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Radar.dll
Posted: Mon Jan 30, 2017 9:29 am
by mavel
Hi guys,
as I am playing in 4K I was wondering if it is possible to change the size of AionScript windows, i.e. the radar.
After decompiling Radar.dll with "JetBrains dotPeek" I can see that the window size is set in the sub InitializeComponent():
Code: Select all
private void InitializeComponent()
{
[...]
this.Settings.Size = new Size(180, 180);
[...]
However, I have not managed to modify the specific settings, yet. If my understanding is correct I would need to export the C# code / project, modify the setting and recompile the code (i.e. with Visual Studio). Is this correct?
Any help would be appreciated.
Cheers
mavel
Re: Radar.dll
Posted: Mon Jan 30, 2017 5:19 pm
by mavel
Hi again,
just wanted to let you know that I made some progress:
radar.dll:
+ decompiled
+ fixed false code
+ resized the AionRadar bitmap to double size and added it as new ressource which is used as radar bitmap
- to do: fix one code issue regarding monster entities on the radar
entities.dll:
+ decompiled
+ fixed false code
+ adjusted window size to double size
+ resized column sizes and font size
- to do: fix one code issue regarding panic mode (GM detection)
I am happy to share the result once I have managed to fix the two code issues. These are only minor issues though...
Re: Radar.dll
Posted: Mon Jan 30, 2017 5:48 pm
by nucular
mavel wrote: ↑Mon Jan 30, 2017 5:19 pm
Hi again,
just wanted to let you know that I made some progress:
radar.dll:
+ decompiled
+ fixed false code
+ resized the AionRadar bitmap to double size and added it as new ressource which is used as radar bitmap
- to do: fix one code issue regarding monster entities on the radar
entities.dll:
+ decompiled
+ fixed false code
+ adjusted window size to double size
+ resized column sizes and font size
- to do: fix one code issue regarding panic mode (GM detection)
I am happy to share the result once I have managed to fix the two code issues. These are only minor issues though...
Hi mavel,
thank you for your efforts.
Personally i didn't touch the extensions yet as the main program needs still some fixes.
If you have a working version you can upload it here or send it to me via pm.
By the way, there is a newer entities version out there called entities2.dll .
Will have to look for it to find it somewhere on my disk as i'm not using it currently.
Re: Radar.dll
Posted: Tue Jan 31, 2017 5:27 pm
by mavel
Hi nucular,
many thanks for your feedback.
I have been looking for entities2.dll but was not able to find it, yet.
However, I have finished the 4K-versions of radar.dll and entities.dll. If you are playing the game in 4K and don't have eagle eyes, you might want to give it a try.
Instructions:
Simply replace radar.dll and / or entities.dll in \AionScript\Extensions
For the future I am planning to release an updated version of radar.dll and entities.dll that includes both, normal and 4K version, switchable via settings.xml.
Re: Radar.dll
Posted: Wed Feb 01, 2017 12:51 pm
by mavel
I have updated both, entities.dll and radar.dll again.
Changes:
- Added "4K mode" to settings. Default: disabled. (entities.dll, radar.dll)
- Minor code fixes (entities.dll, radar.dll)
- Updated description of settings (entities.dll)
Installation:
- Replace radar.dll and / or entities.dll in \AionScript\Extensions
Instructions:
Simply open the settings window (click on the radar / entities window) and press ;
To enable 4K mode check the specific checkbox.
Any feedback is appreciated.
Re: Radar.dll
Posted: Wed Feb 01, 2017 1:41 pm
by locatelli
Minor code fixes (entities.dll, radar.dll)
What did you exactly change?
Re: Radar.dll
Posted: Wed Feb 01, 2017 4:38 pm
by mavel
locatelli wrote: ↑Wed Feb 01, 2017 1:41 pm
Minor code fixes (entities.dll, radar.dll)
What did you exactly change?
I.e. for radar.dll:
Before:
Game.add_OnFrame(new AionEventHandler((object) this, __methodptr(_RunFrame)));
this._hInterface.SettingsGatherable.Checked = bool.Parse(hSetting["Object"]);
Now:
this._hInterface.SettingsGatherable.Checked = bool.Parse(hSetting["Gatherable"]);
Game.OnEntities += new AionEventHandler(this._RunFrame);
The "false" code was probably created during decompilation.