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  1. 06-02-2005
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Forum: QuakeLive

QuakeLive Development Forums

  1.   Sticky Threads  

  2. Sticky Thread Sticky: [QuakeLive] Offline Launcher

    Hey, well after seeing zhap's post, i figured i'd release something to do the same task. Basically, put the loader in the main dir of your QuakeLive install and run it. This will now work on all servers as it successfully authenticates http://dl.getdropbox.com/u/29438/QuakeLiveLoader.rar

    Started by kynox, 02-27-2009 12:32 AM
    3 Pages
    1 2 3
    • Replies: 35
    • Views: 3,680
    2 Weeks Ago 02:53 PM Go to last post
  3. Sticky Thread Sticky: Engine Dynamic Shaders

    After looking through tr_shader.c from the Q3 source I noticed that s_shaderText is a string of all the shaders loaded from the pk3s by the game. To add our own shader defitions all we need to do concatenate our dynamic shaders to this string before registering our local shaders. Example: //...

    Started by Stealth93, 11-03-2009 09:27 PM
    • Replies: 5
    • Views: 589
    03-03-2010 10:00 PM Go to last post
  4. Sticky Thread Sticky: [QuakeLive] Bones

    int trap_R_LerpTag( orientation_t *tag, int mod, int startFrame, int endFrame, float frac, const char *tagName ) { return sysCall( 0x39, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName ); } orientation_t GetBonePos( idVec3 vecPos, idMat3 matAxis, entity_t* pEntity, int hModel, char*...

    Started by kynox, 02-08-2009 02:19 AM
    2 Staff Post(s) bones, quakelive
    • Replies: 1
    • Views: 940
    06-05-2009 12:37 AM Go to last post
  5. Sticky Thread Sticky: [QuakeLive] Engine Structs

    class clientInfo_t { public: int infoValid; //0x0000 char unknown4; //0x0004 char name; //0x0008 int team; //0x0048 char unknown76; //0x004C int health; //0x0074 int armor; //0x0078

    Started by kynox, 02-08-2009 02:17 AM
    5 Staff Post(s) engine, quakelive, structs
    • Replies: 14
    • Views: 1,871
    04-30-2009 01:36 PM Go to last post
  6. Sticky Thread Sticky: [QuakeLive] Using the console

    This is just as an small example: VOID SendCommand( LPCCH szCommand ) { _asm { push szCommand mov eax, dwQuakeBase

    Started by R4z8r, 03-02-2009 10:27 AM
    2 Staff Post(s)
    • Replies: 4
    • Views: 687
    03-02-2009 05:37 PM Go to last post
  7. Sticky Thread Sticky: [QuakeLive] Rendering

    __declspec(naked) void CG_DrawStringExt( int x, int y, const char *string, idVec4& vecColor, int forceColor, int shadow, int charWidth, int charHeight, int maxChars ) { __asm { mov eax, dwGameBase add eax, 0xA610 jmp eax } }

    Started by kynox, 02-08-2009 02:20 AM
    1 Staff Post(s)
    • Replies: 1
    • Views: 796
    02-28-2009 11:19 AM Go to last post
  8. Sticky Thread Sticky: [QuakeLive] Syscalls

    #define QL_ARGV 0x0C #define QL_ARGS 0x0D #define QL_CVAR_SET 0x7 #define QL_CVAR_VARIABLE_STRING_BUFFER 0x9 #define QL_REGISTERSHADER 0x30 #define QL_REGISTERFONT 0x44 #define QL_ADDREFENTITYTOSCENE 0x32 #define QL_ADDPOLYTOSCENE 0x33 #define QL_ADDLIGHTTOSCENE 0x34 #define QL_RENDSCENE...

    Started by boecke, 02-10-2009 12:06 AM
    2 Staff Post(s)
    • Replies: 2
    • Views: 716
    02-10-2009 06:00 AM Go to last post
  9.   Normal Threads  

  1. Engine [Quake Live]Renderscene & AddRefEntityToScene

    for the current quake live version id Software/quakelive/home/baseq3/quakelive.exe (dll?) finding AddRefEntityToScene addrese search for "RE_AddRefEntityToScene: bad reType %i" string .rdata:101CAAC4 aRe_addrefentit db 'RE_AddRefEntityToScene: bad reType %i',0 .rdata:101CAAC4 ; DATA...

    Started by kingorgy96, 07-02-2009 01:18 AM
    liverenderscene, quake
    • Replies: 2
    • Views: 599
    07-02-2009 04:32 PM Go to last post

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