7 Commits

Author SHA1 Message Date
code@koerner-de.net c23eda8db1 Added class for Detour. It also detours the LoadLibrary function and thus has no problems if the game unloads the DX library and load it back again later.
Added some debug comments if logging mode is enabled.
2013-07-30 17:19:44 +00:00
code@koerner-de.net 601c8c1504 Changes:
* The hash of textures is now computed the first time they are used. The hash is recomputed if the content might have changed.
* In some games, textures are used as rendering targets (e.g. a mirror or a portal in Portal). The hash calculation of these textures might slow down the game.
-> there is an option to disable the computation of hashes for rendering targets.
* Enable or Disable the support of tpf mods affect now the game immediately.
* Little rearrangements in the GUI.
* uMod can now extract the content of mods to disk and the game loads the textures from there. This solves the huge memory problem of uMod.
2013-01-07 07:43:38 +00:00
code@koerner-de.net 24769aad67 BugFix: in UpdateTexture, which was introduced a revision before.
support now:
- UpdateSurface
- uMod_IDirect3DSurface9

other improvements:
- added an update button
- uMod can now detect if textures changed their content
2012-08-19 19:31:17 +00:00
code@koerner-de.net 0bc7eebede uMod2 Alpha Version: known bugs: I disabled the remove device function inside the gui, because something in the event handling goes terrible wrong.
Implemented a some new features.
2012-07-15 18:59:03 +00:00
code@koerner-de.net d99107a919 preliminary result 2012-04-04 19:10:38 +00:00
code@koerner-de.net 56844968e4 Separated DirectX content from:
1) dll entry functions
2) Server (inside the dll)
3) Server-Client interface.

uMod now detects if a DirectX device was created and is under "control" of uMod (a counter is shown after the game name). Thus if the injection did not work properly, uMod wont show a DX9 or DX9EX count.
2012-03-22 20:35:16 +00:00
code@koerner-de.net 0c11963a9c 2012-03-13 19:14:23 +00:00