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Messages - Subsky

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76
Finally a half decently constructed argument written by someone over the age of 12- or one that is presented in that way.

Responses like "fuk off TKC u fkn hackers get a life u loser faggots" show a sign of weakness and frustration in the player- which only enhances my fun factor.

77
Vietcong 1 & 2 / Re: Speedhack NT
« on: August 24, 2008, 03:15:04 pm »
It is for all games...however in VC 1.60 they changed things to make SPEED server side.

All non-timeout HRADBA codes (HB Code > 100) are client side, including speedhack detection.

Those who have it can prove my HB bypass allows any multiple of game engine speed without a detection.

78
Vietcong 1 & 2 / Re: Shot Trough Walls
« on: July 24, 2008, 08:27:19 pm »
Was this before Crossmol,Mr Euro and myself raided the Pterodon server and drove them insane until they stopped hosting an Official server?

We would shoot through everything,walls,rocks,the ground as well as run through them.

I remember when I created it- it's use caused all australian servers to go into lockdown, and there were about 5 altogether (any 3-4 almost full at any given time).  1 hack had the power to hurt such a game?  Lol  Pterodon win again Fate?  I think not!

79
Vietcong 1 & 2 / Re: Shot Trough Walls
« on: July 24, 2008, 12:23:17 pm »
It was in the VCTools 2.5 onwards IIRC.

Actually- I found it about a year before it was in Solid Snake's vctoolz.  He was never great at giving recognition...

80
DllMain() should create and show a window. The Universal Injector does not make this window show (it does work with the "RTCW:ET" loader.exe). Is there another way to make my own popup window show?

The RTCW:ET loader window is actually the standard Save/Open File Dialog.  It's not a custom Dialog.  Make sure no other code is crashing your DLL on load (you usually don't get any notifications that something went wrong).  Check return values & also post the code for MyWindowProc.

81
Off Topic / Re: [Free Game] Combat Arms
« on: July 20, 2008, 06:04:19 pm »
It's quite a lot like warrock... Can't complain- it's free.

The animations look very cheap.  They need some kind of vertex blending... or at least improve whatever they've done there.

82
Section of Philosophy / Re: Here's an idea!!
« on: July 03, 2008, 08:01:34 pm »
What a waste of life...

Well, you're definitely wasting your time here.  With regards to your delicate feelings... our care factor = 0 lol.

Your frustration and anger is what makes hacking so fucking worthwhile  :icon_thumbsup.

83
Vietcong 1 & 2 / Re: X,Y,Z Recording
« on: June 29, 2008, 07:09:24 pm »
Ok i did the CE tut again can some1 go on msn and walk me through so then i can become more better in my skills...  :smile

You really need to help yourself.

Have you found the position values yet?  I.E. when you change them in CE/T-Search you get teleported in game?

If not try it

Quote from: Subsky
showfps 1 in the console will show you your x and y position- but remember that these values are floating point and have been rounded- so you can't do an exact value search.

Alternatively you can lad a map with hills- increase you altitude- search for floating point increased- decreased etc.

I can't make it any more simple than that without actually doing it for you buddy.

84
Vietcong 1 & 2 / Re: X,Y,Z Recording
« on: June 29, 2008, 02:44:10 pm »
Then what do i do ? can some1 write some tut or make it more simple ty ...

It doesn't get much more simple m8.

Hate to say it but you really need to go back and learn Cheat Engine/T-Search properly because you've got not a clue :(.

85
Vietcong 1 & 2 / Re: VC Aimbot problem.
« on: June 27, 2008, 02:54:34 pm »
Okay, Medic so far so good.  Thanks for the help.

I fixed everything up.

Now I have the bot aiming at the player in all quadrants, and snapping when in FOV.

I thought I reversed the correct ray intersection function - COL_GETLINECOLLISION, but it doesn't seem to do what I need.

Are there any ways to speed up manually reversing each line/ray intersection export for a "good" one?

Also, I noticed in logs.dll an export int __cdecl COM_MSHDEF_XLoadData(c_ske_skelet *, LPCSTR lpText).  Reverse c_ske_skelet * = bone based aimbot yeah?

86
Vietcong 1 & 2 / Re: VC Aimbot problem.
« on: June 25, 2008, 02:13:12 pm »
Dw fixed it :icon_thumbsup.

That aside- any idea why this doesn't work

Code: [Select]
...in D8HK_SetTransform()

D3DXVECTOR3 pos(pVCLocalPlayer->pos.x, pVCLocalPlayer->pos.y, pVCLocalPlayer->pos.z);
D3DXVECTOR3 target(pVCNetTargetPlayer->pos.x, pVCNetTargetPlayer->pos.y, pVCNetTargetPlayer->pos.z);
D3DXVECTOR3 up(0, 1, 0);

D3DXMATRIX lookat;
D3DXMatrixLookAtLH(&lookat, &pos, &target, &up);

return m_pD3Ddev->SetTransform(D3DTS_VIEW, &lookat);

87
Vietcong 1 & 2 / VC Aimbot problem.
« on: June 25, 2008, 12:13:24 pm »
This is more a question for the elite here, like MrM.

My aimbot isn't rotating correctly.  Ignoring pitch for now, and focusing only on yaw in the 1st quadrant- this is what I have...

Code: [Select]
void CVietcongAimbot::Update()
{
VC_LOCALPLAYER* pLocalPlayer = this->GetLocalPlayer();
VC_NETPLAYER* pNetTargetPlayer = this->GetNetTargetPlayer();

if( (this->IsOn()) &&
(NULL != pLocalPlayer) &&
(NULL != pNetTargetPlayer) )
{
float Xdif;
float Zdif;
float Ydif;
float angleR;

//Target player is in 1st quadrant
if(pNetTargetPlayer->pos.x > pLocalPlayer->pos.x && pNetTargetPlayer->pos.z > pLocalPlayer->pos.z)
{
Xdif = pNetTargetPlayer->pos.x - pLocalPlayer->pos.x;
Zdif = pNetTargetPlayer->pos.z - pLocalPlayer->pos.z;

angleR = atan(Zdif / Xdif);
pLocalPlayer->fYaw = angleR;
}

... other quadrants removed, only focusing on first for now.

Vietcong stores rotation values as floats in radians IE 2*PI = 1 full revolution.  No need to convert back and forth from degrees etc.

VietcongAimbot.Update() is called from within DrawIndexedPrimitive(); but I've also tried in GetTransform() and SetTransform()...

I can not see anything wrong with the maths either, yet it doesn't work.

Could someone shed some light on this?

Also, Medic- did you reverse the VC 3D vector to be:

Code: [Select]
struct c_Vector3 { float x; float z; float y; };

Thanks

88
Vietcong 1 & 2 / Re: X,Y,Z Recording
« on: June 22, 2008, 11:58:07 am »
showfps 1 in the console will show you your x and y position- but remember that these values are floating point and have been rounded- so you can't do an exact value search.

Alternatively you can lad a map with hills- increase you altitude- search for floating point increased- decreased etc.

You have to remember that the addresses you get are DMA- you'll need to find the start of the player structure (-8 bytes from the beginning of the X co-ordinate- and then pointer search that address to find a static one (save the list, restart VC- and see which ones still point to the player structure later).

Hope that helps.

89
Off Topic / Re: Ipod software
« on: June 19, 2008, 10:39:40 pm »
I refuse to use iTunes- because it requires QuickTime.

Medic- get Mediafour | XPlay 2 or 3.  It won't perm console ALL your media file associations (including associations inside your f%$#kin web browser!), unlike ShitTime.

90
Vietcong 1 & 2 / Re: Vista + secured servers
« on: May 16, 2008, 04:25:30 am »
i thought admins can't be kicked?

lol @ Jimmy.

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