Suport for UOAM
Moderators: Murderator+, Murderator
Suport for UOAM
Injection could suport UOAM like UOA or Razor
does, showing the chat in the UO screen, commands like: panic
uoamchat unpanic and things like that whould be real great!
does, showing the chat in the UO screen, commands like: panic
uoamchat unpanic and things like that whould be real great!
-
- Expert!
- Posts: 74
- Joined: 2004-05-30 00:31:54
I have UOAM's protocol if anyone wants it
but lem, what do you mean "withouth having to reverse uoam's protocol" ?
btw, it's encrypted with something, cant remember
send me the src code dude
necr0potenc3@gmail.com
but lem, what do you mean "withouth having to reverse uoam's protocol" ?
btw, it's encrypted with something, cant remember
send me the src code dude
necr0potenc3@gmail.com
spying messages is reversing protocol too, that's what i mean
well, if you can, send it to yoko1998@yahoo.com , i'd like to look
well, if you can, send it to yoko1998@yahoo.com , i'd like to look
-
- Posts: 30
- Joined: 2004-11-30 13:53:59
Necr0Potenc3
I have UOAM's protocol if anyone wants it
It's not a rare CANDY!

You also got pg|De source ? ^_^
spying messages is reversing protocol too, that's what i mean
well, if you can, send it to yoko1998@yahoo.com , i'd like to look
psssss {inj.src} well, if you can, send it to me@anywhere/icq/mail/home , i'd like to look
PAY ATT.:
UOAM NetWorking P.R.O.T.O.C.O.L is "private" cause author's "effort" (...) result.
DDE/Messages are PUBLIC/Free to use, as far as they've been OPENED more than 5 years ago. Also using does not flames any copyright/laws.
Also MESSAGES are part of program inter-communication NOT PROGRAM ITSELF. That sound strange but this is what.
That's almost all u need to know
http://www.tugsoft.com/uoassist/thirdpartydev.asp
you might have to accept WM_USER+200 to fully support uoAM
POINT pt;
or long pt = x + (y * 0x10000);
u can also send WM_USER + 303,0,pt to track a point on the map
or WM_USER + 103,0,pt to move map to that spot
i.e. when user types ,track x,y inj. should send this to UOAM
Display text (WM_USER+207) is sent by UOAM for chat messages
ie. u listen this than ,print
(global atom, just like the one use to ctrl inj. via Wm_user+0x4321)
Facet/land info (WM_USER+313) is most important since
Get Coords (WM_USER+202) is required no more.
house/boat & skills logging can be discarded.
u must create a UOASSIST-TP-MSG-WND window to listen UOAM messages, obviously u don't need it if u want to transmit only.
For problems/questions PM ME.
Last but not last:
Take into consideration the possibility to include yourself a map into INJECTION simply including UOMap.ocx (FreeWare) into inj. dialog.
U can also use ATL if u want to include it without adding ocx support to the project;
Rumors states that UOAM is based upon OctaPussy code I hope it is not.
Anyway it is a great tool. (a *NIX version would be better)
Yoko why don't u take a dot.tk domain (free) ?
--------------------------------------------------------------------------------------
(a/bc/d/) FreeDoom is Way of life
KalVasFlam wrote:u can also send WM_USER + 303,0,pt to track a point on the map
or WM_USER + 103,0,pt to move map to that spot
not seems working for me. 8.1.0.3 version of UOAM has this?
maybe working code sample will help
all other things i already implemented, and was seeking for this feature when opened your post.
KalVasFlam wrote:Take into consideration the possibility to include yourself a map into INJECTION simply including UOMap.ocx (FreeWare) into inj. dialog.
U can also use ATL if u want to include it without adding ocx support to the project;
i do not think this is really needed; but if you send me already working code most possibly i will include it to injection
KalVasFlam wrote:Yoko why don't u take a dot.tk domain (free) ?
already did it year or two ago... do not remember exactly, something like yokoinjection.tk
but as you must know name given only on period one year, it displays banner, etc
-
- Posts: 30
- Joined: 2004-11-30 13:53:59
Code: Select all
HWND map_hWnd = FindWindow("CUOAMWindow", NULL);
if (map_hWnd==NULL) { MessageBox(0, "UOAM is not running ", "Error",MB_OK); return 0; }
int x = 1234;
int y = 1234;
long nPos = x + (y * 0x10000);
// Drop marker ("track")
SendMessage(map_hWnd, WM_USER + 303, 0, nPos );
// Move to point*
SendMessage(map_hWnd, WM_USER + 103, 0, nPos );
// (facet change handling is a bit more complex)
* Move to point does:
- require you're not linked to server otherwise "track player" MUST be disabled
- does not change world / also won't move if you force world change
I got the latest version but this works on every version since this ability has been implemented since version 4/5 of the program.
Yoko wrote:i do not think this is really needed; but if you send me already working code most possibly i will include it to injection
Let's say take it as a suggestion

I mean I do agree with your opinion thus when I written last post I thought
"it's quite better/fast/polite" to DO-IT-*SELF a mini map, instead of relying of third-party little buggy (^_^) *ware.
About maps:
Map is displayed through UOMap.ocx (http://sphere-axis.sourceforge.net/) control that's not property of Belxian (Moonglow)
is simply a freeware control that carry out the task on showing a map/move/zoom and track as well;
1. Can be used absolutely freely
2. Depending on your choice you can include it on the GUI itself (MFC ENABLED APPs)
otherwise you must add ATL support to the project and then it's a little difficult to send command to the control but not too much at all.
Last edited by KalVasFlam on 2005-01-06 01:28:29, edited 1 time in total.
-
- Expert!
- Posts: 74
- Joined: 2004-05-30 00:31:54
-
- Posts: 30
- Joined: 2004-11-30 13:53:59
Necr0Potenc3 wrote:do not use UOMap.ocx...
its buggy and slow as hell
UOAM uses it ^_^
1.
I don't know what version u refer to thus I've checked latest and really flies on my PC; I've seen a post of yours where u claim u 've made a better one (MAP) is this true?
1b. I referred to UOMap.ocx 'cause it's plug'n play, thus render a map it's not difficult (regardless of ActiveX plugs), i know (i've coded a rounded version though);
2. It's been A SUGGESTION both me & Yoko agree, it is not need at ALL
-
- Expert!
- Posts: 74
- Joined: 2004-05-30 00:31:54
-
- Posts: 30
- Joined: 2004-11-30 13:53:59
Necr0Potenc3 wrote:UOAM uses UOMap.ocx? are you sure hun?
last I checked, UOAM reads UO's map data itself and it builds the BMPs using a very nice algo... damned one byte bmps...
How do u think it builds (UO's map data itself) ?
For better comphrension:
I've just discovered this some version ago, when cleaning fucking OCX from .\System\ I deleted UOMap.ocx too and UOAM ceased to work, then I plugged UOMAp.ocx again and registered (RegSvr) and woilà UOAM working again ? Can u find another reason for this, is just MAGICs?
Recent version does use part of uomap code for what u called "a very nice algo".
Can also explain u why load times of UOAM map and UOMAp.ocx & their performances matches within MILLISECOND precision when stressed ?
.bmps are just an add-on to improve performances not the core
they also gets corrupted very easy
2. UOAM also seems to be using a code called OctaPussy for coords reading. (It reads same offsets and require same calibration without updated data through UpdateAce, never thougth why it claims "calibration is not required with new clients" ?)
3. I'm waiting ur reply for last question (ur version is better?)
Last I say thanks to UOAM, mightly I never discovered UOMAP.ocx existance without UOAM ?_?
there's also another piece that joins the game UOArt.ocx (little brother of UOMAp.ocx)
Just say I "love" UOAM but I can't simply FAITHLY believe in all it shows and dont' care what hides behind.
Last I apologize for I know this FORUM does not matter with UOAM
Sorry, Lord Yoko. I will try not to repeat this O.T.
EOF
