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BlastMenuV2

  • Kategorie: Sourcecode
  • Entwickler:
  • Hochgeladen von: KN4CK3R
  • Hinzugefügt am:
  • System: Windows
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Beschreibung

This one have a completely different structure and also includes some elements of the new c++11 standard (Visual C++ 2012 required, built with 2013). This is literally the first finish copy with all renders that are required, it might contain some unknown bugs, or some source I edited and forgot, please note that.

Notes:
Modified font to use smaller textures, save some GPU & CPU Memory.
This menu have its own desired FPS, the menu will still render for each frame, but will only recalculate the font and other components in this separate FPS. Default (30 FPS)
DirectX 10.x supported in this version.
32 Bit DLLs do not work in 64 bit processes.
64 Bit DLLs do not work in 32 bit processes.
Because I tried to stick to the standard as much as my knowledge allows, you will see some new things like "std::async", "std::unique_ptr" & "std::shared_ptr" just to name a few.
It a lot of files, is not an excuse, you didn't type them and don't have to use them all.
This base is managed in one thread, when that thread closes everything should be finish.

Changes:
New renderer structure.
Fonts are now stored outside of the renderer, allowing multiple Renderers to use the same font, it is nothing more than constructor info.
Font data is stored for each renderer for specialized rendering.
Because of the structure, Font as you know it doesn't need resetting, that is all handled by the renderer and hook.
New AddFilledLine function [Not Tested]
I've been up for 2 days learning and coding, least u can do is read the code for more, i've never used D3D10.x before.

To see how to switch architectures visit last version or google.

How it Works:
Like this last version this base allows one file to hook different D3D versions, using a very slightly modified version of Open Broadcasting Software (OBS). The renderers in this contains a map/dictionary of the font to fontdata, allowing each renderer to have its own font but still be separate from other renders. This also allows the real large fontdata to be linked to the renderer and when the renderer is freed, the font data goes with it, no need for FreeFont unless wanted. All/Most heap info is stored in smart pointers, the base should take care of most of them as is, course this doesn't include any you add. The Magic: if you happen to find an application that uses multiply d3d versions at the same time, this hack may or may not hook 2, not sure. It is does then the menu will show on both of them, font and everything. please note that.

Download BlastMenuV2