KICK MOD

Moderator: HazewinDog

Re: KICK MOD

Postby HazewinDog » 03.09.2010, 18:50

Atm it doesnt work at any version, because MSVCP100.dll and MSVCR100.dll are missing. I tried downloading them from the internet, but MSVCR100.dll is a wrong version. They need to be put into the Crashday directory. Could you give us those files? (I assume you have them?)
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Re: KICK MOD

Postby KamiKaze » 03.09.2010, 19:39

HazewinDog wrote:Atm it doesnt work at any version, because MSVCP100.dll and MSVCR100.dll are missing. I tried downloading them from the internet, but MSVCR100.dll is a wrong version. They need to be put into the Crashday directory. Could you give us those files? (I assume you have them?)


rofl you need microsoft visual c++ runtime 2010 redistributable for use it
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Re: KICK MOD

Postby HazewinDog » 03.09.2010, 21:27

ok, i didnt read that anywhere.

edit: So now i need d3dx9_43.dll...

edit2: i downloaded it from the internet and put it in the Crashday directory.. game starts up now.
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Re: KICK MOD

Postby KamiKaze » 03.09.2010, 21:35

HazewinDog wrote:ok, i didnt read that anywhere.

edit: So now i need d3dx9_43.dll...


lol, update your directx software

which dx version you use? d3d8? Image
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Re: KICK MOD

Postby HazewinDog » 03.09.2010, 21:59

i use 9 cuz XP doesnt support 11 :/

edit: Squall, Reloader and me are testing it now. Works perfectly so far. Great job ;) But could you please make it 1.0-compatible? Cuz i crash when i press \ now, in 1.0
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Re: KICK MOD

Postby KamiKaze » 04.09.2010, 13:45

I'm sorry, we're working on something else, we're too busy. if you need help on using the mod or you have some questions about it, post to that topic in the kmk forum because I do not frequent this forum anymore.
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Re: KICK MOD

Postby Steve » 08.09.2010, 15:17

Okay guys we have tested this in 1.0....and it works :x40:

How to get the KICK MOD to work in 1.0:

1: Install Kick Mod (Obviously :mrgreen: )
2: Rename included file 'Crashday12.exe' to a name you don't use
3: Copy a 1.0 exe and rename Crashday12.exe
4: Play using the Launcher!

Easy!
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Re: KICK MOD

Postby KamiKaze » 08.09.2010, 16:21

Steve wrote:Okay guys we have tested this in 1.0....and it works :x40:

How to get the KICK MOD to work in 1.0:

1: Install Kick Mod (Obviously :mrgreen: )
2: Rename included file 'Crashday12.exe' to a name you don't use
3: Copy a 1.0 exe and rename Crashday12.exe
4: Play using the Launcher!

Easy!


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Re: KICK MOD

Postby HazewinDog » 08.09.2010, 19:19

KamiKaze wrote:
Steve wrote:Okay guys we have tested this in 1.0....and it works :x40:

How to get the KICK MOD to work in 1.0:

1: Install Kick Mod (Obviously :mrgreen: )
2: Rename included file 'Crashday12.exe' to a name you don't use
3: Copy a 1.0 exe and rename Crashday12.exe
4: Play using the Launcher!

Easy!


someone who understands what I say!
thumbs up!

Did you know this is the first thing i tried and it doesnt work on XP Home edition 32bit SP3?
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Re: KICK MOD

Postby Steve » 09.09.2010, 22:44

Installation of this mod seems to cause a fatal game error when loading tracks/game modes. Both Michael and I have this error. So, I feel that I have to call this mod a fail. :(
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Re: KICK MOD

Postby HazewinDog » 09.09.2010, 22:46

+1

But somehow my other crashday which has kickmod too still works.. apparently it MIGHT damage somehow?>
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Re: KICK MOD

Postby KamiKaze » 10.09.2010, 14:25

I already said that this mod had been worked on 1.2... obviously it can gives some problems with the other versions.
WARNING:
This mod works exclusively with Crashday v1.2, with the other versions
you could have some problems on hositng, setting the password and also problems using the cmds.

Infact, I do not have any problem.
HazewinDog wrote:+1

But somehow my other crashday which has kickmod too still works.. apparently it MIGHT damage somehow?>


No, it doesn't damage anything. I'll explain how this mod works....

the mod works with directx hooking (like the enb series), so we made a d3d9.dll which is used for drawing the console boxes and fonts.
This means that any crashday.exe loads the file and since the dll requires the launcher, if you do not execute it, you instantly crash on pressing the "\" button.
The GUI doesn't work in every version because the hooking is really really precise on using the adresses and this is the reason of the game crashes. Same for the commands: commands like "setplayer... (playerid)" just modify an adress value considering the player's offset ( ptr + offset ), and the commands like kick and setpassword, as far as I know, call some crashday functions like "player has left the game".
So, please, do not say this mod is a fail....you don't even know how complicated the reverse engineering is in Crashday, for find a value, we need to search through dynamic memories!

And about making the game 1.0 compatible, I really can't help you, io_stream and roby65 are developers (I'm into their teams) and I don't have time to waste on the console anymore, and even if I had time I wouldn't do it anyway because I'm using widows7x64 so I can't run the 1.0 file
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Re: KICK MOD

Postby HazewinDog » 10.09.2010, 14:44

KamiKaze wrote:
HazewinDog wrote:But somehow my other crashday which has kickmod too still works.. apparently it MIGHT damage somehow?>

No, it doesn't damage anything.

I actually meant the kickmod might get damaged somehow ;)
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Re: KICK MOD

Postby KamiKaze » 10.09.2010, 18:59

nope, the mod can't get damaged Image
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