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#21. Posted:
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Joined: Mar 09, 201410Year Member
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Bitwise wrote -snip-
Well I tried to look into Scr_PlayFx but i never understand why you have to set 270 as a float to 0xB0 and it also never worked for me
I also tried to reverse Scr_precachemodel but i dont think its correct
int Scr_precachemodel(char* ModelName)
{
int temp = G_ModelIndex(ModelName);
*(int*)(temp + 0x60) = 0;
return temp;
}
Maybe ? something like that ? ahaha i dont know ... its prob not correct
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#22. Posted:
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Joined: Nov 06, 201211Year Member
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Look's like a great menu! Keep up the good work. I would buy
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#23. Posted:
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Joined: Mar 24, 201113Year Member
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Dang looks good keep up the great work
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#24. Posted:
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Joined: Feb 09, 201410Year Member
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Joined: Feb 09, 201410Year Member
Posts: 267
Reputation Power: 14
ImTreyZv2 wroteBitwise wrote -snip-
Well I tried to look into Scr_PlayFx but i never understand why you have to set 270 as a float to 0xB0 and it also never worked for me
I also tried to reverse Scr_precachemodel but i dont think its correct
int Scr_precachemodel(char* ModelName)
{
int temp = G_ModelIndex(ModelName);
*(int*)(temp + 0x60) = 0;
return temp;
}
Maybe ? something like that ? ahaha i dont know ... its prob not correct
It works fine...
Also, I can't magically know if its right without ever looking at it? I'll check out code4s rn
EDIT;
int Scr_PrecacheShader(char*materialName)
{
int level = *(int*)0x83109D80;
int ran = *(int*)(level + 0x1C)
if(ran != 0)
_8224B9D0(0);
ran = *(unsigned char*)(materialName + 0x00);
if(ran != 0)
return G_MaterialIndex(materialName);
else
return _82249E10();
else
return __82249E10();
}
Probably wrong. But the params are right lol
Last edited by Bitwise ; edited 1 time in total
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#25. Posted:
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Joined: May 11, 201113Year Member
Posts: 2,038
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XeAri wrotethat's the modding community for you it's exactly the same on PC. It annoys the shit out of me I have spent 48hrs+ coding the tools I have released and that's only 2 tools but I spent so many hours just mapping out the offsets then hours testing stability and re coding it every time I found a bug all I got was 2 likes one on each topic. And between them I have had over 100 downloads. Don't sound a lot I know but it is for PC as it's a smaller community.Skilow417 wroteXeAri wroteSkilow417 wrote great menu i can see this being a popular one in the future when released, but please work on stability cause Alot of menu's are lacking that, overall i can see myself hosting this
I was hosted it about 2h in a private match, no crashes and hud elems works perfectly for all
when do you plan on releasing it, now im excited, i can honestly say you put alot of work into it.
idk, a release ends with nobody will thanks to my work ://
The Armageddon menu on ghosts (created by me and TreyZ) ends with only 2 persons like our topic and a tons of hex edited version are on youtube. So we stoped the developing for it.
This is why I haven't bothered releasing shit like this:
P.S all I have on PC so far is a memory dll this is why there is not care packages. So I used the top of the platforms edge as that's the same y axis value. Don't comment saying I'm jumping because il just ignore you.
And yes I am reading my axis in 4bytes because I can and I want to ;)
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#26. Posted:
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Joined: Mar 09, 201410Year Member
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Bitwise wroteImTreyZv2 wroteBitwise wrote -snip-
Well I tried to look into Scr_PlayFx but i never understand why you have to set 270 as a float to 0xB0 and it also never worked for me
I also tried to reverse Scr_precachemodel but i dont think its correct
int Scr_precachemodel(char* ModelName)
{
int temp = G_ModelIndex(ModelName);
*(int*)(temp + 0x60) = 0;
return temp;
}
Maybe ? something like that ? ahaha i dont know ... its prob not correct
It works fine...
Also, I can't magically know if its right without ever looking at it? I'll check out code4s rn
oh well ... i didnt know that
I tried it for mw2 the offset is : 0x821F98C8
also here is a pic of it : [ Register or Signin to view external links. ]
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#27. Posted:
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Joined: Feb 09, 201410Year Member
Posts: 267
Reputation Power: 14
Status: Offline
Joined: Feb 09, 201410Year Member
Posts: 267
Reputation Power: 14
ImTreyZv2 wroteBitwise wroteImTreyZv2 wroteBitwise wrote -snip-
Well I tried to look into Scr_PlayFx but i never understand why you have to set 270 as a float to 0xB0 and it also never worked for me
I also tried to reverse Scr_precachemodel but i dont think its correct
int Scr_precachemodel(char* ModelName)
{
int temp = G_ModelIndex(ModelName);
*(int*)(temp + 0x60) = 0;
return temp;
}
Maybe ? something like that ? ahaha i dont know ... its prob not correct
It works fine...
Also, I can't magically know if its right without ever looking at it? I'll check out code4s rn
oh well ... i didnt know that
I tried it for mw2 the offset is : 0x821F98C8
also here is a pic of it : [ Register or Signin to view external links. ]
Read my edit. Plus your "temp + 0x60" made me lol. You do understand stack right?
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#28. Posted:
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Joined: Mar 09, 201410Year Member
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Bitwise wroteImTreyZv2 wroteBitwise wroteImTreyZv2 wroteBitwise wrote -snip-
Well I tried to look into Scr_PlayFx but i never understand why you have to set 270 as a float to 0xB0 and it also never worked for me
I also tried to reverse Scr_precachemodel but i dont think its correct
int Scr_precachemodel(char* ModelName)
{
int temp = G_ModelIndex(ModelName);
*(int*)(temp + 0x60) = 0;
return temp;
}
Maybe ? something like that ? ahaha i dont know ... its prob not correct
It works fine...
Also, I can't magically know if its right without ever looking at it? I'll check out code4s rn
oh well ... i didnt know that
I tried it for mw2 the offset is : 0x821F98C8
also here is a pic of it : [ Register or Signin to view external links. ]
Read my edit. Plus your "temp + 0x60" made me lol. You do understand stack right?
Obviously not
I think I need to learn that more
Oh and thanks for reversing that function
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#29. Posted:
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Joined: Nov 13, 201112Year Member
Posts: 184
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Joined: Nov 13, 201112Year Member
Posts: 184
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Looks like a great menu keep up the good work
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#30. Posted:
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Joined: Oct 27, 201014Year Member
Posts: 281
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Joined: Oct 27, 201014Year Member
Posts: 281
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Added a nice picture and Credits.
Probably pre-release tomorrow
Probably pre-release tomorrow
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