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Messages - stormeus

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76
Script Discussion / Re: [HELP] Collision IDs
« on: September 04, 2014, 01:30:20 pm »
I'm having trouble understanding what you mean by collision ID, can you elaborate?
When do CreateVehicle at the end 2 arguments col1 and col2, what to specify there?

Those aren't collision IDs, those are color IDs.

http://thijn.vrocker-hosting.co.uk/VCWiki/index.php/CarColors

77
Script Discussion / Re: [HELP] Collision IDs
« on: September 04, 2014, 12:08:28 pm »
I'm having trouble understanding what you mean by collision ID, can you elaborate?

78
General Discussion / Re: Owner abuser and bad attitude
« on: September 04, 2014, 12:07:29 pm »
I'm locking this thread immediately because these public displays of outrage never show any evidence and always stir up drama. Don't expect to be taken seriously when accusing someone of pedophilia with no proof.

79
General Discussion / Re: VC:MP is a virus.
« on: September 03, 2014, 09:02:24 pm »
Sality is a malware dropper that acts by infecting other files on the computer to increase the chances of propagating further. If you did not run this scan immediately after downloading the client, it is much more likely that your computer was already infected with Sality, which proceeded to infect the installer.

Moreover, here is a full malware scan of 53 different antivirus solutions showing that Malwarebytes is the only piece of software to flag VC:MP as a virus:

https://www.virustotal.com/en/file/7ea2464c9bc5bdb2fa6469edbf06004e8f585ecd65c52f02a3bc86696e3e6700/analysis/1409767114/

The reason for this is that because of the way VC:MP operates (running over a network while making modifications to the gta-vc.exe process upon injection), heuristic scans could flag VC:MP as a virus. However, most other antivirus programs are smarter than that, and do not do so.

If you're concerned your VC:MP installation may be infected, do a full scan of your system in order to remove any viruses you may have, and redownload the installer from our official website:

http://www.vicecitymultiplayer.com

If you downloaded VC:MP from any source other than our own home page, we take absolutely no responsibility for any actual infection from said download.

80
mIRC/pawn Scripting / Re: Question!
« on: September 01, 2014, 06:31:07 am »
Is your server a Pawn server? Your scripts will not be able to function.

Is your server a Squirrel server? They will work with some modification.

The fact of the matter is that 0.4 is not a minor update like SA:MP's, even when making major updates from 0.2 to 0.3. VC:MP 0.4 is a complete and total rewrite of the client and server. We've also hinted at server owners to make sure their servers were compatible with 0.4 upon releasing the server beta, which has been out for over a month now.

81
Resolved Bug Reports / Re: Elevator interior and stadium entrance
« on: August 31, 2014, 08:53:04 pm »
This is by design. All single player teleports have been removed from multiplayer and must be re-added by server owners.

82
General Discussion / Re: VC:MP 0.1c
« on: August 30, 2014, 05:52:23 pm »
I mean the server files of the default vcmp 0.1c server

Honestly, i don't think, you can find it anywhere, anytime soon, so, if you really need it, you'll have to compile it yourself, from the sources. Available old server versions as binaries, are only 0.1a, 0.1b and 0.1d (but none of them for Win).
Ok,thanks.Maybe Stormeus has it.

I don't have the source code nor any binaries. 0.1c was only a source code release anyway.

83
Resolved Bug Reports / Re: I can not download plugin
« on: August 30, 2014, 12:53:39 am »
Fixed a typo in the URL, try again.

84
General Discussion / Re: Client/Server Update Announcements
« on: August 29, 2014, 11:54:08 pm »
Server Update Released
  • Fixed a streamer bug where players would maintain control of vehicles that were not streamed to them
  • Fixed several buffer overflows related to the config
  • Fixed SetPassword not properly unlocking the server when given a blank password
  • Consolidated plugin header to combine sprite/textdraw calls
  • Updated copyright

Updated binaries:

Windows Server (x86)
Windows Server (x64)
Linux Server (x86)
Linux Server (x64)

Updated plugin header:
https://gist.github.com/nsgomez/e0b525ed660db7f83b56



Client Update Released
  • Fixed radio glitching out when server weather was set to rain
  • Slightly optimized custom object loading
  • Additional checks to prevent crashes
  • Re-enabled the /t4 command, which shows the positions of bullets where they collide, for use by scripters who would like to accurately find polygons

The update will automatically download and install upon launching the browser or joining an up-to-date 0.4 server.

Important Note
The client and browser now use the Visual C++ 2013 runtimes, not Visual C++ 2012. Please install the new runtime before using the new client, or download and install the new browser to obtain them automatically.



Browser and Installer Update Released
  • Installer now installs the proper Visual C++ runtimes if they are not already installed
  • Replaced the R2 masterlist with a 0.4 masterlist
  • Fixed gta-vc.exe being suspended when joining R2 servers

Link: http://v04.maxorator.com/files/VCMP04_Installer.zip

Visual C++ 2013 Redistributable (x86):
http://download.microsoft.com/download/2/E/6/2E61CFA4-993B-4DD4-91DA-3737CD5CD6E3/vcredist_x86.exe

85
General Discussion / Re: Official Plugin Update Announcements
« on: August 29, 2014, 11:49:14 pm »
New Plugin: 0.4-announce
  • Pings an announce server every 2.5 minutes for listing on the masterlist. If you do not want to be listed on the masterlist, do not use this plugin.



All plugins updated
Base
  • Updated plugin header for new server

Squirrel
  • Fixed a bug where car crashes would be attributed to falls instead
  • Expanded InPoly to support strings and arrays of coordinates

SQLite
  • Fixed excessive memory allocation on queries
  • Updated SQLite to latest version (3.8.6)

ConfLoader
  • On Windows, use multi-byte strings, not Unicode



Updated binaries are available on each plugin's respective download page.

https://bitbucket.org/stormeus/0.4-announce/downloads
https://bitbucket.org/stormeus/0.4-confloader/downloads
https://bitbucket.org/stormeus/0.4-hashing-algorithms/downloads
https://bitbucket.org/stormeus/0.4-iniparser/downloads
https://bitbucket.org/stormeus/0.4-mysql/downloads
https://bitbucket.org/stormeus/0.4-sockets/downloads
https://bitbucket.org/stormeus/0.4-sqlite/downloads
https://bitbucket.org/stormeus/0.4-squirrel/downloads

Plugin packages are also available for compact downloading and updating.

Windows (x86) Package
Windows (x64) Package
Linux (x86) Package
Linux (x64) Package

86
General Discussion / Client/Server Update Announcements
« on: August 29, 2014, 11:33:37 pm »
This thread is specifically reserved for informing players and server owners of updates made to the client and the server, which does not have the same auto-updating capabilities as the client. Only developers with announcements regarding the server will be posting here, and it is highly recommended that anyone who wishes to operate a 0.4 server continuously subscribe to this thread.

Email Notifications
Click the Notify button at the bottom right of this thread.

87
General Discussion / Official Plugin Update Announcements
« on: August 29, 2014, 11:33:15 pm »
This thread is specifically reserved for informing server owners of updates made to official plugins such as Squirrel, which do not have the same auto-updating capabilities as the client. Only developers with announcements regarding said plugins will be posting here, and it is highly recommended that anyone who wishes to operate a 0.4 server continuously subscribe to this thread.

Email Notifications
Click the Notify button at the bottom right of this thread.

88
General Discussion / Announcing the 0.4 Server Public Beta
« on: August 29, 2014, 11:31:20 pm »



After many successful rounds of private and public beta testing, the VC:MP Development Team is proud to announce the release of the 0.4 Public Beta Server.

This is not representative of a final product; however, by releasing the server to the public, we can collect a significant amount of information regarding bugs and issues that may exist in the server or client. Allowing the community to do whatever they please with the server would be much more productive than simply producing public beta scripts and testing them, as we cannot account for every possible scenario a scripter may want to attempt in 0.4.

Moreover, by releasing the server for scripters to test and develop on, the transition from R2 to 0.4 will be seamless and much smoother, as server owners will more likely be prepared to adopt a completely new version of VC:MP.



Notes on Beta Release

Unlike previous beta tests, we are releasing the server, as well as the client, as a beta product to further find and fix bugs. This should not be interpreted as a bug-free final release. This is still part of testing phases.

Releasing the server as a beta product serves to help scripters become ready for the switch to a final 0.4 release and for bug finding purposes. While this does signal a closer approach to a final release, it is not, by any stretch of the imagination, a polished product we believe should be representative of our efforts.



Downloads
VC:MP 0.4 Client
Note: Clients/browsers from Public Beta 3 will also work with this server beta, and will automatically update as needed, but it is recommended to use the installer for newer and updated browser functionality.

Windows Server (x86)
Windows Server (x64)
Linux Server (x86)
Linux Server (x64)

Plugins
Windows (x86) Plugin Pack
Windows (x64) Plugin Pack
Linux (x86) Plugin Pack
Linux (x64) Plugin Pack

Quote
0.4-squirrel
Provides a base interface for scripting in Squirrel.

0.4-sqlite
Enables SQLite functionality in Squirrel scripts.

0.4-mysql
Provides MySQL support for Squirrel scripts.

0.4-hashing
Provides hash functions like SHA-1, SHA-2, WHIRLPOOL, and MD5.

0.4-confloader
Allows the loading of server.conf files from the R2 Squirrel server on a 0.4 server.

0.4-iniparser
Provides INI manipulation functions like those in the R2 Squirrel server.

0.4-sockets
Provides socket interfaces like those in R2 Squirrel.

0.4-announce
Announces a server to the 0.4 masterlist.

Automated builds of the Linux versions of the plugins above can be found here:
http://v04.maxorator.com/04plugins



Installation Instructions
  • Extract the server in any directory you like.
  • Create a directory named plugins within the server directory.
  • Download and extract any plugins you like to the plugins folder.
  • Create a file named server.cfg
  • In server.cfg, add a plugins line in the following format: plugins module1 module2 module3
  • To use the Squirrel plugin, add a sqgamemode line in server.cfg in the following format: sqgamemode MyScript.nut



Squirrel Documentation
A list of functions and callbacks can be found on the VC:MP Wiki:
http://wiki.vc-mp.org/index.php?title=Scripting_Resources

Documentation is currently incomplete due to the vast scope of it; you can help write it! If information regarding syntax is not available on the VC:MP wiki, it may be available on the Squirrel plugin wiki (which has no plans to be updated):

https://bitbucket.org/stormeus/0.4-squirrel/wiki



Bug and Crash Reports
Like previous public betas, bugs and crashes can be reported on the forum. However, we also have a new bugtracker at http://bugz.maxorator.com which can be used to report and track bugs in both the server and client as well.

Bug reports filed on the forum will receive responses, but will also be filed on the new bugtracker as well.

Refer to the Reporting Bugs and Crashes thread (linked) for further information and instructions.

89
General Discussion / [0.4] Introduction to the Plugin SDK
« on: August 29, 2014, 11:29:14 pm »
One of the major new features available in the 0.4 server is the plugin SDK. Any user can now use an official SDK header to create plugins that can be used to interact with the server, clients, game world and other plugins.

The current plugin SDK can be found here:
https://gist.github.com/nsgomez/e0b525ed660db7f83b56



Creating a Loadable Plugin
The VC:MP server expects the existence of a special exported function, VcmpPluginInit, to exist in a plugin in order to be able to load one. As part of this function, the server will pass a set of callable functions, a structure for the plugin to set the callbacks it accepts, and a structure for the plugin to set information about itself.

The structure of VcmpPluginInit is as follows:
Code: [Select]
#ifdef WIN32
#define EXPORT __declspec(dllexport)
#else
#define EXPORT
#endif

extern "C" EXPORT unsigned int VcmpPluginInit( PluginFuncs* pluginFuncs, PluginCallbacks* pluginCalls, PluginInfo* pluginInfo )
{
    return 1;
}

  • pluginFuncs is the PluginFuncs struct from the server header, which can be used to call any function available through the plugin SDK.
  • pluginCalls is a struct of PluginCallbacks. pluginCalls essentially starts off empty; your plugin must provide its own callbacks and set them in the struct in order for them to be called, and you must use the same pointer to the struct provided.
  • pluginInfo is a struct of PluginInfo (from the SDK) that, again, is empty at first. You can set your plugin's version and name (max 32 characters) through it, but you must use the same pointer to the struct.



Setting a Callback
To receive callbacks from the server, you need to create a function in the same format as the defined type of the callback:

Code: [Select]
typedef int (*SDK_OnInitServer) (void);
typedef void (*SDK_OnShutdownServer) (void);
typedef void (*SDK_OnFrame) (float fElapsedTime);
typedef void (*SDK_OnPlayerConnect) (int nPlayerId);
typedef void (*SDK_OnPlayerDisconnect) (int nPlayerId, int nReason);
typedef void (*SDK_OnPlayerBeginTyping) (int nPlayerId);
typedef void (*SDK_OnPlayerEndTyping) (int nPlayerId);
typedef int (*SDK_OnPlayerRequestClass) (int nPlayerId, int nOffset);
typedef int (*SDK_OnPlayerRequestSpawn) (int nPlayerId);
typedef void (*SDK_OnPlayerSpawn) (int nPlayerId);
typedef void (*SDK_OnPlayerDeath) (int nPlayerId, int nKillerId, int nReason, int nBodyPart);
typedef void (*SDK_OnPlayerUpdate) (int nPlayerId, int nUpdateType);
typedef int (*SDK_OnPlayerRequestEnter) (int nPlayerId, int nVehicleId, int nSlotId);
typedef void (*SDK_OnPlayerEnterVehicle) (int nPlayerId, int nVehicleId, int nSlotId);
typedef void (*SDK_OnPlayerExitVehicle) (int nPlayerId, int nVehicleId);
typedef int (*SDK_OnPickupClaimPicked) (int nPickupId, int nPlayerId);
typedef void (*SDK_OnPickupPickedUp) (int nPickupId, int nPlayerId);
typedef void (*SDK_OnPickupRespawn) (int nPickupId);
typedef void (*SDK_OnVehicleUpdate) (int nVehicleId, int nUpdateType);
typedef void (*SDK_OnVehicleExplode) (int nVehicleId);
typedef void (*SDK_OnVehicleRespawn) (int nVehicleId);
typedef void (*SDK_OnObjectShot) (int nObjectId, int nPlayerId, int nWeapon);
typedef void (*SDK_OnObjectBump) (int nObjectId, int nPlayerId);
typedef int (*SDK_OnPublicMessage) (int nPlayerId, const char* pszText);
typedef int (*SDK_OnCommandMessage) (int nPlayerId, const char* pszText);
typedef int (*SDK_OnPrivateMessage) (int nPlayerId, int nTargetId, const char* pszText);
typedef int (*SDK_OnInternalCommand) (unsigned int uCmdType, const char* pszText);
typedef int (*SDK_OnLoginAttempt) (char* pszPlayerName, const char* pszUserPassword, const char* pszIpAddress);
typedef void (*SDK_OnEntityPoolChange) (int nEntityType, int nEntityId, unsigned int bDeleted);
typedef void (*SDK_OnKeyBindDown) (int nPlayerId, int nBindId);
typedef void (*SDK_OnKeyBindUp) (int nPlayerId, int nBindId);
typedef void (*SDK_OnPlayerAwayChange) (int nPlayerId, unsigned int bNewStatus);
typedef void (*SDK_OnPlayerSpectate) (int nPlayerId, int nTargetId);
typedef void (*SDK_OnPlayerCrashReport) (int nPlayerId, const char* pszReport);
typedef void (*SDK_OnServerPerformanceReport) (int nNumStats, const char** ppszDescription, unsigned long long* pnMillisecsSpent);

For example, to create a callback for OnPublicMessage:
Code: [Select]
typedef int (*SDK_OnPublicMessage) (int nPlayerId, const char* pszText);

You would need to create a function like so:
Code: [Select]
int MyOnPublicMessage (int nPlayerId, const char* pszText)
{
    return 1;
}

void functions need not return anything (and should not), whereas callbacks with a return type expect a value to be returned, and will react differently according to their return values. For example, returning 0 in OnPublicMessage will reject a given chat message and essentially mute it. Returning 1 will send it to other players if no other plugins suppress it.

To have the server recognize the callback and make use of it, set it in VcmpPluginInit:
Code: [Select]
extern "C" EXPORT unsigned int VcmpPluginInit( PluginFuncs* pluginFuncs, PluginCallbacks* pluginCalls, PluginInfo* pluginInfo )
{
    pluginCalls->OnPublicMessage = MyOnPublicMessage;
    return 1;
}



Using Plugin Functions
Using plugin functions is easier still than dealing with callbacks. To use a function, you can simply make a direct call to a function in the pluginFuncs struct:

Code: [Select]
extern "C" EXPORT unsigned int VcmpPluginInit( PluginFuncs* pluginFuncs, PluginCallbacks* pluginCalls, PluginInfo* pluginInfo )
{
    pluginFuncs->SetServerName("My VC:MP Server");
    return 1;
}

90
Bugs and Crashes / Reporting Bugs and Crashes
« on: August 29, 2014, 11:28:02 pm »
Bug Reports on the Bugtracker
As explained in the announcement thread, a new bugtracker exists on http://bugz.maxorator.com. While this offers the ability to provide more information and track developments regarding a bug, it is recommended only for power users who have filed bug reports on similar trackers before, like http://mantis.liberty-unleashed.co.uk.

If you do wish to use the bugtracker, we ask that you still read on to learn what kind of information we expect in a ticket filed there. If you are not using the bugtracker, you must read this anyway.

When reporting a bug on the bugtracker:
After logging in, there will be a Project dropdown at the top right corner of the page. Please use this to select the relevant project for which you'd like to report a bug, and then use the Report Issue link.



Reporting Bugs
Create a new thread with a brief description of the bug and put the tag "[Bug]" in the title. Include details such as how often you can reproduce or recreate the bug (always, sometimes, or rarely), what you were doing when the bug happened, and what you think caused the bug.

A bug report might look like this:
Quote
Subject: [Bug] Can't shoot invisible players



Description
Whenever a player is invisible, I can't shoot them.

Reproducible
Always

What you were doing when the bug happened
I was going to the other team's point in a Voodoo. I got out of the car and someone on the other team went invisible, so I shot them when they started fading.

What you think caused the bug
Being invisible or desync from the Voodoo



Reporting Crashes
Crash information will appear in a subdirectory of the AppData folder, like so:

C:\Users\JohnDoe\AppData\Roaming\VCMP\04beta

The top of each file will look like this:
Code: [Select]
Address: 0040286E error C0000005

Make a new thread with the tag "[CRASH]" and the address, so that the name of your thread looks like [CRASH] 0x0040286E. Include the same details you would make for a bug report, like so:

Quote
Subject: [CRASH] 0x0040286E



Reproducible
Always

What you were doing at the time of the crash
Shooting an invisible player after I got out of a Voodoo

What you think caused the crash
Desync from invisible players or people getting out of Voodoos

Are you using the Steam version?
No.

Crash Report
Code: [Select]
Address: 0040286E error C0000005
EAX 00000002 EBX 0E3C1140 ECX 00000002 EDX 3D82D28B
EBP 3D82D2AB ESP 0018FBB4 ESI 12013C70 EDI 12013C70
Stack:
3EA14400
3F800000
0000015C
00D3F848
0ABBA7A4
0018FC10
3A8F1D34
00489634
3CAEBCBC
BC9C7710
3F0B70EC
3F5690D4
3CB013C0
3DB4B9F1
3F0BAA2A
0B710368
11B300D0
0018FC5C
0018FD30
11B30F00
00403F53
0018FC50
0018FC5C
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
3CBA966B
BC85A8D2
3EDFD590
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
0DFA9D50
00000000
00000008
11B30F80
00404310
11B30F80
0018FD2C
0DFF7378
0E3C546C
0DFF740C
0DFF7374
00789C8C
006616D8
00789C8C
0DFF7378
0DFF740C
007D95B8
0DFF7378
0018FCF4
006618C6
007D95B8
00000001
006428BF
0DFF7378
0DFF7378
0DFF7378
00640D23
0DFA9D50
00000000
00000000
0018FD2C
00401BAB
11B30F80
0018FD2C
00000001
00000018
11B30F80
0DFA9D50
00404881
004042D0
0018FD2C
0018FD74
3F2AAAAB
3F800000
00000001
0E3C1140
120157C0
120154C0
12014EC0
00000000
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6CC30000 S 00006000 N C:\windows\system32\DCIMAN32.dll
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6D620000 S 00051000 N C:\windows\system32\WINSPOOL.DRV
6D7B0000 S 0000F000 N C:\windows\system32\samcli.dll
6E0E0000 S 00025000 N C:\windows\system32\POWRPROF.dll
717E0000 S 00017000 N C:\windows\system32\USERENV.dll
71840000 S 0000B000 N C:\windows\system32\profapi.dll
71AA0000 S 00032000 N C:\windows\system32\winmm.dll
71C90000 S 00006000 N C:\windows\system32\rasadhlp.dll
71CA0000 S 00038000 N C:\windows\System32\fwpuclnt.dll
71CE0000 S 00021000 N C:\Program Files (x86)\Bonjour\mdnsNSP.dll
71D10000 S 00027000 N C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live\WLIDNSP.DLL
71D40000 S 00008000 N C:\windows\System32\winrnr.dll
71D50000 S 00044000 N C:\windows\system32\DNSAPI.dll
71DA0000 S 00012000 N C:\windows\system32\pnrpnsp.dll
71DC0000 S 00010000 N C:\windows\system32\napinsp.dll
71DD0000 S 00010000 N C:\windows\system32\NLAapi.dll
71DF0000 S 00005000 N C:\windows\System32\wshtcpip.dll
72200000 S 0003C000 N C:\windows\System32\mswsock.dll
725C0000 S 00030000 N C:\windows\system32\dinput8.dll
72830000 S 00007000 N C:\windows\system32\WINNSI.DLL
72840000 S 0001C000 N C:\windows\system32\Iphlpapi.DLL
72DF0000 S 0004C000 N C:\windows\system32\apphelp.dll
72E50000 S 00009000 N C:\windows\system32\VERSION.dll
73880000 S 00009000 N C:\windows\system32\HID.DLL
739B0000 S 00036000 N C:\windows\system32\AUDIOSES.DLL
739F0000 S 00007000 N C:\windows\system32\avrt.dll
73A40000 S 00039000 N C:\windows\System32\MMDevApi.dll
73C40000 S 00014000 N C:\windows\system32\MSACM32.dll
73D20000 S 0000D000 N C:\windows\system32\SortServer2003Compat.dll
73E20000 S 00006000 N C:\windows\system32\SHUNIMPL.DLL
73E30000 S 0000D000 N C:\windows\system32\sfc_os.DLL
73E40000 S 00003000 N C:\windows\system32\sfc.dll
74B90000 S 0000C000 N C:\windows\syswow64\CRYPTBASE.dll
74BA0000 S 00060000 N C:\windows\syswow64\SspiCli.dll
74C00000 S 00005000 N C:\windows\syswow64\api-ms-win-downlevel-advapi32-l1-1-0.dll
74C10000 S 00035000 N C:\windows\syswow64\WS2_32.dll
74C50000 S 00090000 N C:\windows\syswow64\GDI32.dll
74CE0000 S 00047000 N C:\windows\syswow64\KERNELBASE.dll
74D30000 S 00121000 N C:\windows\syswow64\urlmon.dll
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