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Re: mpbc: custom block creation tool

Posted: 16 Apr 2012, 21:20
by Electron
arc_ wrote:
Electron wrote:I took a quick look in the sources and have found only four files which would allow me very simply to build powerful cheating tools...
How so? mpbc doesn't allow you to overwrite existing blocks. Also it does not contain any code for creating or modifying car physics. It only creates new blocks.
You are right in this points. But I have referred to the source code. It shows me how to subclass every function inside the Game, the Launcher or every imported library as long as I know the address of it. Then I can manipulate the input or output data of this function.

You wrote yourself that this may possible:
arc_ wrote:
seeba wrote:Blocks add to an environment, but the environment itself is also given by handling, speed, acceleration, etcetera.
Who said that can't be changed as well? :)

But let's first get custom blocks stable and more complete, there's still lots to do.
The technique may well-known by script kiddies (I don't know). But TrackMania had not much problems with such cheating tools up to now, I think. And I only don't want that this will change.

We are very glad that you shared your knowledge in the TM Wiki and it is generally positive to also provide the sources. But in this case, I only wanted to express some doubts. If these are groundless, so much the better.

Re: mpbc: custom block creation tool

Posted: 16 Apr 2012, 21:38
by arc_
Electron wrote:I have referred to the source code. It shows me how to subclass every function inside the Game, the Launcher or every imported library as long as I know the address of it. Then I can manipulate the input or output data of this function.
That's the key point in bold there. The working method for patching game functions is not new and is not unique to mpbc. There are many, many mods that work exactly like it, and many, many tutorials that explain how to do it. The patching is not the hard part - finding the addresses of the functions, and understanding those functions, is.

This is nothing for script kiddies, all those can do is play around with memhack tools and hope they stumble across something useful. Real reverse engineering takes years of practice :)

In short, I don't think mpbc's source code will help people make cheating tools more quickly, because it doesn't contain any (new) information they can use. On the other hand I'm sure there are people who are interested in knowing how the tool works, and perhaps learn from it.

Re: mpbc 0.1.1: custom block creation tool

Posted: 16 Apr 2012, 22:45
by haenry
arc_ wrote:People have already requested that maps with custom blocks would be tagged such that MX can recognize them. I'll try to include this in the next TM2Unlimiter release. Then you will have filtering and everyone can be happy ;)
That's a good idea. By tagging them, you can easily ban all the maps with custom blocks, if Nadeo says "no" at any point of time. Also bugs can be easier avoided.
As long as your tools do not damage any game files, everything should be fine. The last people want are corrupted gaming files or tools, that cannot be removed easily.
But I trust in you in that point :roflol:

Re: mpbc 0.1.1: custom block creation tool

Posted: 17 Apr 2012, 00:04
by justanother1
I just ran onto this (still downloading) and I think it's gonna be Great !! All you babies crying about quality, crying about how it might me unfair ..... Look, This time were gettin the Mod BEFORE the original Software !!! How cool is that.
They told us we'd be able to import custom geometry before the game was released, And Now We CAN!!! Meanwhile ...
ATTN NADEO GUYS !!! We need some basic measurment info on track blocks, so we can match ours better ...

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Re: mpbc 0.1.1: custom block creation tool

Posted: 17 Apr 2012, 00:27
by banjee
Yeah it would be hard to get the right measurements by guessing, but if there is a way to make new blocks can't there be a way to look at the old ones and find the measurements that way?

Re: mpbc 0.1.1: custom block creation tool

Posted: 17 Apr 2012, 00:36
by phil13hebert
Who will be the first to create a block ? (excluding _arc) :)

Re: mpbc 0.1.1: custom block creation tool

Posted: 17 Apr 2012, 00:50
by luftisbollentm2
jonthekiller wrote:Very good, it works well :yes:

Go make servers with customs blocks :roflol:

yeah its no problem just add unlimiter needed to the servers with custom block maps. :yes:

very short "Unlimiter"

I have a cool block idea, if i can make it. :oops:

and one more thing if nadeo make one, its alot easyer to make new blocks.

Re: mpbc 0.1.1: custom block creation tool

Posted: 17 Apr 2012, 01:24
by justanother1
From experience building TM Cars ... Wings3d's measuring system is the same as 3DSMax ... so for those wanting to get started ...
THIS ONE IS WRONG
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there's an old script for old Blender 2.4x for importing cars to TM .. should work .... you can find links Here in my post on ManiaPark. I just found this today, so I'm still muddling through the manual ... but I'll post as I go to try and help out ...

EDIT .... According to the bunny, this should be the right way .... ( according to the manual the other is ?...)
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Re: mpbc 0.1.1: custom block creation tool

Posted: 17 Apr 2012, 01:39
by justanother1
Never mind .. the mpbc_probe.dll goes in the Programs\Maniaplanet folder ... the other goes in the folder you're working in ... however ...
I have a new problem. Blender script did not work ... Pak was made ... icon shows up ... but no geometry ???

I already have a dumb question ... do we need to unzip the MPBC in the Programs\Game folder and use a \Source folder in our Trackmania folder .. like the NadioImporter for cars ??

Re: mpbc 0.1.1: custom block creation tool

Posted: 17 Apr 2012, 10:09
by CoastKid
My first test of MPBC:
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