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UOExt. Just Another Client modifying tool. | JoinUO Forums

UOExt. Just Another Client modifying tool.


Posts: 17
Joined: Wed May 16, 2012 10:07 pm
PostPosted: Wed May 16, 2012 10:22 pm
Hello, dear all. :P

Today I want to introduce my tool, that I've been developing for some time. I called it UOExt ( http://code.google.com/p/uo-ext/ ).

This is Plugin-based system, that allow you to hack into client, get it protocol, modify it and/or do anything you want to with it. Unlike other programs that allow player to script it, this system allow to extend client functionallity for Shard developers. With it you can do awful things. In-game MapAndStatic patching (simillar to praxiiz's In Game Map Editor), mul checkAndUpdate, bring some logic to client, modify event loop, visual and audio stuff, etc...

Right now, there is near to 1st beta status, so sorry for lack of info in the google code site. Everything is changing rapidly.
Last edited by Warstone on Sat Jul 21, 2012 12:27 pm, edited 1 time in total.

Posts: 4
Joined: Wed May 23, 2012 1:24 am
Location: Dirt City, TX
PostPosted: Wed May 23, 2012 8:54 pm
Would you possibly be able to modify say the housing area? Let me explain, a while back I edited the muls to add in a 40x40 house which worked perfectly I then scripted it in and made it place-able with a deed which also worked perfectly you could access the house sign etc, however I also wanted the house to be customize-able which unfortunately didn't work.. when trying to customize the house the client would crash.. As far as I could tell after looking into it and asking around the client can't customize any houses larger than 18x18..


Posts: 17
Joined: Wed May 16, 2012 10:07 pm
PostPosted: Thu May 24, 2012 9:44 am

Posts: 17
Joined: Wed May 16, 2012 10:07 pm
PostPosted: Fri Jun 15, 2012 3:44 pm
Finally I've got it to 0.1.0-RC1...

<whisper>Documentation!</whisper>

Posts: 17
Joined: Wed May 16, 2012 10:07 pm
PostPosted: Fri Jun 22, 2012 9:03 am
Right now I need some help in translating wiki to english (Google translate and your common scense must be more than needed). So, if any one want to help... mail me or find me in skype (ruwarstone).

Posts: 17
Joined: Wed May 16, 2012 10:07 pm
PostPosted: Mon Aug 06, 2012 7:06 am
RC2 is on the test stage...

Changes from RC1 to RC2
[Core]
[ADD] UOExt now can read client launch params and use it like IP/Port (I.E: client.exe 127.0.0.1:2593 will fore client to connect to this IP/Port. Razor will be overrided).
[ADD] If normal connect won't answer as needed during Update process, UOExt wil try NOT port for same IP.
[ADD] Persistent connection to Update server it needed.
[ADD] Plugins now can export API for other plugins.
[ADD] x64 and Unix server support based on XML information for plugins.
[ADD] If debug, than log every unknown packet
[FIX] (Speedup) Updater now can update UOExt and reload it without reloading client.
[FIX] Broken "connect" API call.
[FIX] Broken UOExt.GUI.dll update reload.
[FIX] When update packet(s) hasn't come from server UOExt crashes.
[FIX] If no Plugins folder in UO - UOExt crashes.
[FIX] GetPacketLength error.
[DROP] WindowProc hook.
[DROP] Runtime injection API.
[GUI]
[CHANGE] New logo, that generated in runtime with semi-transparency. :P

Posts: 17
Joined: Wed May 16, 2012 10:07 pm
PostPosted: Thu Aug 16, 2012 10:39 am

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