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  1. 06-02-2005
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Forum: Quake 4

Quake 4 Development

  1.   Sticky Threads  

  2. Sticky Thread Sticky: Q4 Getting started

    Open the Q4 sdk and change the project settings for game.dll to compile as a lib. Build the game.lib and link that with your project. You don't need idlib.lib if you do this. I'm sure you can get the rest from here. Yes you need to set these pointers otherwise if you use game code, ie CalcFov...

    Started by sp0rky, 12-07-2005 07:43 PM
    2 Pages
    1 2
    6 Staff Post(s) started
    • Replies: 17
    • Views: 1,726
    08-15-2009 02:27 AM Go to last post
  3. Sticky Thread Sticky: old q4 shit

    Umm not sure when I made this but it's pretty old. It was for the demo and incomplete. XHook.cpp #include "../XEngine/XEngine.h" #define FONT_WIDTH 7.0f/1.2f #define FONT_HEIGHT 12.0f/1.2f #define MAX_CLIENTS 32

    Started by Tamimego, 11-20-2008 07:36 PM
    3 Staff Post(s) shit
    • Replies: 4
    • Views: 903
    08-09-2009 01:28 PM Go to last post
  4. Sticky Thread Sticky: Code q4 draw hitboxes/wh

    I only wrote this up because it's a much better alternative to the r_showSkel CVar hack which silverfish mentioned; and which also invades your screen (which can be really annoying). void CGui::DrawHitboxes( renderEntity_t *pRenderEntity ) { if ( !pRenderEntity ) return; ...

    Started by boecke, 07-28-2009 07:19 PM
    • Replies: 4
    • Views: 411
    07-29-2009 04:44 AM Go to last post
  5. Sticky Thread Sticky: q4 beam esp

    Ahhh Quake 4, a fun engine to play with. If you're messing around with it and haven't figured out how to do player effects etc. well here it is, hopefully people will start playing with Quake 4 if i post a few things. void CGui::DrawBeams( idPlayer *m_pPlayer ) { if ( !m_pPlayer )...

    Started by boecke, 11-12-2008 07:09 PM
    3 Staff Post(s) beam, esp
    • Replies: 7
    • Views: 573
    07-10-2009 07:42 PM Go to last post
  6. Sticky Thread Sticky: q4 name/health esp

    idVec4 CGui::GetTeamColour( int m_iTeam ) { switch ( m_iTeam ) { case TEAM_STROGG: { return idVec4( 1.00f, 0.50f, 0.00f, 1.00f ); } case TEAM_GDF: {

    Started by boecke, 11-20-2008 07:07 PM
    1 Staff Post(s)
    • Replies: 0
    • Views: 294
    11-20-2008 07:07 PM Go to last post
  7. Sticky Thread Sticky: q4 sound esp

    DEFVFUNC( oldLocalUpdateEmitter, void, ( idSoundEmitter *soundEmitter, const idVec3 &origin, const idVec3 &velocity, int listenerId, const soundShaderParms_t *parms ) ); void __stdcall newLocalUpdateEmitter( idSoundEmitter *soundEmitter, const idVec3 &origin, const idVec3 &velocity, int...

    Started by boecke, 11-20-2008 06:54 PM
    1 Staff Post(s)
    • Replies: 0
    • Views: 177
    11-20-2008 06:54 PM Go to last post
  8. Sticky Thread Sticky: q4 cvars/thirdperson

    Well this is probably the easiest thing to figure out so far, idCVar *idCVar::staticVars; idCVar aids( "aids", "1", CVAR_GAME | CVAR_INTEGER | CVAR_NOCHEAT, "lol k owned 1/0\n" ); idCVar pm_thirdPerson( "pm_thirdPerson", "1", CVAR_GAME | CVAR_INTEGER | CVAR_NOCHEAT, "pm_thirdPerson" ); ...

    Started by boecke, 11-19-2008 10:08 PM
    1 Staff Post(s)
    • Replies: 0
    • Views: 203
    11-19-2008 10:08 PM Go to last post
  9. Sticky Thread Sticky: q4 icon esp

    Hmmm well here's a pretty neat feature, it's basically the equivalent of sprite ESP in HL2 except alot easier. I'll try and get a screenshot up soon of all the features. const idMaterial *pMaterial = gameEngine.declManager->FindMaterial( pWeapon->spawnArgs.GetString( "inv_icon" ), false...

    Started by boecke, 11-12-2008 07:44 PM
    3 Staff Post(s)
    • Replies: 3
    • Views: 339
    11-13-2008 05:35 PM Go to last post
  10. Sticky Thread Sticky: q4 tracing

    Well here's how to find whether a player is visible or not, I don't know what it is about the Quake 4 engine but it just doesn't like certain functions, so I've reverted to using this strange function. bool CAimbot::GetPlayerVisible( idPlayer *m_pPlayer ) { idPlayer *m_pLocal =...

    Started by boecke, 11-13-2008 03:48 AM
    • Replies: 0
    • Views: 231
    11-13-2008 03:48 AM Go to last post
  11. Sticky Thread Sticky: q4 spycam

    Here's how to do a spycam for Q4, it's virtually the same as the Q3 spycam technique, except that it's not necessarily called in R_RenderScene, you can call this where you call your ESP. void CGui::DrawSpycam( idPlayer *m_pPlayer ) { if ( !m_pPlayer ) return; renderView_t renderView;...

    Started by boecke, 11-12-2008 07:36 PM
    1 Staff Post(s)
    • Replies: 0
    • Views: 245
    11-12-2008 07:36 PM Go to last post
  12. Sticky Thread Sticky: q4 weapon esp

    And another post, If you're a bit lost check out the other posts. Here's how to do a simple name weapon ESP struct weaponModelStruct_t { char *pszName; char *pszModelName;

    Started by boecke, 11-12-2008 07:32 PM
    1 Staff Post(s)
    • Replies: 0
    • Views: 250
    11-12-2008 07:32 PM Go to last post
  13. Sticky Thread Sticky: q4 fonts/drawtext

    Well here's another thread for Q4, a neato engine to say the least. And this is how you register fonts within the game, If you look in q4base/pak001.pk4 simply with WinRAR archiver you'll be able to grab the rest of the fonts. chain lowpixel marine profont r_strogg

    Started by boecke, 11-12-2008 07:27 PM
    1 Staff Post(s)
    • Replies: 0
    • Views: 211
    11-12-2008 07:27 PM Go to last post
  14. Sticky Thread Sticky: q4 validate players

    Well here's how to validate "idPlayer" in the id4 Engine used by Q4, ET:QW and Doom III. bool CAimbot::GetPlayerValid( idPlayer *m_pPlayer, bool m_bIsLocal ) { if ( !m_pPlayer ) return false; if ( m_pPlayer->fl.hidden ) return false;

    Started by boecke, 11-12-2008 07:19 PM
    1 Staff Post(s)
    • Replies: 0
    • Views: 183
    11-12-2008 07:19 PM Go to last post
  15. Sticky Thread Sticky: q4 chams/shaders

    Well Q4 is notorious for it's shaders, and it hasn't changed much over the years from Q2-Q4. Here's how to do it in Q4 anyway. The Quake 4 SDK is hopeless and I didn't manage to find the "SetMaterialFlags()" so I just chose a random value, I'm pretty sure 5 gives you translucent player models...

    Started by boecke, 11-12-2008 07:14 PM
    1 Staff Post(s)
    • Replies: 0
    • Views: 286
    11-12-2008 07:14 PM Go to last post
  16. Sticky Thread Sticky: q4 hitbox/joint

    bool GetJointTransform( renderEntity_t *renderEntity, const char *jointName, idVec3 &vecPosition, idMat3 &vecAxis ) { if ( !renderEntity ) return false; idRenderModel *modelHandle = renderEntity->hModel; if ( modelHandle && ( modelHandle->IsLoaded() ) ) { jointHandle_t jointHandle...

    Started by boecke, 03-12-2007 01:36 AM
    • Replies: 4
    • Views: 632
    03-13-2007 05:08 AM Go to last post
  17. Sticky Thread Sticky: Q4 entity shit

    bool IsValidPlayer( idPlayer *pLocal, idPlayer *pPlayer ) { if(pPlayer && pPlayer != pLocal && pPlayer->IsActive() && !pPlayer->fl.isDormant && !pPlayer->fl.networkStale && pPlayer->health > 0) return true; return false; } bool IsValidEnt( idEntity *pEnt )

    Started by sp0rky, 12-07-2005 08:01 PM
    7 Staff Post(s)
    • Replies: 10
    • Views: 799
    02-24-2006 11:40 AM Go to last post
  18. Sticky Thread Sticky: Q4 overlays

    Easy way to sorta glowshell your weapon or color players maybe for CTF or smth team based. pMe->powerUpOverlay = pMe->regenerationOverlay; // red pMe->powerUpOverlay = pMe->quadOverlay; // blue http://70.86.55.186/tetsuo/images/Quake4/shot000013.jpg a ss with the regen overlay. For...

    Started by sp0rky, 12-10-2005 09:00 PM
    3 Pages
    1 2 3
    22 Staff Post(s)
    • Replies: 38
    • Views: 1,231
    12-22-2005 08:37 AM Go to last post
  19. Sticky Thread Sticky: Q4 engine text

    This was a pain to figure out so I hope you appreciate this. This is actually kind of like adminmod fonts for HL where you draw strings char by char. // returns pixel len w/o esc codes float DrawStringLen( const char *str, fontInfoEx_t &font ) { float flLen = 0.0f; int iEsc = 0; for(...

    Started by sp0rky, 12-07-2005 07:52 PM
    2 Staff Post(s)
    • Replies: 1
    • Views: 444
    12-11-2005 04:03 PM Go to last post
  20. Sticky Thread Sticky: Q4 spycam

    This is simple as shit. Here's a ss: http://tetsuo.gamedeception.net/images/Quake4/shot00012.jpg renderView_t *view = pPlayer->GetRenderView(); if(view) { view->x = 0; view->y = -1200;

    Started by sp0rky, 12-07-2005 08:04 PM
    1 Staff Post(s)
    • Replies: 0
    • Views: 407
    12-07-2005 08:04 PM Go to last post
  21. Sticky Thread Sticky: Q4 cvars and cmds

    To use cheat cvars online. bool VFUNC GetCVarBool( idCVarSystem *cvarSys, const char *name ) { if(!idStr::Icmp(name, "net_allowCheats")) return true; return pGetCVarBool(cvarSys, name); }

    Started by sp0rky, 12-07-2005 07:50 PM
    1 Staff Post(s)
    • Replies: 0
    • Views: 350
    12-07-2005 07:50 PM Go to last post
  22.   Normal Threads  

  1. Code q4 items

    Hiya faggots, This is a little bit of code I wrote up to show items on the map in a standard text ESP sort of format, it's pretty neato because it won't draw unless the item is available. It's pretty basic but it does the job quite well, feel free to improve upon it. void static bool int...

    Started by boecke, 08-03-2009 03:38 AM
    1 Staff Post(s) items
    • Replies: 0
    • Views: 182
    08-03-2009 03:38 AM Go to last post

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