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Old Nov 25, 2011, 06:33 PM // 18:33   #21
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Originally Posted by drok3n View Post
Your about as clueless as a box of rocks. These programs have nothing to do with the mechanics and neither do bots. The closest these programs get is reading packet flow and issuing clicks on x/y axis. If they were tied into mechanics i would be flying a dragon mount from a self made mod. You need to learn more about these types of things before spewing out some google response

Also, the reason people had been busted was due to calculations made by a computer.

Example: you clicked 10,000 times and all the clicks were .8 seconds apart. this would be detected by guild wars. Or you opening 40 stacks of something within a certian time frame, But they dont even care about these things anymore. I know so many people breaking these rules
While this will probably be a pointless post because you obviously think you know it all but... here goes.

Everything that you see about a given map Visually, either already exists on your computer or is downloaded when you enter a zone. So when your inside a zone all of the info in terms of where things are. Is stored locally or on your computer. The information coming and going to the server is information related to your actions and the actions of others.

The servers on Anet's side track where you are, what your doing and how much damage you are doing. They keep track of the health of all players and NPCs and instruct players and NPCs to die when their health reaches zero. They then decide what loot is dropped and send a trigger to drop that loot.

In general the so called "game logic" type of server takes care of all the math involved in "game mechanics" but the status and position of everything in a given zone is stored either in memory or in files on your PC.

A proper bot, not a macro that merely repeats input actions over and over, reads this information on where things are and what their status is and then generates an action based on those conditions.

DLL Injection would be a method by which Program A can run inside of Program B address space, giving Program A access to memory addresses currently allocated to Program B.

If Program A is a bot it would use this access to figure out the status of NPCs or players inside a zone and generate an action based on that. This is not allowed.

However if Program A for example is uMod it would use this access to replace a certain texture visually changing the way the game appears on your screen. This is allowed.

A good example of this would be Mod from Argos-Soft that displays the amount of foes killed and the total amount in the zone. This Injects code that reads memory finds both numbers and displays them.

Code injection to gain information or visually change the game is in general permitted. Code injection to take information and generate user input is a no no. And anything that directly interacts with Anets server's such as the chat client we saw a while back is also a big no no. But other then that mods related to displaying information and changing the graphical experience have for the most part been permitted.
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Old Nov 25, 2011, 07:14 PM // 19:14   #22
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lol you just proved my point for me. As i said prior these types of things do nothing server side, im not sure what point your trying to get across when your saying im wrong. If you think all this is tied into "Mechanics" lets see you change a game mechanic then.

Last edited by drok3n; Nov 25, 2011 at 07:16 PM // 19:16..
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Old Nov 28, 2011, 11:44 AM // 11:44   #23
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I usually use texmod, like many people. This umod seems awesome but... I'm not a programmer; I'm only a user, like many people.
I'm confused about all that have been said here. I don't want to be banned after 6+ years.
If someone from ANet could opine about this umod will be really great: if it's like texmod (allowed but not supported) or not allowed at all. Thanks all.
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Old Nov 28, 2011, 12:46 PM // 12:46   #24
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@drok3n and @DarkKnight: I think, you are both standing on the same side

@Styxgyan: I asked two community managers, I was once promised but never got an answer. I know also from others asking some community managers, but without any response too (to my knowledge). I hope that more players will ask to show ArenaNet that there is an interest in the community.

The last think I want, is other players loosing their accounts, because of using uMod. My account is also 6+ years old, I can understand your situation.
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Old Nov 28, 2011, 08:34 PM // 20:34   #25
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Originally Posted by ROTA View Post
@drok3n and @DarkKnight: I think, you are both standing on the same side

@Styxgyan: I asked two community managers, I was once promised but never got an answer. I know also from others asking some community managers, but without any response too (to my knowledge). I hope that more players will ask to show ArenaNet that there is an interest in the community.

The last think I want, is other players loosing their accounts, because of using uMod. My account is also 6+ years old, I can understand your situation.
Thats why i was wondering why he was arguing lol

if you guys want more info google d3d
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Old Dec 15, 2011, 09:53 AM // 09:53   #26
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Bit of a late reply i know - the only way i see of clearing this up would be the op to contact anet support , give them full details of the program and offer to give them the source code etc and see what they say on regards of it being legal or not.
Sadly i dont see anet having the time or man power to check.
In the last 6 years of gw with all the bots etc that have been around as well as hacking accounts , it has made the community more self aware and made us more untrusting.
Its nothing personal but understandable and untill official word by anet we all will remain paranoid.

On a slight diff note but an example - many ppl may remember msnchat years ago and scripts (bots) - many a person got cought out when people designed the scripts with backdoors left open - they could remotely take control of the script (bot) and cause damage.Us paranoid people are only protecting ourselves like we did back then - if it looks/sounds dodgy = we wont touch it with a 10ft barge pole.
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Old Dec 21, 2011, 06:54 PM // 18:54   #27
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frankly i would trust umod over and above texmod since ROTA has said this is open source (meaning you can download the source code) where texmod is not and could be laced with a virus. unless you are getting umod from another source (already compiled) i would trust ROTA and his bunch over something that has been floating around mediafire since 2006.

if you read the wiki on this anet has never blessed texmod only said they don't support it. show me where an anet officer has given their blessing on this or anything else 3rd party.
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Old Dec 22, 2011, 10:58 PM // 22:58   #28
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This is much better than Textmod because I don't get any of those annoying black squares . I just hope that Anet lets people use it.
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Old Dec 24, 2011, 10:32 PM // 22:32   #29
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great thing to use however having massive issues with it working with Guild Wars Multi Launcher. Any explanation? im not even trying to open GWML through uMod but for some reason if i try to open GWML itll open the program but not the extra GW im trying to open.
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Old Dec 25, 2011, 01:40 AM // 01:40   #30
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It works for me, I have it setup so that I open umod first, then whenever i run gw.exe umod attaches to it. So if i have just umod open, then i start multilaunch and launch gw from multilaunch then it works.
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Old Dec 25, 2011, 02:22 AM // 02:22   #31
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mine doesnt. i'll have gw open already and when i open GWML, ML opens but if i press Start on the copy i wanna run it doesnt run it, instead my GWML freezes completely and its not just me thats having the issue, a couple of friends are too.
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Old Dec 26, 2011, 06:50 PM // 18:50   #32
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yes that happens to me too. Start GWML first without any gw open. I think the problem is that GWML cannot patch an already open copy of gw if it has umod injected.
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Old Dec 26, 2011, 07:55 PM // 19:55   #33
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nah still wont do it for some reason.. it might be my version or something but if i open GWML 1st and try opening my normal game using uMod the thing still freezes and wont let me do anything
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Old Dec 27, 2011, 08:17 PM // 20:17   #34
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This is great, I won't go back to Texmod unless Anet threatens to take our accounts for using it.
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Old Dec 30, 2011, 11:03 AM // 11:03   #35
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This is great, I won't go back to Texmod unless Anet threatens to take our accounts for using it.
Thats not going to happen.
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Old Dec 30, 2011, 07:29 PM // 19:29   #36
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nah still wont do it for some reason.. it might be my version or something but if i open GWML 1st and try opening my normal game using uMod the thing still freezes and wont let me do anything
uMod can inject GW using a hook. You have to start uMod, activate hook through the menu and you need to add GW once to the list. Each time GW is started (no matter how it is started) GW is also injected by uMod. But this don't work under WinXP.

If GW freezes it would be nice if you could send me the log file (for that you need to download the version with logging mode enabled or compile it again with LOG_MESSAGE=1)
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Old Dec 30, 2011, 09:15 PM // 21:15   #37
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The solution for multiples of the same GW client used by GWML isn't the best out there. It usually does end up with the game crashing. It just removes the file handle instead of changing the file handles share settings.
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Old Feb 15, 2012, 02:31 PM // 14:31   #38
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Just wanted to say Thanks for this.

I had been using TexMod, but was really irritated by textures loading incorrectly and not going away no matter how much I attempted to force a texture reload. Also, I like not having to rechoose and reorder all my mods each time I start GW is quite a perk.
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Old Feb 15, 2012, 04:43 PM // 16:43   #39
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I'd like to echo the thanks for making this. Command line support and eliminating graphics glitches is wonderful.

I do have one minor issue, though. For some reason, my mod will briefly flash the original texture before it gets replaced, and this happens every time the character screen loads. It doesn't bother me, but I thought you might like to know about any issues.
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Old Feb 15, 2012, 07:01 PM // 19:01   #40
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I do have one minor issue, though. For some reason, my mod will briefly flash the original texture before it gets replaced, and this happens every time the character screen loads. It doesn't bother me, but I thought you might like to know about any issues.
Thank you for the information. I need always the log file. For that you can either compile uMod for your own with logging mode enabled or download a version with enabled logging mode. But as you said it is a minor problem. I already have one big problem left to solve. Fortunately it does not affect Guild Wars

But I want to aim forward to DirectX10 (GW2) thus I won't solve minor bugs. I hope I have more time in the next months to start again developing.

So if somebody want to join the project, feel free to contact me
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