Stuff I'm working on, SIE updates and other things

Feb 22, 2016
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#21
Timbab said:
Skyyyr said:
I was messing around with toolbars, but never got that far with it haha. I'd love to see some tips or hints on how you did it, as I also want to learn more about the UI. Oh and BTW great job dude!
Thanks!

Well, in the case of SWG, it's really not that easy. All the logic is inside the .exe and can only manipulated via injection/dll's/hard client edits, etc. The only thing that is exposed is basically the visual and rough data of objects inside the client, in XML format that you probably played with before, so you could only change the visual layout and what not and/or add information only to the extent that is actually utilized by the client itself, you could also spawn an extra toolbar via .INC files, but it'd be logically dead. 

If you want to do what I did, you need to look into learning hooking/dll injections, use programs like Ollydgb and IDA, etc to find the functions and logic inside the .exe and then manipulate them, or copy and make new stuff, as I did with the extra toolbar.

Really not a SWG specific thing to learn, so it can be looked up in a generic sense based on tutorials and information, you really gotta then build your own mental logic and workflow for it, it's really hard and abstract to explain.

Future goal wise, I want to map and expose enough of the CUI stuff and have a framework that can worked with 'more easily' in c++, so one doesn't have to spend too much time with asm and the reverse engineer aspect of it all, though one would still need to do the legwork if one wanted to display specific data of inside the client in your new CUI object, such as list of WS objects, etc.
Thanks, I figured as much. I'll take a peek at it at some point in the future. I am having fun with modifying the UI, of course with the limits (due to not messing with the .exe) I just try to figure out how stuff works.
 

Timbab

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#22
Super minor thing to show today, haven't had much time on SIE as of late and most of the work went into non visual things under the hood. Only posting cause I posted it in another thread as a reply to someone, some new things in the Datatable Editor:



This is by far not all when it comes to Datatable Editor changes in the upcoming update, I actually fixed and added quite a bit of new stuff to it, including CSV/TSV import/export and the ability to sort the visual sorting in the Editor itself, to the underlying datatable itself.

I've kind of run out of ideas and requests when it comes to the Datatable Editor now, so if anyone has any suggestions on what to still add, feel free to tell me.

Skyyyr said:
Thanks, I figured as much. I'll take a peek at it at some point in the future. I am having fun with modifying the UI, of course with the limits (due to not messing with the .exe) I just try to figure out how stuff works.
Yeah it can be fun, it can also be extremely overwhelming. :p

Would love to work on a simple to advanced GUI based CUI Editor sometime, but sense tells me to not touch it until after the the current update is released, which still needs some work.
 
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Timbab

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#25
Jeez, long time no update.

Have a teaser of what I'm working on


Getting near preview release stages with open source possibly following soon after. It's essentially a 'god client' inside the SWG client via injection, no more need to communicate it from an outside GUI, as it solely is built on dearImGui, which is wonderful to work with. As shown, it's also quickly toggleable, so you can go back and forth for when you need it.

It's nearly there feature wise of my old unreleased tool, but I've made much progress in between then and now, so more features will make it in more rapidly now, but my main focus for now is a public alpha/preview release.
 

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#26
Finally, ImGuizmo properly implemented in game.

Still a WIP, not everything is done, have some input things to work out and figure out why it's not showing when in DevUI (Vague ideas), but the gizmo itself is working perfectly.

Been on my todo for quite a while, had a lot of issues with it, but finally got there after some halp from Sytner and lots of tinkering around.






Edit:


Annnd we got liftoff, fixed the DevUI issue, now I only need to properly implement the input for it, so it doesn't clash with the game and vice versa.

 
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Timbab

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#29
Part of it is being tested in an internal testing group already, it's near release ready, still need to iron out some kinks, but will get a preview release soon. :)
 
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#31
Forgot to post this from a few days ago, for giggles.


Before anyone gets their panties in a bunch, it's client side, doesn't affect the server.

Progress wise, kinda hit a roadblock, been trying to polish input since yesterday but we've discovered some issues when moving buildings and static objects around, something I'm not handling correctly at the moment, causing rendering issues, left over collisions, etc.

I know where the worm is more or less finally, just a matter of writing custom functions tho properly move them now.


On the plus side, input is a lot smoother now and the annoying reticle that can pop up on target hover is gone too, when the gizmo is on display.

Getting there.


As one can see though, still need to fix the cursor moving the mouse in some cases, when it's not in reticle mode. I know how to fix that though.

Edit:

Thank god, finally fixed the issues I've stated above.

 
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Timbab

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#34
Haven't managed to get it release ready during the weekend, got bogged down with some nasty bugs which are mostly ironed out now, plus polished quite a bit.

It's getting there.

I should hopefully git 'er ready for a preview release this week though, couple things I still want to polish and add in to add a bit of QoL, etc.
 
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#37
Little demo, still kinks and had the snap key bound to S still, making things iffy, but yep, nearly there.


Edit: Because Sytner is moaning that nothing is happening, let this be a disclaimer, nothing really happens, it's just a bit of noodling with the gizmo, showing a bit of a workflow and how it works with tiny stuff too, etc, just something a bit longer than the previous short showcases.
 
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