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Mal1t1a Cheater
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Posted: Mon Apr 25, 2011 3:40 am Post subject: [VB.Net] Drawing in a fullscreen game |
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I know this has been posted already, however, I would like to know if there is a specific topic/thread/post that contains the information/code needed. I've read something about GDI32 and have searched the forums for mentions about it and VB, but there was nothing. I've also read though, that using GDI32 is pretty much going to be specific to one's computer.
However, I would also like to incorporate the ability to hook the user's mouse in-game. Sort of like a Steam in-game overlay, or X-Fire in-game overlay. I highly doubt something of the sort could be remotely possible with VB.Net, so I am also taking the consideration of learning a New Language. Again, you could point me into the direction (I'd assume C++). I am heavily into Game Hacking, so if I could learn a new language, with a Game Hacking Approach, I think I'd be learning very fairly easy. |
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hcavolsdsadgadsg I'm a spammer
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Joined: 11 Jun 2007 Posts: 5801
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Posted: Mon Apr 25, 2011 3:59 am Post subject: |
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| doesn't matter what you draw in, you need to hook the game / hijack some kind of function since you'll have no way of synchronizing with its drawing otherwise and you'll get flickering. |
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atom0s Moderator
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Joined: 25 Jan 2006 Posts: 8587 Location: 127.0.0.1
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Posted: Mon Apr 25, 2011 2:26 pm Post subject: |
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You can do it with VB.NET it just would be a lot more work than using a non-managed language.
As for hooking the mouse, that depends on how the mouse is being processed in the game. You may have to hook DirectInput, you may have to hook the window proc to catch the mouse messages, or you may have to hook some other input libraries methods etc.
Personally opinion would be to use C++ since there are a zillion examples around the net to do all of this so you should find things fairly easy. _________________
- Retired. |
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Mal1t1a Cheater
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Posted: Mon Apr 25, 2011 5:04 pm Post subject: |
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| Is there any kind of examples that have already been posted that you could point me to? |
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AhMunRa Grandmaster Cheater Supreme
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hcavolsdsadgadsg I'm a spammer
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Posted: Mon Apr 25, 2011 11:28 pm Post subject: |
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| overlays aren't the hottest solution, driver support is iffy and they don't seem to play nice with aero / w7... i tried a while ago and decided fuck it when i realized that both vendors require different formats, effort better spent elsewhere. |
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AhMunRa Grandmaster Cheater Supreme
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Posted: Tue Apr 26, 2011 9:12 am Post subject: |
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Aero isn't really an issue with me, I don't run it. I have the issue of having a dual core cpu in a quad core world. So the luxuries take a back seat for the miniscule performance gain.
The other drawback is those are for DX, if the game is OpenGL that's another story. _________________
<Wiccaan> Bah that was supposed to say 'not saying its dead' lol. Fixing >.> |
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hcavolsdsadgadsg I'm a spammer
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Posted: Tue Apr 26, 2011 4:30 pm Post subject: |
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Aero is GPU accelerated, having aero enabled can be faster than having it disabled.
Also I've done this in a quake engine game. I think I used the function that was responsible for drawing the 2d stuff like the hud. Just before it finished I went and did my own stuff. Worked fine. |
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Mal1t1a Cheater
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Posted: Tue Apr 26, 2011 11:22 pm Post subject: |
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| anything and everything I could find about hooking and drawing overlays, everything was written in C++, and when I looked at the source code, it obviously was above and beyond my understanding, as I don't even know C++ in the very least. All I could do in it was cout << "hello world"; or something like that. |
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