writeField Function (adding and editing PT fields)

I doubt it. But QF clients don't like DEP much. (depending how you use them)

What did you compile the DLL with Pelle? I can't find a signature match... but if you're getting Runtime error from MSVC, that suggests something is using memory in a way that it shouldn't.

Could be an unusual compile error which doesn't show up till runtime?
 
I doubt it. But QF clients don't like DEP much. (depending how you use them)

What did you compile the DLL with Pelle? I can't find a signature match... but if you're getting Runtime error from MSVC, that suggests something is using memory in a way that it shouldn't.

Could be an unusual compile error which doesn't show up till runtime?

Sorry my delay to answer! But i'm not sure if I completely understood your question, bobs...

I tryed to compile with Pelle and didn't got any error message, as i didn't with Dev-C++... But still with exe.
 
I would say .dll is working, code execute itself without a problem so there should not be a problem with dll compiled by you. If AV soft detect game.exe as virus than you can already tell thats something is wrong with it.

I can port this to any client and its working, I recommend you to try on other game.exe
 
Sorry Vormav. , and so we've pretty much discounted that the exe is wrong... unless I made the exact same mistake that EmpDev did.

Of course, my exe still flags as a virus:-

But no more than the 1873_quantumfusion.exe recommended by DarkKnightH20 on which it is based:-

I don't think the changes in your guide are going to fix the false positive QFs client gives these days. :lol:

When I first downloaded that file it flagged nothing on any AV. And still wasn't on anything a couple of years later. I hate to think what lame ass reason AV companies are giving for the signature match... but I am pretty confident that my executable and the one DK has shared (they are the same file... I just re-downloaded his and checked the byte-count and hash) are a [highlight]false[/highlight] positive.

Still, it does make DKs suggestion for a new client and server pair on that page more urgent. :(:
 
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Sorry Vormav. , and so we've pretty much discounted that the exe is wrong... unless I made the exact same mistake that EmpDev did.

O yeah I'm a giddy goat XD

Still, it does make DKs suggestion for a new client and server pair on that page more urgent. :(:

Butchered should be perfect replacement, If you have last stable version I would like to try and attach my customization mod to it.
 
I think 2b (here in the releases section) is the last really tried, tested, and no major complaints version. If you add Osirus English Translation and just turn off the "hardware" (system) cursor for now it's pretty reasonable. (not great, but safely usable)

Could just use a decent server with synch'ed items and maps... which your DLLs could do.
 
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This dll does not work in Windows Server 2003 Standard 64bit.

The server closes sometimes, and sometimes users can not log in, is making the connection fails, lol
 
This dll does not work in Windows Server 2003 Standard 64bit.

The server closes sometimes, and sometimes users can not log in, is making the connection fails, lol

Best bug report ever, lol.
This mean that it will work in any other windows?
Did you try bobsobol nmake?
Did you edit source code (add new maps etc.) and are you edits correct?
Are you sure that you server don't have problem on its own?
Are you sure your imports are correct?
Are you sure there is no conflict with other edits?
Did you even thought about running debugger and trace the root of problem?

This is oddly strange because dll on server and client is called only once.
On server at runtime and on client after you login.

Dll might not be perfect for your server but you have source code so you can change it.
 
The timing would suggest the client DLL code is causing the client to send information the server does not understand, potentially crashing it. That would mean the server OS is irrelevant, but it's better to have too much information than not enough.

Could the client DLL be constructing a ridiculously large, or incorrectly terminated packet?
 
Below is the source of my dll ...

I realized that only three users can log into the server simultaneously, does anyone know what can be?

Recalling that the dll in my game.exe operate normally, when I added the server that makes these problems, I have no idea what could be ...

Server.exe operate normally without the dll with the dll starts to limit users, etc ...
I think it has something to do with packages, can ... very large, or something ...
 
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Code:
  totalFieldsNumber = [COLOR=Red]60[/COLOR]; /* add 1 for new field */
Try changing it to:
totalFieldsNumber = 61; /* add 1 for new field */
or
totalFieldsNumber = 59; /* add 1 for new field */

If this will not work than try completely removing last map (Ghostship) from dll, also try my dll from first page. If my dll worked than I will have a detail look into your modifications if not than I will need more details about server.


Tell me if that fixed problem for you.
Good luck.
 
UPDATE:

w
riteGlobalField:

VERSION 1.17.2

//----- 1.17.2
- added "change.log" file to source
- added new map "mine-1"


PRE AOR Fields:


Mini change log:
- fixed some lights in pre AoR Ricarten


_________________________________________________________

As you all see new map from newest kPT is added as field 44 to save original kPT counting, pre AoR maps are moved by one.
There is also little fix to some lights in old ricarten so unpack those files in your client and server field folders.

All you have to do is to create server sided .spp and .spm files, if you have problem with that than ask questions here. I don't providing mine files since those are only for testing (copy of other field).


PS. I tested files and did not found any problems so everything should be OK ;)
 
UPDATE

I moved code to Code:Blocks (is compiled as C++ now), cleared tutorial and added new license (IMHO this one is giving you more freedom). I also did some cleaning in code and comments.

You can download new version here:
1.17.4

//----- changeLog.txt:

1.17.4
- license changed to Creative Commons Attribution 3.0 Unported License
- IDE changed to Code::Blocks
- C code compile as C++


I did not tested this yet because I formatted my HDDs few days ago and my PT server is not fully restored yet so let me know if this version is not working :)
 
what compiler should be used?


"writeClientField - Release" uses an invalid compiler. Probably the toolchain path within the compiler options is not setup correctly?! Skipping...

this is all i get when i attempt to build it.
 
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yea ive done all that, when i go to compile, its fine, release mode creates a dll 69k in size, debug creates one 344k in size. if u try to use either of them (insert into server using CFF explorer) when it comes to using Olly i get an error while loading that a DLL called Libgcc_s_dw2-1.dll is missing. what do i do?



NVM added the libgcc dll to pt folder and it seems to work somewhat.
 
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