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  1. 06-02-2005
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Threads 1 to 18 of 18

Forum: Call of Duty 1

Call of Duty 1 Development

  1.   Sticky Threads  

  2. Sticky Thread Sticky: Engine Single Player v1.3 - Engine

    because of borings i started today a bot in sp typedef struct { int x, y, width, height; float fov_x, fov_y; vec3_t vieworg; vec3_t viewaxis; int time;

    Started by kingorgy96, 11-15-2009 02:56 PM
    • Replies: 0
    • Views: 235
    11-15-2009 02:56 PM Go to last post
  3. Sticky Thread Sticky: Engine bypass pb anti cheat cvar without touching pb

    it's just a c&p from Q3 SDK but it does the job. in this example, I am using CoD1 and OllyDBG and it works for all Q3 based games. First, we need to find the BaseAddress of a cvar, in the most cases cheat cvars are inside R_Register ex: base cvar_get

    Started by kingorgy96, 08-15-2009 05:27 PM
    • Replies: 2
    • Views: 383
    08-15-2009 05:55 PM Go to last post
  4. Sticky Thread Sticky: Engine Imports and Exports

    typedef struct { void (*Printf)( int printLevel, const char *fmt, ...); void (*Error)( int errorLevel, const char *fmt, ...); int (*Milliseconds)( void ); void (*sub_1)( );

    Started by kingorgy96, 08-14-2009 01:54 PM
    exports, imports
    • Replies: 0
    • Views: 222
    08-14-2009 01:54 PM Go to last post
  5. Sticky Thread Sticky: Engine clientStatic

    what Denial of Service ( int pingUpdateSource;/*0x1894A74*/ ) typedef struct { char z_crap; char hostName; char mapName; char game; int netType; int gameType;

    Started by kingorgy96, 08-10-2009 07:27 PM
    clientstatic
    • Replies: 0
    • Views: 217
    08-10-2009 07:27 PM Go to last post
  6. Sticky Thread Sticky: Engine clientActive

    typedef struct { char z_crap; //Ping - 0x148BBB8 } clSnapshot_t;//0x148BBA4 - size 0x20FC(8444) typedef struct { int p_cmdNumber; int p_serverTime;

    Started by kingorgy96, 08-03-2009 10:07 AM
    1 Staff Post(s)
    • Replies: 3
    • Views: 360
    08-04-2009 07:13 AM Go to last post
  7. Sticky Thread Sticky: Engine DrawWeapon Stats

    should be work in other cod's just find the right weaponNums struct weaponStats_t { /*Kills*/ int Bar_kills;//NUM:1 int Bren_kills;//NUM:3 int Pistol_kills;//NUM:4,11,22 int Enfield_kills;//NUM:5 int Mpfg42_kills;//NUM:6 int Kar98k_kills;//NUM:9

    Started by kingorgy96, 07-29-2009 08:09 AM
    2 Pages
    1 2
    • Replies: 19
    • Views: 1,037
    08-01-2009 08:46 AM Go to last post
  8. Sticky Thread Sticky: Engine Draw a Simple Cam

    void (*org_RenderScene) ( refdef_t * ) = (void (__cdecl *) ( refdef_t * ))0x04E0AC0; void Render_cam(refdef_t *fd) { #define CAM_WIDTH 300.0f #define CAM_HEIGHT 300.0f refdef_t my_cam; my_cam.fov_x = fd->fov_x; my_cam.fov_y = fd->fov_y;

    Started by kingorgy96, 04-05-2009 09:41 AM
    • Replies: 2
    • Views: 440
    04-14-2009 08:54 AM Go to last post
  9.   Normal Threads  

  1. Tutorial Find and Reading the Cod1 Console buffer

    Can anyone figure out how to find the Call of Duty 1 Console buffer and read from it repeatedly to look for a certain string?

    Started by speedstream, 3 Days Ago 07:02 AM
    • Replies: 4
    • Views: 87
    1 Day Ago 07:39 AM Go to last post
  2. Tutorial Hooking cg_printf

    I'm requesting a tutorial on how to hook the COD 1.5 cg_printf and recieve each line from the console in a string. I would like this to be in C# (C++ would be my second choice). I've already asked for a tutorial on how to read the console but I just got back, 'Hook cg_printf', so now I'm requesting...

    Started by speedstream, 2 Weeks Ago 02:16 PM
    2 Pages
    1 2
    • Replies: 15
    • Views: 283
    1 Week Ago 06:30 AM Go to last post
  3. Question Set ViewAngles in CoD1

    Hi, I've been looking for this since a while now. Found them in cg_t, but I can't change them to make my player look in another direction. I searched them in Cheat Engine, found them, tried to change them, but they directly switched back to the old values. So, maybe there is no way to modify the...

    Started by Twice, 04-09-2010 07:12 AM
    • Replies: 2
    • Views: 159
    04-09-2010 12:11 PM Go to last post
  4. Engine a few cod1 1.5 funtions

    Note:all addresses/funtions are for the lates patch v1.5 if you have any questions how to find the funtions in a different patch post it hire or send me a pm drawing void (WINAPIV *trap_R_DrawStretchPic)(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t...

    Started by kingorgy96, 06-10-2009 09:56 AM
    1 Staff Post(s) funtions
    • Replies: 4
    • Views: 583
    02-20-2010 06:16 PM Go to last post
  5. Engine Modify Game Huds

    void (*orig_CG_OwnerDraw) ( float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale,float unknow, vec4_t color, qhandle_t shader, int textStyle ); void CG_OwnerDraw(float x, float y, float w, float h, float text_x,...

    Started by kingorgy96, 08-12-2009 09:32 PM
    1 Staff Post(s)
    • Replies: 2
    • Views: 289
    08-13-2009 06:34 AM Go to last post
  6. Engine Syscalls

    inside LoadHudMenu we can find all relevant syscalls hire a few from it orig_CG_Syscall = (int (__cdecl *)(int,...)) 0x04654C0; /*COD1 SYSCALLS*/

    Started by kingorgy96, 08-12-2009 01:26 PM
    • Replies: 0
    • Views: 227
    08-12-2009 01:26 PM Go to last post
  7. Engine World ESP using ModelIndex

    we could using the gitem struct (0x30078328 + 4 to Weaponname) or modelIndex2 i use the not lazy way :rolleyes: #define Turrents 11 #define Explosives 4 #define Weapons 3 #define Players 1

    Started by kingorgy96, 08-11-2009 08:04 PM
    • Replies: 2
    • Views: 344
    08-12-2009 01:05 PM Go to last post
  8. Engine cgs

    typedef enum { DM,//1 SD,//2 HQ,//3 TDM,//4 RETREIVAL,//5 UNKNOW,//6 MAX_GAME_TYPE } gametype_t;

    Started by kingorgy96, 08-10-2009 07:01 PM
    cgs
    • Replies: 0
    • Views: 171
    08-10-2009 07:01 PM Go to last post
  9. Engine Hooking cod1 RE_AddRefEntityToScene

    we just search for "RE_AddRefEntityToScene: bad reType %i" about the string is direct the funtions offset db 15h ; DATA XREF: sub_4E0800+A0o void (*org_RE_AddRefEntityToScene)( refEntity_t *ent ); void hook_RE_AddRefEntityToScene( refEntity_t *ent ) { ent->renderfx...

    Started by kingorgy96, 04-18-2009 03:33 PM
    • Replies: 0
    • Views: 230
    04-18-2009 03:33 PM Go to last post
  10. Engine Hooking cod1 R_RenderView

    first we need to find "====== RE_RenderScene =====" we decompieling the funtion i addet some comends more easy to find. typedef struct { vec3_t origin; // in world coordinates

    Started by kingorgy96, 04-18-2009 02:13 PM
    • Replies: 0
    • Views: 191
    04-18-2009 02:13 PM Go to last post
  11. cod1 pk3 unlocker

    //4h for finding the right offsets DWORD fs_searchpaths=0x146031C;//this is the right addrese pack_t * getPack(char *filename) { searchpath_t *browse = *(searchpath_t **)fs_searchpaths; for (; browse; browse = browse->next)

    Started by kingorgy96, 02-07-2009 07:40 AM
    • Replies: 4
    • Views: 403
    02-12-2009 01:58 AM Go to last post
  12. [CODE]COD1 Weapon Flash Removal

    Alright here is something I came across while working on COD1 that I thought was great addition to a simple wallhack hook. The only thing that you need is a syscall hook. In your syscall hook add this case WEAPON_FLASH_REMOVAL: { if(Cod.settings.WeaponFlash > 0) return 0; ...

    Started by buffalo, 12-24-2008 01:44 AM
    • Replies: 0
    • Views: 223
    12-24-2008 01:44 AM Go to last post
  13. COD 1.4 CG_DrawRect

    Simple way to draw a rectangle in COD1.4 void (__cdecl *trap_SetColor)( const float *rgba ) = (void (__cdecl *)( const float *))0x30032380; void (__cdecl *CG_DrawTopBottom)( float x, float y, float width, float height, float size ) = (void (__cdecl *)( float , float , float , float , float ...

    Started by buffalo, 09-01-2008 03:46 PM
    • Replies: 0
    • Views: 375
    09-01-2008 03:46 PM Go to last post
  14. Simple COD Triggerbot

    My hacked up triggerbotsource for COD (and it works for any q3 based game actually) which I made just to see how many idiots would think the .dll was the real cheat (it came with a packed clientbot DLL that infact was not used or injected at all which people thought). The source is ugly and I...

    Started by VisualPerfection, 05-29-2005 06:47 AM
    2 Pages
    1 2
    • Replies: 17
    • Views: 2,717
    08-28-2008 11:49 AM Go to last post
  15. Various COD features

    here are some cod sources //First get your model recognition. It can be counts, crc, or return address. //then this is the code for flashing guns and models glEnable(GL_COLOR_MATERIAL); //Enables coloring glColor3f(rand()%2,rand()%2, rand()%2); //This will choose a random color...

    Started by Otacon, 03-25-2004 08:23 PM
    2 Pages
    1 2
    1 Staff Post(s) cod, features
    • Replies: 16
    • Views: 2,676
    08-14-2007 01:00 PM Go to last post
  16. CRC32 Model Recognition w/CoD

    Everyone already has an idea of how its done on CoD, but I made this anyway. It explains: How it works How to hook needed funcs How to set up a CRC32 finder How to use the checksums Most people just show you code and how to do it, but nobody understands why it works.

    Started by mguy, 01-27-2004 03:36 PM
    • Replies: 5
    • Views: 1,942
    10-18-2006 07:24 AM Go to last post
  17. COD Return Address Finder

    K heres the deal. Put in opengl32.dll into your COD folder. Then you go in game, and point at what you want it to return or just mingle in the game for a bit. Then quit and you will see opengl32.txt in cod folder, open it, and its the return address in Decimal form..you have to make it into a...

    Started by Otacon, 03-30-2004 04:53 PM
    • Replies: 12
    • Views: 1,386
    04-02-2004 08:18 PM Go to last post
  18. COD Model Recognition Helper

    CoD Model Recognition Helper v1.2 written by mGuy ----->Changes in 1.2---------------------= Thirdperson/Foilage hacks now work on v1.2 of CoD Added Whitewalls hack which works on v1.2 The above will not work on v1.1 of CoD. ----->Features---------------------------=

    Started by mguy, 01-26-2004 06:12 PM
    • Replies: 7
    • Views: 1,773
    03-30-2004 10:26 AM Go to last post

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