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[Release] LumaEmu 1.6.9
http://cs.rin.ru/forum/viewtopic.php?f=29&t=55261
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Author:  mr.heady [ Saturday, 17 Nov 2012, 12:44 ]
Post subject:  Re: LumaEmu 1.0

Download_Man wrote:
I doesn't understand: Is "just" like an "offline" GreenLuma? Is possible to use features like LAN,DLC just like GreenLuma but without have to login to steam?

To me it sounds like a GreenLuma version of RevEmu, so no need for Steam.

Author:  srimk [ Thursday, 22 Nov 2012, 14:27 ]
Post subject:  Re: LumaEmu 1.0

Hi Steam006.

Can you create Lumaemu for Assassin's creed 3 steam version deluxe, please.
Here the steam_api.dll of the game.

Thank you in advance.

Attachments:
steam_api.rar [47.82 KiB]
Downloaded 27 times

Author:  Vin_TC [ Wednesday, 05 Dec 2012, 05:10 ]
Post subject:  Re: LumaEmu 1.0

Steam006 wrote:
Vin_TC wrote:
Any news on this?

Still fixing bugs + I am pretty busy these days, but I think I can release it before December.


Not to pushing you, but it's already December. :)

Author:  lespaul [ Wednesday, 05 Dec 2012, 11:22 ]
Post subject:  Re: LumaEmu 1.0

Vin_TC wrote:
Steam006 wrote:
Vin_TC wrote:
Any news on this?

Still fixing bugs + I am pretty busy these days, but I think I can release it before December.


Not to pushing you, but it's already December. :)

December 2013 maybe :8=)

Author:  b00t [ Thursday, 06 Dec 2012, 13:18 ]
Post subject:  Re: LumaEmu 1.0

Change of plans, deal with it. Steam006 has enough on his plate with GreenLuma alone... The fact that it's the only working Steam crack doesn't help his case either. But all in all, great work, Steam006. :)

Author:  cyber_flame [ Friday, 07 Dec 2012, 13:09 ]
Post subject:  Re: LumaEmu 1.0

Hi buddy!

Want to ask can we play HAM online (in Contract Modes) by using Lumaemu + GreenLuma?

Author:  .cue [ Sunday, 09 Dec 2012, 06:27 ]
Post subject:  Re: LumaEmu 1.0

on another topic he posted a test version so he is still working on it guys so be patient.
He seems to be the hardest working and most consistent crack maker at rin..
I know i would get tired and bored long before he does lol

and Steam006 i take it you used some code i posted publicly many years ago
and i thought two things.. one was i'm probably embarrassed.. my first projects we're badly coded
most of us used headers too much LOL which makes me wonder if you used any of the cache or blob
code i posted i'm wondering if it was never versions that i re wrote from scratch ?
The other guys that started that pile of code wrote ALL of it in like 1 or 2 cpp's and 1,0000 headers lol
making compile time for one a nightmare lol
I rewrote every line char by char and creating cpp's for everything.. now a days i wouldn't
make a program that is all headers ;)
anyway i'm sure you did what you wanted with all that long ago so whatever lol

What i'm most proud of is my custom logging system i have refined over the years.
it has massive features but is ultra easy to use and add to any c++ project and can be setup
for using an .ini file or with a config program i made in mfc.
So basically with 2 cpp's/header files i can add logging to console AND/OR file logging to any c++ app.
and that depends on ini code so i have .ini file support wrapped into that too. Its useful and convenient
i end up using the same chunk of code in every project i make which means i never stopped bug fixing it too..
TCHAR routines are used now, unicode support, x64 support etc and i unlike some people find and fix warnings
in Visual Studio and check for performance issues with code logic.. Most of us have done similar i know ;)
I use fflush atthe end of the log call and avoid fclose for performance reasons. And locking the log file for reading and writing I think sucks so I write to it async and that also lets me read it on the fly with UltraEdit while an is running etc.. I did all this crap because i tried all the major logging libraries out there and just didn't like them or need / want most of the crap in them.. like wtf is with network logging on Log4cxx ? who needs logging over a network ? lol
anyway i've wanted to post my logging code it could be useful for some people i think and better than any codeproject samples ;)
maybe I'll try and clean it up and get it public i just have to remember which of my many projects i had done the current updates on..
Sorry didn't mean to hijack this topic people ;)

Author:  Steam006 [ Sunday, 09 Dec 2012, 15:42 ]
Post subject:  Re: LumaEmu 1.0

.cue
I used some code you posted in a earlier version of this but I'm not anymore, I just didn't remove you from the credits.

Author:  sudo [ Monday, 10 Dec 2012, 10:39 ]
Post subject:  Re: LumaEmu 1.0

I cant wait for this! :)
Where can I find the test version please?

Author:  Psycho-A [ Tuesday, 18 Dec 2012, 05:43 ]
Post subject:  Re: LumaEmu 1.0

Steam006, can you make your emulator to read SteamAppId value not from "steam_appid.txt" only, but also from "-appid #" command line and Source Engine game's GameInfo.txt (as it was in SteamEmu)? It would be much more convenient, if we're using multiple game dirs per one engine (e.g. no-steam builds/compilations). Also, it's very useful for using emu in Source SDK. Thanks in advance. :)

Author:  Steam006 [ Tuesday, 18 Dec 2012, 18:42 ]
Post subject:  Re: LumaEmu 1.0

Psycho-A wrote:
Steam006, can you make your emulator to read SteamAppId value not from "steam_appid.txt" only, but also from "-appid #" command line and Source Engine game's GameInfo.txt (as it was in SteamEmu)? It would be much more convenient, if we're using multiple game dirs per one engine (e.g. no-steam builds/compilations). Also, it's very useful for using emu in Source SDK. Thanks in advance. :)


I can add support for the "-appid" parameter, not sure about GameInfo.txt.

Author:  Psycho-A [ Wednesday, 19 Dec 2012, 05:19 ]
Post subject:  Re: LumaEmu 1.0

Quote:
I can add support for the "-appid" parameter

Anyway this will be good. Waiting for release! :)

-- Edit --

And also, it will be useful if emulator learns "GameLanguage=" value from Steam's registry, if this not presented in "lumaemu.ini" file. For now, when I try to delete this param, game has crashed.

Author:  Zexdestroyer [ Wednesday, 19 Dec 2012, 17:33 ]
Post subject:  Re: LumaEmu 1.0

Psycho-A wrote:
Quote:
I can add support for the "-appid" parameter

Anyway this will be good. Waiting for release! :)

-- Edit --

And also, it will be useful if emulator learns "GameLanguage=" value from Steam's registry, if this not presented in "lumaemu.ini" file. For now, when I try to delete this param, game has crashed.

Or to switch to default(English) if nothing found.
Would be awesome if you made a beta test release or at least tell us some date when the Emu will be finalized.
Don't want to rush you, just curious. Great work by the way.

Author:  sudo [ Thursday, 20 Dec 2012, 12:04 ]
Post subject:  Re: LumaEmu 1.0

Please remember to add support for separate steamclient.dll for each instance. Please don't make it read from registry unless you think its alright to have a legit file there.

Thanks

Author:  GaNi [ Friday, 21 Dec 2012, 23:47 ]
Post subject:  Re: LumaEmu 1.0

I think I figured out who the Santa is this time. ;)

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