vindar. In case you don't have notifications enabled, I've sent you a PM request about your mod.
#5
Recently finished fixes after A14. Generally it's balancing and def work stage. I'm personally working on intergrating fluffy's Architect Menu mod.
#6
Releases / Re: [A14] Orassans
July 28, 2016, 12:47:40 PM
Looks pretty good.

+10 modding EXP
#7
Outdated / Re: [A12] Containers For Stuff (v1.1.1)
July 23, 2016, 07:48:45 AM
Quote from: 123nick on July 23, 2016, 07:41:54 AM
thanks, but can you update it again for A14? the mod author doesent seem too intend on updating it, for whatever reason.

Cause all my previous mods were just proofs of concept for the big overhaul i'm working on. There are fully working and proper containers in RA mod (and HCSK, which i provided the source code to) but i have no free time to release it as stand alone. Sorry.
#8
Help / Re: Mono x86-64 ABS hooks
July 22, 2016, 07:43:17 AM
Quote from: RawCode on July 22, 2016, 04:51:58 AM
magical binding flag is 60, (it just like 42 but 16 higher!), you can see it on 13th line from botton.

Ehh... What code part out of those you posted are you talking about? In any case, i'm not using CCL, so i need to know which detouring Method() i should use now. Let's say i'm dumb, so could you please re-post the proper method again. And an example of it's use without binding flags specified.

#9
Help / Re: Mono x86-64 ABS hooks
July 22, 2016, 03:53:11 AM
I thought there is a way to determine them from the source method somehow.  :(
Anyway, if previous detouring method is still working, why switch to the new one? What are the benefits?
#10
Help / Re: Mono x86-64 ABS hooks
July 21, 2016, 05:40:20 AM
Hmm, nice to see you making progress, whatever it is, cause i don't understand anything here. Can you explain how it is different from current detouring method (not technical details, but why we (modders) should switch to it):

        public static unsafe bool TryDetourFromTo(MethodInfo source, MethodInfo destination)
        {
            // keep track of detours and spit out some messaging
            var sourceString = source.DeclaringType.FullName + "." + source.Name;
            var destinationString = destination.DeclaringType.FullName + "." + destination.Name;

            sourceMethods.Add(sourceString);
            destMethods.Add(destinationString);

            if (IntPtr.Size == sizeof (Int64))
            {
                // 64-bit systems use 64-bit absolute address and jumps
                // 12 byte destructive

                // Get function pointers
                var Source_Base = source.MethodHandle.GetFunctionPointer().ToInt64();
                var Destination_Base = destination.MethodHandle.GetFunctionPointer().ToInt64();

                // Native source address
                var Pointer_Raw_Source = (byte*) Source_Base;

                // Pointer to insert jump address into native code
                var Pointer_Raw_Address = (long*) (Pointer_Raw_Source + 0x02);

                // Insert 64-bit absolute jump into native code (address in rax)
                // mov rax, immediate64
                // jmp [rax]
                *(Pointer_Raw_Source + 0x00) = 0x48;
                *(Pointer_Raw_Source + 0x01) = 0xB8;
                *Pointer_Raw_Address = Destination_Base;
                    // ( Pointer_Raw_Source + 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09 )
                *(Pointer_Raw_Source + 0x0A) = 0xFF;
                *(Pointer_Raw_Source + 0x0B) = 0xE0;
            }
            else
            {
                // 32-bit systems use 32-bit relative offset and jump
                // 5 byte destructive

                // Get function pointers
                var Source_Base = source.MethodHandle.GetFunctionPointer().ToInt32();
                var Destination_Base = destination.MethodHandle.GetFunctionPointer().ToInt32();

                // Native source address
                var Pointer_Raw_Source = (byte*) Source_Base;

                // Pointer to insert jump address into native code
                var Pointer_Raw_Address = (int*) (Pointer_Raw_Source + 1);

                // Jump offset (less instruction size)
                var offset = Destination_Base - Source_Base - 5;

                // Insert 32-bit relative jump into native code
                *Pointer_Raw_Source = 0xE9;
                *Pointer_Raw_Address = offset;
            }

            // done!
            return true;
        }


In general, what i personally would like to have is a good wrapper or simple universal method to detour from-to without specifting the binding flags each time (maybe you did that just here, but i need an example then), so that detouring will be easier then:

            // added new def generators and removed redundant
            var vanillaGenerateImpliedDefs_PreResolve = typeof(DefGenerator).GetMethod("GenerateImpliedDefs_PreResolve",
                BindingFlags.Static | BindingFlags.Public);
            var newGenerateImpliedDefs_PreResolve = typeof(RA_DefGenerator).GetMethod("GenerateImpliedDefs_PreResolve",
                BindingFlags.Static | BindingFlags.Public);
            TryDetourFromTo(vanillaGenerateImpliedDefs_PreResolve, newGenerateImpliedDefs_PreResolve);
#11
Can't really say. Don't have much time to mod lately. A14 brought dramatic changes to the game start phase and game core parts, so i need to figure out how to adapt RA to those first in the best way. Scenarios do help make some of RA changes as scenario parts and not hardcoded changes. But it would require some time to make it so.
All i can say now, is that RA update will be released ASAP, when it's done.
#12
After applying proper rotations and offsets, it looks smth like this (2 hands are supported):

#13
Well, we have a problem of getting new ideas before properly finishing previous ones. Have to stop that one day...
Here's an example with drawing hands on equipped weapons, that mrofa started, and i've "finished" a few hours ago (initial hand position should be set properly, ofc). It's not part of the weapon texture itself:





#14
There will be no update before A14, cause we got much more work than was intended before. And for some planned features to be implemented properly, we need some features from A14. All i can say is that mod development process is running and it get's better and better each day.
#15
Quote from: RoughPebble on June 24, 2016, 02:46:39 PM
Quick question: Do you plan on incorporating something like the EDB UI portraits for the colonists? I find it super helpful so I don't have to search all over the map for my colonists.

There will be something like that, yes.