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#11. Posted:
Botch
  • TTG Senior
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Joined: Aug 31, 201211Year Member
Posts: 1,553
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Status: Offline
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Posts: 1,553
Reputation Power: 65
droseum20 wrote
Botch wrote
droseum20 wrote
Botch wrote All the offsets for spawning models have been released, but I still give him major props for the turrets.

That's also a very nice menu he's got going on ;)

Spawning *entities* has been released, but I have yet to see somebody release fully solid entities. As for half-solid entities, I released that personally. Just some notes about this since you posted:
1) This IS all client
2) This menu is not close to being done, and the video was to show off newer mods such as the bunker, dpad button monitoring for clients, playing fx on tags (pretty simple), and more.

Hope you enjoyed the video, will be keeping you all updated with this project.

Thanks to "TheUnkn0wn" for his tu6 bunker.
Thanks to Havoc Undead for the menu appearance, I made it from scratch but took a lot of the general interface from his video.


void spawnEntity(const char* Model, float X, float Y, float Z, float AngleX, float AngleY, float AngleZ)
{
         int flag = G_Spawn();
         *(int *)(flag + 0x04) = 0x06;
         *(int *)(flag + 0x11C) = 0x2080;
        *(short *)(flag + 0x168) = G_GetModelIndex(Model);
        *(short *)(flag + 0x174) = 0x11E4;
 
        *(float *)(flag + 0x138) = X;
        *(float *)(flag + 0x13C) = Y;
         *(float *)(flag + 0x140) = Z;
 
        *(float *)(flag + 0x144) = AngleX;
        *(float *)(flag + 0x148) = AngleY;
        *(float *)(flag + 0x14C) = AngleZ;
 
        G_CallSpawnEntity(flag);
}

Credits to whoever gave me this, but the only thing really unique about your skybase is the turrets. Nice job on those


That still is not fully solid... I released the reversed 'solid' function on se7ensins, but it only is half-solid. I don't see your point, spawning entities is simple. The harder part in my opinion was to make them fully solid. As for turrets, that took an hour tops.

Congratulations on that taking an hour. But then again, not many people have enough PPC knowledge to reverse functions, and then again, not many people learned how to mod from Carter and CraigChrist ;)

I'm not trying to start an argument, I really do like your project so far. I'm just saying that many people on this forum do not have the experience I have, much less yours.
#12. Posted:
droseum20
  • TTG Senior
Status: Offline
Joined: Apr 25, 201113Year Member
Posts: 1,601
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Posts: 1,601
Reputation Power: 116
Botch wrote
droseum20 wrote
Botch wrote
droseum20 wrote
Botch wrote All the offsets for spawning models have been released, but I still give him major props for the turrets.

That's also a very nice menu he's got going on ;)

Spawning *entities* has been released, but I have yet to see somebody release fully solid entities. As for half-solid entities, I released that personally. Just some notes about this since you posted:
1) This IS all client
2) This menu is not close to being done, and the video was to show off newer mods such as the bunker, dpad button monitoring for clients, playing fx on tags (pretty simple), and more.

Hope you enjoyed the video, will be keeping you all updated with this project.

Thanks to "TheUnkn0wn" for his tu6 bunker.
Thanks to Havoc Undead for the menu appearance, I made it from scratch but took a lot of the general interface from his video.


void spawnEntity(const char* Model, float X, float Y, float Z, float AngleX, float AngleY, float AngleZ)
{
         int flag = G_Spawn();
         *(int *)(flag + 0x04) = 0x06;
         *(int *)(flag + 0x11C) = 0x2080;
        *(short *)(flag + 0x168) = G_GetModelIndex(Model);
        *(short *)(flag + 0x174) = 0x11E4;
 
        *(float *)(flag + 0x138) = X;
        *(float *)(flag + 0x13C) = Y;
         *(float *)(flag + 0x140) = Z;
 
        *(float *)(flag + 0x144) = AngleX;
        *(float *)(flag + 0x148) = AngleY;
        *(float *)(flag + 0x14C) = AngleZ;
 
        G_CallSpawnEntity(flag);
}

Credits to whoever gave me this, but the only thing really unique about your skybase is the turrets. Nice job on those


That still is not fully solid... I released the reversed 'solid' function on se7ensins, but it only is half-solid. I don't see your point, spawning entities is simple. The harder part in my opinion was to make them fully solid. As for turrets, that took an hour tops.

Congratulations on that taking an hour. But then again, not many people have enough PPC knowledge to reverse functions, and then again, not many people learned how to mod from Carter and CraigChrist ;)

I'm not trying to start an argument, I really do like your project so far. I'm just saying that many people on this forum do not have the experience I have, much less yours.


Carter helped me with disableweapons for mw3 (lol) and CraigChrist gave me button handling and mFlags which I didn't know what to do with at the time. Why don't you ask them yourself?

Also, the major impacts in my year and 3 months in the scene was H00ker and JTL-x-MoDZz (now IM-x-Modzz). They both helped me with some programming basics (I started with 0 experience). In the end, the real learner is yourself.


Last edited by droseum20 ; edited 1 time in total
#13. Posted:
Held
  • TTG Natural
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thats the same bunker that was used in NBK's Private patch...
#14. Posted:
droseum20
  • TTG Senior
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Joined: Apr 25, 201113Year Member
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Posts: 1,601
Reputation Power: 116
Arrayser wrote thats the same bunker that was used in NBK's Private patch...

I don't know what that is, but check my comment, I gave credit to the creator of the tu6 script.
#15. Posted:
Botch
  • TTG Senior
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Joined: Aug 31, 201211Year Member
Posts: 1,553
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droseum20 wrote
Botch wrote
droseum20 wrote
Botch wrote
droseum20 wrote
Botch wrote All the offsets for spawning models have been released, but I still give him major props for the turrets.

That's also a very nice menu he's got going on ;)

Spawning *entities* has been released, but I have yet to see somebody release fully solid entities. As for half-solid entities, I released that personally. Just some notes about this since you posted:
1) This IS all client
2) This menu is not close to being done, and the video was to show off newer mods such as the bunker, dpad button monitoring for clients, playing fx on tags (pretty simple), and more.

Hope you enjoyed the video, will be keeping you all updated with this project.

Thanks to "TheUnkn0wn" for his tu6 bunker.
Thanks to Havoc Undead for the menu appearance, I made it from scratch but took a lot of the general interface from his video.


void spawnEntity(const char* Model, float X, float Y, float Z, float AngleX, float AngleY, float AngleZ)
{
         int flag = G_Spawn();
         *(int *)(flag + 0x04) = 0x06;
         *(int *)(flag + 0x11C) = 0x2080;
        *(short *)(flag + 0x168) = G_GetModelIndex(Model);
        *(short *)(flag + 0x174) = 0x11E4;
 
        *(float *)(flag + 0x138) = X;
        *(float *)(flag + 0x13C) = Y;
         *(float *)(flag + 0x140) = Z;
 
        *(float *)(flag + 0x144) = AngleX;
        *(float *)(flag + 0x148) = AngleY;
        *(float *)(flag + 0x14C) = AngleZ;
 
        G_CallSpawnEntity(flag);
}

Credits to whoever gave me this, but the only thing really unique about your skybase is the turrets. Nice job on those


That still is not fully solid... I released the reversed 'solid' function on se7ensins, but it only is half-solid. I don't see your point, spawning entities is simple. The harder part in my opinion was to make them fully solid. As for turrets, that took an hour tops.

Congratulations on that taking an hour. But then again, not many people have enough PPC knowledge to reverse functions, and then again, not many people learned how to mod from Carter and CraigChrist ;)

I'm not trying to start an argument, I really do like your project so far. I'm just saying that many people on this forum do not have the experience I have, much less yours.


Carter helped me with disableweapons for mw3 (lol) and CraigChrist gave me button handling and mFlags which I didn't know what to do with at the time. Why don't you ask them yourself?

Well, I was misinformed. And I don't really care enough to ask them.

Again, nice menu/ported skybase. Hope to see it expanded.
#16. Posted:
-Permissions-
  • Ladder Climber
Status: Offline
Joined: Sep 30, 201211Year Member
Posts: 395
Reputation Power: 18
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Joined: Sep 30, 201211Year Member
Posts: 395
Reputation Power: 18
droseum20 wrote
Botch wrote
droseum20 wrote
Botch wrote All the offsets for spawning models have been released, but I still give him major props for the turrets.

That's also a very nice menu he's got going on ;)

Spawning *entities* has been released, but I have yet to see somebody release fully solid entities. As for half-solid entities, I released that personally. Just some notes about this since you posted:
1) This IS all client
2) This menu is not close to being done, and the video was to show off newer mods such as the bunker, dpad button monitoring for clients, playing fx on tags (pretty simple), and more.

Hope you enjoyed the video, will be keeping you all updated with this project.

Thanks to "TheUnkn0wn" for his tu6 bunker.
Thanks to Havoc Undead for the menu appearance, I made it from scratch but took a lot of the general interface from his video.


void spawnEntity(const char* Model, float X, float Y, float Z, float AngleX, float AngleY, float AngleZ)
{
         int flag = G_Spawn();
         *(int *)(flag + 0x04) = 0x06;
         *(int *)(flag + 0x11C) = 0x2080;
        *(short *)(flag + 0x168) = G_GetModelIndex(Model);
        *(short *)(flag + 0x174) = 0x11E4;
 
        *(float *)(flag + 0x138) = X;
        *(float *)(flag + 0x13C) = Y;
         *(float *)(flag + 0x140) = Z;
 
        *(float *)(flag + 0x144) = AngleX;
        *(float *)(flag + 0x148) = AngleY;
        *(float *)(flag + 0x14C) = AngleZ;
 
        G_CallSpawnEntity(flag);
}

Credits to whoever gave me this, but the only thing really unique about your skybase is the turrets. Nice job on those


That still is not fully solid... I released the reversed 'solid' function on se7ensins, but it only is half-solid. I don't see your point, spawning entities is simple. The harder part in my opinion was to make them fully solid. As for turrets, that took an hour tops.


Droseum Please Marry Me You Are The Best Coder All Time
#17. Posted:
brendan64shark
  • V5 Launch
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Joined: Apr 20, 201113Year Member
Posts: 1,229
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A great job from a very great modder. Please come back fully Droseum20 we missed you or at least I did your work is always improving the community.
#18. Posted:
Greg
  • MOTM (2016)
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Posts: 7,956
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Great bunker looks amazing. Menu looks great aswell, if anyone can bring something new back to this ancient game its you I know what you're capable of ;)
#19. Posted:
XeHost
  • 2 Million
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This is really cool. But if I were you I'd move the turret that's facing the pipes to the side by the stairs so u have more room to aim and spray
#20. Posted:
Lich
  • Winter 2017
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Joined: Dec 26, 201211Year Member
Posts: 1,653
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Joined: Dec 26, 201211Year Member
Posts: 1,653
Reputation Power: 61
Wow that's amazing, it's got that sexy tu6 look.
keep it up
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