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Re: Is IpDrv (UBrowserHTTPClient) meant to cache DNS respons

UT's native address resolver does not have any buffer/database of any kind.
The OS is responsible for that in this case.
by Higor
Sun Aug 05, 2018 5:36 pm
 
Forum: Coding, Scripting
Topic: Is IpDrv (UBrowserHTTPClient) meant to cache DNS responses?
Replies: 5
Views: 174

Re: Extreme dry season in Europe

Meanwhile, here in the south stopped raining yesterday after 5 days of heavy rains. :loool:
by Higor
Wed Aug 01, 2018 4:34 am
 
Forum: Misc | Off-Topic
Topic: Extreme dry season in Europe
Replies: 64
Views: 1310

Re: [Release] ACE v1.0h

ReplaceFunction works nicely if parameters and local variables don't change, this is a way to do it.
Code: Select all
...
if ( Len(oldStr) == 0 )
    return source;

// Replace each occurrence of oldStr with newStr.
while (!bDone) {
...
by Higor
Wed Jul 25, 2018 5:11 pm
 
Forum: Anti-Cheat Releases
Topic: [Release] ACE v1.0h
Replies: 41
Views: 2177

Re: [Release] ACE v1.0h

Looks like a format change in ACE reports. The issue isn't going to solve itself. At least open the package and post the crashing code (and the sub-functions it uses), or it's going nowhere. EDIT: And if you're testing unreleased stuff, you might as well enable the following to get a proper UnrealSc...
by Higor
Mon Jul 23, 2018 9:37 pm
 
Forum: Anti-Cheat Releases
Topic: [Release] ACE v1.0h
Replies: 41
Views: 2177

Re: Testing/Debugging Hacks & Tips

CollisionGrid.dll was designed with 'speed' as the one and only consideration, and it was a very interesting experience I gotta admit. The code on average takes between 40% and 70% of the original hash's computing time to perform the same tasks, with peaks of 10% when the map has movers overlapping ...
by Higor
Sat Jul 21, 2018 7:50 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 46
Views: 2113

Re: Testing/Debugging Hacks & Tips

Sheeeeeeeeeeeeit... typo in ASM mov ecx,(caller address) //MS __thiscall convention puts object address in ECX register mov eax,[ecx+vtable_pointer_offset] //vtable (added offset for some platforms that put it at end of struct) mov eax,[eax+function_offset_in_vtable] //function pointer (fixed typo) ...
by Higor
Fri Jul 20, 2018 3:32 am
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 46
Views: 2113

Re: Testing/Debugging Hacks & Tips

but I wonder how hard it would be to hook and intersect every UScript function call You only need to hook the opcode processors, that's something around 2-3 functions. And yes, believe it or not, I could have sworn seeing a cycle-counter in one of the Unreal Engine builds (probably was UE3) attache...
by Higor
Wed Jul 18, 2018 7:24 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 46
Views: 2113

Re: Testing/Debugging Hacks & Tips

With vtables, calling a virtual function takes no more than something like. mov ecx,(caller address) //MS __thiscall convention puts object address in ECX register mov eax,[ecx] //vtable mov eax,[ecx+vtable_offset] //function pointer call eax Where in unrealscript, it takes process EX_VirtualFunctio...
by Higor
Wed Jul 18, 2018 1:59 am
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 46
Views: 2113

Re: Testing/Debugging Hacks & Tips

Broke: trying to optimize by outsmarting the compiler. Woke: using the compiler's smartness to produce optimizations and good looking code. The coder needs to be as pragmatic as possible. ============================================== Unfortunately, the unrealscript compiler is not smart so the only...
by Higor
Tue Jul 17, 2018 8:59 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 46
Views: 2113

Re: No damage with Rocket, RocketMk2, WarShell, ShockProj, .

Just use XC_Engine's script patcher to replace HurtRadius. Modify the damage calculation from: >> Explosion Location <-> Actor center To: (case 1: hitlocation inside cylinder) >> 0 distance (case 2: hitlocation outside cylinder) >> Explosion Location <-> Hitlocation (Trace from explosion to Actor) W...
by Higor
Sun Jul 15, 2018 5:27 am
 
Forum: Coding, Scripting
Topic: No damage with Rocket, RocketMk2, WarShell, ShockProj, ...
Replies: 7
Views: 274

Re: XC_Engine [20] - XC_Core [7b] - XC_IpDrv

Two collision hash crashes, the only workaround is using the XCGE grid from CollisionGrid.dll/.so And one travel manager crash I've never seen before, that's some of the oldest code in XCGE, should take a look at it again. PD: Haven't been active because of work lately, making C++ automated webserve...
by Higor
Thu Jun 28, 2018 8:11 pm
 
Forum: Discussions
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 1066
Views: 154997

Re: All Google and Facebook related scripts removed from sit

Feralidragon wrote:The only way to avoid this is to host everything locally.

In other words the legislators drafting the GDPR had no idea what they were doing.

Still getting rid of Lifelog... err... I mean, F*ceb*ok is good. (let's see who connects the dots)
by Higor
Sat Jun 23, 2018 7:01 pm
 
Forum: Announcements
Topic: All Google and Facebook related scripts removed from site
Replies: 14
Views: 965

Re: Hijacking default Actor variables....

You either use one of the existing bools, or 'inject' a new bool property into actor using a native package.
by Higor
Tue May 15, 2018 11:45 am
 
Forum: Coding, Scripting
Topic: Hijacking default Actor variables....
Replies: 16
Views: 688

Re: Should I fix this error?

On non-XCGE servers the damage is already done by spawning the decal. (and using up one additional name)
But thanks for the report, should be easy to handle using XCGE's script patcher.
by Higor
Tue May 15, 2018 11:42 am
 
Forum: Coding, Scripting
Topic: Should I fix this error?
Replies: 3
Views: 296

Re: XC_Engine megathread

Sorry, haven't made any extensive research on unix linkers. The indirection (MAYBE) could be there to address the dynamic starting address of the shared library. In windows DLL's you won't see the indirection because all absolute addresses are modified at load time (there's a compressed offset table...
by Higor
Fri Apr 20, 2018 6:40 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 7
Views: 611
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