Originally Posted by
Brandon
I don't have an ETA and I won't and I'm sorry for that. Something like a Direct-X hook plugin by myself would take quite a bit of free time. I don't have that luxury atm. When I started on it, I had tons of free time and I could have finished it or released a beta plugin but I don't have that time anymore.
It's not hard, it's just I don't have time. It could take a weekend at most to get a beta out and then bug fixes, feedback, suggestions would begin and take more time than an initial release.
When the current project at work cools down and I don't have to work weekends and weekdays and overtime, then I can probably put in quite a bit of work on a plugin base (models, textures, text, etc). I'm actually working right now ( on my weekend :l ).
The little time I have, I visit the forums to answer questions or help out where I can otherwise I spend it exercising so I don't become a fat programmer.
To complete a beta plugin.. Basically:
1. Override IDirect3DTexture9's lock and unlock functions to do a hash of the pixels.
2. Override IDirect3DDevice9's DrawPrimitive and DrawIndexedPrimitive to get the current texture into an std::vector<IDirect3DDevice9*>.
3. Override IDirect3DVertexBuffers' lock and unlock functions to do a hash of the vertices, colours, or normals.
4. Override IDirect3DDeviceSwapChain9's Present function to feed the data to Simba or Draw the ID's on screen.
5. Override IDirect3DDevice9's Reset function to font reset and restore for safe ID drawing.
6. Debug and test everything then release a beta plugin + source.
The first is already done.
The second is already done.
The third is partially done (see this thread for more details above [only thing missing is the overriding and adding other functionality]).
The fourth is no where in sight but can be copied from the OpenGL 4.0 plugin source.
The fifth is already done.
The sixth you do every time you add new functionality.