Topic: OP DLL's  (Read 2675 times)

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Offline marstone

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OP DLL's
« on: February 10, 2009, 09:27:37 am »
Does anyone know the names of the OP DLL's that are used?  Thanks ahead of time guys.
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Offline KBF-Kurok

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Re: OP DLL's
« Reply #1 on: February 10, 2009, 04:07:32 pm »
not exactly  but  pestys dll updater has a few of them  me thinks  http://www.dynaverse.net/forum/index.php/topic,163355977.0.html

Offline marstone

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Re: OP DLL's
« Reply #2 on: February 10, 2009, 05:50:42 pm »
thanks for repointing me back there.  Not seeing what I was looking for.  Back to the drawing board.
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Offline Bonk

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Re: OP DLL's
« Reply #3 on: February 16, 2009, 04:12:08 pm »
PE Explorer's dependency scanner generates the attached result on my Vista installation.

Also, see this post:
http://www.dynaverse.net/forum/index.php/topic,163384057.msg1122925550.html#msg1122925550

But just take a look at the OP root install folder, there some there. I have them here somewhere, the ones updated in pestalence's dll updater... ah yes these ones:

BugslayerUtil.dll - John Robbins' Bugslayer Utilitiy Routines
dbghelp.dll - MS WinNT image helper
HA312W32.DLL - part of smartheap IIRC
Mss32.dll - Miles sound system
OSSpecific95.dll - queer platform specific stuff I've never analysed
OSSpecific98.dll - queer platform specific stuff I've never analysed
SHW32.DLL - Smartheap

The thing is, dependency scanners don't seem to catch some of these when looking at StarFleetOP.exe... A look at the client source would of course be most instructive wrt to this question.

Offline marstone

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Re: OP DLL's
« Reply #4 on: February 16, 2009, 05:06:03 pm »
what I was looking for was a file that would hold the logic to the UI.  I see some parts that look like names for functions but can't locate them.  If the game was designed the way it seems to have been so far, there should be a file with this information.  It wouldn't make since to hardcode it as that would make it hard to change during development.

I'm going to finish the asset analyses first then worry about how the logic runs.  If nothing else, things can be changed but without the logic part adding new stuff might be tougher.
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Offline Bonk

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Re: OP DLL's
« Reply #5 on: February 16, 2009, 05:23:32 pm »
IIRC the scripting API contains portions of the sprites engine code. Might take a peek there.

Also, take another look at the beginning of the sprites thread, at what Quicksilver gave us. The standard Q3 engine setup was two files... SFC only uses one. I think we discussed some related ideas earlier in that thread.

The other suggeestion is to search the StarFleetOP.exe with a hex editor for ascii strings that match your suspected function names (or portions thereof).

Not sure any of that will help, but it is what comes to mind.

Offline marstone

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Re: OP DLL's
« Reply #6 on: February 16, 2009, 10:28:46 pm »
IIRC the scripting API contains portions of the sprites engine code. Might take a peek there.

Also, take another look at the beginning of the sprites thread, at what Quicksilver gave us. The standard Q3 engine setup was two files... SFC only uses one. I think we discussed some related ideas earlier in that thread.

The other suggeestion is to search the StarFleetOP.exe with a hex editor for ascii strings that match your suspected function names (or portions thereof).

Not sure any of that will help, but it is what comes to mind.

I had started to look through StarFleetOP.exe for the strings (partial strings) no joy there as of yet.  I will reread the thread again also, I know there was a reference to the two files but haven't seen any other file in the OP folder that might be the extra one.
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