Can I edit gamex86.dll? what program? -1 reply

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FaceFlayer

I'm too cool to Post

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5th September 2004

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#1 14 years ago

It seems to me that all the bound keys reference commands in the gamex86.dll I want to create a new command to bind a key to, so I'm asuming I have to edit that file. Anyone know how? I tried just opening it in a text editor. Didn't work.




Bytrix

I post to get attention

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22nd October 2003

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#2 14 years ago

a .dll file is a compiled binary. Once the SDK is out you will be able to produce your own (assuming you know C/C++).




FaceFlayer

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#3 14 years ago

Thanks. I guess I just have to wait then.:) twiddle twiddle..




port66_proper

GF makes me horny

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18th August 2004

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#4 14 years ago

assembly or hex




S7ATiC

Offworld Dev

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7th September 2004

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#5 14 years ago

technicly you could just override the exports.. a program like PE Explorer or somesuch can help.. you could pretty much override every exported function, in a makeshift debug interception fashion, by tacking on the code you want the function to go to at the end, and pointing it there, then pass back to whatever the origional pointer the exported function would have pointed to.. but eh.. even then you still need some technical knowledge of assembly - or atleast enough to hex edit a few pointers.. :P Better just wait for the SDK. If you want something to sortof work like key commands ingame, you can mess with sys.getcvar() and sys.setcvar() (defined in doom_events.script), and have your client bind keys to "set whatever_cvar_you_made_in script 1/0/ammo_name/whatever" then have some code running every frame to check those cvars.. 'twas what I did - waste of time, should be doing more research on trig, cuz I'm gonna be doing some really high-level math stuff after the SDK comes out.. [edit]now writing example code, wasting more time[/edit] ai_player.script void player::init() { .... cvarKeyHackLoop(); } void cvarKeyHackLoop() { float gotcvar ; eachFrame { gotcvar = sys.strToFloat(sys.getcvar("some_triggering_cvar")); if(gotcvar) { //if it's not 0... ... //do something... sys.setcvar("some_triggering_cvar","0");//then clear the cvar } gotcvar = sys.strToFloat(sys.getcvar("next_triggering_cvar")); if(gotcvar) { //if it's not 0... ... //do something... sys.setcvar("next_triggering_cvar","0");//then clear the cvar } } }




FaceFlayer

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5th September 2004

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#6 14 years ago

cvar.. is that like Client Variable? Thanks man, that was a good tutorial on bunch of stuff for me. I don't think I know exactly how to write the bind command there, but I can do some trial and error till I get what you mean.




S7ATiC

Offworld Dev

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#7 14 years ago

bind K "toggle some_togglable_cvar_like_flashlight" bind L "set some_one_shot_cvar 1" bind I "inc some_one_shot_cvar 1" --- actually, does doom3 have an inc command? ... City of Heroes is quite fun atm, and I'm playin that instead of doom3, and writing up math forumlas on the side for various mods..




FaceFlayer

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#8 14 years ago

Hey S7ATiC, I've been working on this for a bit. I'm having a problem and I've isolated it to the sys.getcvar("drop_weapon_cvar"); command.

So in my config I've bound a key to "drop_weapon_cvar" but I realized I havent defined that varriable anywhere. Can I just add it to the defs in the player.def file? Where/how do I define that. I tried to find some other variabels used with the setcvar command, the only one I could find was g_nightmare and it's only mentioned in a map and the .dll file.