Admin: Comment removed...I think this negativity can be taken elsewhere. If you have solid proof then provide it and we can deal with a possible infection.
fadedglory wrote: I said I am successfully using the injector with texture mods on XP SP2. I find the ability to pick and choose which patch I want from MpgFiles.txt (I uncomment the one(s) I want on each invocation of WoW) to be quite convenient and very simple. If you're not adept at jumping through hoops, you probably shouldn't.
Textures can be loaded via injector as well. -nodelay is described as the preferred method of loading the injector by the Cromon, the person that wrote the code. Unfortunately, this method just loads WoW as it loads the injector, which prevents the injector from correctly changing the offset needed to make models load.
I have yet to see -nodelay work with models precisely due to that reason. If someone could figure out a way of forcing the tool to wait until Wow was loaded before it began the injection process, that may solve the issue for Windows XP users.
kimict wrote: You don't need the injector for texture mods, idiot. It's been explained many times using certain sound MPQs. The injector is used for loading changes in the sizes of certain parts of the models themselves. I don't know where you're getting the nodelay nonsense. I would ask if you just worded it wrong, but you said regrettably that you only got textures to work. That breaks your argument down to beg the question why you're bothering with the injector in the first place.
Edit: I understand the "idiot" remark was out of line. But stop insisting that something is working for you, when you just explained, yourself, how it isn't.
Cut it out. He is trying to make progress. Loading texture mods USING the injector clearly indicates that the problem lies with injecting models using the -nodelay method. That is progress.
If that doesn't work I tried compiling the injector slightly differently in the hope of improving compatibility. AVG really cracks the shits at it now (and I'm sure other AV programs will too) but theres not much I can do about that.
Again it's up to you to take the risk of using random binaries provided on the internet, if you don't want to take that risk then compile it yourself, it's really not too hard.
If you want to try it yourself the changes I made were: - Set runtime library of Injector.cpp project to Multi-threaded (/MT) - Set runtime library of Mopaq.cpp project to Multi-threaded DLL (/MD) - Set runtime library of VectoredHandler.cpp project to Multi-threaded DLL (/MD)
Compile as normal from there.
Now my Windows/C++ development skills are severely lacking but, from what I've read, using the "release" runtime libraries instead of debug (the default) is a lot more compatible. Hope this helps someone. I could be way off the mark and it will make no difference though My expertise lies with Java and PHP so that's my excuse. I tried everything you suggested short of compiling it myself, because I'm not that computer savvy. I don't know what I'm doing wrong. I even checked to make sure I have service pack 3, and I do. And it keeps giving me the same failed assertion on a certain line of code.
Don't let jost get you down, haters gonna hate. _________________ Want to work on a game? I am looking for volunteer Blender 2.5 artists and animators to work on characters and environments. Message me for more details.
So us Windows XP users are still unable to get the mods working, or did I miss something in recent posts?
I'm still trying to figure out if it's either Models or Texture edits that work, i'm not very tech savy so I'm just winging it with the walk-throughs people post to use these programs. 4.0 and up I'm unable to get anything working. _________________ By reading this, You have given me brief control over your mind...
I'm an active WoW player looking for interaction! ERP, or RP, I don't care which, If I'm not raiding I'm up for some fun (^_^)-b
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