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Re: fakeclientless bots
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The Storm
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Default Re: fakeclientless bots - 30-04-2006

Ok searching today in http://archive.org I found that some of the downloads of "Vasily Pupkin" are still alive. i.e. "Half-Life client-side hook source code", "Quake 3 client-side hook source code" and some other tools.
The wab archive wasn't archived them all so I will post here only the alive ones.

Half-Life client-side hook source code
Updated client-side hook source code for Half-Life engine. It contains all of the exported functions, logging stuff, API calls, menu, hook intercepting and much more. There is also built-in features: autoconnect, antispam, current time, C4 timer and much more. You'll need MS Visual C++ to compile this source.
Current version: 1.24

Ready-to-use autoconnector library
This is a completed, ready-to-use auto-connector, anti-spammer and other features. Current version: 1.24

Half-Life RCon perl module
This is a Perl module that simplifies managing Half-Life remote server via rcon (of course, you must know RCon password).

Quake 3 client-side hook source code
Uncomplete cgamex86.dll hook module (currently without logging and docs, experts only).

DLL wraper generator
This small Perl script generates a dll wrapper. It can add logging routines, overwrite default function prefix, search for function prototypes and much more.

A nice DLL loader
This loader can load a dll without calling LoadLibrary(dll), so the DLL won't be in module list (and can't be detected with process API) and it can be encrypted, etc. As an additional feature, it contains LoadLibrary, GetProcAddress and GetModuleHandle analogs that work with other processes (so you can load a library into another process!).
Current version: beta 2

The info for this stuff and the stuff is taked from here.
I hope that all this is usefull for someone.
  
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Re: fakeclientless bots
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[NvT]_KaszpiR_
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Default Re: fakeclientless bots - 30-04-2006

i believe you want to make a bot like there are bots on Diablo II ( where it can walk for you and gather extra unique stuff)

i don't know programming well, but maybe using the libraries that bame uses could be helpful, netherless it would require a lot of effort to interpret it so bot would recongise the map surroudnings so it could walk.
  
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Re: fakeclientless bots
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The_Hard_Mission_Guy
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Default Re: fakeclientless bots - 31-05-2006

After getting a humble idea about this thread , i would comment that :
there is truly a need to develop some sort of a Univeral Interface that would allow the bot to be connected theoretically to any game server by only changning some variables within this super interface ..........OR
to create a DLL library or somethin' that would sniff the client-server traffic and decipher it , So that any desired bot can be hooked up in no time , without doing any real programming..

maybe this stays just a vision ......or maybe we shall see such inventions that would save us from the HeLL of SDK programming!
  
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Re: fakeclientless bots
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MarD
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Default Re: fakeclientless bots - 31-05-2006

Heyyo,

There is already work in progress for this dude. Omnibot is a pretty good example. The Unitedbot that is (was?) in creation from some members here on this forum were supposed to also be able to load into any game once configured. I'm sure down the road this will become a more practical idea instead of just a few visionaries.


Later-a-much, and LONG LIVE THE D!,
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Re: fakeclientless bots
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The_Hard_Mission_Guy
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Default Re: fakeclientless bots - 01-06-2006

that's interesting news but because every game is differently programmed you still need to do some programming for each game engine ,RIGHT?
(referring to omni-bot and united bot)
  
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Re: fakeclientless bots
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MarD
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Default Re: fakeclientless bots - 01-06-2006

Heyyo,

True that it's not all the same, but what they did was create a basic template, and then they just do some engine specific calls to get it to work, and then add onto their basic template some game-specific stuff like objectives. I say this stuff's a great idea. UnitedBot once completed would make life soo much easier for bot authors since there would be the main bot and they just add in their little timbits for each game... a true UnitedBot.


Later-a-much, and LONG LIVE THE D!,
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Re: fakeclientless bots
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The_Hard_Mission_Guy
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Default Re: fakeclientless bots - 01-06-2006

Well, WELL
Now you make me very curious
how would this united bot template look like ? in terms of input , output.
I mean , if we consider the bot template as a Black Box , how would we get the input from it and how would we give our Output back to it ? while making sure it stays universal for all game engines.
  
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Re: fakeclientless bots
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MarD
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Default Re: fakeclientless bots - 01-06-2006

Heyyo,

First ya can check one of the threads where PMB announced such a thing... right here: http://forums.bots-united.com/showthread.php?t=3121

If a scroll a few posts down he even released the source code to it.

And here's the main discushion of the plans on the UnitedBot: http://forums.bots-united.com/showthread.php?t=1298

So yeah man, read up, good stuff.

Now, as for the I/O's of how the source looks? I dunno man, I only know GTA3 Scripting language... someday I might learn C++... but ti'll then? I can only tell ya the basics man, sry, you'll have more luck asking others or even checking the sourcecode.


Later-a-much, and LONG LIVE THE D!,
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Re: fakeclientless bots
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Brainz
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Default Re: fakeclientless bots - 01-06-2006

I can see how it would work in theory, using my knowledge of scripting web pages...

Code:
onevent=event_function(event.property);
well, it'd work in Jscript...
  
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Re: fakeclientless bots
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The_Hard_Mission_Guy
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Default Re: fakeclientless bots - 01-06-2006

Gta3 has a scripting language ?! didn't know about this one............
anyways , Gonna check out what PMB had posted , thanks man ...
maybe I get back to this thread later , HEHE
  
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