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EOPlugins
| UPDATE 8/14/14: I have started working on this again, i am redoing many things with it to be better usable. Il make a new topic for the new version. In the meantime, i will leave this post as is for those whom want to try the old version until i am finished New version ready, look here Hello everyone, I have taken the knowledge i have gained from examining a bit of sordies old work and have made an experimental, clientside dll-based plugin system that works with the original game client. The current feature list:
Creation of a plugin is simple: all that is needed is to make a native windows dll, drop it into the plugins folder, with at least one of the exported functions listed - pluginload pluginunload pluginrun Usage: Make sure your client config(where it has the server ip and port), there is a part that says "Title=Endless Online" or whatever you want your custom title to be. This will cause plugins to be active. Your exported functions need to look roughly like this(language dependent): I decided to release, here you can get the latest build:
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Re: Eoplugins
| I read it all..... --- ( ͡° ͜ʖ ͡°)CTronic.org I'm Nutso. Keep your fingers out of my butthole.
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Re: Eoplugins
| Decided I wanted to release the plugins module. Make sure you extract the files as-is into the same folder as your client executable. The msigm32.dll cannot be renamed for it to function, as well as the plugins\pluginhelper.dll, as it is skipped over during plugin scans. Would appreciate for those that normally do, to check and give the good-to-go on mischievous activities in the files. Make sure you check out the readme included.
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Re: Eoplugins
| Link doesnt work D: --- Andrewbob - I would be on the fucking copter of rofls Programmer, Web Developer, and Graphics Designer
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Re: Eoplugins
| This sounds really cool, but the link is broken sadly so I can't try it out. What do you plan on doing with it in the future?
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Re: Eoplugins
| colbymsn posted: (13th Jun 2013, 08:23 pm) @all Link is fixed, messed it up trying to be fancy with the formatting @colbymsn that is an interesting question. for the most part, the main functionality is completed. Really all there is now is making it easier to debug, adding more data available to the plugins, and optimizations. Something i have in mind is poking at the client a bit more to see if i can craft a good detector if the client is ingame or not, and add that to the data that is passed to the plugins. |