by Malakai » Sat Oct 03, 2009 11:19 am
Have to add my 2 cents here. This is currently _killing_ me.
I'm on a new project, and I'm hunting around and messing with complex addresses non-stop. I'm crashing my game like crazy because I inadvertently take garbage from one location and overwrite some new spot when I update my address.
IMO, the OK button should _RARELY_ overwrite data when you hit OK.
Only if you dirty the "Cur Value" field, should it even offer to overwrite the value.
I'm working with an Online game, and originally I didn't want to do _any_ memory witting. I about freaked when I updated a complex address for a location and my health bar in game went to some outrageous number.
I'd really like a way to make these read-only, or specify a read-only mode, so that I can't overwrite the values. Plus, one entity pointer overwrite and crash goes the client (when all I wanted to do was change the complex address).
Right now, I close MHS, re-open it, and open back up my locations (without attaching to my process), I then updated my locations due to patches/etc. I then attach to the process. If I have a change to make, I repeat that procedure.