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gir489 Grandmaster Cheater
Reputation: 14
Joined: 03 Jan 2012 Posts: 841 Location: Maryland, United States
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Posted: Sat Apr 15, 2023 8:29 pm Post subject: |
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| Methos did you try the one I posted to see if it fixed it for you? It seems it’s only required by the Mono script, if you don’t use it, you should strip it out.
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Sat Apr 15, 2023 11:43 pm Post subject: |
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I'm sorry. I somehow did not notice that you had posted your solution.
I will have to do more testing to be sure, but that seems to have resolved the issue.
I will +rep you as soon as I am able.
Thank you.
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LeFiXER Grandmaster Cheater Supreme
Reputation: 20
Joined: 02 Sep 2011 Posts: 1069 Location: 0x90
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Posted: Sun Apr 16, 2023 2:26 pm Post subject: |
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| ++METHOS wrote: | | LeFiXER wrote: | | Do you have some examples? |
-I have posted one example in my previous post. However, it seems that it can be anything, really. Here are some random examples, from the same module:
| Code: | 7FF651E582D0 - sdhdship.`anonymous namespace'::strconv_attribute_t<0,1,1,1>()
7FF651E5D590 - sdhdship.UFG::qList<Illusion::StateBlock,Illusion::StateBlock,1,0>::~qList<Illusion::StateBlock,Illusion::StateBlock,1,0>()
7FF651E6AD30 - sdhdship.hkSmallArray<hkpEntityListener * __ptr64>::~hkSmallArray<hkpEntityListener * __ptr64>()
7FF653160293 - sdhdship.`UFG::`dynamic initializer for 'aHardcodedLeaderboardData'''::`1'::dtor$631()
7FF6532FC070 - sdhdship.`dynamic initializer for 'gDirectGameSliceId''()
7FF65341CA68 - sdhdship.Symbol_EnableDLC01CollectibleIndicators$initializer$
7FF653422298 - sdhdship.UFG::TargetingSystemPedBaseComponent::_TypeIDesc$initializer$ |
As previously mentioned, turning off symbols in memory viewer eliminates this issue. However, this solution is not ideal. By default, CE can generate an AA script, regardless. But when trying to generate a script using the custom template extension, errors occur and nothing is generated unless symbols are turned off.
Thanks. |
Sorry for taking so long to get back to you. I think I have finally cracked the nut. Replace the line:
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local injectAddress = newScript:match('INJECTING HERE %-%-%-%-%-%-%-%-%-%-\r\n(.-):')
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To:
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local injectAddress = additionalInfo:match('INJECTION POINT:%s(.-)%s' or 'INJECTION POINT:%s(.-%))%s' or 'INJECTION POINT:%s(.-%$)%s')
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The first pattern deals with all standard address symbols, the second pattern matches symbols that end with ')', and the third pattern matches symbols that end with '$'. Having tested the extension using these patterns, the scripts do generate successfully. Do report back your findings.
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Sun Apr 16, 2023 8:48 pm Post subject: |
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Thanks, LeFiXER.
I appreciate you taking the time to work on this.
I have just finished testing your version, and although it seems to work in most cases, it does not seem to work for all cases.
Example:
| Code: | | 7FF651FD3EF4 - sdhdship.UFG::qReflectObjectType<UFG::Editor::DUICommandListWindow,UFG::DUIWindow>::`vector deleting destructor' |
The version that gir489 has shared a few posts back appears to work for all cases (so far):
| Code: | | local injectAddress = newScript:match('INJECTING HERE %-%-%-%-%-%-%-%-%-%-\r\n(.-):%s') |
Unless you can see any potential issues with it, then we may have what we need here.
Please let me know your thoughts.
Thanks.
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LeFiXER Grandmaster Cheater Supreme
Reputation: 20
Joined: 02 Sep 2011 Posts: 1069 Location: 0x90
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Posted: Mon Apr 17, 2023 5:25 am Post subject: |
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Continue to use gir489's version and see how it goes. Report back if you run into any problems. What's important is that we know the cause of the problem and find a solution .
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Mon Apr 17, 2023 5:32 am Post subject: |
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| Understood. Thank you.
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Csimbi I post too much
Reputation: 98
Joined: 14 Jul 2007 Posts: 3345
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Posted: Tue Apr 18, 2023 4:25 am Post subject: |
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I made some updates to mgr.inz.Player's excellent script.
Have you tried that?
I don't recall getting errors there.
I added there this fix just now in 1.3.10 for good measure
Also, if you are starting anew, this post from TheyCallMeTim13 might be of interest to you.
Pretty good stuff, but I would have to rewrite my own templates and am a lazy bastard so I keep using mine until they break.
I recommend you start building your own templates with this new framework.
Sharing is caring, so if you build something interesting/fun, do post it, please.
Last edited by Csimbi on Tue Apr 18, 2023 4:48 am; edited 2 times in total |
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++METHOS I post too much
Reputation: 92
Joined: 29 Oct 2010 Posts: 4197
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Posted: Tue Apr 18, 2023 4:30 am Post subject: |
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| Csimbi wrote: | Pretty good stuff, but I would have to rewrite my own templates and am a lazy bastard so I keep using mine until they break.  | -Same.
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gir489 Grandmaster Cheater
Reputation: 14
Joined: 03 Jan 2012 Posts: 841 Location: Maryland, United States
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Posted: Tue Apr 18, 2023 1:23 pm Post subject: |
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| Csimbi wrote: | I made some updates to mgr.inz.Player's excellent script.
Have you tried that?
I don't recall getting errors there.
I added there this fix just now in 1.3.10 for good measure
Also, if you are starting anew, this post from TheyCallMeTim13 might be of interest to you.
Pretty good stuff, but I would have to rewrite my own templates and am a lazy bastard so I keep using mine until they break.
I recommend you start building your own templates with this new framework.
Sharing is caring, so if you build something interesting/fun, do post it, please. |
Holy shit, something I did made it into your work. I'm drinking top shelf tonight.
Also, I updated my jump replacement script to compensate for long jumps and replace the originals with either 1 or the 2 bytes it's replacing, instead of just replacing everything that used to be there.
https://pastebin.com/a6LZ1WvM
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