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PostPosted: 03 May 2012, 09:27 
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Your assumption is that it will crash, your modifying executing code - potentially anything could happen as a result of overwriting data in the wrong process or overwriting the wrong location in a known process.

Additionally, typically a game/or process will not generate a valid HWND and associated registered window class until the executable has fully loaded and initiated - this ensures you don't inject whilst a executable is still loading into memory, in a completely unknown and volitile state.

Thirdly it confirms with reasonable certinanty that the process you are attaching to is the process you intended to attach to.

Its kind of like looking for a car in a carpark when all you know is that its red instead of its registration plate.


Yes I was assuming it crashes..could do anything or ..could do other "damage". For the 2nd point I understand, but correct me if I am wrong: That basically prevents the automatic injection BEFORE the executable has completely loaded. This is viable if you want to automatically inject in the exe file. If you do it manually after the executable is being loaded and you are in the app is this still needed?

For the 3rd part I understand. One such game was Sw The old republic. Two processes with the same name were started but only one was the REAL one:)

Best Regards

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PostPosted: 03 May 2012, 10:10 
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Yes I was assuming it crashes..could do anything or ..could do other "damage". For the 2nd point I understand, but correct me if I am wrong: That basically prevents the automatic injection BEFORE the executable has completely loaded. This is viable if you want to automatically inject in the exe file. If you do it manually after the executable is being loaded and you are in the app is this still needed?

For the 3rd part I understand. One such game was Sw The old republic. Two processes with the same name were started but only one was the REAL one:)

Best Regards


Not sure I understand where you're coming from - injecting before the process has loaded is not workable and/or is pointless (for a number of reasons) - a system wide hook would be a different discussion.

And I am using the term "inject" very loosly here, can refer to anything from a codecave (eg. "code injection") to DLL injection.

In your last example - the method described would have delt with that accurately and seamlessly without any complications.

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PostPosted: 03 May 2012, 15:46 
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HaYDeN ... your fix works for me, but crashs occur every time that goes into a cutscene, and the resolution does not stay saved, I have to change it every time I start the game.... =(


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 Post subject: Hi HaYDenNope tried it
PostPosted: 03 May 2012, 19:37 
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Hi HaYDen

Nope tried it again still doesnt work, ive looked at the exe file and shows 1.0.1168.0


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PostPosted: 03 May 2012, 22:28 
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HaYDeN ... your fix works for me, but crashs occur every time that goes into a cutscene, and the resolution does not stay saved, I have to change it every time I start the game.... =(


If it crashes only for you when you hit cutscenes then logic suggests it's something to do with your installation.

You've tried getting to cutscenes with no fix?

For having to change the resolution every time - set it in the config file, altho for me it does save and re-launch using the previously selected resolution.

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 Post subject: HaYDeN wrote:Garden
PostPosted: 04 May 2012, 02:10 
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[quote]HaYDeN ... your fix works for me, but crashs occur every time that goes into a cutscene, and the resolution does not stay saved, I have to change it every time I start the game.... =(


If it crashes only for you when you hit cutscenes then logic suggests it's something to do with your installation.

You've tried getting to cutscenes with no fix?

For having to change the resolution every time - set it in the config file, altho for me it does save and re-launch using the previously selected resolution.


With the solution of Hellifax I had no problems and cutscenes run normally ... but I would like to use your solution to fix the FOV of the cutscenes... =(


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PostPosted: 04 May 2012, 02:25 
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Try the SKIDROW cracked exe and see if the problem( s ) goes away as that's what it was built with.

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PostPosted: 04 May 2012, 04:15 
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Try the SKIDROW cracked exe and see if the problem( s ) goes away as that's what it was built with.



Yup, this is the problem .... with Skidrow exe the cutscenes working properly.

But I do not want to lose the achievements of the game and the Steam interface...


Anyway to update the plugin to work with the original exe???





Thanks for the help HaYDeN... =)


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PostPosted: 04 May 2012, 10:09 
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[quote]Try the SKIDROW cracked exe and see if the problem( s ) goes away as that's what it was built with.



Yup, this is the problem .... with Skidrow exe the cutscenes working properly.

But I do not want to lose the achievements of the game and the Steam interface...


Anyway to update the plugin to work with the original exe???

Thanks for the help HaYDeN... =)

Hey there:) I will look in the future to see about the FOV in cutscenes:) Can't really say exactly when it will be done but very soon:)

Best Regards,
Helifax

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 Post subject: Updated version
PostPosted: 06 May 2012, 19:17 
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Hello all,

Made major improvements to the plugin:

Ability to use the proper scale of the HUD
Toggle key to be used during coversations: correct FOV and placement of dialogs - Sadly this is needed because if the changes are not activated only during the conversation it crashes the game when going to the inventory! Activate it before starting a conversation or during a conversation.


Let me know how it works.

Best Regards,
Helifax

Attached files Plugin.Risen 2 Dark Waters.rar (151.8 KB)

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