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  1. 06-02-2005
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Threads 1 to 26 of 26

Forum: Quake 3

Quake 3 Engine Related Development (Non-Game Specific)

  1.   Sticky Threads  

  2. Sticky Thread Sticky: Engine Runtime QVM Modification

    Recently c0re made a post ( http://forum.gamedeception.net/showthread.php?t=18794 ) that mentioned getting the address of a function in the QVM *after* it's been compiled to native code. I feel I should explain more about what this is and what it can do. The Quake VM allows a developer to...

    Started by Macpunk, 01-04-2010 05:48 AM
    • Replies: 12
    • Views: 659
    1 Day Ago 02:56 AM Go to last post
  3. stunned Sticky Thread Sticky: Engine [cod2]Draw cull counted strings

    today i messed around with the engine again.. and see what i found well i haven't believed it first time but see it looks very cool not even needed a w2s since the function has already that and it don't even lags. don't ask me how i found it exactly some reverences inside the function...

    Started by kingorgy96, 06-12-2010 06:40 PM
    • Replies: 0
    • Views: 82
    06-12-2010 06:40 PM Go to last post
  4. Sticky Thread Sticky: Q3 Event hooking lol

    Hooking events in the Q3 Engine We will hook Q3 Events, which can be used for HealthESP, and lots of other things. I'm not sure how others hook it, but I wrote this from scratch, and there are other ways of hooking the events also ;D. This tutorial uses ET as an example. CG_EntityEvent is the...

    Started by RunningBon, 05-10-2005 03:26 PM
    2 Pages
    1 2
    5 Staff Post(s) event, hooking, lol
    • Replies: 15
    • Views: 2,616
    03-10-2010 02:55 AM Go to last post
  5. Sticky Thread Sticky: Engine Smokin' Guns Geting Bones

    int * numModels = (int *) 0xC4EB50; char ** models = (char **) 0xC4DB50; char *get_R_GetModelByHandle( qhandle_t index ) { char *mod; if ( index < 1 || index >= *numModels ) { return models; }

    Started by kingorgy96, 11-26-2009 05:03 AM
    bones, geting, guns, smokin
    • Replies: 2
    • Views: 385
    02-15-2010 05:02 PM Go to last post
  6. Sticky Thread Sticky: Engine [COD2 1.3]Weapon infos

    funny shit because none are server sided . luls typedef struct { float Recoil_1; //0x0000 float Recoil_2; //0x0004 float Recoil_3; //0x0008 float Recoil_4; //0x000C float Recoil_5; //0x0010 float Recoil_6; //0x0014 } WeaponRecoil_t;//Size=0x0018(24)

    Started by kingorgy96, 02-04-2010 11:10 AM
    13weapon, cod2, infos
    • Replies: 3
    • Views: 238
    02-07-2010 03:51 PM Go to last post
  7. Sticky Thread Sticky: [SRC]QvmKanker v0.1 - Quake3 Qvm disassembler

    QvmKanker is a Quake3 Qvm disassembler. Copyright © 2007 - *nixCoders team - http://www.nixcoders.org/ Release under the GPL License === Features === - Disassemble all Qvm opcode. - GUI and console version. - Support Qvm version 2 (Jump table target). - Cross references for:

    Started by ascii, 06-03-2007 07:12 PM
    2 Pages
    1 2
    • Replies: 19
    • Views: 3,728
    02-01-2010 01:35 PM Go to last post
  8. Sticky Thread Sticky: Code SmokinGuns offsets for cg,cgs,cg_entities,cg_weapons, and cg_items

    If your poking around the smokingguns sdk you can find this in CG_Init: // clear everything memset( &cgs, 0, sizeof( cgs ) ); memset( &cg, 0, sizeof( cg ) ); memset( cg_entities, 0, sizeof(cg_entities) ); memset( cg_weapons, 0, sizeof(cg_weapons) ); memset( cg_items, 0,...

    Started by c0re, 11-27-2009 12:30 AM
    • Replies: 14
    • Views: 793
    01-04-2010 02:55 AM Go to last post
  9. Sticky Thread Sticky: Info clientActive_t struct

    Maybe this will be helpful for someone. To find the clientActive_t struct (for viewangles and such) in q3 based games you can search through the disassembly for "r_uiFullScreen" which resides in the CL_Disconnect function in cl_main.c. The function just before that is: /*...

    Started by Leper, 12-21-2009 02:12 PM
    clientactivet, struct
    • Replies: 0
    • Views: 195
    12-21-2009 02:12 PM Go to last post
  10. Sticky Thread Sticky: Tool QVMDisas.py

    My first QVM disassembler sucked, so I made this one. I had a lot of fun writing it. Written in Python and relies on sys, os, struct, and re modules. I'm not sure of the minimum Python version required. I know it works on 2.5.1. Command list... asys <num> <name> - Add system...

    Started by Macpunk, 09-27-2009 11:45 PM
    • Replies: 1
    • Views: 484
    11-10-2009 04:42 PM Go to last post
  11. Sticky Thread Sticky: Engine URT 4.1 HooK WeaponConfig

    what is URT? urban terror(URT) is a free game based on the q3 engine this game is not dead, many people still play it. There is no SDK released for this game yet. (m#therFu#kers) #define snprintf _snprintf #define vsnprintf _vsnprintf void DebugLog ( char* cSection, char* cText, ... ) {

    Started by kingorgy96, 06-26-2009 04:02 PM
    • Replies: 3
    • Views: 525
    11-09-2009 01:04 PM Go to last post
  12. Sticky Thread Sticky: Bypassing sv_pure (Q3 Engine)

    Quake 3 engine games send checksums of each PK3 file in their directory to the server, when they connect. The string format is: "cp xxxxxxxxx xxxxxxxxx xxxxxxxxx ..........." With 'xxxxxxxxx' being each PK3's checksum. I'm pretty sure the packet then gets encrypted, before it gets sent to...

    Started by RunningBon, 05-28-2006 12:35 PM
    8 Staff Post(s) bypassing, engine, svpure
    • Replies: 13
    • Views: 2,014
    11-08-2009 06:12 PM Go to last post
  13. Sticky Thread Sticky: q3 spycam

    ok, first of all i want to thank ghetto pato for the great idea! :) spycam in the quake3 engine is way easier than it is in the half-life engine. if you are familar with the engine you know that the syscall CG_R_RENDERSCENE... erm renders the scene... ;D the only parameter passed through it...

    Started by jLn, 06-01-2005 06:31 PM
    4 Staff Post(s) spycam
    • Replies: 9
    • Views: 2,317
    11-08-2009 03:45 PM Go to last post
  14. Sticky Thread Sticky: Code NoRecoil for SG

    I came across this accidentally while experimenting with a few things. This is for Smokin' Guns. I was seeing what I could do with the GetUserCmd import just by simply logging a few things and what I could benefit from it. I got kinda frustrated because I'm on a new pc and I hooked up my old hd...

    Started by c0re, 06-02-2009 08:44 PM
    • Replies: 7
    • Views: 566
    11-08-2009 03:43 PM Go to last post
  15. Sticky Thread Sticky: Engine Smokin' Guns Weapon esp

    drawtools /* __asm { fild dword_301D5A28 fmul ds:flt_3006B9FC fstp flt_301D5A44 fild dword_301D5A2C fmul ds:flt_3006B9F8 fstp flt_301D5A48 } */ //cgs_t static float * screenXScale = (float *) 0x301D5A44;

    Started by kingorgy96, 04-22-2009 06:54 AM
    • Replies: 6
    • Views: 596
    04-24-2009 03:50 AM Go to last post
  16. Sticky Thread Sticky: Q3 GL Logisitics Source

    This was a project I was working on for ET a long time ago I never finished but it is very easily convertable to any Q3 game What's better about this gl hook than others? - Uses my TLS hooking class (stealthy, undetected) - Aims the same way as engine using VIEWANGLES! - Uses offsetless...

    Started by Sinner, 09-06-2008 10:02 PM
    • Replies: 4
    • Views: 977
    09-12-2008 09:22 AM Go to last post
  17. Sticky Thread Sticky: QuakerGL

    QuakerGL is a little weekend Project. It is my first Q3 hack so it´s not PB proofed. Sourcecode included. It´s nothing special but i think that it shows the possibilitys of an OGL hack in Quake 3. have pHun with it :)

    Started by Hazzard, 05-28-2005 01:40 PM
    2 Pages
    1 2
    • Replies: 20
    • Views: 2,795
    05-31-2005 05:24 PM Go to last post
  18.   Normal Threads  

  1. Question Draw Text in OpenArena

    Any Ideas how to do that? I thought cgDC could be a start but don't managed finding the address. I can already use DrawStretchPic but ESP is a bit cooler with text. ;)

    Started by Twice, 3 Weeks Ago 04:00 PM
    • Replies: 2
    • Views: 93
    3 Weeks Ago 08:24 AM Go to last post
  2. Post Discussion Cod2 (ASM/C++) related talk.

    Note: Please do not CP&P(Copy, Paste and Post). Link to this page instead. Cod2 V1.3 MP -> ←↔↔↔↔↔↔↔↔↔↔↔↔↔↔↔→ Content: ▪Links / Linkage > ▪ASM / C++ >

    Started by Weedville, 4 Weeks Ago 07:38 PM
    • Replies: 3
    • Views: 106
    4 Weeks Ago 01:35 PM Go to last post
  3. Code Perfect cod2 chams

    modelrec using RB_TessXModel : P bool OneTime = true; bool PlayerSkinnedModels = false; HRESULT (WINAPI *orig_DrawIndexedPrimitive) ( LPDIRECT3DDEVICE9,D3DPRIMITIVETYPE ,INT ,UINT ,UINT ,UINT ,UINT ); HRESULT WINAPI DrawIndexedPrimitive_det(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE...

    Started by kingorgy96, 06-20-2010 05:10 PM
    • Replies: 2
    • Views: 175
    06-21-2010 06:03 PM Go to last post
  4. Code URT4.1 GUID Spoofing

    WHAT: A small procedure which changes the cl_guid variable to a random sequence of 32 characters complying with the standards of the cl_guid format. If you're not familiar with ASM the important part is the '0041F7A0h'. It appears to be the Set_Cvar function, param1 is a pointer to the command...

    Started by Ksbunker, 04-04-2010 06:22 AM
    • Replies: 0
    • Views: 162
    04-04-2010 06:22 AM Go to last post
  5. Question Urban Terror 4.1 Hacks

    hi all...., i have some questions about UTR hacks...., i found ConsolePrint, SetCvar functions and throught OllyDBG i found a nice function: 004AB1E0 /$ 68 C83A4E00 PUSH ioUrbanT.004E3AC8 004AB1E5 |. 68 7CE64E00 PUSH ioUrbanT.004EE67C ; ASCII "phys_friction"...

    Started by Pimpa007, 02-08-2010 12:25 PM
    1 Staff Post(s)
    • Replies: 4
    • Views: 532
    02-09-2010 06:50 PM Go to last post
  6. Bypass JK2 Script/Macro Protections w/o code modification.

    Simple and quick explanation to bypass the protections used in some mods for Jk2/jka. The code used in this project doesnt alter the game's code in any way. it just changes a pointer. First you must understand how the protection works. 1) The ui module calls the syscall function with the 1st...

    Started by Chii, 01-17-2008 09:40 AM
    bypass, code, jk2, modification, protections, script or macro, w or o
    • Replies: 2
    • Views: 1,511
    01-30-2010 11:00 PM Go to last post
  7. Engine [COD2 1.3]Get AddrefEntitieToScene from .exe

    if you are to lazy to hooking first the gfx engine.dll hire the quick way void (*orig_CG_R_AddrefEntitieToScene) ( ) = (void ( *) ( ))0x4CE000; void CG_R_AddrefEntitieToScene( ){ __asm pushad refEntity_t* ref = (refEntity_t *)(NULL); __asm mov eax, __asm mov ref, eax// ...

    Started by kingorgy96, 01-28-2010 08:02 PM
    13get, addrefentitietoscene, cod2, exe
    • Replies: 0
    • Views: 56
    01-28-2010 08:02 PM Go to last post
  8. Engine cod2 re tags

    same i made for cod4/5 a while ago. hire is it for cod2 typedef struct{ short UNKNOW; short allies; short axis; short current; short damage;

    Started by kingorgy96, 01-24-2010 08:00 AM
    • Replies: 2
    • Views: 197
    01-27-2010 04:39 PM Go to last post
  9. Cool Engine Quake1 - Proquake 3.99

    Sorry, I didn't see a section for older engines. Maybe someone else will find this useful. This is using ms detours cuz i'm lazy. http://quakeone.com/proquake/ typedef void (*ConPrintf)(char *fmt); ConPrintf trap_ConPrintf = (ConPrintf)0x0040BB60; void ConPrint(char *fmt)

    Started by Formatc, 01-05-2010 02:09 AM
    399, proquake, quake1
    • Replies: 5
    • Views: 361
    01-07-2010 05:24 PM Go to last post
  10. Engine iron grip demo - engine

    typedef enum { TR_STATIONARY, TR_INTERPOLATE, TR_LINEAR, TR_LINEAR_STOP, TR_SINE, TR_GRAVITY } trType_t; typedef struct {

    Started by kingorgy96, 12-28-2009 09:13 AM
    1 Staff Post(s) demo, engine, grip, ircon
    • Replies: 4
    • Views: 299
    12-29-2009 09:42 PM Go to last post
  11. Code Perfect XQZ for SmokinGuns

    Perfect XQZ Wallhack for Smokin' Guns: if( rfEnt->customSkin ) { rfEnt->renderfx |= RF_DEPTHHACK; } I figured this out by just looking at the skin files that only apply for the player models in the sg .pak file:

    Started by c0re, 11-28-2009 04:39 AM
    perfect, smokinguns, xqz
    • Replies: 2
    • Views: 323
    11-28-2009 08:36 PM Go to last post
  12. Engine UrT perfect wallhack...

    This has probably been posted before, but here's a perfect wallhack method I just found. Works in UrT 4.1, and maybe could be adapted to other games... Make sure you have syscall hooking. I do this in VM_Create, but you can do it in VM_LoadQVM as well and possible elsewhere(perhaps monitoring...

    Started by Macpunk, 11-19-2009 12:54 AM
    method, urt, xqz
    • Replies: 2
    • Views: 441
    11-19-2009 02:30 AM Go to last post
  13. Client NoRecoil in Q3

    Client NoRecoil in Q3 We are making visual no recoil for the Q3 engine. I used ET as an example. When you fire your weapon, CG_FireWeapon gets called. From there it calls CG_WeaponFireRecoil, which adds recoil to your view. So we will hook CG_WeaponFireRecoil. The function we are going...

    Started by RunningBon, 05-13-2005 12:54 PM
    3 Pages
    1 2 3
    15 Staff Post(s) client, norecoil
    • Replies: 40
    • Views: 5,293
    11-09-2009 12:53 PM Go to last post
  14. Engine Nexuiz Drawing

    http://de.wikipedia.org/wiki/DarkPlaces void (*DrawEngine_DrawTextBox)(float x, float y, float width, float height) = (void (__cdecl *)(float x, float y, float width, float height))0x49A6E0; void (*DrawEngine_M_PrintColored)(float cx, float cy, const char *str) = (void (__cdecl *)(float cx,...

    Started by kingorgy96, 07-22-2009 04:05 AM
    • Replies: 1
    • Views: 257
    07-22-2009 04:14 AM Go to last post
  15. Engine Alien Arena 2009 - Particle Chams

    cparticle_t * (*hook_new_particle)() = (cparticle_t * (__cdecl *)())0x5E7B904; void (*Engine_CL_ItemRespawnParticles)(vec3_t org) = (void (__cdecl *)(vec3_t))0x406460; void (*Engine_CL_TeleportParticles)(vec3_t org) = (void (__cdecl *)(vec3_t))0x40C860; void (*p_CL_DeltaEntity)( frame_t *frame,...

    Started by kingorgy96, 07-20-2009 09:35 AM
    • Replies: 0
    • Views: 213
    07-20-2009 09:35 AM Go to last post
  16. Engine Alien Arena 2009 Cvar System

    we need a idtech2/q2 forum anyways i post it hire becouse the game is based on q2,q3 and ut, mostly q2 cls.state/*0x5AC2EA0*/ = 1; cls.realtime/*0x5AC2EAC*/ = Sys_Milliseconds ()/*0x4370C0*/; CL_InitInput () /*0x40E590*/; CL_InitHttpDownload();/*0x40DBB0*/ adr0/*0x5ADC784*/ =...

    Started by kingorgy96, 07-19-2009 07:29 AM
    • Replies: 0
    • Views: 205
    07-19-2009 07:29 AM Go to last post
  17. Info idTech 3 Based Games

    http://upload.wikimedia.org/wikipedia/commons/8/85/Quake_-_family_tree_2.svg

    Started by kingorgy96, 07-07-2009 03:07 AM
    • Replies: 4
    • Views: 551
    07-15-2009 07:46 PM Go to last post
  18. Engine Another Engine Wallhack Methode

    today i found 22 ways how to make a another player wallhack Part 1:Using AddMD3Surfaces exemplare i use Urban Terror 4.1 ok lets start Tools we need:q3sdk,ollydbg or ida and me lol

    Started by kingorgy96, 06-26-2009 08:11 PM
    • Replies: 1
    • Views: 612
    06-27-2009 01:33 PM Go to last post
  19. OpenGL Generic Wallhack ASM

    I'm trying to mess about with ioUrbanTerror.exe v4.1, which I believe is based off the Q3 engine. I'm using a basic opengl32.dll wrapper (coded by guyonasm, cheers) to wrap the glBegin() function. The code i'm using is at the bottom of this snippet. I've converted the most generic of...

    Started by Ksbunker, 06-11-2009 06:52 AM
    • Replies: 4
    • Views: 650
    06-15-2009 02:23 AM Go to last post
  20. Code Smokin' Guns Shader Fun

    Alright I've never messed with this game or q3 mods before, but this could be applied to doing chams or other neat shader effects on players. First lets register our shader in CG_Init: shaderFlag = trap_R_RegisterShader( "models/misc/cloth_flag_44" ); Now in your syscall hook in...

    Started by c0re, 05-04-2009 02:57 AM
    • Replies: 1
    • Views: 388
    05-04-2009 05:33 AM Go to last post
  21. Engine Sof2 Drawing

    inside GetRefAPI are the funtion offsets http://aimbots.net76.net/king-orgy/sof2refapi.html static void (*CL_DrawStretchPic)( float x, float y, float w, float h, float s1, float t1, float s2, float t2,const float* color, qhandle_t hShader ) = (void (__cdecl *)( float , float , float , float...

    Started by kingorgy96, 04-19-2009 08:25 AM
    1 Staff Post(s)
    • Replies: 2
    • Views: 411
    04-20-2009 03:26 AM Go to last post
  22. Q3 Engine: Command Hooking without Detour/BP.

    In this example i'll target the "screenshot" command to hook screenshots for visual hack removal. Heres how i do it in a modified Quake3 Engine... Find the screenshot command in memory, backup the pointer, overwrite with the address of my hookfunc. Within my hookfunc i set a flag 'var == 1'...

    Started by Evilcreator, 02-16-2008 05:58 PM
    • Replies: 3
    • Views: 837
    07-21-2008 07:55 AM Go to last post
  23. Finding and using basic offsets for Q3 based games

    Finding and using basic offsets for Q3 based games. OK, this tutorial should help you find offsets for Quake 3 based games, and the basics of how to use them. The example game we will use is CoDUO 1.5. We will use raw offsets, although it can also be done through the cg, cgs, eg_ents structs....

    Started by RunningBon, 03-23-2005 06:31 PM
    3 Pages
    1 2 3
    13 Staff Post(s) based, basic, finding, games, offsets
    • Replies: 36
    • Views: 5,451
    11-26-2007 09:47 AM Go to last post
  24. Moved: Draw Strings

    Started by codinGanimal, 07-10-2005 07:40 AM
    • Replies: -
    • Views: -
    09-11-2006 07:54 PM Go to last post
  25. JKA GlowShells

    Jedi Knight has the Game Mode Ysalimari. Its like Capture the Flag though. Now the Flag has two shaders for each Team. Blue and Red of course. We could use these Shaders for Glowshells for example. The two Shader Names are: ysaliredShader and ysaliblueShader. These Shaders are stored in the...

    Started by h1web, 04-19-2005 11:22 AM
    9 Staff Post(s) glowshells, jka
    • Replies: 11
    • Views: 1,597
    04-20-2005 12:16 PM Go to last post
  26. Post Finding Offsets For cg, cgs, cg_entities..

    for q3 engine games, kinda like the "Aj" thread by gna but this way is quicker and better. First up, disassemble the cgame dll (usually cgame_mp_x86.dll) any disassembler will do but IDA is best. now in q3 engine games, CG_Init function calls memset to reset the structs, this is...

    Started by BiGmAc, 04-07-2004 01:36 PM
    1 Staff Post(s) cgentities, cgs, finding, offsets
    • Replies: 13
    • Views: 4,064
    04-20-2005 11:26 AM Go to last post

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