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  1. 06-02-2005
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Threads 1 to 6 of 6

Forum: Enemy Territory

Enemy Territory Development

  1.   Sticky Threads  

  2. Sticky Thread Sticky: Code ETPro config certification tool

    ETPro offers a 'certified configs' feature which basically means "this server is running the unmodified version of the config file leagues uploaded to their site". It's used for stopping people from modifying limitations and other stuff. Here's a small command line tool you can use for...

    Started by zhap, 09-23-2009 09:55 AM
    certification, config, etpro, tool
    • Replies: 2
    • Views: 316
    6 Days Ago 06:40 PM Go to last post
  3. Sticky Thread Sticky: ET DLights

    I looked at the SDK, and I found a SysCall with the name G_R_ADDLIGHTTOSCENE, so I decided to mess around with it. This is the code, that the SDK supplied: ... if ( ent->currentState.teamNum < 4 ) { mult = 0.004f*(cg.time - ent->currentState.effect1Time)/300000.0f; trap_R_AddLightToScene(...

    Started by h1web, 04-24-2005 03:12 PM
    3 Staff Post(s) dlights
    • Replies: 9
    • Views: 1,611
    3 Weeks Ago 09:58 AM Go to last post
  4. Sticky Thread Sticky: Code How to write a anticheat undetected ET clientHook

    another nice method how to get staff without modify the memory at all i posted a method like that some days ago and haven't been detected jet so i posted again a hook with the same method vm_s are not documented by the ET sdk you can find it inside q3 sdk and figure it out how to get the...

    Started by kingorgy96, 06-09-2010 07:53 AM
    • Replies: 0
    • Views: 144
    06-09-2010 07:53 AM Go to last post
  5. Sticky Thread Sticky: Engine Change Skins easly

    case CG_R_REGISTERSKIN: { const char* skinName = (const char *) arg/*const char**/; /*does not work if you register inside cg_inits*/ ax_tce_soldier = trap_R_RegisterSkin( "models/players/temperate/axis/soldier/body_s.skin" ); al_tce_soldier = trap_R_RegisterSkin(...

    Started by kingorgy96, 12-10-2009 09:41 AM
    • Replies: 1
    • Views: 278
    12-10-2009 11:21 AM Go to last post
  6. Sticky Thread Sticky: ET features

    simple weapon names: my function was designed for ET, but it should work for every other q3a engine games. i dont know if there is a more dynamic way, but my way fully suits my interests ;) First of all, you should have a look at bg_public.h and search for an enumeration called "weapon_t"...

    Started by jLn, 04-26-2005 05:55 PM
    4 Pages
    1 2 3 4
    25 Staff Post(s) features
    • Replies: 59
    • Views: 6,907
    03-23-2008 09:07 PM Go to last post
  7. Sticky Thread Sticky: Et Overview Radar

    ok, my old thread was filled too much, so i am starting a new one :) et overview radar: this feature is known from nearly every cs 1.6 counter-strike hack (greets to patrick ;)), but you dont need deep maths knowledges (greets to the sdk :D). first of all, i tell you where to look:...

    Started by jLn, 05-09-2005 10:27 PM
    3 Staff Post(s) overview, radar
    • Replies: 8
    • Views: 1,662
    05-14-2005 05:24 AM Go to last post
  8. Sticky Thread Sticky: ET Sprite ESP

    Okay here is how you would do Sprite ESP for EnemyTerritory (or any Q3 Game) First, set up a weapons table. const char *szWeapons = { { "" }, { "Knife" }, { "Luger" }, { "MP40" }, // 3 { "Nade" }, { "Panzer" }, { "Flamethrower" }, { "Colt" }, // 7 { "Tommy...

    Started by Otacon, 05-08-2005 07:31 PM
    2 Staff Post(s) esp, sprite
    • Replies: 7
    • Views: 1,826
    05-13-2005 01:32 PM Go to last post
  9.   Normal Threads  

  1. Code [ET PoC] cvar hacking

    this PoC allows users to configure bot/addon/whatever through custom cvars that are not picked up by punkbuster (they are not registered at all, so saving / loading will have to be handled manually) for testing i used a detected cvar 'wl_vecy': ]\pb_sv_cvarsrch wl_vecy PunkBuster Server: ...

    Started by learn_more, 06-03-2010 09:59 PM
    1 Staff Post(s) cvar, enemy territory, hwbp, poc
    • Replies: 2
    • Views: 162
    06-04-2010 07:13 PM Go to last post
  2. Code Mod specific offsets using vmMain

    since i posted this elsewhere aswell mod-specific data, using the offset from vmMain to the cgame base: this struct is based on that (the first identifier is the offset), maybe offsets are still good dunno struct et_version { UINT offset; UINT ptr_rd; UINT ...

    Started by learn_more, 04-26-2010 06:31 AM
    • Replies: 1
    • Views: 219
    04-27-2010 02:49 AM Go to last post
  3. Engine Simple ET Model Loger

    RE_AddRefEntityToScene: if( GetAsyncKeyState( VK_F5 ) &1 ) modelLoger++; if( GetAsyncKeyState( VK_F4 ) &1 ) modelLoger--; if(ref->hModel == modelLoger )

    Started by kingorgy96, 12-07-2009 03:44 AM
    • Replies: 1
    • Views: 285
    12-07-2009 12:18 PM Go to last post
  4. Question Creating a hack for ET

    Hey i am new to the coding scene for hacking in games. I want to start with ET as Wolfenstein was one of the first games i played! Could anyone send me in the right direction to how to create charms + aimbot for this game? I already downloaded the q3 SDK + looked at ASM but I need help...

    Started by EzyE, 11-18-2009 07:10 AM
    creating, hack
    • Replies: 2
    • Views: 352
    11-18-2009 06:26 PM Go to last post
  5. Engine [ET-2.60b]DrawCheats

    struct addresses can be found inside r_init ,the other functions can be found inside RB_EndSurface shaderCommands_t * et_tess = (shaderCommands_t *) 0x16B53E0; trGlobals_t * et_tr = (trGlobals_t *) 0x1787B00; backEndState_t * et_backEnd ...

    Started by kingorgy96, 07-31-2009 06:01 AM
    • Replies: 11
    • Views: 580
    08-01-2009 10:42 AM Go to last post
  6. et syscall hooking

    30054B30 >/$ 8B4424 04 mov eax,dword ptr ss: 30054B34 |. A3 48D10930 mov dword ptr ds:,eax 30054B39 \. C3 retn *(unsigned long*)0x3009D148 = (unsigned long)&mysyscall; untested, but im quite sure, that this is gonna work.

    Started by h1web, 08-17-2006 05:21 PM
    • Replies: 6
    • Views: 757
    08-18-2006 05:36 AM Go to last post

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