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Topic:
ToD - Decal update [Locked] |
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Date Posted:
1/1/00 12:03am
Subject:
ToD - Decal update |
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Plain and Simple.
Thank you Decal Dev's for working so hard. And thank you Drakier for remaining patient in the face of a group of impatient ppl. SOme of us appreciate the fact that you're working on it.
LJ
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Date Posted:
1/1/00 12:03am
Subject:
ToD - Decal update |
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Can someone in laymens terms explain what memlocs are?
Thanks
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Date Posted:
1/1/00 12:03am
Subject:
ToD - Decal update |
Memory locations I believe. I'm probobly as dumb as the average person when it comes to coding, but I believe it's where they attach the stuff they need decal to run. But then again, I don't know enough about coding to know that I don't know. (yea I'm confused too
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Date Posted:
1/1/00 12:03am
Subject:
ToD - Decal update |
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Turbine can't really give us memlocs because they don't look at the client from the same end we do. We go through and look at the compiled code and determine in that compiled code where the functions and variables are (memlocs).
They look at it from a source code perspective. I suppose it is POSSIBLE for them to use a debug build to try to help locate things, but I doubt they'd be able to do that for us, not to meantion, I'm not sure how much assistance it would be.
The main problem is that many of our old memlocs are gone. completely. They were attached to the old UI stuff, which is ripped out and flushed down the toilet. We need to find new memlocs to fill in the hole left by the old ones.
to reply to the above question, memlocs are locations in the client.exe where functions and variables exist. We can use a low level programming language to actually call those functions and modify those variables. That allows Decal to basically call functions directly in the client to do things like cast spells and ID items. (among other things).
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Date Posted:
1/1/00 12:03am
Subject:
ToD - Decal update |
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Thanks to all who're working on getting decal to work with ToD!
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n00berness Title: It's not PMS, it's my personality!
Posts: 292
Registered: 2002-10-23 16:29:27
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Date Posted:
1/1/00 12:03am
Subject:
ToD - Decal update |
Spiritoak posted:
Thanks to all who're working on getting decal to work with ToD!
I agree. I have played with decal since level 3 - I will continue to play with Decal. TY.
-----signature-----
I have been BOINGED by ShalisR! <3
" Your ass deserves Leather everything" Dyslexia
Tod, rest in peace 12/24/2004 15:09:00
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Uccello Posts: 46
Registered: 2001-12-21 13:52:29
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Date Posted:
1/1/00 12:03am
Subject:
ToD - Decal update |
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ok see i did not know anything about it, was hoping they may be able to pull you a list and get it to you with a little ummmm pressure, that not being the case, Keep up the good work
and thanks for taking a few to explain it
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Ascus Posts: 24
Registered:
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Date Posted:
1/1/00 12:03am
Subject:
ToD - Decal update |
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Once they get the echo filter parsing and be able to hook into the display, I hope they will release decal with what ever memlocs they do have. The ones that don't work. Decal used to run with few if any memloc, you actually sent keystrokes and moved the mouse to get things done. It was cludgy but many plugins worked fine (ie. sixth sense worked but you could not select things from the list).
once there are plugins actually running, more people will be able to find memlocs.
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Date Posted:
1/1/00 12:03am
Subject:
ToD - Decal update |
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Would the API have removed the necessity to fix decal this update or would it have just saved the time searching for MemLocs?
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Date Posted:
1/1/00 12:03am
Subject:
ToD - Decal update |
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an API would only eliminate the need for memlocs.
the graphics update would still need to change as it does now.
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