QuakeLive Development Forums
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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
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: //...
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*...
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
This is just as an small example: VOID SendCommand( LPCCH szCommand ) { _asm { push szCommand mov eax, dwQuakeBase
__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 } }
#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...
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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...
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